World pvp sucks in 2 faction mmos anyways.
do not want.
World pvp sucks in 2 faction mmos anyways.
do not want.
more summon stones in pvp-enabled area's !
none of that needs to happen.. world pvp happens when there are reasons for it..
1) if people are out in the world doing quests, world pvp happens.
- Remember world bosses? Azuregos... griefing.. ganking... so much fun
- Remember STV? People had to go to the same netural camps to get quests... shit was serious
2) if people are traveling on foot and not air, world pvp happens.
- Remember vanilla? When you landed and made your way from the flight path to the instance, chances are, a red appeared and pvp happened.
- TM vs SS existed because we had 2 towns very close to each other in a very popular leveling zone (back then)
3) if people have to run to instances and raids instead of queue, world pvp happens.
- Remember vanilla? How many times did PVP break out outside MC or AQ.... can't even count how many times you had to fight your way into the raid.
A feature that I would like to see is a call to arms.. and went like 10+ players enter into world pvp and call for backup, a portal from the main city could open up to the location... this will allow horde and alliance to access the area easily and quickly to engage in epic battles.
You need agitators, people who will initate it.
"If you want to control people, if you want to feed them a pack of lies and dominate them, keep them ignorant. For me, literacy means freedom." - LaVar Burton.
Their should be guards in low level zones. Ganking low levels is for bad's so they can feel better about them selves. Doesn't matter if it world of WARcraft if you don't want to world pvp you shouldn't have to. Inb4 the killing low levels may start a war it usually doesn't. Just leave low levels and pve heroes alone.
It's hard to say really
World of Warcraft will not ever be the same World of Warcraft that many of us once knew and often reminisce about. There is no reason to go outside of a captial city, and Blizzard isn't going to do anything to change that.
the best that they will probably ever do is make guards weak again, because that's pretty much all that they can do without raping the new foundation that they have rebuilt the game upon.
When I died I walked into the light, but what I saw I didn't like
I went to heaven but I didn't go in
They don't condemn the sinners; they condemn the sin
St Peter I must confess, I'm more of a devil than my life suggests
tell god it's appreciated but I was born in hell, hell is where we made it
Except the horde and alliance are working together more and more. To it's a video game if people don't want to world pvp and blizzard puts that in the game. Might end up in lost subs their a business first at all times. I don't understand why pve server's bug you their are pvp servers maybe try rolling on one idk.
yes oh yes yes
World pvp is my favorite form of pvp
If PvE raiding awarded zero loot like world PvP does, it would be done much less too. (The honor awarded in world PvP is practically zero since it is not a tenth that of battlegrounds per hour). Unfortunately MMORPG world PvP design typically seems to either go for zero loot or for the opposite undesirable extreme of transferring gear to the victor whenever someone dies (painfully discouraging -- like I haven't played Darkfall but heard, among other crippling issues, that players would go around mostly naked to avoid loss).
What would be better is a little cloned gold/loot. Defeating a player in world PvP should not reward less loot and XP than a trivially easy NPC mob but rather more. Of course, farming abuse would need to be prevented, like not just a couple friends on opposite factions too profiting from agreeing to kill each other countless times over, but a system with diminishing returns could solve that.
Of course, there are many other matters too, like high-levels being able to one-shot lowbies rather than different effective health scaling in PvP. WoW actually already scales PvP level-based spell hit (miss) chances differently than in PvE (see wowwiki for example), but, as for what the rationale would be for design ensuring that even a lowbie's CC spells practically always miss a high level ganker, minimizing even a chance of escape,* well...
* aside from tricks like if one has the gnomish cloaking device on a leveling character
I still love WoW overall, and, despite faults, it actually gives more of a feeling of a true virtual world than the other MMORPGs I have tried so far, yet world PvP could be so much better.
I miss world PvP and people out in the world in general. Spending sometimes even 20+ minutes to travel to an instance in the old days was too excessive, but teleporting absolutely all of the way straight inside now is too much the opposite extreme, almost making matters as if the outside world does not even exist. Open world play is relatively penalized and discouraged when loot per hour gain is uncompetitive.
To be honest, my biggest fear is that they're going to go overboard and everything will be scattered and dead and then all the work to get people out into the world will be for naught because it only takes a couple of griefers to fuck everything up and then I'm sitting in Arathi waitin' on Basin.
Southshore vs Tarren Mill, how I miss thee
"Loss of blood... My only weakness!"
~ Warlord Khan, Magicka
Anyway, if you don't already see where I'm going with this, allow me to spell it out: the only meaningful MMORPG "endgame" -- i.e., something novel to do after the progression process is over -- is that of the sandbox.
maybe they will bring it back in MOP
The problem is people want a reward for everything, noone does thing because they are just fun anymore.
Only 1% of player base is willing to go out and gank around and have fun without reward.
People must realise this is a game and rewards in it are jut fictionall and only point of the game is to have fun and rewards are there as a minor extra motivation
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Hurl thy hammer into the fray. And let thine enemies know fear this day!
VICTORY, OR VALHALLA!!!