Hello guys, firstly let e say you have made a fine game, but sadly it has no longevity or feeling of persistence. You are creating and adding raids for end game but that isn't where the problem lies, these raids are good but they aren't enough to keep gamers logging on repeatedly, you need to add permanent features, alternate game-play not just additional raids and missions. The following, for me at least, would create a reason for players to log on more
Open World PvP but with restrictions:
I'd have the whole sector map open for World PvP with the exception of key home-base areas such as Sol and Qu'nos etc (these would be restricted areas only open to the home faction), I would give every player the option to be either "Covert" or "Overt". By default everyone would be "Covert" and this would mean that players are free to travel sector space without risk of being attacked by overt members of an opposing faction (Klingons atm and Romulans etc in the future), If however you wished to partake in open world PvP you would enable the option to be "Overt" this would then make you open to PvP after a 1 minute delay (the delay would also be applied upon changing from overt to covert, this is to avoid people abusing the system, other measures such as only being able to change this setting whilst in sector space could be applied). Overt Players would appear on the sector map as a different colour from covert players to indicate their status.
If, whilst travelling through sector space you fly near a overt enemy player you would both be thrown into a Deep Space Encounter like instance where you can fight it out, if you are grouped and your team members are nearby (within a VERY limited range of your ship whilst in Sector Space) they too will enter the encounter with you, this would make flying in packs for safety an option and allow for people wanting to do patrols looking for good old group pvp. (NPC supplied PvP Patrol Quests can be given for these encounters too). Upon the completion of a PvP Encounter both sides are put back into Sector Space, but the losing party is made Covert again and as before is unable to be challenged or able to initiate a PvP encounter until the 1 minute period is complete and they are able to switch back to overt, this is to stop repeated grieving.
Persistent areas that border faction space could be made so that entering them would automatically change you to overt, these "hot zones" can be made conqueror-able by reaching a designated area within the hot zone, reaching this area would launch a instanced PvP battle much like the capture and hold pvp maps. These unique static capture and hold pvp battle instances would have the same queuing system that standard PvP maps have. When 10 or more people of both factions are queued the battle would launch. If the same faction wins 5 of these battles in a row the hot zone is then conquered and all players in that faction (even if they have not taken part in the battle) would receive a buff, this buff would persist until an opposing faction takes the hot zone and steals the buff for their faction. (The buff could be a slight XP boost or a slight increase to the energy credits, merit or honor that is received when handing in quests.
A Death Penalty with a Difference:
I wouldnt have a Penalty as such, i dont think there is need for one, what i would have though, is an incentive for staying alive during the mission. If you die during the mission then you receive the rewards upon its completion as you do now, however, if you stay alive throughout the mission then you would receive a bonus items at the end, or even just more xp, credits etc that you would normally. This way people who dont want a DP have their way and people who want one now have an incentive not to die during the mission.
This could be expanded upon further by giving you a further bonus if not of your away team die during the mission too, this would further increase the incentive to do the mission to the best of your ability but most importantly it would foster more of an attachment to your away team as you would care more if they came under heavy fire. This would also help resolve the dodgy tactic of sending in your away team to die whilst you happily scan/interact with the mission objectives un-molested.
This could be further expanded to include "Survival Accolades" could be introduced, both for yourself and for your away team. Completing 5 missions that involve combat without dying would give you your First Accolade, another is gained at 10, 15, 20, 25 and so on. Getting to certain levels maybe 50 would reward you with a title or maybe a cosmetic item such as a medal). When we get repeatable missions this will give people a reason to go back and redo older missions in order to try and do it without dying to further their accolade progression.Keeping your away team alive during combat missions would give you another set of accolades for leadership.
You make some interesting and vaild points. However, I have to disagree on the open pvp. I think there should be sectors made for pvp, and it seems like that might happen in the future. Yet, I don't agree with all of sector space being open PVP, even with the homeworlds being off limits.
I have repeated often that I don't PvP. Don't like it, don't need it. But I do understand it and I understand the need for it. In fact for a game like STO with no content for capped players it would be incredibly naive to think the game could persist without it. The Company can not create playable content faster than the player base can get bored of it and ultimately leave.
But open PvP is a bad idea. You just can't work it into a game without alienating a lot of casual players ( and in DTO I think there are far more that prefer a casual play style to hardcore battling for epeen )
A persistent ( or many, level dependent ) PvP area is a no-brainer. It's a developer's dream. A one time development cost that keeps players subscribed indefinitely. If the players have something to do with sufficient and attainable rewards for doing it then they will keep coming back.
Battlegrounds with capturable objectives to give personal rewards and perhaps faction wide global buffs during the victory / captured period would make a big difference. There could be a whole system with equal objectives for both sides. Areas of space to be secured with planets to be captured by groups of captains on foot. The possibilities are endless and to be honest it's nothing that has not been done before in any other mmo. It's what keeps the people who crave that kind of validation coming back for more.
Cryptic need to learn that adding a few hours of game play every couple of months will not keep players subscribed. In fact it insults them. If you are left with just the lifers and long term subscribers playing then the revenue at that point has already dried up unless you can sell them a few new wigs for their toons.
No revenue equals no development.
Hello guys, firstly let e say you have made a fine game, but sadly it has no longevity or feeling of persistence. You are creating and adding raids for end game but that isn't where the problem lies, these raids are good but they aren't enough to keep gamers logging on repeatedly, you need to add permanent features, alternate game-play not just additional raids and missions. The following, for me at least, would create a reason for players to log on more
Open World PvP but with restrictions:
I'd have the whole sector map open for World PvP with the exception of key home-base areas such as Sol and Qu'nos etc (these would be restricted areas only open to the home faction), I would give every player the option to be either "Covert" or "Overt". By default everyone would be "Covert" and this would mean that players are free to travel sector space without risk of being attacked by overt members of an opposing faction (Klingons atm and Romulans etc in the future), If however you wished to partake in open world PvP you would enable the option to be "Overt" this would then make you open to PvP after a 1 minute delay (the delay would also be applied upon changing from overt to covert, this is to avoid people abusing the system, other measures such as only being able to change this setting whilst in sector space could be applied). Overt Players would appear on the sector map as a different colour from covert players to indicate their status.
If, whilst travelling through sector space you fly near a overt enemy player you would both be thrown into a Deep Space Encounter like instance where you can fight it out, if you are grouped and your team members are nearby (within a VERY limited range of your ship whilst in Sector Space) they too will enter the encounter with you, this would make flying in packs for safety an option and allow for people wanting to do patrols looking for good old group pvp. (NPC supplied PvP Patrol Quests can be given for these encounters too). Upon the completion of a PvP Encounter both sides are put back into Sector Space, but the losing party is made Covert again and as before is unable to be challenged or able to initiate a PvP encounter until the 1 minute period is complete and they are able to switch back to overt, this is to stop repeated grieving.
Persistent areas that border faction space could be made so that entering them would automatically change you to overt, these "hot zones" can be made conqueror-able by reaching a designated area within the hot zone, reaching this area would launch a instanced PvP battle much like the capture and hold pvp maps. These unique static capture and hold pvp battle instances would have the same queuing system that standard PvP maps have. When 10 or more people of both factions are queued the battle would launch. If the same faction wins 5 of these battles in a row the hot zone is then conquered and all players in that faction (even if they have not taken part in the battle) would receive a buff, this buff would persist until an opposing faction takes the hot zone and steals the buff for their faction. (The buff could be a slight XP boost or a slight increase to the energy credits, merit or honor that is received when handing in quests.
A Death Penalty with a Difference:
I wouldnt have a Penalty as such, i dont think there is need for one, what i would have though, is an incentive for staying alive during the mission. If you die during the mission then you receive the rewards upon its completion as you do now, however, if you stay alive throughout the mission then you would receive a bonus items at the end, or even just more xp, credits etc that you would normally. This way people who dont want a DP have their way and people who want one now have an incentive not to die during the mission.
This could be expanded upon further by giving you a further bonus if not of your away team die during the mission too, this would further increase the incentive to do the mission to the best of your ability but most importantly it would foster more of an attachment to your away team as you would care more if they came under heavy fire. This would also help resolve the dodgy tactic of sending in your away team to die whilst you happily scan/interact with the mission objectives un-molested.
This could be further expanded to include "Survival Accolades" could be introduced, both for yourself and for your away team. Completing 5 missions that involve combat without dying would give you your First Accolade, another is gained at 10, 15, 20, 25 and so on. Getting to certain levels maybe 50 would reward you with a title or maybe a cosmetic item such as a medal). When we get repeatable missions this will give people a reason to go back and redo older missions in order to try and do it without dying to further their accolade progression.Keeping your away team alive during combat missions would give you another set of accolades for leadership.
Thanks and sorry for the epic post
So, you are basically asking Cryptic to make STO into pre-cu SWG? Bit hard to be a covert in a Federation Starship.
Exactly, with the system i suggest you would never have to do any PvP if you dont want too, you would leave yourself on Overt and never have to worry about being pulled into a PvP match whilst in Sector Space.
So, you are basically asking Cryptic to make STO into pre-cu SWG? Bit hard to be a covert in a Federation Starship.
Yeah a similar pvp system to that launched in SWG. As for being covert in a Federation Starship its simple, you would not be a valid target and therefore not be of interest to those who are overt, hell you could even make it so if you clicked overt you where put on a different instance only populated by overt players.
Almost every single week I see someone complaining about having to watch for DSEs that sneak up on you, and about how much they wish Cryptic would take those out of the game. If people are complaining about avoiding 3-8 DSE ships per sector how do you think they'd feel about dozens, if not hundreds, of PvP ships they'd need to avoid just to go from A to B? Just trying to get out of Sol would be like running a gauntlet full of PvP campers. I'll leave that for Eve.
That ship has already left spacedock. I think you're going to have to deal with the DP the devs have already spent a ton of time (and money) on developing. And just go from there.
In the current SWG system you can flag yourself PvP in any zone or area making yourself a target for any other flagged PvPer. Non flagged players can sit and watch PvP battles all day long without fear of being engaged.
Every planet has a factional alignment as well as each territory on the planet that can be captured individually by spending time and activities in those areas (as with the new update, this also applies to space sectors). It's actually a very nice system that allows PvPers and non PvPers to operating in the same area without fear getting in each others way.
Also, capturing and turning systems within a sector for flagged PvP players would be a nice touch.
This type of open PvP doesn't affect non PvP players in the least.
Also, I'd love to see a Distress Signal added to the game that would send a general message to other players in your sector Block requesting assistance and maybe even a way to warp to the sector in question. Kind of like the Fleet Action messages but from players.
The developers have already said that PvP in STO will always be consentual.
This means no pulling people into PvP instances without warning or their agreement.
Ever.
Which if you read my post is exactly what the system im suggesting allows for!
Please re-read my original post and then come back and try to make sense.
Almost every single week I see someone complaining about having to watch for DSEs that sneak up on you, and about how much they wish Cryptic would take those out of the game. If people are complaining about avoiding 3-8 DSE ships per sector how do you think they'd feel about dozens, if not hundreds, of PvP ships they'd need to avoid just to go from A to B? Just trying to get out of Sol would be like running a gauntlet full of PvP campers. I'll leave that for Eve.
If you read my original post carefully you will see that it wouldnt be a problem as they can turn world PvP off by going covert.
Anyone else want to comment on the post without actually reading it?
If you read my original post carefully you will see that it wouldnt be a problem as they can turn world PvP off by going covert.
Anyone else want to comment on the post without actually reading it?
I did read it. I was commenting on the general idea of OW PvP. I subscribe to 7 MMOs and I'm quite familiar with the "flagged" concept. I find it just as annoying.
It was said on a STOked show that the dev's are looking for input on a new persistant open PvP zone system for a future update. So you should re-think you PvP suggestion to fit a PvP zone type of system.
As far as the DP, it will be here shortly. It will be an injury system, not a real DP. They want to use this injury system along with the new ship interiors for season 2. We will have mini games and other ways on our ships to repair or treat our injuries.
Which if you read my post is exactly what the system im suggesting allows for!
Please re-read my original post and then come back and try to make sense.
Ok, how about this one then: Sneaking around covertly while in the core sectors of Federation space makes no sense. For this reason, among others, I am completely against open world PvP in any way, shape or form.
One or more open PvP sectors or sector blocks sure, but the entire STO world? Absolutely not.
Sensible PvP sectors that affect gameplay by allowing players access to better items/things/or even missions based on which systems their side holds is a great idea. The major problem with PvP in this game (and the one that I believe you're trying to address with your post) is that right now PvP is simply a bunch of senseless arenas.
I applaud your attempt to address this issue, but I (like many other people) am simply completely against open world PvP in any way, shape or form.
Ok, how about this one then: Sneaking around covertly while in the core sectors of Federation space makes no sense. For this reason, among others, I am completely against open world PvP in any way, shape or form.
One or more open PvP sectors or sector blocks sure, but the entire STO world? Absolutely not.
Sensible PvP sectors that affect gameplay by allowing players access to better items/things/or even missions based on which systems their side holds is a great idea. The major problem with PvP in this game (and the one that I believe you're trying to address with your post) is that right now PvP is simply a bunch of senseless arenas.
I applaud your attempt to address this issue, but I (like many other people) am simply completely against open world PvP in any way, shape or form.
How does this type of open PvP system affect the non-PvP players game?
You fly around sector space avoiding anomalies and Enemy Signals all day, in every sector, in Fed space. Lets not forget fleet actions.
PvP and non-PvP players wouldn't be able to engage each other. If you chose not to go PvP then what's the worry? If you chose to go PvP then your looking for an encounter. It's simply a way for PvP players to play the game and engage in that type of play anywhere without the need for a Q.
As a PVP fan, I still must say that open world PVP in a casual game like this wouldn't fly, even with the covert/overt flagging system or anything like it. Though we love PVP, not everyone does, and this is the sort of thing that would hurt the game's subscription numbers more than anything.
What we PVP fans need to do is concentrate on pushing for things like the aforementioned persistent PVP sectors. Perhaps it could have an effect on PVE, like giving the winner's faction a buff of some sort or extra PVE rewards, but it shouldn't be necessary for anyone who doesn't want to do it. That way we could have our ultra-competitive sandbox to play in, the PVEers would be aware of it and its value (and possibly be convinced to give it a go on their own terms), but no one is forced to fight or flag or anything like that which might lead to disgruntled feelings about PVPers trying to shape the game solely around their play style.
As for the mission incentives outlined, replacing the idea of a penalty with an incentive is a stroke of genius. If I knew that I was guaranteed to get some sweet gear at the end of a PVE mission for giving it my all and overcoming an actual challenge, I'd actually bother doing PVE missions again. I hope the difficulty slider idea they're working on implements something similar.
Ok, how about this one then: Sneaking around covertly while in the core sectors of Federation space makes no sense. For this reason, among others, I am completely against open world PvP in any way, shape or form.
One or more open PvP sectors or sector blocks sure, but the entire STO world? Absolutely not.
Sensible PvP sectors that affect gameplay by allowing players access to better items/things/or even missions based on which systems their side holds is a great idea. The major problem with PvP in this game (and the one that I believe you're trying to address with your post) is that right now PvP is simply a bunch of senseless arenas.
I applaud your attempt to address this issue, but I (like many other people) am simply completely against open world PvP in any way, shape or form.
In my orginal post i suggested that core areas such as Sol and Qo'nos would be off limits, this could be expanded slightly BUT as the game stands now we have these enemy contacts flying around core sectors of the Federation, plus remember that any faction other than the federation will be vastly outnumbered, flying into Federation space will be risky, attempting to gain access to the core sectors would be close to suicide. This system that i propose polices its self.
And yes i understand that you are opposed to World PvP, and would not wish to partake if what im suggesting is introduced (which I highly doubt if im honest) which is why you could leave yourself as covert, which is essentially a World PvP off button, this would then as Global Taxi says leave your game unaffected by World PvP apart from the static Hot Spot areas mentioned in my OP.
As a PVP fan, I still must say that open world PVP in a casual game like this wouldn't fly, even with the covert/overt flagging system or anything like it. Though we love PVP, not everyone does, and this is the sort of thing that would hurt the game's subscription numbers more than anything..
I dont see how it would hurt none pvpers as they could just switch world PvP off and remain covert, they would lose nothing
I love the "cat & mouse" feel I think it could provide to the game as I (along with others) travel sectors of space I haven't been in since launch to try to "seek out" and destroy enemy players.
Given the games general design, there's little besides zone only PvP or something like this that could be implemented to expand PvP beyond the ques. Because of the engines design limitations, an idea like this NEEDS to be entertained by the Devs (IMO). It's a great suggestion as ONLY those willing to do it would be enabled for it. Anyone not wanting to risk getting pulled into a random PvP encounter would simply not flag themselves as "covert".
There should be sectors solely dedicated to PVP but not all of space.
/yawn.
Those would be great for like...2 weeks?! Single PvP zones/instances get boring. Bored players quit.
PvP is an expanded gameplay choice the same as crafting or RPing, and needs to be treated as a real alternative to PvE content. Where you might favor new emotes or additional clothing choices, I would favor something that expands the possibility of PvP. There's more than enough room for ALL playstyles in this game.
In my orginal post i suggested that core areas such as Sol and Qo'nos would be off limits, this could be expanded slightly BUT as the game stands now we have these enemy contacts flying around core sectors of the Federation, plus remember that any faction other than the federation will be vastly outnumbered, flying into Federation space will be risky, attempting to gain access to the core sectors would be close to suicide. This system that i propose polices its self.
And yes i understand that you are opposed to World PvP, and would not wish to partake if what im suggesting is introduced (which I highly doubt if im honest) which is why you could leave yourself as covert, which is essentially a World PvP off button, this would then as Global Taxi says leave your game unaffected by World PvP apart from the static Hot Spot areas mentioned in my OP.
You have bad ideas and you are getting mad at folks who disagree with you....
World PVP in any form will not work, the developers have said they might give you an open PVP zone, take that and be happy, because I think that even that is too much.
You make some interesting and vaild points. However, I have to disagree on the open pvp. I think there should be sectors made for pvp, and it seems like that might happen in the future. Yet, I don't agree with all of sector space being open PVP, even with the homeworlds being off limits.
Yes but if anything it will be Open PVP Zones which means that PVP will still be consensual, the Counter Strike fans are looking for ways to Force PVP on everyone.
Yes but if anything it will be Open PVP Zones which means that PVP will still be consensual, the Counter Strike fans are looking for ways to Force PVP on everyone.
Could you please highlight (quote) where anyone has suggested any "forced" PVP? I read the original post and most replies and I haven't seen that suggested.
I think world pvp would only work if there were seperate pve and pvp servers.
I've played SWG(all versions),DAoC,WoW,AOC,Guild Wars,LOTRO,Warhammer On-line and Pirates of the Burning Sea and if there is one thing I've learned over the years is that you need to keep the pve'rs and the pvp'rs seperate. Seems pvp'rs like nothing more than trying to find ways to force pve'rs into pvp.
But then,I'm biased against pvp'rs anyway. I blame them for ruining SWG. All their constant whining about balance is what brought on the NGE. As one dev said,it's easier to balance 9-10 cookie cutter classes then it is to balance 32 mix and match classes.
Excellent idea. Everyone saying this will hurt the casual gamer clearly doesn't understand what you are proposing here. This would have no affect on the casual gamer because they could still choose not to participate in PvP at all. In fact, this way of doing it could even save people from the random DSE that people care complaining about.
I blame them for ruining SWG. All their constant whining about balance is what brought on the NGE. As one dev said,it's easier to balance 9-10 cookie cutter classes then it is to balance 32 mix and match classes.
Sir, that is NOT why the NGE happened. Managements greed and arrogance ruined SWG, not PvPers, not PvEers...SoE did it all to themselves and pretending anything differently is simply ignoring the obvious.
PvP is already a part of STO. We would simply like it expanded and enhanced. In fact, PvP is a crucial part of most games these days. There's a reason Call of Duty can sell 7 million copies on opening day...players love the challenge of playing against other people. It's not about "pwn'ing", it's about challenging fights where the outcome is never predetermined and no guide or walk-through will ever help you.
Comments
But open PvP is a bad idea. You just can't work it into a game without alienating a lot of casual players ( and in DTO I think there are far more that prefer a casual play style to hardcore battling for epeen )
A persistent ( or many, level dependent ) PvP area is a no-brainer. It's a developer's dream. A one time development cost that keeps players subscribed indefinitely. If the players have something to do with sufficient and attainable rewards for doing it then they will keep coming back.
Battlegrounds with capturable objectives to give personal rewards and perhaps faction wide global buffs during the victory / captured period would make a big difference. There could be a whole system with equal objectives for both sides. Areas of space to be secured with planets to be captured by groups of captains on foot. The possibilities are endless and to be honest it's nothing that has not been done before in any other mmo. It's what keeps the people who crave that kind of validation coming back for more.
Cryptic need to learn that adding a few hours of game play every couple of months will not keep players subscribed. In fact it insults them. If you are left with just the lifers and long term subscribers playing then the revenue at that point has already dried up unless you can sell them a few new wigs for their toons.
No revenue equals no development.
So, you are basically asking Cryptic to make STO into pre-cu SWG? Bit hard to be a covert in a Federation Starship.
Exactly, with the system i suggest you would never have to do any PvP if you dont want too, you would leave yourself on Overt and never have to worry about being pulled into a PvP match whilst in Sector Space.
Yeah a similar pvp system to that launched in SWG. As for being covert in a Federation Starship its simple, you would not be a valid target and therefore not be of interest to those who are overt, hell you could even make it so if you clicked overt you where put on a different instance only populated by overt players.
This means no pulling people into PvP instances without warning or their agreement.
Ever.
That ship has already left spacedock. I think you're going to have to deal with the DP the devs have already spent a ton of time (and money) on developing. And just go from there.
Every planet has a factional alignment as well as each territory on the planet that can be captured individually by spending time and activities in those areas (as with the new update, this also applies to space sectors). It's actually a very nice system that allows PvPers and non PvPers to operating in the same area without fear getting in each others way.
Also, capturing and turning systems within a sector for flagged PvP players would be a nice touch.
This type of open PvP doesn't affect non PvP players in the least.
Also, I'd love to see a Distress Signal added to the game that would send a general message to other players in your sector Block requesting assistance and maybe even a way to warp to the sector in question. Kind of like the Fleet Action messages but from players.
Which if you read my post is exactly what the system im suggesting allows for!
Please re-read my original post and then come back and try to make sense.
If you read my original post carefully you will see that it wouldnt be a problem as they can turn world PvP off by going covert.
Anyone else want to comment on the post without actually reading it?
As far as the DP, it will be here shortly. It will be an injury system, not a real DP. They want to use this injury system along with the new ship interiors for season 2. We will have mini games and other ways on our ships to repair or treat our injuries.
One or more open PvP sectors or sector blocks sure, but the entire STO world? Absolutely not.
Sensible PvP sectors that affect gameplay by allowing players access to better items/things/or even missions based on which systems their side holds is a great idea. The major problem with PvP in this game (and the one that I believe you're trying to address with your post) is that right now PvP is simply a bunch of senseless arenas.
I applaud your attempt to address this issue, but I (like many other people) am simply completely against open world PvP in any way, shape or form.
How does this type of open PvP system affect the non-PvP players game?
You fly around sector space avoiding anomalies and Enemy Signals all day, in every sector, in Fed space. Lets not forget fleet actions.
PvP and non-PvP players wouldn't be able to engage each other. If you chose not to go PvP then what's the worry? If you chose to go PvP then your looking for an encounter. It's simply a way for PvP players to play the game and engage in that type of play anywhere without the need for a Q.
What we PVP fans need to do is concentrate on pushing for things like the aforementioned persistent PVP sectors. Perhaps it could have an effect on PVE, like giving the winner's faction a buff of some sort or extra PVE rewards, but it shouldn't be necessary for anyone who doesn't want to do it. That way we could have our ultra-competitive sandbox to play in, the PVEers would be aware of it and its value (and possibly be convinced to give it a go on their own terms), but no one is forced to fight or flag or anything like that which might lead to disgruntled feelings about PVPers trying to shape the game solely around their play style.
As for the mission incentives outlined, replacing the idea of a penalty with an incentive is a stroke of genius. If I knew that I was guaranteed to get some sweet gear at the end of a PVE mission for giving it my all and overcoming an actual challenge, I'd actually bother doing PVE missions again. I hope the difficulty slider idea they're working on implements something similar.
In my orginal post i suggested that core areas such as Sol and Qo'nos would be off limits, this could be expanded slightly BUT as the game stands now we have these enemy contacts flying around core sectors of the Federation, plus remember that any faction other than the federation will be vastly outnumbered, flying into Federation space will be risky, attempting to gain access to the core sectors would be close to suicide. This system that i propose polices its self.
And yes i understand that you are opposed to World PvP, and would not wish to partake if what im suggesting is introduced (which I highly doubt if im honest) which is why you could leave yourself as covert, which is essentially a World PvP off button, this would then as Global Taxi says leave your game unaffected by World PvP apart from the static Hot Spot areas mentioned in my OP.
I dont see how it would hurt none pvpers as they could just switch world PvP off and remain covert, they would lose nothing
I love the "cat & mouse" feel I think it could provide to the game as I (along with others) travel sectors of space I haven't been in since launch to try to "seek out" and destroy enemy players.
Given the games general design, there's little besides zone only PvP or something like this that could be implemented to expand PvP beyond the ques. Because of the engines design limitations, an idea like this NEEDS to be entertained by the Devs (IMO). It's a great suggestion as ONLY those willing to do it would be enabled for it. Anyone not wanting to risk getting pulled into a random PvP encounter would simply not flag themselves as "covert".
Good job OP! I hope a Dev reads your suggestion.
/yawn.
Those would be great for like...2 weeks?! Single PvP zones/instances get boring. Bored players quit.
PvP is an expanded gameplay choice the same as crafting or RPing, and needs to be treated as a real alternative to PvE content. Where you might favor new emotes or additional clothing choices, I would favor something that expands the possibility of PvP. There's more than enough room for ALL playstyles in this game.
Maybe open PVP zones, but that's about it.
You have bad ideas and you are getting mad at folks who disagree with you....
World PVP in any form will not work, the developers have said they might give you an open PVP zone, take that and be happy, because I think that even that is too much.
The Dev's are looking into open PvP type things
Yes but if anything it will be Open PVP Zones which means that PVP will still be consensual, the Counter Strike fans are looking for ways to Force PVP on everyone.
Could you please highlight (quote) where anyone has suggested any "forced" PVP? I read the original post and most replies and I haven't seen that suggested.
Forced PvP = BAD!
More PvP = GOOD!
I've played SWG(all versions),DAoC,WoW,AOC,Guild Wars,LOTRO,Warhammer On-line and Pirates of the Burning Sea and if there is one thing I've learned over the years is that you need to keep the pve'rs and the pvp'rs seperate. Seems pvp'rs like nothing more than trying to find ways to force pve'rs into pvp.
But then,I'm biased against pvp'rs anyway. I blame them for ruining SWG. All their constant whining about balance is what brought on the NGE. As one dev said,it's easier to balance 9-10 cookie cutter classes then it is to balance 32 mix and match classes.
Sir, that is NOT why the NGE happened. Managements greed and arrogance ruined SWG, not PvPers, not PvEers...SoE did it all to themselves and pretending anything differently is simply ignoring the obvious.
PvP is already a part of STO. We would simply like it expanded and enhanced. In fact, PvP is a crucial part of most games these days. There's a reason Call of Duty can sell 7 million copies on opening day...players love the challenge of playing against other people. It's not about "pwn'ing", it's about challenging fights where the outcome is never predetermined and no guide or walk-through will ever help you.