126

Re: PvE vs. PvP - the endless discussion

Savin wrote:

...stuff...

As a result, there is a one-sided dependence: combat specialists do not depend on industrial characters, but industrialists must depend on combat specialists: industrial players are completely unnecessary to the game dynamic.

The other issue is that several people have said that the solution to the "problem" is to allow PvP on the alpha islands. This is simply incorrect, because a) the "problem" has nothing to do with the "risks" or "challenges" that industrial characters face, and b) it is a solution that forces combat on non-combat oriented players, which effectively puts them at an even greater disadvantage.

... Stuff ...
Adding PvP to the Alphas is a combat-oriented "solution" to a non-combat problem.

... Stuff...

I don't think that anybody has suggested that allowing pvp on Alpha has anything to do with a game balance problem between pvp and pve income levels and skill specialization.  By not mixing the two you are suggesting that there can't be a balance and they should be two separate games. 

What I am suggesting is that the PVE side will have no meaningful player interaction, and no meaningful market without a large amount of equipment destruction, both combat pve and industrial pve equipment.

PVE will be nothing but gear grind and a race to see who can collect the most NIC.

Sounds more like World of Warcraft than a sandbox.

127 (edited by Greenleaf 2011-01-26 06:55:53)

Re: PvE vs. PvP - the endless discussion

Savin wrote:
Greenleaf wrote:

Sure ,. the devs could nerf the mob,. Nerf the taging of npc targets, etc, etc.. but how is that helping the pve department,? The bottom line is ,. if ya dont mix pve/pvp then the first an most obvious problem is the safe pve gets abused just the same.

This is a good point, but how would adding PvP to the mix solve it?

If you make the low-level drops worthless to advanced characters, not so many of them will camp the spawns.

I dont think you will like my Answer,. but its force. I think a corp/group of this fasion should be killed to extinction, this type of item farming is like a wild fire that needs to be stomped out religiously. Merc takes this role,. hero's take this role,. Vigilanty suicide ganks,. and sadly,..  griefers,..

But what your saying is move the problem to a different spawn, I dont see this as a fix,.

Re: PvE vs. PvP - the endless discussion

Savin wrote:

From this perspective, you are right- almost anything you do is some form of competition with another player.

That's not a bad thing in any way- it's what games are all about. But I think what is bothering people here is really two things:

First, of the three playstyles we've been discussing, there are really only two types: combat-specialized players (either PvP or PvE) and industry-specialized players (builders, miners, researchers).

The problem is that one has a clear advantage. That is, the combat-specialized player can do what the others do, but the others cannot do what the combat player does. Consider:

  • as well as being able to engage in combat and harvest high-level kernels, a combat-specialized character can harvest any resource, and may also manufacture or research pretty much anything.

  • industry-specialized characters cannot combat high-level mechs, nor can they be very effective in PvP combat. But in order to improve their trade, they must have the items and kernels that can only come from combat specialists.

As a result, there is a one-sided dependence: combat specialists do not depend on industrial characters, but industrialists must depend on combat specialists: industrial players are completely unnecessary to the game dynamic.

The other issue is that several people have said that the solution to the "problem" is to allow PvP on the alpha islands. This is simply incorrect, because a) the "problem" has nothing to do with the "risks" or "challenges" that industrial characters face, and b) it is a solution that forces combat on non-combat oriented players, which effectively puts them at an even greater disadvantage.

Wraithbane is correct, but a few people are incapable or unwilling to listen: those who most forcefully desire to allow PvP in the Alpha islands are those who want to ruin the game for other people.

  • Adding PvP to the Alphas has nothing to do with 'immersion,' for as I pointed out in a different post, it makes more sense that the Alphas would be combat-free.

  • Adding PvP to the Alphas is a combat-oriented "solution" to a non-combat problem.

The solution to the imbalance is not to provide more combat; it is to provide other forms of competition.

A combat specialized character is not combat specialized if they spend ep on mining and industry skills the same is said for an industry specialized character not being industry specialized if they spend time on weaponry skills.

You are advocating taking the extreme opposite end of the spectrum in playstyles

Pure Combat characters cannot build

Pure PvE fit characters can not take down Pure PvP fit characters

Pure PvP fit characters can not take down High Reward NPC's because of the different playstyle

Pure Industry characters cannot shoot

those are the prices you pay for overspecializing, you end up with a huge weakness if you don't want the huge weakness then you go for a more moderate build.

Industrial characters are necessary to the game because they provide the raw materials, build the ***, and move the ***.

All players that hope to have any advantage over another depends on industrial characters.

So why should pvp happen on alpha's?

Because of that very competition that I pointed out earlier some one is selling ammo to the guy shooting me, Some one is providing them with kernels to research, they are running transport missions with impunity to come back and shoot me with their risk free money.

Why is it ok to compete on the market but not outside of the station?

You lose money both ways, that trade specialized character made you lose money that combat specialized character made you lose money.

Everyone plays on the marketing playing field and thats ok, but only a select few play on the combat playing field and player combat is the devil for some reason

129

Re: PvE vs. PvP - the endless discussion

Other wrote:

[qWhat I am suggesting is that the PVE side will have no meaningful player interaction, and no meaningful market without a large amount of equipment destruction, both combat pve and industrial pve equipment.

You continue to say this, but it's not an issue. The latest NPCs are quite a handful, and there's plenty of PvP going on already. To say that there's not enough destruction is simply wrong.

If you reduce the rewards from assignments, and increase the drops from both NPC bots and tech, then there will be quite a bit of player interaction, all of it meaningful, just not combat.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

130

Re: PvE vs. PvP - the endless discussion

Greenleaf wrote:

I dont think you will like my Answer,. but its force. I think a corp/group of this fasion should be killed to extinction, this type of item farming is like a wild fire that needs to be stomped out religiously. Merc takes this role,. hero's take this role,. Vigilanty suicide ganks,. and sadly,..  griefers,...

No. There is no way that adding PvP to Alpha will stop the problem of players camping low-level spawns. The only way to get them to stop is to make it worthless for them to do so.

But even then, let's face it: there's a large portion of the 15-25 year-old crowd whose definition of fun is to ruin the game for others, so even if it costs them, they'll continue to do it. There will always be more gankers than vigilantes.

Force is not an answer, at least not in the way you describe it. The problem is not combat-related, so adding more combat is not a solution.

Ultimately, you are not asking for "force" to stop an abuse; you are asking for the ability to force other players to play the way you want them to play. This has nothing to do with the issue.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

131

Re: PvE vs. PvP - the endless discussion

Dont do a weed wrote:

A combat specialized character is not combat specialized if they spend ep on mining and industry skills the same is said for an industry specialized character not being industry specialized if they spend time on weaponry skills.

So, if I spend 50,000 EP on combat extensions, and 5000 EP on industry and harvesting, I'm not combat specialized? If you really believe this, you're splitting hairs.

Dont do a weed wrote:

Pure Combat characters cannot build

Yes, I advocate this for high-level gear, but not basic items.

Dont do a weed wrote:

Pure PvE fit characters can not take down Pure PvP fit characters

This is already true.

Dont do a weed wrote:

Pure PvP fit characters can not take down High Reward NPC's because of the different playstyle

At no time did I ever write this.

Dont do a weed wrote:

Pure Industry characters cannot shoot

This is called reductio ad absurdem, and a really poor move on your part. I never wrote such a thing, and you look like a fool for claiming it.

Dont do a weed wrote:

those are the prices you pay for overspecializing, you end up with a huge weakness if you don't want the huge weakness then you go for a more moderate build.

Exactly like the real world, isn't it? If you specialize, then you can go much further in your chosen field. If you don't specialize, you can do many more things, but none of them as well as a specialist.

Now, please try rereading, and notice I make two points:

  1. Half of this is already in-game: industrialist are unable to use the gear necessary to farm high-level NPCs.

  2. because only half of this is already in game, combat specialists do not have to rely in any way on industrialists: yes, having them around is very convenient, but never necessary.

  3. On the other hand, industrialist characters must rely on combat specialists to provide high-level kernels and items, because they cannot gather them.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

Re: PvE vs. PvP - the endless discussion

Where are you getting this age number for people who's definition of fun is to ruin the game?

Why is it that only direct combat pvp ruins the game but spawn and market competition does not ruin the game for someone?

I try to sell/buy something at a certain cost but some one outbids me past my break even point I lose time and money, the exact same thing that happens if I engage in combat and lose.

Adding pvp risks to camping of alpha spawns does make it worthless because then players have to factor in the now increased chance of financial loss if they lose their ship by staying in a popular high traffic area be it for kernels or resources.

You are trying to force players to be complacent with the way you want them to play.

With that playstyle being engaging in non-consensual Market and Spawn PvP on the alphas and non-consensual combat only on the Betas

133

Re: PvE vs. PvP - the endless discussion

Dont do a weed wrote:

Why is it that only direct combat pvp ruins the game but spawn and market competition does not ruin the game for someone?

I never said they did: please reread. What I wrote was that adding PvP to the Alphas will not solve the problem of spawn camping.

Dont do a weed wrote:

Adding pvp risks to camping of alpha spawns does make it worthless because then players have to factor in the now increased chance of financial loss if they lose their ship by staying in a popular high traffic area be it for kernels or resources.

Nice try, but no. Or did you forget that they get free robots? If you have 80K EP in combat extensions, it doesn't matter if you're in an Arkhe or a mech: you'll have no trouble camping spawns.

Dont do a weed wrote:

You are trying to force players to be complacent with the way you want them to play.

I think you need to look up "force"- people are already playing this way, but there's an imbalance between combat and non-combat characters. I'm only suggesting that the rewards be commensurate.

All those who are merciful with the cruel will come to be cruel to the merciful - Kohelet Rabbah 7:16

"My transaction log shows all my NIC was from selling kernals.  All of it."
"Savin's outrage tears are the best tears." - Anonymous ***

134 (edited by Greenleaf 2011-01-27 07:06:37)

Re: PvE vs. PvP - the endless discussion

Well Savin, I feel its time to give up on you. I'm not the best at expressing the issue. I use force in and out of context, so my bad. but it gets tiring running around in circles with you.

I think Other can talk about this issue better then I can so I wll just watch him talk.

A good example of your ignorance is your idea of assignments getting a NIC nerf and spawns getting a loot drop buff,.. makes me facepalm my self when I'm done reading.

perhaps in a few months when your isolated farm yelds less an less NIC due to the easy Mats people can farm, you might come back here with a better view on the situation,.

Your other post in the related topic is no different,. bla bla bla, have you done anything else in this game besides mine?

Re: PvE vs. PvP - the endless discussion

Savin wrote:

So, if I spend 50,000 EP on combat extensions, and 5000 EP on industry and harvesting, I'm not combat specialized? If you really believe this, you're splitting hairs.

The example you are making hear is a combat leaning player with an smaller industrial leaning ep investment they are specialized for combat but they are not an extreme 100% combat specialist the same way a person who has 50,000 EP on industry and 5000 EP in combat they are industrial specialists with a slight lean in combat skills so they can collect lower lever kernels by themselves or higher level kernels in a group either way their respective specializations will lose out in a pure combat or pure industry scenario against someone who has invested 55k EP in combat or industry.

Savin wrote:

Yes, I advocate this for high-level gear, but not basic items.

Pure Combat characters cannot build basic items at the efficiency that Pure Industry Characters can

Savin wrote:

At no time did I ever write this.

This was a point I was making regarding EP and Robot fitting investments that at the extremes make you vulnerable or unable to do other things

Savin wrote:

This is called reductio ad absurdem, and a really poor move on your part. I never wrote such a thing, and you look like a fool for claiming it

I never said you wrote that but I suppose that I should change my statement from “cannot” to “cannot do as well as” because of the basic mining harvesting and weapons usage skills every spark receives.
But your  statement on the  your claim that 15-25 year olds seeking to ruin the game with combat is an ad hominem attack and so is calling me a fool for that matter.

Savin wrote:

Exactly like the real world, isn't it? If you specialize, then you can go much further in your chosen field. If you don't specialize, you can do many more things, but none of them as well as a specialist.
Now, please try rereading, and notice I make two points:

  1. Half of this is already in-game: industrialist are unable to use the gear necessary to farm high-level NPCs.

  2. because only half of this is already in game, combat specialists do not have to rely in any way on industrialists: yes, having them around is very convenient, but never necessary.

  3. On the other hand, industrialist characters must rely on combat specialists to provide high-level kernels and items, because they cannot gather them.

People in the real world that specialized in manufacturing are now jobless. Perpetual motion does not exist in the real world and in the real world it is fully possible that I will get the hell beaten out of me for any or no reason at all at any time trying to compare a video game to the real world is comparing apples to oranges.
Regardless your point only repeats what I have already said

People that specialize face the weakness of specialization a Person who is exclusively industry must rely on other people a person who is exclusively combat must rely on an industrialists if they want better items to compete against other players and to shorten their time investment.

Industrialists are absolutely necessary to the game unless everyone sticks to lightbots and t1 gear exclusively for that reason kernels will flow to industrial specialists who have either financial or help from other players the same as t2-t4 gear will flow to combat specialized players who have the money or provide assistance to players to get said gear.

Industrialists are depended on for the following reasons; their ability to build and their ability to build efficiently which in turn reduces the time investment spent shooting NPC’s or gathering the resources necessary to build.

Time is an important factor because time exists outside of this game as a factor for doing anything there is a limited amount of time that people are alive for and as a result getting things done faster as opposed to slower and in turn giving them more time to do other things before their own lifetime is up is the most valuable commodity available to someone who isn’t suicidal or in turn possess a fetish for doing things slowly.

A combat specialist player alone will only have lightbots and t1 gear at their disposal due to npc sell orders if industrial specialist players left and industrial players alone will not be able to build higher quality gear if all the combat players left their relationship is symbiotic.

Savin wrote:

I never said they did: please reread. What I wrote was that adding PvP to the Alphas will not solve the problem of spawn camping.

You just posted this

Savin wrote:

But even then, let's face it: there's a large portion of the 15-25 year-old crowd whose definition of fun is to ruin the game for others, so even if it costs them, they'll continue to do it. There will always be more gankers than vigilantes.

If pvp outside of consenual flagging is enabled on the alphas are you not saying here that the said large portion of the 15-25 year old crowd that you later refer to as gankers will ruin the game for others?

Savin wrote:

Nice try, but no. Or did you forget that they get free robots? If you have 80K EP in combat extensions, it doesn't matter if you're in an Arkhe or a mech: you'll have no trouble camping spawns.

Do you have a number supporting that claim? That with the one turret that and 400 ammunition and 3.75 U of space you get on an arkhe that you will be able to camp a spawn no problem

Savin wrote:

I think you need to look up "force"- people are already playing this way, but there's an imbalance between combat and non-combat characters. I'm only suggesting that the rewards be commensurate.

Definitions 2 and 3

People play this way because the rules of the game force them to, patches that change game mechanics force players to play another way by definition.

A change of any in game rules are forcing players to change how they play

136 (edited by Other 2011-01-27 06:13:11)

Re: PvE vs. PvP - the endless discussion

Savin wrote:
Other wrote:

[qWhat I am suggesting is that the PVE side will have no meaningful player interaction, and no meaningful market without a large amount of equipment destruction, both combat pve and industrial pve equipment.

You continue to say this, but it's not an issue. The latest NPCs are quite a handful, and there's plenty of PvP going on already. To say that there's not enough destruction is simply wrong.

If you reduce the rewards from assignments, and increase the drops from both NPC bots and tech, then there will be quite a bit of player interaction, all of it meaningful, just not combat.

Wait until players start advancing to high EP levels.  World of Warcraft has that problem hence the artificial feeling level caps and bind on equip and bind on pickup items.    Additionally player interaction is reduced to trolling and looking for healers and tanks.

How do you like that crafting sytem and market you get in WoW?  That's where this game is going with the walled off PvP.  It's the exact same structure as WoW with a slighlty more robust crafting system and a slightly less linear playstyle.

I still maintain that player interactions in all parts of the game need to have both the possibility of positive and negative consequences that involves the destruction and creation of finished products.

Additionally there will never be enough equipment sinks in pve areas to make up for the volume of produced materials.  The economy will grow exponentially faster than player population.  In the end, lack of demand will reduce industry to a sideline career path.  There will no need for dedicated industrialists except for major Beta corps, as it would be pointless and the least profitable path in the game.  No industrialists means harvestors and miners will not be needed at any appreciable level.

The only solution would be taxes that are paid by turning in equipment, which doesn't make any sense, or the BOE or BOP system that WoW has.  I challenge you to find a single player in this forum that feels like any part of WoW is a good direction for this game.

137 (edited by Other 2011-01-27 06:17:27)

Re: PvE vs. PvP - the endless discussion

Basically your mining bot needs to die at some point to make mining worthwhile.  it's an endless cycle that's necessary in keeping the market central to the game.  Unlike real life things here do't wear out, get lost, become obsolete, get stolen, go out of style, etc.  They have to disappear to have a reason to create another.

If it doesn't die then it's a never ending NIC faucet.  PvP will make you more cautious which will slow your mining down and on top of that a portion of your resources may need to be dedicated to replacing your equipment.

Additionally, PvPers are at a huge disadvatage in the market because the vast majority of their resources go to replace equipment.  The majority run second accounts to just make enough to continue the part of the game they like.  Which means they are forced to pve when they dont want to (or forced into botting or RMT).  Why shouldn't you be forced to pvp when you dont want to?  You are wanting to profit off of them having to farm npcs (which is pve) because Alpha island players will rarely need your ore.

Balance is the answer, not creating two separate games.

138 (edited by Redline 2011-01-27 07:03:53)

Re: PvE vs. PvP - the endless discussion

Why would anyone play a game without conflicts - or better with only artificial unnecessary conflicts when there is tha chance to have layered conflicts with a more interdepending meaning?

This is mainly what things come down to and everything else are its consequences. Its like saying - ok you people: you there one the left side play the left side people and you on the right side play the right side people. Pls close your eyes and have fun interacting - but dont move!

Id suggest to plit the game into 2 - pvpers buy their stuff drom npcs to not be forced to adjust to the prices of traders, money should be come in time based to not be forced to pve and traders can sell their stuff to npc and increase the ir balance. This would be the solid version of the currently half-heartened implementation.

Re: PvE vs. PvP - the endless discussion

savin wrote:

Nice try, but no. Or did you forget that they get free robots? If you have 80K EP in combat extensions, it doesn't matter if you're in an Arkhe or a mech: you'll have no trouble camping spawns.

lol, if you lose your industrial bot, you spawn also in an arkhe with two syntech mining lasers - and you can really camp a mining-field with that thing... with zero extra spent extensions.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

140 (edited by Other 2011-01-27 16:02:31)

Re: PvE vs. PvP - the endless discussion

A little more chaos needs to be injected into the game so that a smart player will be able to exploit those gray areas between pve and pvp to build a unique career path.  That's my definition of a sandbox MMO... chaos.  Once a game becomes predictable to me then its worthless.

As it stands now everything feels scripted and stale.

Re: PvE vs. PvP - the endless discussion

I totally agree Other. It should be the community and the summ of all those small choices players make within their playtime that defines, reduces or increases their possibilities - not a fixed set as soon as the char is created. This contradicts sandbox idea.

"Perpetuum was built around the concept of people playing together, not simply next to each other in the same world." DEV BoyC

http://blog.perpetuum-online.com/posts/ … uit-codes/

Re: PvE vs. PvP - the endless discussion

Well something I enjoy the most is hunting an killing criminals. It by far keeps me playing a MMO longer then anything else.( 6 year in eve) ( 3 in Ultima) I like to kill or grief people that bully other players. I'm guilty I will admit it, and it feels good.. So I get real passionate about a rule set that prevents me from playing that way.

I would be vary surprised If I am a minority with this opinion,. its unreasonable to generalize players like me into a griefers category.. I probably only killed 40 innocent  people in 12 years of MMO gaming,.

But with all this talk of pvp on alpha,. It cant work with out a good crime N punishment system, or it will push out industry players, and pure pve players,. we should all feel at home in a sandbox world,. no matter what the play style is.

here is a great blog of someone I killed a few years back,. He was trying to grief a miner in my corp,. Its his blog to boot,. its a great read,. injoy

http://www.ironfleet.com/2008/12/24/chr … -canceled/

I think we would all love to see this dynamic in P.

Re: PvE vs. PvP - the endless discussion

The use of the word innocent unfairly paints a player that does not engage in direct combat as having the moral high ground when they are actually competing with other players on all other fields.

144

Re: PvE vs. PvP - the endless discussion

Greenleaf wrote:

Well something I enjoy the most is hunting an killing criminals. It by far keeps me playing a MMO longer then anything else.( 6 year in eve) ( 3 in Ultima) I like to kill or grief people that bully other players. I'm guilty I will admit it, and it feels good.. So I get real passionate about a rule set that prevents me from playing that way.

I would be vary surprised If I am a minority with this opinion,. its unreasonable to generalize players like me into a griefers category.. I probably only killed 40 innocent  people in 12 years of MMO gaming,.

But with all this talk of pvp on alpha,. It cant work with out a good crime N punishment system, or it will push out industry players, and pure pve players,. we should all feel at home in a sandbox world,. no matter what the play style is.

here is a great blog of someone I killed a few years back,. He was trying to grief a miner in my corp,. Its his blog to boot,. its a great read,. injoy

http://www.ironfleet.com/2008/12/24/chr … -canceled/

I think we would all love to see this dynamic in P.

I like it

It would be a simple matter of introducing stricter mechanics on the pvp side in Alpha to skew the battles toward the pve players.  Eve just leans toward the pvper side.  It all comes back to the Dev's ability to balance the game.  CCP (Eve) chooses to give the pvpers the upper hand, it's not that the players are so much smarter than the Devs that they can't keep up.

Re: PvE vs. PvP - the endless discussion

Other wrote:

Basically your mining bot needs to die at some point to make mining worthwhile.  it's an endless cycle that's necessary in keeping the market central to the game.  Unlike real life things here do't wear out, get lost, become obsolete, get stolen, go out of style, etc.  They have to disappear to have a reason to create another.

If it doesn't die then it's a never ending NIC faucet.  PvP will make you more cautious which will slow your mining down and on top of that a portion of your resources may need to be dedicated to replacing your equipment.

Additionally, PvPers are at a huge disadvatage in the market because the vast majority of their resources go to replace equipment.  The majority run second accounts to just make enough to continue the part of the game they like.  Which means they are forced to pve when they dont want to (or forced into botting or RMT).  Why shouldn't you be forced to pvp when you dont want to?  You are wanting to profit off of them having to farm npcs (which is pve) because Alpha island players will rarely need your ore.

Balance is the answer, not creating two separate games.


Yes, pity the "poor" PvP types, for they are at such a "disadvantage"... Its only "fair" that they get to gank miners and haulers... ^^  Perhaps one should note that two wrongs do not make a right? PvP types have the advantage of being combat spec, thus they can engage in PvE if necessary. Industrial types on the other hand have a HUGE disadvantage in that area.   Simply because the game dynamics require PvE, on the part of the PvP types, doesn't translate to a requirement for PvE types to have to be victims of PvP.

As far the the resource sinks go, we've discussed that any number of times.  Having Goons running around ganking miners and haulers is NOT necessary. It could be handled in other fashions.  Once again, I suspect the motivations of those who keep attempting to drag this dynamic into the Alpha game.

If you can't kill it, don't make it mad.

Re: PvE vs. PvP - the endless discussion

Other wrote:
Savin wrote:
Other wrote:

[qWhat I am suggesting is that the PVE side will have no meaningful player interaction, and no meaningful market without a large amount of equipment destruction, both combat pve and industrial pve equipment.

You continue to say this, but it's not an issue. The latest NPCs are quite a handful, and there's plenty of PvP going on already. To say that there's not enough destruction is simply wrong.

If you reduce the rewards from assignments, and increase the drops from both NPC bots and tech, then there will be quite a bit of player interaction, all of it meaningful, just not combat.

Wait until players start advancing to high EP levels.  World of Warcraft has that problem hence the artificial feeling level caps and bind on equip and bind on pickup items.    Additionally player interaction is reduced to trolling and looking for healers and tanks.

How do you like that crafting sytem and market you get in WoW?  That's where this game is going with the walled off PvP.  It's the exact same structure as WoW with a slighlty more robust crafting system and a slightly less linear playstyle.

I still maintain that player interactions in all parts of the game need to have both the possibility of positive and negative consequences that involves the destruction and creation of finished products.

Additionally there will never be enough equipment sinks in pve areas to make up for the volume of produced materials.  The economy will grow exponentially faster than player population.  In the end, lack of demand will reduce industry to a sideline career path.  There will no need for dedicated industrialists except for major Beta corps, as it would be pointless and the least profitable path in the game.  No industrialists means harvestors and miners will not be needed at any appreciable level.

The only solution would be taxes that are paid by turning in equipment, which doesn't make any sense, or the BOE or BOP system that WoW has.  I challenge you to find a single player in this forum that feels like any part of WoW is a good direction for this game.


Abandon all hope for WoW is near!...^^

Oh lord... Did you *have* to play the WoW card??  The "only solution"?? We've discussed several other possible NIC/gear sinks that would work much more effectively that allowing miners and haulers to be ganked.  I swear some people around here have a one track mind on this subject. WHY is the ability to gank miners and haulers, and force those who have no interest in beta island antics to be victims, so important to some of you??

If you can't kill it, don't make it mad.

147

Re: PvE vs. PvP - the endless discussion

Wraithbane wrote:

Once again, I suspect the motivations of those who keep attempting to drag this dynamic into the Alpha game.

You suspect my motivations?  I suspect your motivations.  I think you just want a futuristic version of WoW.  Maybe you're a Chinese NIC farmer building up your reserves so that you can sell it through third party websites full of malicious software.

Try to make an intelligent argument instead of casting aspersions or STFU and let the adults talk.

kthxbye

Re: PvE vs. PvP - the endless discussion

Other wrote:

Basically your mining bot needs to die at some point to make mining worthwhile.  it's an endless cycle that's necessary in keeping the market central to the game.  Unlike real life things here do't wear out, get lost, become obsolete, get stolen, go out of style, etc.  They have to disappear to have a reason to create another.

If it doesn't die then it's a never ending NIC faucet.  PvP will make you more cautious which will slow your mining down and on top of that a portion of your resources may need to be dedicated to replacing your equipment.

Additionally, PvPers are at a huge disadvatage in the market because the vast majority of their resources go to replace equipment.  The majority run second accounts to just make enough to continue the part of the game they like.  Which means they are forced to pve when they dont want to (or forced into botting or RMT).  Why shouldn't you be forced to pvp when you dont want to?  You are wanting to profit off of them having to farm npcs (which is pve) because Alpha island players will rarely need your ore.

Balance is the answer, not creating two separate games.

"Creating"?? The game is *already* two separate games.  You have the miners and haulers, and PvE types on Alpha, and the PvP and ganker types on Beta.  Thats all the "balance" we need in actual fact.  The game can be evolved rather well along those dynamics, and the story line I've out lined would back stop that rather well.   All of this nonsense about "options, and risk, and challenge" is just code for wanting to be able to gank miners and haulers, and ruin other players experience.  I find it difficult in the extreme to believe that some of you aren't aware of this, and its implications.

If you can't kill it, don't make it mad.

Re: PvE vs. PvP - the endless discussion

Wraith - at some point you should stop implying griefer motives - in this entire thread theres not 1 single post pointing at that direction - its the opposite. people try to find a way to make the game less sterile, give more possibilities to each side and actually give the player possibilities without making it griefer friendly.

150 (edited by Other 2011-01-27 19:35:05)

Re: PvE vs. PvP - the endless discussion

Wraithbane wrote:

... All of this nonsense about "options, and risk, and challenge" is just code for wanting to be able to gank miners and haulers, and ruin other players experience.  I find it difficult in the extreme to believe that some of you aren't aware of this, and its implications...

and again.... how's that macro programming going for you?