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cryptfilter

pvpve - concept

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currently your separating you player base, this is no reason you need to do this and i will explain.

player vs player vs environment. 

at character creation, have a select-able character creation toggle of either pvp or pve.

1. a pve character is invulnerable, can settle on any island, but cannot own an island(which is really a pvp function). any resources gathered by a pve character has the pve toggle added to it, and only pve characters can use the materials, not trad-able to pvp, or a pvp character cannot gather or pick this materials as its flagged to pve. anything built by a pve character is invulnerable, but has decay timers like normal if said pve player is offline longer than normal, ie abandoned. limit the pve players build area with a plot of land system ie 20x20x20 meters(so you cant create and invulnerable island wall) alot of games use a totem to set a place to build around.

limit the size of a pve corp to a small number ie 1-5.

have an auction house, so pve characters can safely trade for gold or materials/tames, have a price protection so an item has a strict value set by developers. keep the abuse of a pve character minimal.

a system like this would allow a single players to get a solo experience or a safer experience suitable to there needs, free of pvp. be able to live in a mmo, part of a community, there gathering would contribute to the island owner, ie 30% tax most islands are set too, the island would be able to host its settlers free from corp pvp.

2. a pvp character is able to own islands, fight and capture or destroy anything pvp, not able to trade with pve unless threw the auction house. a pvp character can harvest and gather with items flagged as pvp, which means non tradable to pve, and up for grabs like normal with spoils of war.

an island owner if need can evict a pve player if nessesary but cannot gather the pve players resources.

a system like this would allow both worlds to live side by side in the same server.

 

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Why? What would this accomplish but pushing people away due to the needed wipe? As well as limiting communities from playing in a single company...

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why does the game need a wipe, it has systems in place to remove inactive player stuctures.

it would allow solo-small groups to play together without fear of large corps. they could still contribute by living on a pvp corps land paying taxes. the island would have more life as right now its just one corp per island and in some cases one corp per tile.

Edited by cryptfilter
mistype

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Assemble PvP and PvE in same area is a really bad idea.
It's too different kind of playing. Though, anyone will play/store in PvE side, then just rekt what is on PvP

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globy the important part is where resources gathered are flagged to pvp or pve depending on character selection their non tradeable between, but an auction house with set prices would protect the abuse of pvp using pve as an exploit with trading. and its not different that much, gathering resources is intricate to both styles, but solo and pve group have a non attack so free to enjoy and mix with the rest of the community.

 

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7 minutes ago, cryptfilter said:

globy the important part is where resources gathered are flagged to pvp or pve depending on character selection their non tradeable between, but an auction house with set prices would protect the abuse of pvp using pve as an exploit with trading. and its not different that much, gathering resources is intricate to both styles, but solo and pve group have a non attack so free to enjoy and mix with the rest of the community.

 

So one player can be on the PvE Side, and stock every ressources of his PvP friends ?

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the idea is the only way to trade is by using the auction house, with a set price value, so a pve group could trade via auction, but you could set a timer, so it takes time for the traded resources to arrive, no instant resources as your thinking. the pve player would need to sail the resources to a auction house, ie at a freeport, and the same in return for the pvp player.

lets say he trades 100 grenades, the auction would have a set value, 50g per item, so it would cost 5000g to purchase the 100 grenades, a pvp player would need to sail and pay for the grenades, the gold would be flagged as pvp as it would need to be gathered by a pvp player, then used to buy from auction house, it would convert to pve via the trade, auction house would take a cut, so creating a sink of gold and time. you could also set a daily trade limit aswell.

the great news is the dev already have a store concept, just taking it too a better game mechanic.

 

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Ok, so just have the PvEers build a wall around the island. Then you don't have to worry about anyone attacking your base ever.

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i thought of that already, a totem style land system ie 20x20x20 meters.  have a non mans land area where pve players cannot build. it wouldnt be hard for the devs to allow certain areas for pve players to build, dont forget at some point we get flying ships so it wouldnt matter at that stage.

 

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Interessting idea, how would you deal with PVE ships parking at harbour entrances and blocking pvp ships from driving out in order to sink attacking compamies ships so they cant respawn with gear when they are besieging a island?

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like most pvp/pve games if they stay in the vacinity for too long, there ships flags too pvp and it can be attacked. if there at a pvp harbour it wouldnt be too hard to do a check distance to pvp structure(this feature is already in the game). say within 20 meters or so.

the devs could also create a pve ship dock, so if the ship is at the dock it wont flag pvp, its within its safe zone. but seeing as we already have a structure zone system, ie cant place foundation to close to an enemies, it would be hard to use it as a way to block a pvp harboura a pve structure could have an increased zone size radius vs pvp enemy structure say 1.5x .

 

 

Edited by cryptfilter
added thought

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Hi crypt, your concept sounds to me like making the pvp world more active and interactive on the costs of the pve players, which are gettin ruled by pvpers and having less rights in the world... rejected.

PVE players are the heart of ATLAS pvp will be just accepted as a nice option which we can choose if we wanna do it or not.

STOP FORCING PEOPLE DOIN SOMETHING THEY DONT WANT! Its a Online world which stands for freedom.

I support the idear of unite the players on one server but without forcing anybody to accept or do something he dont want.

You can combine both without makin PvEers the slave citizens of PvPers. Just add PvP as an option to the pve world, theres no other way to bring all together. Why should we accept PvP in our world, if we lose something? We are happy with our freedom and PvE servers.

Edited by Egon von Sturmberg
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An idea from another game (Empyrion) that would work well here are PvP zones on the map. Like we have Freeport zones now, we could also have PvP zones too where anything goes, say 40% of the full map, without blocking or forcing players to cross PvP to get to other PvE zones, but you might have to take a longer route to get around them... Then on the flip side of that, islands in PvE zones should not be claimable, anyone can build a ‘limited’ size base with gold required to support bases over x size on a sliding scale to make a large safe haven quite expensive to maintain. Rare resources should be very rare in PvE zones giving another reason for players to venture into the PvP areas, risk vs reward and all that...

 

Islands in PvP zones would then be claimable and be contested as they are now, but claiming an area should be free, this enticing players to venture out there and stake their claim.

i feel that this would give the player base the best of both worlds where the meek players can dip their toe in the shark infested PvP waters once in a while without fear of being relentlessly hunted across the entire map. PvP can be daunting for those that are new to it, or singletons and this would give players a chance to try it out without having to fully commit the PvP.

Edited by HighwaymanEd

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