IDEAS FOR RYZOM


Change "Dead Pool" PVP back to faction PVP

Kimmerin
I meant achievements, recognized by the game. As of now, there is no depth in tagged PvP, no bigger picture. Whether I fight for a faction or race, there is no progress of any sorts. It's all meaningless gameplay-wise.
There is a fine line there. Either you have a perpetual stalemate that makes people stop bothering to even try, or you have one side get enough of an advantage that it causes a snowball effect that effectively decimates one side while leaving the survivor wondering what to do next while the other (at least mostly)stops bothering to even try. Which is better? Before you answer, think about how much hopping of faction lines has happened solely to prevent the latter.
Kimmerin
No difference between an intense 15 min. PvP fight and killing AFKers, hence my point that tagged PvP in Ryzom doesn't matter.
A revamp of the rewards system might mitigate that. Let us suppose for the sake of discussion that rewards were based on damage dealt. A digger has lower HP than someone in HP gear, an AFKer will die sooner than one who uses self-heal, and a 2v2 usually has enough healing that you have to work MUCH harder for a kill than you would a less challenging fight. Of course, there are a kajillion ways to abuse that system too, but I think most of those ways are abused already under the current system so I'm not sure it'd be that bad. Either way, it's food for thought that may lead to an actually-workable idea.
Kimmerin
I meant the lack of variety in items, mechanics and actions used in PvP. For example, I'd love to see 5 or more blade-specific stanzas with various effects. But nope, there is only Bleeding. I'd love to see more gun stanzas - but all we have is Hit Rate. Some actions for shields, like block or temporary increase of Parry?.. Nope, take that useless Shielding. And so on, I guess you get the idea.

My opinion is based on comparison to other games and that's why I rarely engaged in tagged PvP while I've been actively playing Ryzom. There are no gameplay achievements, rewards are poor and good fights are elusive. It feels more like RP activity indeed, which I'm indifferent to.
While I agree that many games do indeed have more depth to their combat system, many of them have no depth in any of their other mechanics, and a fair number don't even have any real depth to the lore. In that regard, I suppose PvP is more of an RP activity than it is in, say, Mortal Kombat or PUBG. Lets face it though, Ryzom was never meant to be a combat sim. Sure, combat is a major part of the game, but not as important as it is in a game that has so little else to offer.

Then again, Chess has only 6 types of pieces yet has plenty of depth and strategy, so I'm not sure that adding a whole lot of stanzas to make things more complicated than they already are would be a good thing. In fact, I can see it being a deterrent that turns away even more of those who are already a bit intimidated by the learning curve I mentioned in my previous comment. IMO, there is more complexity than I think you're giving Ryzom credit for even if you don't need quite as many hotkeys; it just seems easy because you've been doing it so long.

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