PvP vs PvE


Pathfinder Online

Shadow Lodge Goblin Squad Member

How many people prefer PvE over PvP? I've played EVE and thought it was good game except for the PvP aspect. EVE had a very kool environment but PvP was to prevalent and detracted from the enjoyment of the game, for me and some others I know. I hope PFO isnt going to end up like EVE in this reguard.

Goblin Squad Member

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PFO will be focused on player interaction. Expect PvP to be the dominant playstyle, at least until we (possible according to the devs) get dungeon building tools to generate our own PvE 'setpiece' dungeons.

The CEO even speculated that we might be able to sell our own dungeons and potentially split the proceed with Goblinworks: game masters will at last have a way to contribute to the online gameworld.

So recommend helping get us all to that point so that we can have the best of PvE along with a more meaningful PvP experience.

Goblin Squad Member

Oh, I don't think PFO will be very kool. You likely won't enjoy it.

Goblin Squad Member

Here's a list of PvE Content

Personally I see Sandbox[OW{PvE n PvP}] ie sandbox requires INTEGRATION of both of these in an open world. For example, one way of doing this is for pve to act as a primary faucet to the economy and pvp to act as a primary sink to the economy. Both are 2 sides of the same economic system.

Secondly lots of crafted PvE Content is expensive to design and outside the initial scope of PFO (see above included), and the primary interaction of eg the Quest System via NPC quest-givers is replaced by Contracts in PFO. You can probably specialise in PvE via contracts and skill-builds tailored to these.

I think PFO does model a lot of things from EVE (referenced in the blogs and the dev's experience) but atst will aim to be different in the culture it aspires to, so that there's more elective choice of how much risk you are happy to expose to in PFO. For example a Lawful Good Hex sounds like a very safe place to run PvE and possibly adjacent Hexes to?

But the caveat is as Being saying "meaningful player-player interaction": So if you stumble on some bandits expect them to be players not mobs. Or if you hire guards to protect your party, expect to create a contract for other players to take you up on - for the right price.

For the Goblin Works blog: Easy to Navigate Collection of Goblinworks Blogs

Goblin Squad Member

First, I would hope that PFO changes the reality that PVP is almost exclusively combat.

Player vs. Player can be a trade war between two merchants. It can be a settlement election between to heads of the companies that makes up the settlement. It can be two, rival expeditions trying to find a lost artifact in the wilderness. It could be two crafters trying to create the perfect suit of armor, and securing some title within the Kingdom.

All player interaction is Player vs. Player, even if it does not involve fighting.

Goblin Squad Member

PVE in this game will be just as important as PVP. With the monster escalation system being what it is. How ever if you are a monster hunter expect some humans to be hunting you as well. This game strikes me as being (hopefully) a blending of the two.

Goblin Squad Member

Also to respond to your initial question I enjoy both but prefer PVP since people are the most challenging thing you can fight against. Be it crossing blades or a political conflict for allies and territory before the first sword is even unsheathed.


Honestly, I generally prefer PvE just because players who beat me up tend to be jerks about it. ;D

Paizo Employee Goblin Squad Member

For my playstyle, I tend to prefer PvE as the main course and PvP as the spice. I mean, chili is better with some jalapeno, but I'm not going to just eat a raw jalapeno.

Bluddwolf wrote:
First, I would hope that PFO changes the reality that PVP is almost exclusively combat.

Ooooo, I hope so. I, for one, enjoy the race to resources... and maybe shanking the occasional claimjumper. I mean, why play in a PvP game if you're not going to enjoy it sometimes? :)

I think one important lesson from EVE, and the real world I guess, is that all wars are ultimately economic. If the resource requirements for war (making gear, repairing buildings, building siege engines, or even gathering spell components) are balanced correctly, there'll be room for a huge amount of PvE content that is driven by the upper level PvP stuff.

Which is, in my opinion, one of the coolest (koolest?) things ever.

Because in a game like this, the PvP is what generates the content. You don't have a quest to gather ten ironwood, you are out gathering ironwood because there's a city that just got sacked in the next hex and they're paying top gold for the stuff.

Of course, at the end of the day, there's going to be a lot of PvP. The idea seems to be "more wars, less random ganking," which I can completely get behind, but we'll see.

Cheers!
Landon


Like Avena says, you could likely carve out a PvE existence in PFO, but you really won't be able to remove the PvP aspect from the game.

The same could have been said about EVE though - especially when you look at that game on paper (as we now look at PFO). I have a feeling that if you really didn't Like EVE because of the PvP, I wouldn't expect you to like PFO.

The devs are doing their best to design the game so that players participate in meaningful PvP. They definitely don't want players killed for no reason or without consequence. So if just random ganks are your concern, PFO might be better than EVE in that regard. But sometimes you just have to realize some games aren't designed for you. If you liked the setting of Dark Souls, but don't like being killed; I'd recommend that you simply not play Dark Souls. Dieing is an extremely common thing in that game. The game is designed to make you die a lot. You're supposed to die a lot. The whole point of that game is to learn from your deaths and overcome the obstacles that would strike you down. It provides you with a greater sense of accomplishment.

Do I prefer PvE over PvP? It really depends on the game. If the game was PvE in design (EQ, FFXI, RO, WoW to name a few), then yes, I prefer PvE. Those games were designed at their core for PvE gameplay. Games like DAoC or EVE... these games were designed with PvP in mind. They have a much richer PvP experience because every aspect of the game took PvP into consideration during development. Most themepark MMOs are PvE in core design with "PvP" just tacked on lazily. In games like WoW or Rift, PvP servers are just PvE servers with an attack flag enabled. It's literally a binary value of 1 instead of 0. That's it. To me, that's inexcusably terrible design from the developers. A lot of people think that's just how PvP is because that's all they know.

I am really looking forward to PFO because GW IS taking PvP into consideration. They're trying very hard to implement it in an intelligent way that gives purpose and meaning for it - in the same way people like Intelligent and rewarding PvE.

Yes PFO will have PvP, but I think you should play it for that. PvP doesn't get in the way of PvE. PvP IS the game. PvE simply supplements that experience - it's a tool to gear up, grow, trade and further drive interaction with other players.

Goblin Squad Member

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clynx wrote:


Do I prefer PvE over PvP? It really depends on the game. If the game was PvE in design (EQ, FFXI, RO, WoW to name a few), then yes, I prefer PvE. Those games were designed at their core for PvE gameplay...

I couldn't agree with this more, having done both it's really been a blast either way, if the game is designed properly it's fun, and if it isn't designed well with a goal and structure from the start (PvP with PvE tacked on (Warhammer Online) or the opposite (Rift/WoW/EQ etc)) it turns out horrible.

Additionally there's something to be said for dealing with jerks in an PvP environment, there's plenty of jerks in PvE games who have done kill stealing, open world pulling over raids, other types of random griefing etc and there is literally no way to stop them in the PvE environment, the best you can do is report them and hope something happens to them later. At least some of the time in PvP games you can actually stop them in progress.

Goblin Squad Member

Being wrote:
Expect PvP to be the dominant playstyle, at least until we (possible according to the devs) get dungeon building tools to generate our own PvE 'setpiece' dungeons.

I disagree with this.. I think there will be plenty to do for the PvE crowd, and actually that will be the majority of most of our playtime. It's just that we won't be doing theme-park quests for PvE. It'll be more like exploring for rare resources, or hunting a rare species for their hide, or building up a settlement, or running trade routes for other players... or on and on and on. The actual PvP (fighting & killing other players) will be a very small portion of gameplay except for those who enjoy this play style and prefer to be on the front line vs all the other hundreds of things you could be doing.

Shadow Lodge Goblin Squad Member

Tyveil wrote:
Being wrote:
Expect PvP to be the dominant playstyle, at least until we (possible according to the devs) get dungeon building tools to generate our own PvE 'setpiece' dungeons.
I disagree with this.. I think there will be plenty to do for the PvE crowd, and actually that will be the majority of most of our playtime. It's just that we won't be doing theme-park quests for PvE. It'll be more like exploring for rare resources, or hunting a rare species for their hide, or building up a settlement, or running trade routes for other players... or on and on and on. The actual PvP (fighting & killing other players) will be a very small portion of gameplay except for those who enjoy this play style and prefer to be on the front line vs all the other hundreds of things you could be doing.

This is what I hope will be the end product. PvP has its place but should be the main focus if its to be closer to Pathfinder then not, at least in my opinion.

Goblin Squad Member

I completely agree with Clynx, it really depends on the game.

When I think about PvE in games I usually classify it into 2 different types:

1. Normal/Default PvE - standard mobs in the wild, or from quests, stuff to level grind, etc etc.

2. Epic/Meaningful PvE - major story lines, dynamic events (generic term,doesnt necessarily mean GW2), End Game, exploration that has a point (not just a trophy), and hopefully with games like NWO we will start seeing a trend of rubust user generated dungeons and quests.

The first one you can find in almost all MMOs, even PvP focussed ones. But they are the type that are lackluster or even straight out boring time sinks.

PFO will be a primarily focussed PvP game so expect it to be like EVE Id imagine. However, I think it will have a pretty decent amount of PvE of the first type and maybe a tiny bit of the second part (maybe) to start.

The 2nd type will get more and more added to it as the game goes on. Which eventually will make it a bit more Sandpark like than just a Sandbox (rest assured it will still be mostly sandbox).

I would guess by the time we hit open enrolment we will have plenty of random dungeons, tombs, etc (though likely more sandbox). And some time after launch we will probably see dev created themepark style dungeons (they have mentioed this previously). And more distantly (probably due to resources, priority to PvP stuff, and complexity) the hopeful introduction of user generated content in the from of making your own dungeons, quest chains, etc.

Goblin Squad Member

agree with Tyveil.

The dominant playstyle may well be "Competitive PVE": getting the best resources, building the most successful settlements, getting access to exclusive trainers etc.

The (huge) difference is that you can prevent others from harvesting 'your' resources if you are strong enough, and you can prevent the rival settlement from becoming the regional trade hub by tearing it down.

PvP as in 'killing strangers for no reason' will not pay off (if it does, the devs will tweak until it doesn't). However warfare(!), law enforcement, assassination and banditry will be viable careers for pvpers.

as a pve/social/casual player, strong pvp elements but with clear motivations sounds like an interesting world.

Goblin Squad Member

Jacob Saltband wrote:
Tyveil wrote:
Being wrote:
Expect PvP to be the dominant playstyle, at least until we (possible according to the devs) get dungeon building tools to generate our own PvE 'setpiece' dungeons.
I disagree with this.. I think there will be plenty to do for the PvE crowd, and actually that will be the majority of most of our playtime. It's just that we won't be doing theme-park quests for PvE. It'll be more like exploring for rare resources, or hunting a rare species for their hide, or building up a settlement, or running trade routes for other players... or on and on and on. The actual PvP (fighting & killing other players) will be a very small portion of gameplay except for those who enjoy this play style and prefer to be on the front line vs all the other hundreds of things you could be doing.
This is what I hope will be the end product. PvP has its place but should be the main focus if its to be closer to Pathfinder then not, at least in my opinion.

Wait to see when most of areas for settlement are taken and resources are in dispute, to see if PvP will or not be a major element of PFO.

Realms are going to WAR man, be sure about that! And war is the top instance of PvP!

Goblin Squad Member

From what I've seen in other games "warfare" is just a PvP gankfest for no reason with large groups.

"My army is going to attack you."

"Fine. My army is going to attack back. Why are we fighting?"

"Because you are there."

Goblin Squad Member

LordDaeron wrote:

Wait to see when most of areas for settlement are taken and resources are in dispute, to see if PvP will or not be a major element of PFO.

Realms are going to WAR man, be sure about that! And war is the top instance of PvP!

While this is true, those settlements don't just maintain themselves. You'll need people actively going out and clearing dungeons, collecting resources, and other PvE stuff constantly in order to keep your settlement running smoothly, your army equipped, and not be overrun by monsters.

Scarab Sages Goblin Squad Member

Ravenlute wrote:

From what I've seen in other games "warfare" is just a PvP gankfest for no reason with large groups.

"My army is going to attack you."

"Fine. My army is going to attack back. Why are we fighting?"

"Because you are there."

What I expect to see is the following:

"My common folk are complaining that they can't do their jobs because the settlement on the other side of the mountain is taking their resources and or enslaving them, or raising their dead to make zombie workers."

"We declare war on you to make them work better and to stop your evil."

Goblin Squad Member

Tuoweit wrote:
LordDaeron wrote:

Wait to see when most of areas for settlement are taken and resources are in dispute, to see if PvP will or not be a major element of PFO.

Realms are going to WAR man, be sure about that! And war is the top instance of PvP!

While this is true, those settlements don't just maintain themselves. You'll need people actively going out and clearing dungeons, collecting resources, and other PvE stuff constantly in order to keep your settlement running smoothly, your army equipped, and not be overrun by monsters.

And that will cause more PvP or do you think nobody is going to attack the gathering encampments, carts etc.

I like PVE too, actually a bit more than PvP. Sometimes I just want to be left by myself exploring some unknow corner of the terrain and leading with mobs solo or in a small party. However, I have no doubt this game is going to be, at least, half PvE/half PvP, I bet more PvP than PvE.

Goblin Squad Member

LordDaeron wrote:
Tuoweit wrote:
LordDaeron wrote:

Wait to see when most of areas for settlement are taken and resources are in dispute, to see if PvP will or not be a major element of PFO.

Realms are going to WAR man, be sure about that! And war is the top instance of PvP!

While this is true, those settlements don't just maintain themselves. You'll need people actively going out and clearing dungeons, collecting resources, and other PvE stuff constantly in order to keep your settlement running smoothly, your army equipped, and not be overrun by monsters.

And that will cause more PvP or do you think nobody is going to attack the gathering encampments, carts etc.

Sure. I'm just saying that there will *unavoidably* be PvE as well, because the PvP cannot function entirely without the PvE to support it.

Goblin Squad Member

Tuoweit wrote:
LordDaeron wrote:
Tuoweit wrote:
LordDaeron wrote:

Wait to see when most of areas for settlement are taken and resources are in dispute, to see if PvP will or not be a major element of PFO.

Realms are going to WAR man, be sure about that! And war is the top instance of PvP!

While this is true, those settlements don't just maintain themselves. You'll need people actively going out and clearing dungeons, collecting resources, and other PvE stuff constantly in order to keep your settlement running smoothly, your army equipped, and not be overrun by monsters.

And that will cause more PvP or do you think nobody is going to attack the gathering encampments, carts etc.

Sure. I'm just saying that there will *unavoidably* be PvE as well, because the PvP cannot function entirely without the PvE to support it.

My experience is the more PvP fans in a player group the less powerful that group ends up overall.

PvP dominated guilds tend to have no respect for the crafters/healers/ etc etc often abandoning those players to their own devices if things go pear shaped. You also often find a local rivalry will develop between two adjacent PvP focused guilds that results in on going squabbles and warfare that actually prevent both guilds ever getting above ghetto status.

Goblin Squad Member

Neadenil Edam wrote:


My experience is the more PvP fans in a player group the less powerful that group ends up overall.

PvP dominated guilds tend to have no respect for the crafters/healers/ etc etc often abandoning those players to their own devices if things go pear shaped. You also often find a local rivalry will develop between two adjacent PvP focused guilds that results in on going squabbles and warfare that actually prevent both guilds ever getting above ghetto status.

Well that all depends on the mindset of the players, and what can be accomplished. Yes a settlement purely focused on PVP that neglects to bother at all with PVE, or focus on gearing up etc... Will likely fall by the wayside, at the same time a purely PVE focused guild, that never makes PVP gear, has no members with formation skills, or any clue of general tactics etc... as what they build up will simply be torn down.

The truely powerful groups, will be the ones who have both PVE and PVP members, that bolster each-other and create a well equiped, experienced and powerful force.


Onishi wrote:


The truely powerful groups, will be the ones who have both PVE and PVP members, that bolster each-other and create a well equiped, experienced and powerful force.

That's the way we plan on operating our settlement. If some low level members are being bothered by bandits, we will form up and get rid of the problem, the same way we would respond to a large mob or group of mobs. I'm not sure how much area a settlement will have control over, but we will provide security for all our settlements members.

Goblin Squad Member

Even though PFO is a PvP game, and I am not a PvP player, I still found there is plenty PvE and crafting activities to keep me busy, and helpful player interactions without getting into the PvP stuff.

Goblin Squad Member

If I were to answer this OP as if it was asking, how much PVE vs. PVP do you do?

Well, I have changed over the years, especially in EVE Online.

I would say I went from 60% PVP to 20% PVP, and the PVP that I do partake in is not initiated by me any longer.

In EVE, I'm a thief, stealing ore for those that still jet can (rare and odd as that is these days). I also ninja loot and salvage wrecks belonging to others, in High Sec space! In my early days in EVE I was a full blown pirate, at -10 security status and I spent almost all of my time gate camping low sec gates. When jump to zero hit, I began to recover my standing and shifted back to empire space.

Here in PFO, I anticipate and hope to PVP about 40% - 60% of my time. It really depends on how much fun banditry turns out to be, but my minimum would probably still remain at 40%.

Goblin Squad Member

I prefer PvE. I am hoping that I will be able to avoid most of the PvP in the game. Any way I am willing to give it a shot and I will not be trying to gut the PvP aspect during this design process.

Hopefully having consequences for 'ganking' will work to discourage that sort of thing.


I think it will be nice to be able to rotate from PvP and PvE peroticly but if I had to choose one I like PvP. The ocasional dungeon crawl will be nice to have.

Goblin Squad Member

Andas wrote:

I prefer PvE. I am hoping that I will be able to avoid most of the PvP in the game. Any way I am willing to give it a shot and I will not be trying to gut the PvP aspect during this design process.

Hopefully having consequences for 'ganking' will work to discourage that sort of thing.

If you want to avoid PvP, you will have to find people to protect you that are stronger than the people trying to attack you.

'Ganking' is a function of the game.

If you are:
-Not comfortable fighting other players in any capacity
-Can't stand the thought of someone else getting satisfaction from your misfortune
-Can't pull your self up after losing everything and keep playing immediatly
-Aren't willing to work frequently with others

PFO is not the game for you.

Do not for one second think you will be able to play PFO and avoid PvP.

Unless you plan to:
1. Sit in the starting town and do the low skill PvE content and build 'starter gear' to sell
2. Sit in the starting town and play the market.

Goblin Squad Member

Valkenr wrote:


2. Sit in the starting town and play the market.

if you do that for long enough you will be able to hire a small army to act as bodyguards. Playing the market in most MMOs is the fastest way to huge wealth.

Goblin Squad Member

Neadenil Edam wrote:
Valkenr wrote:


2. Sit in the starting town and play the market.

if you do that for long enough you will be able to hire a small army to act as bodyguards. Playing the market in most MMOs is the fastest way to huge wealth.

Remember, you are playing the market in the starting town. I doubt the game will have a global auction house you can get items from anywhere, you will have to travel. The starting towns will probably not see much action. I hope the starting towns don't turn into trading hubs, that should be something settlements dominate. It's not like EVE where you can safely travel between a good chunk of the game world, about 5% of the world is 'safe' and that includes warden zones.

I hope they do what SWG did, and allow people to advertise on a global auction house that has a coin cutoff, so only basic equipment can be sold, and you have to visit player shops for the better stuff.

Goblin Squad Member

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Valkenr wrote:

It's not like EVE where you can safely travel between a good chunk of the game world, about 5% of the world is 'safe' and that includes warden zones.

If you only count 100% safe at start of early enrollment, yes.

But a month after settlements are added, expect to see some strong lawful settlements where both members and visitors will be protected by npc and pc enforcers.

Warfare is the "epitome of pvp" indeed, but if you are not a member of either settlement you should be able to avoid it.

Personally (95% PVE/craft/trade, 2% self-defense, 3% running away), I expect to be able to "safely" travel in a good chunk of the game world. But my definition of "safe" includes speed, stealth, knowing where to go, friends, guards, paying attention to my surroundings and speccing to avoid combat.

Goblin Squad Member

randomwalker wrote:

Personally (95% PVE/craft/trade, 2% self-defense, 3% running away), I expect to be able to "safely" travel in a good chunk of the game world. But my definition of "safe" includes speed, stealth, knowing where to go, friends, guards, paying attention to my surroundings and speccing to avoid combat.

Initially with no mounts available, human + light armor + any skill ranks that add to speed + speed spells + traveller bonus will probably get you out of most trouble.

Goblin Squad Member

There will be PvP and PvE drivers in the game. In a sandbox game where there is no endgame content (like wow which has highly structured endgame) player conflict is a large driver. Not just in things to do (WARs, taking over land...etc) but also for the economy through risk of transporting goods and item loss.

PvE drivers will be the materials to create everything the players will use. Want that dragonskin armor? well you better sharpen your sword and kill a dragon or be able to pay some merchant lots of gold for one.

Also i hope PvP shapes up without wars/massive combat. This could be economic war, paying bandits to rob every merchant going into the target settlement weeks before you declare war. Sending in your evil merchant to corner a group of goods for enchanting, leaving that settlement without the ability to craft decent armor and replace lost goods. With the advent of peaceful transfer of ownership of settlements and such this opens the door for spys. A good spy could spend a year gaining the trust of a community, getting elected to be a leader, then in the dead of night transfer ownership of the settlement to Evil Bad Kingdom....taking over the settlement without swinging one sword.

I mean could you imagine the fame that would go with that? Your name would be renowned that you spent so long and handed over Super Good Dudes Settlement to evil without ever lifting a sword. Paladins would come home to find that their sparkling city of good is now a den of evil. The shame of being tricked would force them to give up their swords and take vows of peace at a monestary.

All in all the sticking point of the game will be meaningful pvp, if they can handle griefers well then the game should do well.

Goblin Squad Member

Valkenr wrote:
Andas wrote:

I prefer PvE. I am hoping that I will be able to avoid most of the PvP in the game. Any way I am willing to give it a shot and I will not be trying to gut the PvP aspect during this design process.

Hopefully having consequences for 'ganking' will work to discourage that sort of thing.

If you want to avoid PvP, you will have to find people to protect you that are stronger than the people trying to attack you.

'Ganking' is a function of the game.

If you are:
-Not comfortable fighting other players in any capacity
-Can't stand the thought of someone else getting satisfaction from your misfortune
-Can't pull your self up after losing everything and keep playing immediatly
-Aren't willing to work frequently with others

PFO is not the game for you.

Do not for one second think you will be able to play PFO and avoid PvP.

Unless you plan to:
1. Sit in the starting town and do the low skill PvE content and build 'starter gear' to sell
2. Sit in the starting town and play the market.

Well, I don't plan to sit in the starting town. I intend to play it as an adventure.

I may end up as the crazy hermit that isn't worth killing. I may end up trying to be a ranger type or sneaky type. I may end up in some adventuring party or in some army somewhere. I think it will be interesting to see how it develops.

My definition of ganking is continual harassment and continually being killed by an idiot that gets his jollies from that sort of thing. It looks like there will be some built in systems to discourage it, so hope springs eternal :)

I have 3 months or so to decide whether I like the game or not due to my support on Kickstarter.

Regardless of how it comes out, I will not complain about the big, bad, pvpers. Just because I choose not to participate is no reason that you guys (and gals) should not have fun. There are plenty of pve games out to play if PFO does not suit me.

Goblin Squad Member

" There are plenty of pve games out to play if PFO does not suit me."

Almost every multi-player game has pvp now, I think, and I am not talking about the market or economic type.

Goblin Squad Member

Hey all out there that dislikes PvP. I am not a PvP player myself, dislike like PvP engagement to a large extent.

Even though GW is determined to make PFO a "meaningful" PvP game, they are doing a great job already for us, the non-PvP players, to have a system we we can do non-PvP activities. Such as crafting, NPC monster clearing (the PvP players will be too busy with themselves to do the cleaning of monster infestations in nearby wilderness of settlements), exploring (yes at small risk of bumping into PKers, though can be reduced with help of friends keeping the PKers busy), and non-combat player activities (politics, helping maintain settlements/hideouts, restoration projects [druids], markets, etc).


I'm pretty excited about PvP, but I anticipate having fun every now and then in PvE. I mean, I'll have to gain levels somehow. ;D

Goblin Squad Member

Kobold Cleaver wrote:
I'm pretty excited about PvP, but I anticipate having fun every now and then in PvE. I mean, I'll have to gain levels somehow. ;D

Who told you about levels?

There are no levels.


Neadenil Edam wrote:
Kobold Cleaver wrote:
I'm pretty excited about PvP, but I anticipate having fun every now and then in PvE. I mean, I'll have to gain levels somehow. ;D

Who told you about levels?

There are no levels.

Hmph. Then how am I going to justify going on psychotic goblin-killing rampages, eh? The little freaks don't have any loot, I get better gear from doing the rat-tail-quests.

Goblin Squad Member

Kobold Cleaver wrote:
Neadenil Edam wrote:
Kobold Cleaver wrote:
I'm pretty excited about PvP, but I anticipate having fun every now and then in PvE. I mean, I'll have to gain levels somehow. ;D

Who told you about levels?

There are no levels.

Hmph. Then how am I going to justify going on psychotic goblin-killing rampages, eh? The little freaks don't have any loot, I get better gear from doing the rat-tail-quests.

True.

But by all accounts your character improves over time when you invest training time into him, not by gaining XP grinding gobbos.

I am not even sure if there is even any such thing as XP.

Goblin Squad Member

Kobold Cleaver wrote:
I'm pretty excited about PvP, but I anticipate having fun every now and then in PvE. I mean, I'll have to gain levels somehow. ;D

Yeah there won't be levels or XP, your skills will level up over time, as you set them to train, what activity you do is irrelevant to that. Though you will likely need to earn money somehow, all settlements will need people to obtain resources from harvesting sites and dungeons, to support the gear etc... needs.

Goblin Squad Member

Kobold Cleaver wrote:
Neadenil Edam wrote:
Kobold Cleaver wrote:
I'm pretty excited about PvP, but I anticipate having fun every now and then in PvE. I mean, I'll have to gain levels somehow. ;D

Who told you about levels?

There are no levels.

Hmph. Then how am I going to justify going on psychotic goblin-killing rampages, eh? The little freaks don't have any loot, I get better gear from doing the rat-tail-quests.

here's my justification:

"They are disturbing the peace."
"They ate my dog!"
"They ate my horse!"
"THEY ATE ME!!!" *stuck in a goblin cleric ready to take out some careless PCs
"They ate my baby!"
"They smell!"

They are goblins. That's justification enough :P That and there's the escalation system.

(and there won't be the rat tail quests either. Your quests will most likely be either getting materials for crafters, defending caravans of merchants, exploring the land and dungeons, and whatever else you set your goals to.)

Scarab Sages Goblin Squad Member

Although the example for learning the better sword ability was spend x amount of time learning sword skill to get rank one. Once you have sword skill rank one go kill 10 orcs with a sword. Once yo do, you have unlocked the swords one achievement/merit badge/maguffin and may now slot the swords one ability on your ability bar, making you more effective at using sword attacks.

So while you won't get XP, that doesn't mean you won't need to kill things to advance. And hey, you can take their stuff too.


Clarifying so this doesn't threadjack: the "rat tail quest" comment was a joke, and the xp comment was more referring to how I heard PCs do gain benefits from killing large numbers of monsters. It could be I was misinformed. I wasn't literally talking about XP.

Goblin Squad Member

Kobold Cleaver wrote:
Clarifying so this doesn't threadjack: the "rat tail quest" comment was a joke, and the xp comment was more referring to how I heard PCs do gain benefits from killing large numbers of monsters. It could be I was misinformed. I wasn't literally talking about XP.

It is probable that abilities will require more than just skill training. Expect something like:

Fighting Skill Medal 2 - grants Power Attack - prerequisites 200 training points in fighting and the skulls of 50 Kobolds killed in battle.

Something like that.

Goblin Squad Member

Misere wrote:

" There are plenty of pve games out to play if PFO does not suit me."

Almost every multi-player game has pvp now, I think, and I am not talking about the market or economic type.

True, but almost all of them do not have non-consentual pvp.

Of the previous MMOs I have played you couldn't be attacked by other players unless you elected to turn on a PvP flag or rolled on a PvP server. Granted my experience is a bit limited (EQ, EQ2, Vanguard, Rift, SWTOR... I've blocked out FFXIV).

Goblin Squad Member

There will be many reasons to do PvE activities, they just won't involve gaining XP.

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