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(159 replies, posted in General discussion)

Arga wrote:
Xyberviri wrote:

Also in every game i played with pvp and pve, the carebear pvpers always end up ruining the game for the pvp players.

This statement really depends on the 'game' that your're playing, and by that I mean the style of play your engaging in. If your idea of PVP is jumping out from behind a tree, roboganking, and corpse sitting some dude out trying to complete a quest; then yes I agree, carebears are always trying to ruin that for you.

See, the issue here is the perception that Perpetuum is just a PVP-Fight game. Sure it could become that, in fact it almost went that way, as 60% of the carebear population left within a few months of launch. But that also made getting bots too much of a grind, so 60% of the PVP'ers also left after that.

Posture and bluster if you want, but the game needs both types of players to be great, so the devs have to balance the content releases accordingly; which means both sides have to wait longer to get anything too.

You could easily replace "PVE" in the title with "PVP".

Just as I make cases against PVE changes that I feel would make PVP worse, like Auto-targeting, not every PVE change does, just like I support PVP changes that make it better, even if it's not an improvement for PVE. Carebear or PVP you can't let yourself get so myopic that the trees block your view of the whole system.


DAoC was a fairly good PvE/PvP mix with the RvR. Games need both, as you say, to make significant money (and not just "chump change").

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(159 replies, posted in General discussion)

TokTok wrote:

The only real big learning curve is that the game has high levels mixed with low levels all over the island instead of say diffrent games where you would expect the mobs to get progressively harder away from hubs.

That's what makes potential customers delete the game instead of subbing, that and losing their 2nd "reward robot" in an early level 0/1 (whatever it's called) mission that sends you to your death (yes, lol, a little QQ from me).

I think the mistake this game is making, as Darkfall did, is that hardcore PvP is a very niche market, yet game developers expect hundreds of thousands of subscribers (and they expect to keep them). They won't get it. CCP was lucky that they survived and thrived. Sometimes, a company gets lucky.

Things have changed since the UO/EQ (and the later, somewhat odd and bizarre EVE) grind mindset. I'm not going to never wear/equip my "rare" drops because I don't want to lose them if I die in PvP. What's the point of getting it to begin with if you can never wear/equip it? There are plenty of PvP games out there, MMOs, FPS and such, where if you die you don't lose your gear. And the PvP is just as competitive. (If I sound like I'm attacking you, I'm not--your post just made me "remember" past PvP/PvE experiences, so I guess you can charge me for therapy wink

And almost all players want that. A few don't. That's okay. They have their niche game which will probably close its doors soon, and I have endless, mindless, poorly crafted "MMORPGs", if you still want to call them that, which will close their doors in a few years instead of a few months (and which I quit in 2 months since there's no content after that).

3

(159 replies, posted in General discussion)

Snowman wrote:

The system is 'un-forgiving' because its designed from they get go to be a multi-player game.

Really, the only people who have a problem with PO are people that have a problem with playing with anyone but themselves.

squad up or GTFO

"squad up or GTFO"

Lol, are you serious?

Since this is a game with a server population of 500 at best, your attitude is self-defeating unless you like playing with yourself. Do you? PO isn't going to keep it's doors open because you and your 15 buddies demand it.