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Reinforcement zones

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37 minutes ago, Rigs said:

 Majority of players are casuals and not hardcore.

A common misconception. The vast majority of players aren't casual, MMORPGSs typically don't attract "casual" players. They require time investment and some extended play.

The line between a "hardcore" player and a normal player is a fine one. You can't quantify who's hardcore by gold, marks, or ships. They're all easily obtainable. But most players fit into the normal for an MMO category, neither casual or hardcore.

 

Edited by Slim Jimmerson

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For me, it is so simple:

Just linked to a proper use of the double ball perk. Either players get it or not,  and I'd like to PvP against or with them, or not.

Players using the double ball perk are those you find easily around free towns. 

And from time to time, they find me in a light frigate, escorting two traders. 

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28 minutes ago, Slim Jimmerson said:

A common misconception. The vast majority of players aren't casual, MMORPGSs typically don't attract "casual" players. They require time investment and some extended play.

The line between a "hardcore" player and a normal player is a fine one. You can't quantify who's hardcore by gold, marks, or ships. They're all easily obtainable. But most players fit into the normal for an MMO category, neither casual or hardcore.

 

I guess Question is which Category you take and where you draw the line.

MMOs rarely attract Casual Players in terms of Time or Effort. But in terms of PvP I would actually dare saying that most Players are indeed Casuals.

But thats just One Word Generalizations anyways.

 

Now up front.

The Safezones near the Capitol are Required in my Eyes.

New and even Older Players need these Zones for when they just dont want to do PvP for whatever Reason. And they should Remain there.

Because  I for my Part think. That the Vast Majority of Players in this Game. Plays mostly PvE but likes to do PvP now and then.

Alot of us are Adults and Working. So we often Play on Limited Time Shedule. Which also means that the easily Predictable PvE Mission is not a Problem. But being dragged into PvP indeed is.

 

However

But an Complete Partition of the Map into PvE and PvP Zones is not working with the RvR either.

 

Thats why I actually think an more Dynamic System might actually Make Sense.

Most of all it would make Sense to make a Difference between actual PvP Fights were both sides got a Chance to Win. And the RPKing of Weaker and Newer Players.

One way I said earlier would be that to Give Players the Option to Fly a War Flag. And Introduce a Karma System.

 

Any RvR Missions like Hostility Increase/Decrease would require the War Flag.

The War Flag Disables Safezones.

PvP Marks and other Special PvP Rewards can only be Gained if both Players got the War Flag Active.

Attacking Players that dont have the War Flag. As well as Attacking War Flagged Players without a War Flag yourself. Will give Bad Karma and result in Consequences.

For example Random Attacks from NPC Fleets when you get in Sight of an Enemy Port. Or Free Ports not allowing you to Dock or Repair there etc etc.

Pls note that Smuggler Flag will count as Valid Target for War Flagged Players to earn PvP Rewards.

If the Player Attacking the Smuggler is NOT having his War Flag Active he will not Gain PvP Rewards. However he wont gain Bad Karma either.

 

 

And here we get to Zones.

Open Sea should always be this Neutral Area. And have no Preset Flags.

But Contested Ports for example should create an Conflict Zone. Where any Player Driving into it will be considered as War Flagged.

 

Meaning that we get 3 Zones.

Safezones in the Back Waters for New Players and PvE

Neutral Zones which is most of the Map. Where you CAN Attack anyone. But will only Get PvP Rewards for real PvP Targets and only if they themselves offer an PvP Target for others.

And Conflict Zones where any Player is considered an PvP Target if he dares Entering it.

 

 

That way actual PvP would be Rewarded and Encouraged. While RPKing would be Punished.

With the New Trade Routes which make Smuggling very Profitable. This would also mean that Players trying to Raid Smuggler Routes would at the same time Offer Targets for PvP Players.

 

 

Only very Few Players are Hardcore PvP and want to do PvP at all times.

So it would make sense to rather Satisfy the large amount of Mixed Players which are not Hardcore PvP but also not Hardcore PvE.

 

 

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48 minutes ago, Slim Jimmerson said:

A common misconception. The vast majority of players aren't casual, MMORPGSs typically don't attract "casual" players. They require time investment and some extended play.

The line between a "hardcore" player and a normal player is a fine one. You can't quantify who's hardcore by gold, marks, or ships. They're all easily obtainable. But most players fit into the normal for an MMO category, neither casual or hardcore.

 

Hardcore vs. casuals it's scaled by the dedication spectrum, defined by time and challenge. Practice makes it perfect, practice means more time....

Its when the game becomes your life and there is no fun without causing others misery.

I give you the Level 100 Colonel:

  Level 100 Colonel - No Girl, No Job, Got a Shitbucket... PLUS KILLS Who needs a life when you can play Battlefield

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On 10-10-2017 at 4:08 PM, admin said:

3 new nations not only will not have reinforcement zones but also they won't have capital protected waters (extremely hard difficulty level). In addition to that their capital will be capturable (because they start with no capital at all)>

This will provide the option for captains who dislike reinforcement zones to re-roll to the nation that does not have any protection and defend their main capitals, rookies, bases themselves. 

This will bring the balance to the universe, captains who love reinforcement zones can send the captains who don't like them to join Prussia, Russia, or Commonwealth colonial navy. 

current reinforcement zones size is indeed too big though. It could be adjusted a bit.

this is indeed a solution the so-called "problem", but you Devs have to promise the players 1 think!  Don't remove this content when it turns out people don't like it and are nagging about it, instead use that time to get more and more content into the game and worry about minor adjustments later.

you're still in Early Acces and not a released game so please give us more content and don't fool around with existing content/mechanics.

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15 hours ago, Lord Gud said:

Because it's a PvP server :o and you care bears are ruining the game.

LOL.... Ok... So getting fully prepped for PvP is ruining the game?  What ruins the game is what ruins every game.. 4+ v 1 ganks and camping... But the oh so brave PvPers just cry about small areas they cant gank in....   Now that said.. I would be all for Lowering the Gold payouts for mission inside the Reinforcement zones a LOT... I dont do those for money but to unlock Skill boxes on ships so I have a better chance in that ship in RvR and PvP

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On 10/10/2017 at 8:47 AM, Intrepido said:

Reinforcements area is indeed a bit big. 

Yup... Make them all 15-20km from Capital and all the missions 4th rate and under are inside them...  3rd rate and under ones inside the zone pay 1/3 the gold as now but same XP... 

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27 minutes ago, CaptVonGunn said:

Yup... Make them all 15-20km from Capital and all the missions 4th rate and under are inside them...  3rd rate and under ones inside the zone pay 1/3 the gold as now but same XP... 

Better Suggestion.

Lets just Delete the PvP Servers and have only the PvE Server.

Same Effects in Overall. But much Faster and with much less Trouble :)

 

Or to make this more Clearer.

If stuff like this was Implemented I as well as most other Players who mostly Play PvE and only now and then go PvPing. Will just Quit the Game and you can have Fun ganking each other with the 50 People left on Server :)

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7 hours ago, Rigs said:

Hardcore vs. casuals it's scaled by the dedication spectrum, defined by time and challenge. Practice makes it perfect, practice means more time....

Its when the game becomes your life and there is no fun without causing others misery.

I give you the Level 100 Colonel:

  Level 100 Colonel - No Girl, No Job, Got a Shitbucket... PLUS KILLS Who needs a life when you can play Battlefield

Pretty much described all of EVE. You're either making others miserable or they make you miserable. I mean that's kinda every competitive multiplayer game.

Edited by Slim Jimmerson

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17 hours ago, Slim Jimmerson said:

Pretty much described all of EVE. You're either making others miserable or they make you miserable. I mean that's kinda every competitive multiplayer game.

I think I remember that EVE not only has Safezones but also has alot of other Fallback mechanics to make Sure RPKing does not get out of hand.

 

And well. The Problem is.

If your Game does not Limit RPKing. Then every RPK will every Day find Victims. And every Day will depending on his Activity. Cause 1-10 Players to Quit the Game due to Frustration.

Not an very Good Business Model.

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