Question about map/cities/towns

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Mortll
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Re: Question about map/cities/towns

Post by Mortll »

PsychoCliff wrote:
Prudence wrote:I honestly feel as if you are overly emotionally involved in something that doesn't exist. It seems that you're under the impression that there is no option to avoid those areas, or even flee those areas. That you will just stand around and get mobbed (when you yourself claim the player base is so low anyways). You would be surprised how difficult it is to kill a vampire character. 20 hits, I believe it is. 20. And that's at the minimum. If you do not have at least 2 crits I think it is on the character, then you'll have to hit them more. By the time you get an alert your character is being attacked you could leave the pvp zone and go to a zone that is free from that (if people are being a 'dick' in your mindset).
Ouch. I really wish for you to not claim i'm being overly emotional. Im very much in control of them. I know exactly what i'm doing. I undersrand I have a reputation in my past, but that's not who I am now.

There are ways to avoid these areas, I've even said as much, just do not go there.

Im curious. Who are you planning on PvPing in these areas? Are players going to return to the game, their levels lower than most others and try to pvp?
As I said, lift the caps in a trial, see what happens. I'm just looking at things from every conceivable side, to see if it can be misused, abused, used to damage the game in an unforeseen way.
Anyone that is froggy enough to jump on it and ride
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Re: Question about map/cities/towns

Post by Prudence »



YAAAAAAAAAAAAAAAAAAAAAS.
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Mooncalf
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Re: Question about map/cities/towns

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Azraeth wrote:If the issue is crafting not being useful enough (I disagree for a few reasons), maybe it would be better to have some other high end crafting or group crafting projects. Personally, I think crafting is on or above the same level as is with non pvp skills. Open to ideas tho.
More powerful traps. I could dig it.
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Re: Question about map/cities/towns

Post by Mooncalf »

Doc wrote:
PsychoCliff wrote:I really like how the game is now, with the less pvp heavy. Makes me feel comfortable. Most PvP conflicts I've been in and observed has spilled over to OOC and caused ill feelings and toxicity if things didn't go one way or another.

All im going to say is, there's a reason these changes were made. Good reasons.

Im going to step away from the forum for a few hours. I remember why they were put in place, and I can see those reasons easily happening again, and I'm not too pleased about the idea.
With respect, I am glad you like it this way. I am.

However, the majority of players that used to play and Pay.. liked the pvp. Pvp went away, and now karma sales are slowing. People do not need to pay to play a PVE game.

If all one does is grind against NPCs, why spend money on the game? There is no point really.

No PVP, no need for factions. No need for fadeportals or the convenience items like shops, atms, no need for lairs at all really.

So that leaves buying character slots. I personally cannot handle more than 4 at time. So, no more karma sales for that.

Yes, I could buy extra exp days.. but if I grind everyday (like I already do) buying extra XP days is not cost effective for me personally, it is too expensive for the little pay out my characters would get.

The player base is incredibly small compared to what it was. So we need new players. How many new players to the now PVE game, are going to buy karma? They may here and there. But not sustained purchases. There is no reason for sustained purchases, if there is no PVP, there are no reasons to build a faction base/safe base.

The game needs karma sales to keep going. I Like the game. I have supported it quite a bit in the past. There is nothing karma wise for me to purchase anymore.

Something needs to change.

People loved the pvp when there was no caps.

If there locations where you as a player could pvp, and places where there was no pvp allowed, it becomes the players choice. It becomes more of a strategy game. Out thinking your prey, or on the other hand, out maneuvering the hunter.
I personally believe PVP mostly stopped because people couldn't do it without being killed overnight, and waking up to being in the SR wasn't fun. It was only fun for one group; the group that was winning and taking down lone wolf players. PVP never really recovered after that. There was nobody for the big group to fight.

The hitters cap was increased, and now that AI is a thing it might be further increased. Less traps means potentially more PVP, so we're heading in the right direction. My concern is that new players won't bother with PVP because they won't stand a chance for several months, but there's not a lot I can do to help that. But certainly newbies will not enjoy being hit by 10 level 60+ characters while they are sleeping in real life. That's not going to encourage them to PVP.

Now, I find the PVP that happens in RP threads (the ones where you click the "attack" button) WAY more fun, and we've had a few of those recently.

But I agree PVP encourages karma sales. I just wish people would break up into smaller groups and fight, because with a game of only 100 active people, it's not really conducive to PVP if we're having 25 of the PVPers in one group, and 5 people who might be into PVP in another. And the rest of the active people just wanna RP or grind or keep to themselves. Or fight for RP reasons only.
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Re: Question about map/cities/towns

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Prudence wrote:There is a lot to spend karma on, no one is doing it because there is no need to. I don't need another apartment to hide in.
I don't need more hydros...I'm not doing rituals to find people or boost stats often.
I don't need/want boosts/orbs because grinding to become the strongest/best character out there is pointless.

Just some examples of things I used to buy when pvp was a thing
I actually agree, that's the case with most characters now. PVP did drive competition, which drove people to want to play and get ahead.

I'm hoping that more focus on RP will drive competition through story. RP-based battles, and then eventually the storyteller system will mean you'll have to be a badass in case you get in a fight. But alas, we need more players for the RP scene to flourish again.
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Re: Question about map/cities/towns

Post by Mortll »

Well the good thing is anyone that dosnt want to pvp now dosnt have to .... That is what the flee option is for. So if you have a Free for all PVP area and someone that dosnt want to PVP gets hit ... it could take them to the main grid automatically. Where there are more restrictions.
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Re: Question about map/cities/towns

Post by Mooncalf »

Mortll wrote:Well the good thing is anyone that dosnt want to pvp now dosnt have to .... That is what the flee option is for. So if you have a Free for all PVP area and someone that dosnt want to PVP gets hit ... it could take them to the main grid automatically. Where there are more restrictions.
True. Not a bad idea. Might encourage some of the Blood players to come back to Path at least.
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Re: Question about map/cities/towns

Post by Azraeth »

Mooncalf wrote:
I actually agree, that's the case with most characters now. PVP did drive competition, which drove people to want to play and get ahead.

I'm hoping that more focus on RP will drive competition through story. RP-based battles, and then eventually the storyteller system will mean you'll have to be a badass in case you get in a fight. But alas, we need more players for the RP scene to flourish again.
Very this. The things that tend to drive funding on other sites are customization, collection, and competition. PVP is one form of competition, just like the leaderboards are. I'd actually love to hear more ideas for fun ways to generate more competition, though I think that some people will always just find PVP more satisfying. Which is totally legit.
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Re: Question about map/cities/towns

Post by Azraeth »

Mooncalf wrote:
Azraeth wrote:If the issue is crafting not being useful enough (I disagree for a few reasons), maybe it would be better to have some other high end crafting or group crafting projects. Personally, I think crafting is on or above the same level as is with non pvp skills. Open to ideas tho.
More powerful traps. I could dig it.
More powerful traps, faction oriented mechanisms (makeable only by faction members and usable only by faction members), high end solo constructs.

Mind you, the below concepts are very rough, and nowhere near being fleshed out either as concepts, much less ready for practical use XD

Example of faction mechanism: Blood Cultivator - requires at least 5 people to make (over a given period of time, sort of like a mixture of crafting and programming). Items to make it would be rare, but it would produce 'free' blood packs of a given number per day or week.

Example of solo construct: Shadow Barricade - Requires high stats in enchanting and metalworking - would have decently rare ingredients - trap that operates like a spirit cage, except that it's multi-use.

That being said, I think if we improved on mechanics, we'd almost certainly need to improve on metalworking, which already doesn't have the same utility as mechanics.
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Re: Question about map/cities/towns

Post by Prudence »

More battle raid that end with more relics.
There should be some with those new mooncalves imo.

More with b and e. Jobs for b and e posted up in like a job area.
Example: break into five warehouses for x amount of money or xp.

This could be applied to hacking too. Find x amount of source codes, trade them in for x amount of money and/or xp.
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