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Earthrise MMORPG
PvP
PVP Quests
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Topic: PVP Quests (Read 5264 times)
Bwen
Newcomer
Posts: 10
PVP Quests
«
on:
October 13, 2008, 08:59:04 PM »
I didnt read much about PVP yet but again it looked like it would be PVP intensive. Other games that said that decapointed me when I played them. It seems to be the one thing to say about a game to attract players theses days.
what features i'd like to see in pvp:
Player Bounties! Give me some ears to loot as proof of death! Or a toe? Eye?
Open Clan war rewards. You are at war with another clan you get bonus xp for killing them.
Quests that requires to kill player enemies, in your clan war, in opposite faction, Group quest to infiltrate player enemy base, etc...
Quests to change faction, enable to kill players on your side.
What would you like to see?
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Xlammer
Hero of Sal Vitas
Posts: 663
Yeah baby!
Re: PVP Quests
«
Reply #1 on:
October 13, 2008, 09:38:53 PM »
Pvp quests arent that easy to organize since there had to be other people at the right place in the right moment!
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Aeternum
Model Citizen
Posts: 229
Re: PVP Quests
«
Reply #2 on:
October 13, 2008, 09:49:02 PM »
Here's a riddle for you: If there is a PvP event, and to win, the players have to find and kill YOU, but you find and kill yourself first, do you win?
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Before you insult a man, walk a mile in his armor. Then, you are a mile away, and you have his armor.
~Progress Meters~
ER Char Name : |
*
------------------------------
| - Crafter?
[img width=502 height=100]http://www.aeternum.org/pics/Earthrise/erbanner.
Xlammer
Hero of Sal Vitas
Posts: 663
Yeah baby!
Re: PVP Quests
«
Reply #3 on:
October 14, 2008, 01:58:55 AM »
No? Cause Yoda doesnt like that idea... :\
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Zorky
Hero of Sal Vitas
Posts: 553
Deviation Origin
Re: PVP Quests
«
Reply #4 on:
October 14, 2008, 04:17:37 AM »
You can kill your own faction and change factions in Earthrise
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Xlammer
Hero of Sal Vitas
Posts: 663
Yeah baby!
Re: PVP Quests
«
Reply #5 on:
October 14, 2008, 07:28:44 AM »
Back to pvp quests? Is it possible or impossible?
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Bwen
Newcomer
Posts: 10
Re: PVP Quests
«
Reply #6 on:
October 14, 2008, 07:42:01 AM »
I think pvp quests would be possible. Like a quest terminal that gives you a quest to kill a player, terminal can scan who is online and near you and give you a quest to kill him.
Maybe even detect if a player is on a specific quest (AKA: is it on its quest log and is he near the "success" area) and give a quest to prevent that player to finish his quest. Like I dont know the enemy player got a quest to discover a new peice of the map and its somewhat far. Player follow the safe roads ofcourse like usual and then WHAM!! Pvp killed, failed his mission.
Or someone has a mission to transport goods on his mule from one city to another, enemy players takes the quest and is automaticly flagged for the PVP quest and you have to intercept and steal the goods.
Those kind of quests could even raise an "evil" faction or something.
I want new pvp content! Even if PVP content is tricky and sometimes exploitable, it is worth it imo.
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Xlammer
Hero of Sal Vitas
Posts: 663
Yeah baby!
Re: PVP Quests
«
Reply #7 on:
October 14, 2008, 07:46:27 AM »
OH! And there could be quests like.. Kill 5 persons of the opposing faction! OMG! Thats great! Instead of killing mobs!
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Bwen
Newcomer
Posts: 10
Re: PVP Quests
«
Reply #8 on:
October 14, 2008, 07:50:47 AM »
Quote from: Xlammer on October 14, 2008, 07:46:27 AM
OH! And there could be quests like.. Kill 5 persons of the opposing faction! OMG! Thats great! Instead of killing mobs!
Haha Like a quest that would tell you to kill 5 players level 3! I love it! Instead of doing the kill 10 level 2 rats quest!
You know I said in another post that they should put a "Hardcore" and "Pansy" mode at the character creation so that the people that dont like the pvp edge can be just ignored for those PVP quests. Like the pvp quests would be for players on the "hardcore" mode only so the pansies can play safely.
Or just put the pvp quests on the PVP servers. After all if you pick a pvp server you know what you are getting into! That way they'd have enough players for the pvp quests not just the "hardcore" ones, which could get slim in numbers...
«
Last Edit: October 14, 2008, 07:55:23 AM by Bwen
»
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Isikari
Model Citizen
Posts: 136
Re: PVP Quests
«
Reply #9 on:
October 14, 2008, 08:56:21 AM »
Bwen, although I did get a chuckle out of the notion of a 'hardcore and pansy mode', there is a looong thread on why non-consensual PvP is important to a game, with the player experience being a relatively small factor. The biggest is that in order for an economy to work (And, more importantly in my mind, be resilient to gold farming) things need to get destroyed. When someone kills me, I want some of the stuff in my inventory along with perhaps a weapon or two and some armor to be too badly damaged to salvage. I want to return to my corpse only to find it looted and have to get equipment again, therefore paying crafters and doing quests.
That aside, the idea of a PvP quest seems like a possible one to me, especially if you consider smaller scale faction quests. We already know there will be several splinter factions in both Continoma and Noir, so along with the myriad PvE quests I'm sure (And grateful) the devs are creating for them, how about one where you have to kill three players who did a PvP quest for some other splinter group within three days.
The key with the quests is to have them be long duration, that is, the player dosen't need to show up somewhere and kill someone
right now
. The only possible exception to this rule I could see would be if in high (Skill) level areas ALL players on PvP quests regardless of faction were sent to some nearby place, creating some sort of perpetual killing ground.
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~ "I must not fear. Fear is the mind-killer." - Dune
Xlammer
Hero of Sal Vitas
Posts: 663
Yeah baby!
Re: PVP Quests
«
Reply #10 on:
October 15, 2008, 03:19:15 AM »
Well, maybe the quests could grey people out... people that havnt got enough skills does not score
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Crapshot
Model Citizen
Posts: 188
Re: PVP Quests
«
Reply #11 on:
October 16, 2008, 04:18:03 AM »
Ok no offense to the idea of an almighty terminal telling us which palyers to kill. I don't like the idea. I mean if I'm doing some random pve quest (as in most games) I don't wanna die 10x by some player from the other faction =P. I mean I love pvp, but I don't think that is a very good idea
. Everyone has to do some PvE every now and then and I don't want people getting in my way, because I want to be done with it
.
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"There Is No Spoon, Kid..."
Isikari
Model Citizen
Posts: 136
Re: PVP Quests
«
Reply #12 on:
October 16, 2008, 11:14:56 AM »
Crapshot that's a really good point, and one that I was also concerned about. That's why I think if something like this was implemented, the only people it would tell you to target wouldn't be specific players, but rather enemy players who had also accepted the PvP quest. That way instead of getting to a quest to kill Joe Crafter as he looks for iron deposits I would get a quest to kill 3 Noir players (Assuming I'm Continoma) who have accepted a similar quest to kill three Continoma players. That way it won't give people any more of an incentive then they already have to kill random players, but it will increase the frequency of PvP combat among consensual players.
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~ "I must not fear. Fear is the mind-killer." - Dune
Cavadus
Hero of Sal Vitas
Posts: 1791
Wanna join my porg?
Re: PVP Quests
«
Reply #13 on:
October 16, 2008, 11:38:55 AM »
PvP quests are great and I loved them in SWG. When Vader would come down and hand out "Kill X Rebels" quests I loved it.
And with the focus of this game being PvP, and the devs having already confirmed both a Player Bounty System and guild quests, it seems that PvP quests are an absolute lock for inclusion at this point. I'm almost certain you're going to see PvP quests be the backbone for a portion of the faction/mini-faction technology acquisition system.
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Aeternum
Model Citizen
Posts: 229
Re: PVP Quests
«
Reply #14 on:
October 16, 2008, 06:14:40 PM »
What if it were set up so that the Terminals were only there to give you the direct information on who had to be killed for a bounty?
If you "just happened to kill" the person who had a bounty without having first stared into a terminal, yo would still get the credit for the kill.
i.e. The system applies the bounty directly to the person being hunted, NOT bound to a mission obtained in a terminal. The terminals would be like pointers in the right direction. You would still need to visit a terminal to collect the bounty though. (report completion to the system)
If it were done this way, do NOT bind the respawn to the completion report event. Otherwise someone could make the kill and not report it.
Logged
Before you insult a man, walk a mile in his armor. Then, you are a mile away, and you have his armor.
~Progress Meters~
ER Char Name : |
*
------------------------------
| - Crafter?
[img width=502 height=100]http://www.aeternum.org/pics/Earthrise/erbanner.
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