Well, Fyrosfreddy's remarks were interesting, and I agree to much of it.
Only: The proposals of changing game mechanics are not realistic. Not only the manpower is lacking, but moreover, I fail to see that PvE gameplay has any urgent need to be strengthened by additional rewards. On the other hand, PvP seems to be in urgent need to receive new incentives.
I already wrote that the devaluation especially of rubbarn, armilo, greslin, and egiros OPs below q250 by the post-merge scheme of tool classes is crippling motivation to fight for such OPs.
The overly complicated and partially self-contradictory system of FvF grouping to get PvP points does not help to make PvP more attractive either. I think that best would be to allow to win PvP points equally from any kind of PvP activity, be it OP wars, duels, arena fights, fights in LoU and Nexus, or FvF fights.
Additional challenges like PvP missions might help as well. There was a proposal to shape part of the NPC boss missions in PvP style which I contradicted, not for the reason that I find the idea of winning NPC armors, plans, and craft crystals by PvP a bad one, on contrary. Only I do not see that the existing multi-team challenges could sensibly be used for.
Designing and implementing a PvP mission is not an easy task. There are balance considerations as well as the question how to grant access only to more or less equivalent teams and numbers of opponents. Otherwise the situation like in OP wars may arise again that mainly sheer numbers do count. Freddy finely described the vicious cycle and downward spiral created by such a situation.
Ideas for new PvP challenges and missions, individual, team, and multi-team, might be proposed and developed in the Ryzom forge process. Frankly, due to rare participation and not so much interest in PvP, I lack ideas how to do it. I only see that balance issues will be tricky.
What astonished me in the discussion, was Tumbleweed's point that everything challenging in PvP in Ryzom would be exhausted within a year at most. So far, I frequently heard from PvP interested players that this kind of gameplay would offer more variability and challenge than PvE (including harvesting and crafting), which would be exhausted after short time. Personally, I am playing Ryzom the sixth year, with insane accumulated playtime, widely without PvP, and still haven't the feeling that I have "finished the game".
Only: The proposals of changing game mechanics are not realistic. Not only the manpower is lacking, but moreover, I fail to see that PvE gameplay has any urgent need to be strengthened by additional rewards. On the other hand, PvP seems to be in urgent need to receive new incentives.
I already wrote that the devaluation especially of rubbarn, armilo, greslin, and egiros OPs below q250 by the post-merge scheme of tool classes is crippling motivation to fight for such OPs.
The overly complicated and partially self-contradictory system of FvF grouping to get PvP points does not help to make PvP more attractive either. I think that best would be to allow to win PvP points equally from any kind of PvP activity, be it OP wars, duels, arena fights, fights in LoU and Nexus, or FvF fights.
Additional challenges like PvP missions might help as well. There was a proposal to shape part of the NPC boss missions in PvP style which I contradicted, not for the reason that I find the idea of winning NPC armors, plans, and craft crystals by PvP a bad one, on contrary. Only I do not see that the existing multi-team challenges could sensibly be used for.
Designing and implementing a PvP mission is not an easy task. There are balance considerations as well as the question how to grant access only to more or less equivalent teams and numbers of opponents. Otherwise the situation like in OP wars may arise again that mainly sheer numbers do count. Freddy finely described the vicious cycle and downward spiral created by such a situation.
Ideas for new PvP challenges and missions, individual, team, and multi-team, might be proposed and developed in the Ryzom forge process. Frankly, due to rare participation and not so much interest in PvP, I lack ideas how to do it. I only see that balance issues will be tricky.
What astonished me in the discussion, was Tumbleweed's point that everything challenging in PvP in Ryzom would be exhausted within a year at most. So far, I frequently heard from PvP interested players that this kind of gameplay would offer more variability and challenge than PvE (including harvesting and crafting), which would be exhausted after short time. Personally, I am playing Ryzom the sixth year, with insane accumulated playtime, widely without PvP, and still haven't the feeling that I have "finished the game".
---
Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral