Showing Posts For Suppression.1596:
What if they made a battleground that is Tyria and hard code some rules and points into it, making it opt in and opt outable, though gain certain rewards. Add in the WvWvW mechanics somehow into Tyria?
Not make this an entire server, but, if you wanted to treat it as such, sure, and then be able to go back out onto your regular server and continue doing story quests?
Being ganked by 80s would be countered by the scaling level. There would still be disparity in gear, but perhaps there could be a game rule that scaled gear slightly, as well?
My vision, Synch, is not to overpower people because of sheer level- that was my biggest complaint with WoW, and the saving grace of EQ’s PvP system where you could only attack a few levels difference- though that was faced with its own issues (like Out Of Range healing) but could be corrected for by level balancing which is already implimented.
Could we do actual Guild Wars with some kind of ranking structure? Where guilds agree on the terms of a war between the two- if we see you somewhere, we can fight you? And then kills be tallied or something?
An open PvP server with people falling under character created Banners in their guilds?
I mean, the name of the game is Guild Wars, so it would be interesting to see that actually fleshed out.
Maybe a game mode, a battleground of sorts, where Tyria is in a war… and servers are represented much in a way that they are in WvWvW; but instead, it involve 5 different servers, each bound to a specific city as their protected hub; or perhaps 4 with the Asura city being available for capture or as a neutral point.. because lets face is, that place is awful.
This could be worth exploring out; where all the fast travel points can be captured by a team, locking out the other, and some other resource pushing the worlds to clash. Scripted events could occur that pull in battles, boss battles against the dragons and giants could be contested.
With scaled levels, the only unbalancing factors would be skill unlocks and gear. Deal with it, perhaps, or scale gear stat wise?
For me, what really pulled me into MMOs at the beginning and really made the world feel alive is the possibility for conflict… I played Everquest and server hopped until I landed on Tallon Zek PvP Teams. After my first low level war outside the gates of Freeport, I was hooked. Eventually I found a guild, and we organized to run through entire zones and march to major hubs of the Lighties (The “Lighties” were a loose alliance of The Elves, Humans, and Short teams who banded against the “Dark” team- it was a 3v1 with inner conflict of the 3) We were able to use this mechanic to create rivalries and wars.
In Vanilla WoW, some of the my fondest experiences we had involved raiding capital cities, and harassing certain quest hubs to stir the hive of Alliance.
When you were PvEing, you had to be alert. Others could be out hunting just to kill other players. We would stalk people and wage attacks.
It wasn’t always perfect, or balanced, but it was always fun.
The potential for have created these memories cannot truly be replicated by a Battleground- WvW comes close, and SPvP is expertly handled, but there is another experience of PvP that can only be created by real, live players in the world.
GW2 prides itself in being a dynamic world… events happen as you wander through, and you can get sucked into these mostly scripted events; sure, they scale in scope depends on the amount of players roll up and the outcomes are not always the same, and that is a massive piece of magical story telling that GW2 provides.
Is it possible to do the same in Tyria, with conflict and PvP as an available mechanic?
How would they do it, and how could it be balanced? More importantly, how can they appeal to everyone, which seems to be ArenaNet’s credo?
(edited by Suppression.1596)