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Old 02-06-2011, 11:44 PM
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Secrets
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Join Date: May 2007
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Quote:
Originally Posted by Caryatis View Post
I make servers not to cater to a market but to do what I like to do(its nice when other people have fun too). The primary focus of the server will be the RTS(PVP) aspect however to be able to compete you need to do the PVE part as well.
That's the kind of thing I like to hear. I am glad you are sticking to your concepts and ideals rather than what the potential playerbase wants. That's something not a lot of people can do, and is even harder with a team to do.


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I view PVP alittle differently though, most everybody is ok with saying that a max level player in end game raid gear should be more powerful than a guy in defiant armor who just hit max level. Similiarly, I don't see any issue with somebody who has invested alot into their character being able to destroy lesser gear/etc character with ease. This can lead to frustrating cases of new players getting slaughtered endlessly however to accomplish that on this server would require control of a ton of zones and no competition. Its possible but its not a given like on most PVP servers.
Maybe it's just me wanting perfect balance in all scenarios. More and more I am starting to realize that the more things become unfair, there is a reason for it other than gear. Some players' skills may be lacking, I suppose. I am starting to realize that to be fair and balanced in PVP, you need to put the effort in that the other players are putting in, plain and simple. I am also realizing that unfairness is part of PVP at times, and that it can make people feel really good when they go against the odds and win, even if it's just sniping off a few people.


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In regards to the zone upgrades resetting or capping. Most of the upgrades have caps(few are unlimited, like the exp boost), however they won't reset or anything. The reason for this is so people don't have to focus on one continent forever and to help players get to the next expansion. As guilds upgrade zones, people will level faster, get more aa, etc which will allow more and more people to get to the next expansion where the process can begin anew. It also allows guilds to have a headquarter zone if they wish where they can pimp it out to make it very hard to capture(keep in mind the points used to purchase the upgrades are the same as used to buy the guild bonuses, so I imagine the upgrades will be used sparsely).
Expendable upgrades, now that you have explained it, makes a lot more sense than only unlimited (which I assumed was the case) upgrades. That seems like a better long-term idea. Guards and the like would likely be some examples of it, right? It would be very cool to incorporate all sorts of defense mechanisms in the game for defending an area.


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Most of the work was figuring out ways to make it so I don't have go to every zone and make a mob, with a script to write and read information. The system I have now it will take me a few hours work to add an expansion and it all involves adding information to arrays(besides adding some perl to the actual progression mobs). Once we get to GoD then things will slow down expansion-wise but that bridge is a ways away.
I know the feeling here, and when I attempted my faction-based PVP I made the mistake of using perl for it; making new areas was a total nightmare, and the performance of the server suffered in general.

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That all said, who knows how it will turn out but thats half the fun.
I personally can't wait to see what the finished product is. If you need any help with it, let me know on IRC; I know i've critiqued you in the past but this sounds like it could be the start of a good objective-based server.
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