When done right - and not ruined by imbalance - they can even influence each other, but rarely intersect. I have always been a proponent of the philosophy that the best PvP games have the best PvE, and they can and should be completely separate from each other. PvP should not cut people out of PvE or Crafting if they do not participate in PvP or belong to the big guilds who dominate PvP. PvP should exist as a wing or an extension, and never a roadblock. Logging out is not an acceptable gameplay feature. But take away the options and give me only one cave and suddenly the PvP exists only to be a troll and I have no control over being trolled other than logging out. Someone could be a troll all they want and I had the control to go somewhere else. In UO, if I was being killed in a cave then I could go find another cave. If people are PvPing to be trolls, and they’re being successful at it, then the game lacks the basic design elements which would negate players having control of their ability to be trolled. No PvP system should ever promote players being trolls. No PvP system should ever allow players to completely lock other players out of content essential to their basic gameplay or enjoyment. Contrast that to UO where the “best” guilds (read: largest) could own areas of the map, but people can still go somewhere else and truly not be locked out entirely from something they need or want to do. In Albion Online the guilds that own the black zones own the best zones. Our community had some great discussion on the topic of PvP tonight and I feel a little inspired to write on our conclusions. We really really, really do not like PvP designed to eff (other words were used) up other people’s experience in the game.
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