I still have to hit IWD, but from what I read, people are allowed to log out in a OPVP area? Lol, even in Ultima Online you couldn't insta log off...on Warhammer Online (RIP) you had to wait 15 secs, iirc. Major blunder on game designers, if this is true.
It's Open World PvP. It's just how it is. No way to stop it. I've seen players bail by logging out from PvP zones since 1996, when some people desperately used to "pull the plug" to avoid getting the death (and looted) in Ultima Online.
For one thing, the most basic, fundamental, No.1 requirement for a fun PvP is "roughly even numbers". In OPvP, there is nothing that guarantees even numbers, Even the very first element of fun and fair PvP is something that cannot be guaranteed.
Open world PVP MMOs likes UO, Lineage series, MO, DAoC, AoC, EVE, DFO are the only MMOs that include a very developed and often pronounced political aspect of the game that depends and evolves based on the decisions of the players and the interaction between guilds. Many people enjoy these types of games for this reason and not just because of the griefing and uneven fights that often take place.
Because Neverwinter doesn't revolve around open world pvp, it will never have this benefit. The game has instanced PVE and PVP for starters. I think they at least made a good attempt by also making the open world PVP instanced but how they implemented other aspects of the map cause it problems.
I agree that one of the first areas to tackle to make the open world pvp in Neverwinter seem fair is getting "roughly even numbers". But this is the one area that by design will rarely ever happen. It's because the zone has PVE areas and PVP areas together, most people on the maps of Icewind Pass and Dwarven Valley are there for the PVE.
What this all means is that, while the amount of TT and AB in the PVP areas across all instances may be close to even, on any single map the sides are almost always uneven. Like others in the thread have mentioned, the open world PVP areas should include the ENTIRE instance, or at least aside the enterance area.
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goldroger007Member, Neverwinter Beta UsersPosts: 0Arc User
I don't have any option to post so I'll write it here. Players who quit on purpose the game while being on ice wind pvp should be banned or have penalties for that kind of dishonoured behaviour. And I'm not talking about 30minutes penalty but some serious one 2mln ad, lost all arden and cerlestial coins lost some equipmnet they wear or something similiar. Because if 3 people are chasing one guy it's ok but if anyone from them is gonna be killed it never happen cause they quit the game. Please, do something with that!!!!!!!!!!!!!!!!!!!!!
hahaha u made me laugh, u say is a dishonoured behaviour when u were trying to get a kill on 3 vs 1 xD, and well i dont think it isnt a dishonorued behaviour since u should be some tard that play gwf or tr, and u think u are pro for playing the OP class lol, but some other clases like dc what will they do if they find an enemy while doing quest, if they add a penalty to that they should balance all clases to SOLO pvp.
Not ridiculous at all. You're in an open map aka a normal instance of a normal map. There's no reason the normal rules shouldn't apply just because you're not fighting a mob.
It has worked very well in other MMOs, with actual worlds, and open world PvP almost everywhere. If you die to a mob, there are penalties. If you die to a player, there are none.
(Yes, it's fun to nearly kill people so they die to mobs, if they're being irritating, I admit..)
Ranged mage vs Melee warrior, an epic 1v1 ?
Wurtne, Wurtne, come back and show them.
This is not Vanilla WoW and CW is a weakling compared to a Frost Mage. Vurtne would derp here against most good GWF just like most CWs do, including top tier ones. Skill<<<class mechanics.
The only true problem of OpenPvP are the gang squads and the fact that if one in the area see the damage numbers in the air headed and add to fight and gang the other guy.
The solution is simple: allowed only 1 vs 1 (or squad vs squad or guild vs guild) in open PvP... as the attack start, attacker(s) and attacked(s) are untouchable for all the other players/squads/guilds and the winner(s) has/have a 30/60 seconds immunity for recovery/escape.
HR Syncro - The Equalizer - PvP stats: 10000/4800 (kills/deaths)
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spike0337Member, Neverwinter Beta UsersPosts: 2Arc User
edited May 2014
I thought there was a thing to stop ppl from log in mid of fight?I recall back when I 1st started to play this game and didn't know anything about it I tried to log when i pulled like 10-15 mobs but couldn't.I've never tried log doing a pvp fight so don't know.Just thought you couldn't because that 1 time.AS for opvp being = not going to happen it's opvp.If you get jumped by 3-4 guys call your guild in to help.I've had some fun times because ppl team jump guild mates and guild called us in.Then there ppl call there guild and wow we have are self's a guild war going on.Now the injury kit need to be used?I'm more then happy to take that as a penalty then O lets say i randomly drop 1 thing from my inv.bag or on me.
Comments
Because Neverwinter doesn't revolve around open world pvp, it will never have this benefit. The game has instanced PVE and PVP for starters. I think they at least made a good attempt by also making the open world PVP instanced but how they implemented other aspects of the map cause it problems.
I agree that one of the first areas to tackle to make the open world pvp in Neverwinter seem fair is getting "roughly even numbers". But this is the one area that by design will rarely ever happen. It's because the zone has PVE areas and PVP areas together, most people on the maps of Icewind Pass and Dwarven Valley are there for the PVE.
What this all means is that, while the amount of TT and AB in the PVP areas across all instances may be close to even, on any single map the sides are almost always uneven. Like others in the thread have mentioned, the open world PVP areas should include the ENTIRE instance, or at least aside the enterance area.
hahaha u made me laugh, u say is a dishonoured behaviour when u were trying to get a kill on 3 vs 1 xD, and well i dont think it isnt a dishonorued behaviour since u should be some tard that play gwf or tr, and u think u are pro for playing the OP class lol, but some other clases like dc what will they do if they find an enemy while doing quest, if they add a penalty to that they should balance all clases to SOLO pvp.
It has worked very well in other MMOs, with actual worlds, and open world PvP almost everywhere. If you die to a mob, there are penalties. If you die to a player, there are none.
(Yes, it's fun to nearly kill people so they die to mobs, if they're being irritating, I admit..)
This is not Vanilla WoW and CW is a weakling compared to a Frost Mage. Vurtne would derp here against most good GWF just like most CWs do, including top tier ones. Skill<<<class mechanics.
The solution is simple: allowed only 1 vs 1 (or squad vs squad or guild vs guild) in open PvP... as the attack start, attacker(s) and attacked(s) are untouchable for all the other players/squads/guilds and the winner(s) has/have a 30/60 seconds immunity for recovery/escape.