The concerns with player on player conflict are less that it exists, and more that it is occasionally undesirable, or affects lower level characters who can have little response. Many underdarker or paladin concepts specifically exist on the premise of fighting incursions against their P.C polarities. Player on Player conflict fun when it's desirable for both parties, but also when such conflict has spontaneity. Predictability is boring and leads to stagnation.
The 'no monsters raiding at daylight' is an effective I.C tool for example. To avoid underdark threats? Don't go out at dark.
Another incentive that would be effective would be to add in specific zones or change specific zones to incentivize raiders, reavers and holy warriors to go kill each other over there, instead of in low level starter zones like Bendir Dale or Cordor Outskirts. Give these zones some moderate rewards, such as rare metals, reagents, or possibilty small chests or gold spawns that can be looted. Have a specific premise framed that these zones are often fought over.
Then remove and make it difficult to reach zones outside of these specific 'incentivized' zones through restriction of portals and other convenient methods of travel. This will organically direct conflict and traffic to these desired locations and reduce the the frequency of undesirable conflict without removing the spontaneity that often makes such conflict fun in the first place.
Directing PvP conflict to specific zones
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Directing PvP conflict to specific zones
My Rp kinda like droppin' a betta in an otherwise serene fish-tank.
Current Concepts:
Jhaamdath Wenchslayer, Drow weaponmaster and pirate captain
Eruantien Chil Ryilnn Aelorothi Aleansha, War-mage and Diviner of Evermeet. .
Current Concepts:
Jhaamdath Wenchslayer, Drow weaponmaster and pirate captain
Eruantien Chil Ryilnn Aelorothi Aleansha, War-mage and Diviner of Evermeet. .
Re: Directing PvP conflict to specific zones
I understand the concern, but wouldn't want to make PvP into more of a mini-game, or give mechanical support (and thus incentive) to do it.
Rejected.
Rejected.