I agree and disagree with having that "pvp limit" system being put in. It's nice to know that you wont be WTFPWNED every second, due to having a fighting chance (at least until you're level 30). But at the same time, I feel that the possibility of being killed by someone who is high skilled/leveled than you are is an important aspect for a sandbox game.
All my favorite games have little-to-no restrictions in PvP, and it's enjoyable because of the tension and excitement you get. Having to be caustious in what you do adds to the game a lot, too, in my opinion.
Some of the games I'm talking about are:
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Mortal Online
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Darkfall Online
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Wurm Online
Each of those only have very few 'safe' areas. And two out of the three(at least once MO gets the Awakening patch) have guards (like in FRO) that can be killed, rather than some kind of forced non-pvp. The other one (Darkfall) has guard towers that do damage, but not so much that you'll be insta killed. Even still, though, you can go in to those towns that are protected and still PvP.
To me, that is an amazingly awesome feature. That need to group up with other players, at least in the beginning, so you wont be destroyed. The excitement that while you're taking that stack of resources over to the next town, you might be ambushed by some rPKs along the road, and then maybe be saved by those two warriors you hired just before you left Brimestone.
I know I'm ranting a bit, but I'm trying to give examples as to why allowing free-for-all PvP at level 30 and above can be a good thing.
Some might argue that FFA PvP never works out right, but it does. The only examples I can think of at the moment where it hasn't worked out for the best are Darkfall and Mortal Online, both of which are extremely lacking in non-PvP aspects of the game. Mortal Online completely lacks fun and engaging PvE content, tho it does have some decent crafting and resource gathering. And Darkfall has gone competely off-course and has become PvP-focused to the point that the developers have decided to scrap the first version of the game and make a new one (called Darkfall 2.0).
Wurm Online, on the otherhand, has some pretty fun FFA PvP. It's got checks and balances that make killing people in your own faction dangerous and something to avoid unless it's an extreme circumstance, so you're not always in danger, mostly. Also, raids on towns in Wurm are things that take hours in preperation and execution. Not only do you have to get your gear going (and a single set of good quality armor can take 2 or more hours to make, and you have to do it actively), to traveling to the destination of the raid (whether you pre-picked or are just sailing around looking for something), to actually raiding the settlement.
You have to break down the door or walls, or at least pick open the gate locks. And breaking down the walls/gate almost always includes building a siege weapon like the catapult, having to brign the rocks (or mining them on/near the spot). And then you've got to fight off the NPC guards and the players.
It takes a lot of effort, so you're not going to be LOLOLOLOLKilled every few seconds.
Sorry for going on a mini-rant again :S
What I'm trying to say is, if you make other parts of the game engaging/needed, you wont always get a constant grief fest. And when it does happen, you can make sure that players have the ability to fight back. And it can be fun. You don't need to hold someone hand and protect them.
I mean, I would really enjoy getting together with 4-5 of my level 32 friends and then trying to kill a level 70+ who is fighting some kind of epic mob, take his loot, and run for our lives before whatever he was killing has the time to kill us.
Quote:Chris The Avatar |
To ease your worries a bit Doctor, we will be testing a pvp limit from 30 - 60 to prevent high vs low level slaughtering. Under the new system players will only be able to attack each other if they are within 10 levels of one another. After 60 then you may be attacked by anyone higher.
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