Guest Posted March 23, 2017 Posted March 23, 2017 (edited) Now imagine that... all resources will be probably available in PvE Zone. Devs want to re-balance them there whatever that means. So far we got there silver, copper, gold, Labor Contracts, Mahogany and all other minor resources. Adding to this "Regional Blueprints" like Strong Hull etc. All of the trading / crafting / ship building will happen in PvE Zone... That means 100% safety. This is going to be the end of the OW Hunting. The only possible chance to get some hunting might be still hunting around real capital - hunting dummies and rookies or... hunting players with "Regional Blueprints" however that one will be done. I suppose that most die-hard PvP RvR players don't care about OW Hunting traders etc., but let's think about it for a second. This will probably kill the last bastion of privateers that got already heavily hit by overpowered Forts / Towers everywhere & massive NPC Fleets. A real life of a solo PvP Hunter / Privateer in last months was hard & tedious. Only best of the best remained in attempt to keep hunting .Right now, this PvE Zone will be the final nail to the coffin for us - privateers... #NoFleets #MakePrivateersGreatAgain Edited March 23, 2017 by Guest
Fellvred Posted March 23, 2017 Posted March 23, 2017 Cutting off pve-ers from everyone else sort of goes against the main reason for merging the servers. Would love to see peoples ideas/thoughts on making the pve zone (gulf) work without forcing players to move in/out of it to maximize profits or ships strength etc. PvP missions only available outside the zone PvE missions only available inside the zone Higher level 'hybrid' missions situated just outside the zone, giving them a taste of potential PvP action but maybe allowing them to keep AI escorts. PvP 'tag' on your character if you enter the PvE zone from outside (1/3/6/12/24 hours logged in timer depending on rank?). This allows players inside the zone to attack you with impunity but does not allow you to attack other players inside the zone - Sort of an updated smuggler tag?. Fleet AI ships ONLY available inside the PvE zone and only to players without the PvP tag. Other mechanics to stop ships/goods crafted inside the zone from being teleported out? All goods would need to be transported out by ship. Not a fan of separating ships/items to be ONLY used inside/outside the zone if built there but it is another option. 2
Guest sruPL Posted March 23, 2017 Posted March 23, 2017 20 minutes ago, rediii said: What are you even talking about? You know devs will change the ressources on the map - so why just post something that everything is available in the PvE zone? There will be no free towns in the pve zone so tradeships can get intercepted when they try to enter. What i think how it will be is that common ressources will be inside the pve zone (oak, fir, teak) but ressources of more value (maybe silver, gold, copper? Don't know because crafting will be obviously different too) will be in the pvp zone. Atleast that is how it's handled in eve isn't it? also the pve zone isnt hard seperated from the pvp zone because players should be able to switch to pvp zone. Wouldnt make sense to keep 2 completly seperated communitys on 1 server because the server capacity is limited. Having 1 server than 2 might make it cheaper which in the long term run is better. Server can be always adjusted for more players if needed. What am I talking about? I am talking that PvE players will have all resources guaranteed, otherwise the Devs will make them angry. Also all PvP players will have access to PvE zone, so basically everyone will craft / trade / build in PvE because it's 100% safe, no risk. Then they will just tow / teleport ships to capital ready for combat. Do you understand this simple statement?
Guest sruPL Posted March 23, 2017 Posted March 23, 2017 52 minutes ago, rediii said: 1. That game is not developed on the base that 600 players will play it. Having 2 completly seperated communitys on 1 server would be just stupid. Rather have 2 servers on 1 physical machine because in the end that's the same but you can easiliy move one of them to a new physical machine if necessary 2. You don't know if ships will need different, maybe even new ressources in the future 3. You don't know the new ressource distribution on the map 4. Maybe only frigates can be crafted in the pve zone or other limitations? you don't know 5. You know nothing @JonSnowLetsGo 6. PvE players are already angry because luxury is taken away from them. Wouldn't have been a problem if this would have been implemented like this from the start in this pvp focused game 1. I never supported the merge of PvE / PvP 2. "You don't know" - sure, but we can agree that if Devs limit in any way gameplay of PvE players after they had full map with 100% access to all resources and then take it away, you will get bunch of PvE'ers super mad and angry cursing Devs and flaming and writing negative reviews.
Guest sruPL Posted March 23, 2017 Posted March 23, 2017 (edited) 17 minutes ago, rediii said: If you base your software development because of angry reviews in a early access alpha/beta phase and don't develop it to the better software because of this you do something wrong. You shouldn't limit yourself because someone could be mad about it admin used to say "we can't sit on two chairs", but what's merging PvE & PvP and giving them special zone is? It's exactly sitting on 2 chairs at the same time... Nonetheless it limits us (PvP'ers) and it limits PvE'rs. We lose huge part of map for hunting / conquest / PvP and all PvE'rs lose full map and get part of map. Do you imagine how they must feel? Like an animal taken from freedom and closed into cage. It doesn't matter that the cage is "big" as admin says, it just totally takes away freedom from them that was granted for them in past with PvE Server. Also do you believe that PvE Zone will not get 100% full access to all resources? It would not make any sense to be honest. They will be closed in cage, but they will actually be provided with all needed water and food Edited March 23, 2017 by sruPL
Guest sruPL Posted March 23, 2017 Posted March 23, 2017 I don't know what's in EVE online, but I know lots of players that dislike PvE zone in EVE. Also EVE map is a bit different than NA, right? Also yes - when nations have their "PvE" zones, there is a chance of enemy group / fleet coming, joining PvE missions and boom! Surprise It's called RISK. PvE zone is 100% safety and no risk, like living in a protection bubble from brutal world.
Æthlstan Posted March 23, 2017 Posted March 23, 2017 (edited) I think the announced PvE zones are in the wrong places (like the yucatan penninsula). Otherwise, I think it has potential for retaining players. I have seen many new players leave the game, and many old players leave the game, over the retarded ROE. If the devs insist on such trash ROE, letting people avoid the ROE when they dont want to deal with the trash may keep people playing longer. The current ROE was pushed for by a bunch of carebears that cant handle the unpredictable nature of naval combat. They cant handle the idea of situational awareness. They wanna be able to camp just outside a city and have safe, uninterrupted, "PVP" with no chance that the odds can swing against them.Try to tell them that they should prey on the edges of trade routes, identify less protected trade routes, not near major ports, and they try hiding behind "realism" instead of balanced gameplay. They cant be bothered to actually play intelligently, no. They must mold the game to their lazy playstyles. The result of their efforts has resulted in a game where on average, less than 1/2 of 1% of those who bought the game still play it. The PvE zones can be havens for new players to avoid the constant seal clubbing done by carebears. Funny how a group of players who have fought to create for themselves completely safe, no risk PvP feel like OTHER people are the carebears. Lmao. Edited March 23, 2017 by Æthlstan
Wesreidau Posted March 23, 2017 Posted March 23, 2017 I saw a lot of these PvE zone consequences myself and made a suggestion for a PvE faction. It comes with its own set of consequences, but I think the PvE players themselves may prefer having the whole Caribbean to sail across from free port to free port than being bottled into the PvE zone. Check my signature's link for details and show support if you prefer it.
Hethwill, the Red Duke Posted March 23, 2017 Posted March 23, 2017 If the PvP crowd actually behaves gallant without any need to fell themselves superior and add to a good "authentic" experience the PvE crowd might dilute and add to the experience. If we look correctly a lot of the PvP server players spend most time in PvE. Main issue posted by some fellows that chose the PvE server is indeed the toxicity of the PvP server. And on that is on the PvP crowd to start acting civil in all circumstances. Worse than a sore loser is a arrogant winner. 2
Guest sruPL Posted March 23, 2017 Posted March 23, 2017 3 hours ago, Hethwill said: If the PvP crowd actually behaves gallant without any need to fell themselves superior and add to a good "authentic" experience the PvE crowd might dilute and add to the experience. If we look correctly a lot of the PvP server players spend most time in PvE. Main issue posted by some fellows that chose the PvE server is indeed the toxicity of the PvP server. And on that is on the PvP crowd to start acting civil in all circumstances. Worse than a sore loser is a arrogant winner. What about the provided safety for all crafting / trading / production / ship building? It's not going to be good...
Hethwill, the Red Duke Posted March 23, 2017 Posted March 23, 2017 1 minute ago, sruPL said: What about the provided safety for all crafting / trading / production / ship building? It's not going to be good... There will be no free ports in the area. There will be risk involved. IIRC from testbed notes we won't be able to send ships, you'll have to tow them. Hence trade runs have to be done. Towing shall work of course so it is possible to eject ships from the area. But what does the PvE Gulf offers that the normal PVP OW doesn't ? While the opposite is more to form to what is being changed and where the proposal aims to. What can the PvP OW offer that PvE doesn't.
Guest sruPL Posted March 23, 2017 Posted March 23, 2017 (edited) 6 minutes ago, Hethwill said: There will be no free ports in the area. There will be risk involved. IIRC from testbed notes we won't be able to send ships, you'll have to tow them. Hence trade runs have to be done. Towing shall work of course so it is possible to eject ships from the area. But what does the PvE Gulf offers that the normal PVP OW doesn't ? While the opposite is more to form to what is being changed and where the proposal aims to. What can the PvP OW offer that PvE doesn't. Why do you need Free Towns? The only thing that will be probably needed for ship builders is "Regional Bonus Blueprints" however it will be done. Crafted ships can be teleported to capital or towed Whole economy will be inside the PvE zone (most likely). Because I suppose Devs don't want to force PvE players to leave the zone in need to get some rare resources? PvE Zone might cause the problem of bringing all players (including PvP) to do their whole eco there. That removes the OW hunting traders, which is a big factor of privateers' life. Edited March 23, 2017 by sruPL
Hethwill, the Red Duke Posted March 23, 2017 Posted March 23, 2017 Maybe it is a social test. To see who really means PvP and who doesn't
Remus Posted March 23, 2017 Posted March 23, 2017 14 minutes ago, Hethwill said: There will be no free ports in the area. There will be risk involved. IIRC from testbed notes we won't be able to send ships, you'll have to tow them. Hence trade runs have to be done. Tow ships risk-free overnight as per current game? Right now I happen to craft inside the proposed PvE area with just one outpost in PvP where I have a silver mine (next to a free port). Quite likely I'll move all my outposts witth the server reset, but if I were to stay where I am, what would be stopping me doing risk-free crafting PvE and selling ships to PvP/RvR players in KPR? Ok, so hauling silver would be at risk if there are no free ports, but it's a long haul and I'd probably choose to smuggle the stuff from nearby Spanish ports in the PvE area (will smuggler flag = PvP flag? - I don't think I've seen a clear answer on this). So I make ships entirely within the PvE zone and then tow them to KPR to sell to PvP players. Is this right?
Æthlstan Posted March 24, 2017 Posted March 24, 2017 This is what happens when players demand risk free PvP. Traders get risk free economy play. Anyone who wanted ROE to go the way it has has no reason to complain....this is the logical next step.
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