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Non-gear based pvp
#21
Slamz Wrote:Then, rather than fighting to get to the Mountain King because he drops a sword that you want, you would always be fighting to improve your team in some way. Taking over the Mountain King's lair lets your team claim it and start crafting Mountain Swords. So it may still be of benefit to you, but more to the point, it benefits your entire team.

The problem is getting people to give a flying rats ass about the team, which is difficult enough in most non massively multiplayer scenarios let alone on a larger scale. Why guard the flag so your team can win (and by your team winning you personally net more honor) when you can just go fight in crossroads trying to get that last killing blow.

These kind of incentives don't tend to work with casual players who aren't on with enough regularity to care about the team and who are much easily motivated by the promise of shiny new loot.

Not to say that other games aren't viable, but since the idea of most developers is to grab a piece of the mmo pie they are probably going to go for the most mass appeal possible - and they've seen the success of WOW and want to cash in on it.. Lowest common denominator.

Quote:The problem with advancement is that it keeps retired players from ever wanting to return. I will never play WOW again largely because I don't want to spend months playing "catch up" before I can get back to the gameplay I liked, which was endgame PvP.

I think WOW has kinda realized this and with the seasons these days they've made it so you can jump in and have at least competitive gear pretty damn quickly.. I resubbed a couple times in the past couple years for brief stints and both times had a full set of pvp gear just from bgs, and while I wasn't the best you can certainly at least play fine.

I think they've realized that the initial model of having to raid BWL with 40 people enough times to get enough DKP to gear up was a bit much (as much as I loved BWL)...
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