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Thread: PvP

  1. #1
    Elite Hijacker27's Avatar
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    PvP

    Hey MA team,

    Back in the day PvP combat used to be a popular and very competitive part of the game; from the introduction of Amathera and Land Grabs up through the creation of Space, player vs player combat was always an optional but very popular and important (and sometimes profitable) part of the game. This lead to lots of investments in high end UL and L gear that drove markups and profits for those that provided said gear to so called PKers, as well as retention of a lot of competitive players that enjoyed PvP and stayed around for it alone (spending lots and lots of PED killing each other).

    However it seems for the past few years Mindark has removed any reason for a player to even consider PvP as an option as there is no longer any viable markup in lootable PvP to drive people into those zones as well as other than Takuta Plateau, no good land areas to fight over that are worth the 1+ hour (even if nobody fires a shot we still have to stand around) land grab battle every month to hold the land.

    In PvP4 we at least used to have blood moss and himi (huge markups when L vivo heal kits were popular) and then later pyrite for mining and lots of markup in loot on the mul mobs in the area to drive people to hunt and mine there as well as fight for control of the zone.

    Now MA has made PvP4 90% lysterium and other 0 markup ores and very little pyrite, where you can get pyrite elsewhere much more often and without chance of getting looted (therefore never having to spend a pec on PvP gear),or finding much lysterium. Mindark has also removed the ores looted from the mul line of creatures as well as drop rate on any items or components that used to have markup are now almost 0, removing any incentive to hunt them other than completing iron missions.

    So my question is this: Is there a reason MA has removed any incentive for PvP from the game, and do you have any plans in the near future or as a long term goal to revamp and/or revitalize PvP combat in Entropia Universe?

  2. #2
    It certainly has been a challenge to balance PVP properly over the years. Our long term goal is to overhaul and revitalize PVP in Entropia Universe. The changes implemented in Loot 2.0 have opened up the available design space for PVP specific changes, and we look forward to taking advantage of that. However, engagement with PVP has traditionally been relatively low, so it is not currently at the top of our priority list.

  3. #3
    Quote Originally Posted by Henrik|MindArk View Post
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    It certainly has been a challenge to balance PVP properly over the years. Our long term goal is to overhaul and revitalize PVP in Entropia Universe. The changes implemented in Loot 2.0 have opened up the available design space for PVP specific changes, and we look forward to taking advantage of that. However, engagement with PVP has traditionally been relatively low, so it is not currently at the top of our priority list.
    Engagement with pvp has been low because it needs a overhaul.

    Build it and they will come, not the other way around.
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  4. #4
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    Quote Originally Posted by Xen View Post
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    Engagement with pvp has been low because it needs a overhaul.

    Build it and they will come, not the other way around.
    Yes, I do not understand their logic on this. Seriously, why would people wanna do PvP when it's so damn boring at its current state?

  5. #5
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    Quote Originally Posted by Henrik|MindArk View Post
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    It certainly has been a challenge to balance PVP properly over the years. Our long term goal is to overhaul and revitalize PVP in Entropia Universe. The changes implemented in Loot 2.0 have opened up the available design space for PVP specific changes, and we look forward to taking advantage of that. However, engagement with PVP has traditionally been relatively low, so it is not currently at the top of our priority list.
    If you want to provide engagement in PVP there are a few things that could be used, one of the major ones is an economic reason to go.

    If mobs provide resources that are required by the economy, markups will rise on these sought after resources until people have the courage to face each other, or only the high levels will get these. That's life!

    In addition, lowering the risk to something reasonable like 10-20% of all of your loot and a maximum of 100 ped lootable, with a portion of the loot coming back as a rare crafting resource would be great too, just remember to add a safeguard against people bringing the same friend over and over into pvp 4 to loot them to profit off the markup of the resource.

    The problem in lack of usage of most areas of the game that suffer from under usage is they are not tied into the economic resource flow, and could be easily solved by their inclusion into it.

    (L) PVP oriented weaponry and armor that lack economy but provide great PVP effect, and are craftable only by resources gained from within the pvp lootable pvp zones (space and planetside alike) would provide one small stimulation.
    Creation of a scope/laser equivalent for melee that comes from these areas would also help drive this need to go into pvp 3.

    People generally are risk adverse without a sufficient carrot, and the stick does not work.

    Additionally, the utility value of killing people, whether it be buffs/boosts from doing it, positions and ranks that give actual utility based reward, cosmetic items from your capabilities as a pvper and more could help drive people to PVP.

    The fun factor alone won't work ever imo, as people are paying real money. There has to be an economic reward.

  6. #6
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    What i think they mean is that

    a. As they have it now there is no incentive to go to a pvp lootable zone.

    b. If they made it as it was then a group would form up which would collaborate and dominate the area again resulting it little economic activity in the area besides markup inflation and profit for the dominant group.

    Hence, the value for MA to work is not there and i would say they are spot on correct with the assessment. ( this is based on MY limited understanding and i might be wrong here)

  7. #7
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    PvP died because of the exponential 'power creep', and as mentioned, nothing really of value to loot to make the risk worth it.

    Where it used to be if you had average gear you could make up for it with actual skill, now it has become more or less a numbers game.

    Standardized equipment loadouts and hp caps would be the only way you could create a viable lootable pvp that isn't only just for the 1%.

  8. #8
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    Quote Originally Posted by Xen View Post
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    Engagement with pvp has been low because it needs a overhaul.

    Build it and they will come, not the other way around.
    I don't think this is true. People just don't want PvP at all, for the most part.

  9. #9
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    Quote Originally Posted by ChronicDeadEye View Post
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    PvP died because of the exponential 'power creep', and as mentioned, nothing really of value to loot to make the risk worth it.

    Where it used to be if you had average gear you could make up for it with actual skill, now it has become more or less a numbers game.

    Standardized equipment loadouts and hp caps would be the only way you could create a viable lootable pvp that isn't only just for the 1%.
    This.

    Shift PvP into battle sim and make it a sub-game with combat points earned for your avatar which you can trade in for regular use or something.. kinda like battle tokens in WoW. Maybe do planet battles or continent battles where people devote to a faction but 'level' the playing field by using a pvp instance with battle sim tech

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    Quote Originally Posted by Hypnotyk View Post
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    This.

    Shift PvP into battle sim and make it a sub-game with combat points earned for your avatar which you can trade in for regular use or something.. kinda like battle tokens in WoW. Maybe do planet battles or continent battles where people devote to a faction but 'level' the playing field by using a pvp instance with battle sim tech
    Do it in parallel but not force everyone.

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