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  1. #21
    Player

    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    576
    Quote Originally Posted by Toodles View Post
    ^hardly, it'd be just how you can't damage a FATE mob if you aren't synced to the FATE, just flagged for players... the game already knows how to switch on pvp when you enter the Wolve's Den, I can't imagine it would be too complex a thing to code.

    The idea is you can only affect players who are synced.

    I'm glad you were at least upfront & honest stating you hate PVP rather than those typical naysayers that try to hide it.
    I'm pretty sure there's no "Flag" system for wolves den, it's just an instance where everyone can kill each other (And are on teams.) You get added to a team faction temporarily, and are removed from it when you exit and no flag is applied. I don't think they want to add a PVP Flag system just because they think open world pvp would be bad for the game.

    As it stands, this game is not designed for Open World PVP at all, far, far, far from it.
    (0)

  2. #22
    Player
    Toodles's Avatar
    Join Date
    Aug 2014
    Posts
    432
    Character
    Toodles Mcduff
    World
    Coeurl
    Main Class
    Arcanist Lv 50
    ^it's wouldn't be very difficult to implement, syncing flags FATE mobs already... wouldn't be that different to set to flag player-participants.
    (1)

  3. #23
    Player
    Laesha's Avatar
    Join Date
    Mar 2014
    Posts
    128
    Character
    Laesha Starsong
    World
    Zalera
    Main Class
    Gladiator Lv 80
    I have to say, I think this PvP fate idea is really good. I think it really answers a lot of the concerns with open-world pvp. Having a different colored circle to show the zone would make the very obvious, and a flagging option could be added to the character config menu for an additional barrier. They could also have a different soundbite que for entering the fate, or a different banner (much like the unique banner that notified a player joining a seasonal fate, i.e. Lightning Strikes). There are plenty of spots in each zone where regular fates don't spawn, so overlap wouldn't have to be an issue. Unspoiled gathering points/fishing spots etc... are always in fixed locations and could be avoided.

    I guess my only concern would be linkshells/FC's/etc... easily being able to abuse it. I mean, we can't talk outside of our alliance in frontlines for that reason. In open world it would be very very easy to fix FATES with as few as 3-4 players, especially on a small server. PvP is already small in general. I enjoy it a lot, but when i get into frontlines, or go to wolfsden pier, i only see the same 10-12 people from my server. ever. lol. Really tho, the small pop. is beside the point (sorry). Free for all is fine, but it wouldn't necessarily fix the problem. If 4 players communicate well, they could easily ensure they each got gold (if score is tallied in any way resembling FATES) by killing other players first, making it much harder for solo players to hop in and benefit. I know that's just part of pvp. That's fine. But I can easily see this being brought up in a hang-up during development meetings if the idea of PvP fates was presented.
    (1)

  4. #24
    Player
    Fornix's Avatar
    Join Date
    Aug 2013
    Posts
    645
    Character
    Fornix Amygdala
    World
    Odin
    Main Class
    Gladiator Lv 60
    Rather than PvP FATEs in PvE zones I'd rather see the creation of a set of PvP focussed zones. PvP focussed zones would be very similar to PvE focussed zones, but with a story line component focussed on conflict between the factions. PvP is always toggled on when being present in these zones.

    Rewards from quests should give PvP oriented gear, level appropriate for the intended level of the quest. Mining nodes, botany nodes and fishing spots should give resources which are used in crafting of items related to PvP; such as PvP gear, PvP food buffs, etc.

    FATEs within these zones could spawn as well, however should be worked out as sequenced FATEs. Where there may either be a direct source of conflict. Or PvP conflict may even be completely preventable. Fortification FATEs could help prevent the countering team from engaging full on combat. Depending on which side would win a FATE first, the following FATE could be decided.
    (2)

  5. #25
    Player

    Join Date
    Aug 2013
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    Gridania
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    Quote Originally Posted by Fornix View Post
    <snip>
    Iris Online pretty much tried this, Bots would camp the entrances to each part of the area, no one would get through.
    (1)

  6. #26
    Player
    Fornix's Avatar
    Join Date
    Aug 2013
    Posts
    645
    Character
    Fornix Amygdala
    World
    Odin
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by coldreactive View Post
    Iris Online pretty much tried this, Bots would camp the entrances to each part of the area, no one would get through.
    Never heard of the game. Appears to be your generic korean MMO from what a quick google search gave me. Game hindering bots such as you describe tend to be quite common in many of such games. So I really wouldn't use such an experience as reference for how things may play out in FFXIV.
    (0)

  7. #27
    Player
    Verlyn's Avatar
    Join Date
    Dec 2013
    Posts
    230
    Character
    Leif Freivjr
    World
    Ultros
    Main Class
    Arcanist Lv 80
    I think if there should be world PVP, it should be relegated to its own set of zones. Think something like Cyrodiil from ESO, only without the infinite loading screens and shield bash dps.
    Yoshida is already taking a similar philosophy to DAOC with regards to PVP. Keeping a separation of PVP and PVE falls in line with that philosophy.

    But I see why people would like World PVP. Some way to get to a PVP scenario that doesn't involve queueing for an instance would be appealing.
    (3)

  8. #28
    Player
    Rocco's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Skai Rossi
    World
    Leviathan
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Verlyn View Post
    I think if there should be world PVP, it should be relegated to its own set of zones. Think something like Cyrodiil from ESO, only without the infinite loading screens and shield bash dps.
    Yoshida is already taking a similar philosophy to DAOC with regards to PVP. Keeping a separation of PVP and PVE falls in line with that philosophy.

    But I see why people would like World PVP. Some way to get to a PVP scenario that doesn't involve queueing for an instance would be appealing.
    This is me. I know people don't like OW PvP and I get that, but instanced PvP for me just really kills it for me, I like my PvE and PvP seamlessly together, that's why I like World PvP so much.
    (2)

  9. #29
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Toodles View Post
    ^it's wouldn't be very difficult to implement, syncing flags FATE mobs already... wouldn't be that different to set to flag player-participants.
    Gotta also remember how FATEs work by the general system of it. You can join a FATE starting at any point within it. You can exit a FATE anytime simply by running out of it. Likewise, with syncing, you can removal yourself from the FATE at the click of a button. How are these things going to blend into open world PvP syncing? Removing the ability to leave the FATE by desyncing might work, but then what about the general ability we have to simply move outside of its bounds? The system itself wouldn't exactly be a FATE one, but rather a different system altogether. For example, they would have to probably remove the ability to desync once you join and either close off the area within the FATE (invisible walls) or do something to penalize someone... which would also be an unfair problem with pushback abilities. It's a lot more difficult than simply flipping a switch for this to happen, due to the way it'd have to play out.
    (0)
    Last edited by Welsper59; 11-18-2014 at 09:23 AM.

  10. #30
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Fornix View Post
    Rewards from quests should give PvP oriented gear, level appropriate for the intended level of the quest. Mining nodes, botany nodes and fishing spots should give resources which are used in crafting of items related to PvP; such as PvP gear, PvP food buffs, etc.
    I'd rather there not be gather node in any of these zones. As it will make gatherers sitting ducks for the kind of jerks that make open world PvP unfavorable in the first place.

    That said I agree with the rest of your ideas.
    (2)

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