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Actually, I don't mean the EQ style - Commonlands tunnel, I would like to see local markets, that are built using either EQ style 'bazaar' where the player must stand in a stall in a certain place to sell, or, for a slight fee, to hire an NPC within a community to do the same thing. For me, why would a market in area A have perfect information on what area B market has for sale and at what price.
@Rafkin You make a great point. Perhaps the more you hunt down others -- when you finally become the hunted, more of your gear is subject to looting. Perhaps this would lessen the desire for people to run around and kill people for the 'fun of it'. @Chiassa The game world is going to be huge (especially for the amount of players it is being designed for to start), I think that for the amount of 'griefers' I expect, they will not be able to cover near enough ground to be consistently bothering individual people. I think your argument has merit though, I would prefer a system where you have at least some control, ie your manageable and avoidable remarks verses worrisome. I like what you are bringing into the discussion, as it is important to understand the non-PVP mindset, to ensure that the developers get a feel for all segments of the game population. This game will have open PVP, as its in GW's core assumption. This does not mean that they cannot ensure to make it fun for everyone - and its anti-griefing policies should ensure that most of your concerns are followed up on.
@Holmes You are correct to a degree. In previous blogs I believe that there will be different 'areas' each further and further away from 'civilization' which will have a decreasing amount of protection from PVP. If you stay near friendly settlements, you should be quite safe, whereas if you go into a far off virgin wilderness, you will be more at risk. I am not a PVPer, and I suspect that most people are not. I think if you meet someone in the wilderness, there should be some danger, but I wouldnt expect to get attacked everytime, or the person doing the attacking will find themselves extremely limited in both friends, and settlements to which they can go.
I can understand people's reservations playing an 'open PVP' game. I have played alot of MMO's, some with PVP and some without. I am not, nor have I engaged in PVP where I was the aggresser. a PVP style format allows the developers to make a game more interesting without having to dole out millions of development costs for extra PVE content. If you are afraid to PVP, remember, theres going to be lots of other people in the same situation, and there are already guilds (on these boards) who promote a non-ganking more traditional style of gaming, where diplomacy > fighting. Those guildies are going to be your allies and friends for whom you rely on entering dungeons, travelling the world, help crafting, and yes, protect each other from jerk griefers. Consider joining one of these guilds now...you don't need to be super active, but take a bit of time to get to know each other... its not like your going to play an MMO by yourself anyways. I will personally pledge that if you join the Great Legionnaires (planning on a name change soon btw), I would love to get to know you, and would love to have you help me learn about the game as well. Hope to see you hanging out in our forum, on teamspeak or in the game.
I hope they come out with an update, to gather both PRPG fans and mmo fans as well. The hardcore fan of this game already see's value in what you are offering (including me) and understand that we want most of the KS money to go directly to the project, but anyone from the outside is not seeing the value from helping with development, they can just wait until the game is released and purchase it then. Some items they can offer without costing any 'real world money" may be: 1. All core races at start (may take a little more time, but really, c'mon) 2. Be clear on how many characters an account can have -- maybe have a different offering for $$ values to start. (its goood -- because then they can sell extra character slots into the game at launch in the 'store')...Obviously -- 1 character per account is not kool with one server -- but i think a 3 per regular account, 4 if you get in on the $35 kickstarter, 5 if you invest $100. That is at least offering value. 3. Detail what rougly will be in the consumables and alliance pack, as well as the guild starter pack. 4. Maybe a digital copy of the Pathfinder RPG core rulebook -- it would also help develop more players for Paizo.<obviously this costs money> 5. I know this is prolly one of the stretch goals -- but a 32 page sourcebook on Fort Inevitable and Fort Riverwatch. This is key to getting the RPG crowd. <this costs more> 6. Offer a small useful in game item to start (or a list where you can pick one (on a $35 bid), 2 (on a $75 bid) or 3 (on a $100 bid). These items could be masterwork weapon, masterwork backpack, or even a scroll or potion to start the game -- nothing unbalancing). 7. Finally... please give some added value to those that have already donated for the first KS and now for the second KS, so we don't feel unappreciated -- whether it is a special forum title (like Charter PFO Backer)...etc. We, the hardcore supporters really want this KS to work Ryan, please give us a few more arrows in our quiver to do so. Matt Lane
Fantastic -- im going to also keep my $100 pledge in -- just in case we need room in the guild slot for another person. I can afford both so its not a problem. If needed -- ill just gift my personal $100 access to one of my RL friends to get them into the game 8). When you need the $83 bucks -- we can log onto the Vent chat and you can give me your info so I can send you a money order, or cash 8). (proud member of GL)
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