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Old 01-12-2009, 01:41 AM
kedra
Sarnak
 
Join Date: May 2007
Posts: 71
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Quote:
Originally Posted by Richardo
What keeps players interested?
Revenge.

(I'm only partially kidding.)

Quote:
Originally Posted by Richardo
What happens if I level to 50, get killed and lose everything. The player that killed me refuses to help me and doesn't give my levels back. By this time, I would be completely unmotivated to raid, level back up or continue playing.
Leveling up to 50 might take a few hours if you're new, but after you've done it a time or two and learn some good killing spots or techniques, it becomes faster and can be done in about an hour.

We're also hoping the PVE loot system will keep things exciting for players that have to re-level up.

The loot tables that we've built are quite large and players can expect to see many new items each time they level up. It helps to add a little variety to something that might otherwise be painfully boring to do over and over. We've completely separated 'normal' and 'special' armor and weapons (special implies either a clicked, worn, or procced effect). Various named NPCs (ranging from low level to high) drop the 'special' equipment, so depending on what you happen to find on a named, you might develop a pretty unique advantage in PvP this time around.

Loot can be a lot of fun. Sometimes I find myself running through Rivervale whacking halflings for no other reason than just to see what they're toting...

We're also hoping that players will make use of the mercy system where a killer can give his victim back some or all of his levels if he chooses. After all, most of the PVP isn't necessarily mean-spirited, but it is competitive. A killer might want to kill his rival and then reset him back 5 or 10 levels, just to show he can do it. If a person develops a reputation for never showing mercy, sure he'll piss a lot of people off and potentially cause some players to quit, but other players may become more motivated to get revenge.

Testing last Friday went very well. But honestly, we're not really sure how this thing is going to work out in the long-term. It may fail tremendously, but we hope it doesn't. It's very experimental for us, but we have high hopes that we can make it engaging and fun to play. We'll find out soon I guess.
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