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  1. #1
    Player
    AbandonHopeTD's Avatar
    Join Date
    Apr 2014
    Posts
    112
    Character
    Saya Dee
    World
    Ravana
    Main Class
    Dark Knight Lv 85

    Open world PvP Ideas

    Open world PvP, Ive heard Yoshida is a fan of ultima online and they had nice open world PvP, this is where they could remove the GC restriction theyre precious about from frontlines to help queues and could implement the GC thing here. Have a toggle, perhaps speak to an npc at WD Pier, where you can set yourself active to Open PvP with a cooldown before you can turn it off again (iirc it was 4 hours in UO?) You could set yourself to Open PvP and it would put ur GC icon next to your name above you (like the mentor one) that way if you see a person with opposing GC icon you know you can battle. Ranking for K/D/A, Achieves ect.

    I loved in UO having to be aware and susceptible to being attacked at any given moment. And traveling around with friends fighting other crews, with having the option to turn it on and off.

    Thoughts?
    (0)

  2. #2
    Player
    zonderbunny's Avatar
    Join Date
    Jan 2016
    Posts
    66
    Character
    Lystra Starshine
    World
    Ultros
    Main Class
    White Mage Lv 90
    I'm not a general fan of pvp and don't really enjoy it. That being said, this is not a bad idea. I like the opt in option and the toggle on/off (with whatevs cooldown). It would let folks that want that open world pvp sort of deal-io enjoy it and folks like me that aren't that interested not have to worry about getting randomly ganked gathering mats. I see very little downside to this.
    (0)

  3. #3
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by zonderbunny View Post
    I see very little downside to this.
    Same - the only real downside would be that it would not be used and people then demand bigger and better rewards so it "is" used.
    (0)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,844
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I would rather see World PvP released only in the contexts of new factions and regions introduced in a new expansion, at which point its on by default, but with a way to opp out.

    Neither the ARR or HW zones make for especially good world PvP. For me at least, when I think of a zone allowing world PvP, I think of visual and effective cover, choke-points, verticality, areas dangerous to cross due to easy detection or ambush, etc. The invisible walls, lack of any form of climbing, lack of swimming or gliding, highly limited stealth aspects, "too far above/below target" elevation breaks, and near complete lack of skills meant for the open world just don't really show the game as capable of worthwhile world PvP to me. That said, it takes only certain design philosophies on future maps and a couple mechanical changes to make all that possible. I don't doubt it will be possible in the future.
    (0)

  5. #5
    Player
    Dumbledoremd's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    324
    Character
    Dumbledore Md
    World
    Sephirot
    Main Class
    Thaumaturge Lv 100
    Turn one of the frontline maps into a zone for open world pvp
    (1)

  6. #6
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    There was nothing nice about UO's open world PvP back in the day. It was cruel, mean, nasty, cutthroat, antagonistic, and above all else, it brought players together. Here's how that went down:

    1. If you died, all your items dropped on your corpse and could be looted by your killer, anyone else, or monsters.

    2. Attacking an innocent player (blue) flagged you as a criminal (grey) for about 2 minutes since your last criminal action, after which you would go back to blue. Being grey let anyone attack you without consequences. You were safe in town as town guards would instantly kill attackers. Killing players would give you a murder count. Five of these would turn you red which made you a murderer. That further had a system that decided whether or not a murderer would permanently lose stats / skills upon death that would have to be releveled if he died. Murdering was high risk / high reward.

    3. Players had the option of posting a bounty once they died to another player. This bounty was posted on a bounty board in towns. If a murderer should be killed or die, a player could cut up his corpse and turn his head in to a town guard to claim the total of all bounties placed on him.

    4. Murderers were killed on sight if they went into towns by town guards. They were usually attacked on sight anywhere else. There was only one town in the game where they could go, the lawless town of Buccaneer's Den.

    5. Since murderers were punished harshly with stat loss upon death, they'd usually band together in a pack, ride in on horseback, waste everyone with spells as quickly as possible, and ride off just as quick.

    6. Players would also band together in larger groups to go hunting these murderers in the name of justice and revenge. Many fights were had as players besieged a murderer's house using AoE spells to try to attack him through his house.

    Overall, it was a nasty system, but then again it was about murder and justice. It worked well for bringing the playerbase together, working against mutual enemies. I have a fond memory of a blue player attacking me out of nowhere while I was preoccupied with monsters. I ran back to town, hit up my favorite player blacksmith, told him what happened, and he threw in a trade window a set of prepared armor and a deadly poisoned katana. I went back, found that guy, and mercilessly defeated him, took his stuff, went back to town, and paid the smith.

    Another fond memory I have is attending a roleplayers' tavern weekly event. I went in, introduced myself, accepted the tavern owner's generosity and sat next to her while some players performed a play on stage. I whipped out that katana again and assassinated her on the spot. I had been contracted by a rival tavern. I immediately fled as the tavern descended into chaos with players in pursuit. There was a fun back-and-forth hunt for me both in-game and on Stratics.

    Do I think a system like this would work in XIV? Not in 2016. Everything is so "carebear" now. But the players are no less hostile. They just throw it into party chat: "gg rip you guys suck!!" I'm not opposed to implementing unchecked open world PvP for a month and letting Lord Charles Darwin begin an Eorzean version of The Purge. I would love at least a single open world PvP zone.

    You see, when I talk about UO, all my fond memories are from player interactions. When I talk about XIV, my XIV memories are just about doing content like everyone else. That's the kind of game UO was, why its player interactions were so memorable. When you have the power to choose to be good or bad, that choice actually means something. In XIV, the choice is removed, and there isn't much interesting about that.
    (1)

  7. #7
    Player
    Genaxx's Avatar
    Join Date
    Jun 2014
    Posts
    671
    Character
    Dirty Paws
    World
    Raiden
    Main Class
    Bard Lv 90
    @NovaLevossida that sounds awesome :O

    FFXIV really lacks any player interaction which is quite sad. I would love it if they trialed random stuff for a week or two and see how players react and adapt. Like an open pvp zone, buff all open world monsters, remove fast travel or stop the duty finder working cross servers.
    (0)

  8. #8
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Genaxx View Post
    FFXIV really lacks any player interaction which is quite sad.
    More correctly: It doesn't force player interaction.

    Which begs the real question: Why do people prefer not to interact with other players if given the choice? And how much value is actually lost in the process, considering people do it on their own volition and in their own best interest?

    But uh...that might lead off-topic >.>
    (0)

  9. #9
    Player
    yumeyume's Avatar
    Join Date
    Aug 2013
    Location
    Cactuar
    Posts
    88
    Character
    Yume Yume
    World
    Cactuar
    Main Class
    Arcanist Lv 70
    If they do open world pvp, they will drive away a lot of casual and new players because they will be harass and bully by other players.
    (0)
    When summoners come together, everything melts like butter in the sun.

  10. #10
    Player
    Dumbledoremd's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    324
    Character
    Dumbledore Md
    World
    Sephirot
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by yumeyume View Post
    If they do open world pvp, they will drive away a lot of casual and new players because they will be harass and bully by other players.
    Not if they make the zone set to level 50 or 60 or make it so you need to flag pvp on
    (0)

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