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Author Topic: (QOTW 07062009) PVP, PVE, and Content  (Read 6344 times)
Moll
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« on: July 06, 2009, 03:25:56 AM »

Hey everybody!

We've been talking a lot this past week about PVP and XP, and PVE content. With that thread in mind, I posed this question to our developer team, "Can you illuminate with some examples for our community what kind of PVE content they might experience during average play and skill building and how it may relate to becoming more competitive during PVP play?"

Here's what they had to say.

 
PvE content will consist of structured storyline made of quest chains, as well as repeatable and random generated missions that will tie directly with the complex political and economic system in the game; combat, crafting and exploration missions with various goals. Earthrise's player-driven economy is based on supply and demand of resources and crafting services. At its foundation, however, it is dependent on the constant supply of resources that are directly connected to PvE gameplay. Many of the missions will be built around the constant competition around resources - for example, Organizations that provide biological components for field aids will always be on a hunt for characters who are competent monster exterminators. All gains will go towards production of monopolized biotech that will be made available for purchase from characters who have built reputation with that faction. On the other side, demand is not only based on character's needs but also Factions and Organizations caught into conflict with each other. Missions will often require crafting and donation of usable items to a Faction, paid back not only with money (though profits may vary) but also Reputation and wider availability of rewards. Eventually, availability of high tier weapons and armor is tied directly to player's PvE content, as better armed players have an edge in combat. Even if both sides have access to the same arsenal, those items crafted with limited, monopolized Designs made available by Organizations will have additional advantage.

Enjoy!
~ m.
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laelaelsds
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« Reply #1 on: July 06, 2009, 03:34:11 AM »

Wow! Very original! I loved it.

This is going into my TOP 10 QOTWs.
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Kole
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« Reply #2 on: July 06, 2009, 03:42:11 AM »

All gains will go towards production of monopolized biotech that will be made available for purchase from characters who have built reputation with that faction.

So basically one of the carrots for pve is special items that can't be crafted or purchased from other players? Thats going to be quite the balancing act with a player run economy.

Handing out designs I can understand and appreciate. It keeps people crafting, selling and buying. But at face value we're looking at at least at a subset of the player base that just plays the faction grind game.

I also wonder how many people are going to want to risk thier faction gear in pvp. I guess it depends on the difficulty of replacing it - is it insurable, the cost to repurchase it, etc.
« Last Edit: July 06, 2009, 03:54:55 AM by Kole » Logged

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« Reply #3 on: July 06, 2009, 03:54:14 AM »

So basically one of the carrots for pve is special items that can't be crafted or purchased from other players? Thats going to be quite the balancing act with a player run economy.

And since the dev's don't mention competitive pvp, are we to assume that in additional to being the mechanism that allow players to skill up, pve rewards players with items to make them more powerful on the pvp side?
I didn't get the impression that equipment, weapons etc will be no-drop/bind on pickup. Just that the ability to craft high-end items is accessed through PvE. If so, it will be up to players if they want to restrict the availability of these items.
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Kole
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« Reply #4 on: July 06, 2009, 03:56:40 AM »

Its not the ability to craft that concerns me, its if factions actually hand out items. I was amending my post when you quoted me. See above, I think I made my point clearer.
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joshyuah
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« Reply #5 on: July 06, 2009, 04:05:02 AM »

Sounds great.

It seems like there will be some extra work required, outside of just leveling skills, in becoming the best at what you want to do. At least, on this end, there will be a point to doing "quests" besides just a few gold coins.

It will be interesting to see how they balance this with the abilities and skills unlocked during traditional "leveling".

I'm wondering, though; will each type of "faction" have the same items in the end? or, will you need to be careful in choosing what factions you want to progress in, in order to become the type of crafter you would like to become (or fighter), as factions will have different types of end game "rewards"? If so, good deal.
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Necris
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« Reply #6 on: July 06, 2009, 04:30:54 AM »

Actually nothing new. PvE still ROXX Cheesy

PS
Moll, change ur ava back!
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« Reply #7 on: July 06, 2009, 04:35:44 AM »

I didn't get the impression that equipment, weapons etc will be no-drop/bind on pickup. Just that the ability to craft high-end items is accessed through PvE. If so, it will be up to players if they want to restrict the availability of these items.

Same here.

I didnt read it as players get items directly. I read it as players with faction rep, get faction recipes to better help them, and I love that idea greatly. Makes it worthwhile to grind up a faction in order to gain a possible edge.
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vovawasabi
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« Reply #8 on: July 06, 2009, 05:09:21 AM »

Awesome! More beta slots already please!
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TravelingGnome
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« Reply #9 on: July 06, 2009, 05:21:45 AM »

Very nice.
Thanks, Moll.
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kayeffem
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« Reply #10 on: July 06, 2009, 06:19:00 AM »

So basically one of the carrots for pve is special items that can't be crafted or purchased from other players? Thats going to be quite the balancing act with a player run economy.

Handing out designs I can understand and appreciate. It keeps people crafting, selling and buying. But at face value we're looking at at least at a subset of the player base that just plays the faction grind game.

I also wonder how many people are going to want to risk their faction gear in pvp. I guess it depends on the difficulty of replacing it - is it insurable, the cost to repurchase it, etc.

I'm in agreement.  pve is going to degenerate into a faction grind.  You'll grind out quests with the faction(s) you want to gain reputation with and thus increase your skills for pvp. 

All gains will go towards production of monopolized biotech that will be made available for purchase from characters who have built reputation with that faction.


As for replacement I think it will depend on the ability of crafters in your guild/alliance.  I'm sure high end items will not be sold on markets, or if they are at very high prices.  The main question for faction gear then is what does it actually take to make?  If it requires a lot of high end materials I think it's production will be more limited than if it takes only some high end materials.
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Alucard
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« Reply #11 on: July 06, 2009, 06:46:12 AM »

meh, seems like a regular "reputation" grind like in most other mmo's
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Harabeck
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« Reply #12 on: July 06, 2009, 08:24:34 AM »

meh, seems like a regular "reputation" grind like in most other mmo's
As opposed to what? What is the alternative for mmo pve?
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Kole
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« Reply #13 on: July 06, 2009, 08:35:30 AM »

I'd love to see pve change the game world, sway the balance between noire and conti, etc.

Example, if enough people do stuff to support noire, they're able to create and maintain a new technology, not just and it out to players that reach a certain coziness with them.

Or have settlements trade hands between the two factions, etc.

Or trigger some sort of event.

Anything really that's somewhat dynamic and feels more than just a personal reward.

That's the one thing about mmo's - in my experience they rarely allow the players to individually have an impact of any kind. While the worlds are persistent, they are also rigidly static.
« Last Edit: July 06, 2009, 08:57:55 AM by Kole » Logged

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kayeffem
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« Reply #14 on: July 06, 2009, 08:56:41 AM »

I'd love to see pve change the game world, sway the balance between noire and conti, etc.

Anything really that's somewhat dynamic and feels more than just a personal reward.

That's the one thing about mmo's - in my experience they rarely allow the players to individually have an impact of any kind. While the worlds are persistent, they are also rigidly static.

This is another big thing for me.  Allowing players to change/impact the game world.  It shows that what you're doing matters to some extent.  what about expansion of power for the faction areas?

Each faction has it's own controlled area/territory.  As players complete quests and missions the faction's power increases.  As this happens territories open up allowing players from the other faction to take them over.  These would be profitable areas to hold because of the risks.  If the opposing side gains enough points from pve then the faction would mount an attack against the territory to take it back.  If there are enough defenders you might be able to repell the attack for a few more days before the points build up again.  Guilds wouldnt need to have adjacent territories to take these over since they'd be very very risky, and lower level guilds would probly not want to take the risk of ownership.

Depending on the layout of each territory, you might also be able to take over enemy mines, providing your faction with higher income/resources.  I think my original suggestion is moot due to the implementation, but swapping mines and whatnot would be possible depending on layout.
« Last Edit: July 06, 2009, 08:58:30 AM by kayeffem » Logged

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