Author Topic: AW virtual world in the future  (Read 24014 times)

Offline The "Fifth" Entity

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Re: AW virtual world in the future
« Reply #75 on: August 01, 2013, 09:59:09 am »

If getting this "most valuable resource" is the only way to craft very high level PvP armor, we are in one situation;
If getting this "most valuable resource" is the only way to craft very high level mining scanner, we are in completely different situation.


It's all about the details.
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Offline Event "Janе" Horizon

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Re: AW virtual world in the future
« Reply #76 on: August 01, 2013, 10:25:13 am »
Just drop the land terminals into a PVP level 9 area 500m wide and the dead will form a mountain.
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Offline Zaelkaer "Allfather" Vampyre

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Re: AW virtual world in the future
« Reply #77 on: August 02, 2013, 01:29:10 am »
Zen said exactly what I was thinking, by fixing totally on the PvP aspect of this game you are limiting your potential number of customers.

I am not interested in a totally  PvP based game, there are many out there already. I have no problem with controlled areas of PvP but don't wish to be forced into it to survive.

There should be other ways to survive in a post apocalyptic world.

Agreed

Hey guys!

Just think about it:
There's a lot of very skilled players that don't want to fight!
If they don't want to fight, even if they are in high PvP area, there will be no war!

If someone wants to try PvP looting he has to be very very very stronger than others ( and I don't think that one or two looters can be stronger than the power of a society)

PvP will create indirectly societies of looters and protecting societies!
Looters will have to buy thousands of SP to stay stronger than other players and same for guardians!

High armor, strong weapons, tons of components! This will help a lot the economy of the game!
Sorry if you don't like PvP but this is a great way to create new jobs, to give some society a goal, etc....

And little players don't need the very very high and rare components to make money: little components and stones will be really needed a lot, so they can survive!

Don't forget that PvP is shooting at a person so:
Big waste of ammo
Big decay on weapons and armor
High possibility to loot little value things!

All the miss when shooting will be a DL pure gain!
Even if PvP isn't really what you like this will make the game a stronger economy and gameplay!

(The goal of this game is to be realistic and in reality there would be a lot of looters if there was an apocalypse!)

Oh and one more thing: All the games are elitist! Even if there is no PvP, you really think that a low skilled player can kill a FR12?
Skilled player will be the only ones that kill the big heavy mobs that gives rare loots!

Adding a PvP area will only add a little thing more and will give some goals for societies! :)

Cheers  all ;)


Also Agreed.


I think there will be middle ground for everyone.

And....
Hmmm ... good point - I keep thinking of a PVP area being where will be killed by a single player. Now I can look  forward to a PVP area full of players from a society. If 20 points of damage per sec does not kill me ...  800 points of damage per sec by 20 players at the same time will squash me like a fly being hit by a truck.

Also Also agreed. This is the only thing that kind of scares me you see. I'm a medium skilled player, I'm fairly confident in my ability to survive in dangerous zones BUT. that's 1v1 type of situations, np. 1v2 ... eh... a bit tougher, doable. 1v3 , not so much if all three are my level or higher.

now.. if there;s a firefight of say 30 vs 30 players, ......... No One Is Safe. lol.
And it's because of this that I will be considering trying to travel light, to carry and use cost efficient stuff. (weapon with good damge but small cost, and so on) - all depending on what level of pvp i am in. 9 pvp levels might be too much, but im not against it. might as well make it 10 though. Everyone is familiar with a 1-10 scale. (instead of 0-9, or is it 1-9?)

if its currently 0-9, please make it 1-10 :D

but, please don't make pvp a number 1 importance proffesion in the game. There are many who like to do peaceful things
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Offline Zaelkaer "Allfather" Vampyre

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Re: AW virtual world in the future
« Reply #78 on: August 02, 2013, 01:05:40 pm »
I would like to suggest to have a news update in the official website, as the last news update shows VU C216 i think, and we're on C220
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Offline Caliopus "Calio" Jones

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Re: AW virtual world in the future
« Reply #79 on: August 02, 2013, 03:15:46 pm »
I am not interested in a totally  PvP based game, there are many out there already. I have no problem with controlled areas of PvP but don't wish to be forced into it to survive.


I don't enjoy pvp either, but I deal with it when I have to in order to accomplish something (mostly by being killed).  The problem isn't pvp, or even looting.  The problem is full looting! If it was just the top section of inventory (changed so that it only contained items acquired since last visit to outpost/storage) with the bottom immune to looting (but with newly acquired items not capable of being switched to these areas while outside of outpost), pvp would not be such a complete turn-off to me and (I suspect) many, many others.  The way things are going, 9 out of 10 players who want try the game will quit as soon as they read "wallet looting" because they think: "why should I spend real cash just to have it taken by someone else. Why should I play this game when I can walk in any city and get mugged and have the same thing happen. The difference is that in RL the criminals get punished. In this game they get rewarded!"
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Offline Travis "Tredough" Williams

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Re: AW virtual world in the future
« Reply #80 on: August 02, 2013, 04:17:49 pm »
There was never anything wrong with the AW business model. No need to fix what was not broken. It was entirely possible to play without depositing a cent, and the developers didn't have to risk anything, since there was no TT and no cash globals. A lot goes in, a little comes out (in theory anyway), everyone wins.

I still think it's hard to justify spending time on prettier avatars when the game is completely broken and there's nothing to do. The same is true of PVP. One day it would be great to beef up PVP and have full looting in distant regions, but first you need a working game.

The entire development focus should be on figuring out how to bring back all of the Alpha world functionality, period.

The development team should also consider bringing back the Alpha world since it seems obvious that (assuming the current pace) it's going to take years to get AWS back to that point. Despite its troubles, people could see the game's potential in the Alpha world, but this is not true of Survival in its current state. 
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Offline Te "Te Aroha" Aroha

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Re: AW virtual world in the future
« Reply #81 on: August 03, 2013, 09:39:51 am »
Hi Evangelist,


I think it would help you greatly to go back over the past history of AW in particular where there has been problems in the game with PvP.


The history of the game tells you how much this was a problem, to the point where the Developers at that time made areas of the game non PvP.


During the time when this was a problem, a lot of players left the game.


This is my main concern with the direction of the game being totally PvP focused. I can see no way that this would work to gain and keep new customers as they would be required to spend a large amount of real life monies to even compete with currently skilled players.


With, if I am reading this correctly, with no way to ever withdraw a similar amount of investment. Non depositing players trying the game out would also be put off putting money into a futile attempt to gain enough skills to survive as soon as they realize the amount of investment that would be required.


This is not a post about me not liking PvP. Noobot runs were always fun and Society Wars challenging but they were limited to set areas of the game and did not stop players from progressing in other areas of play. 


I am concerned for the future of the game and the business model that appears to be planned, it seems to me, to be not a good investment prospect, for future players.























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Offline Homo "Evangelist" Ludens

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Re: AW virtual world in the future
« Reply #82 on: August 03, 2013, 11:12:58 am »
Hi all.
I see all your doubts and fears are between war and peace. It`s all about game balace. The devil hides in the details. Noone wants to create the game which is impossible to play. AWS is a huge world where will be a lot of space for war but also for peaceful life. And all your thoughts will be taken in mind.  As for wallets looting, yes, it`s a hardcore even for me. I dont think we should implement such pvp-mode somewhere ingame. Or at least we must make some kind of insurance for such full pvp zones.
But in case all is well balanced, PVP is the one of main components of the game. For example, in EVE-online all most interesting happens in "zero" areas where you can lose your space ship and all onboard cargo. And the majority of skilled people prefer to stay in "zero" zones where they can extract most valuable ores. Just an example of good balanced game with large full-pvp areas.
Anyway, how to build pvp system it`s a problem of farter development. First of all we must transfer AW Alpha world features into AWS. And this will be impossible in short term without regular work. For me it means: no investments - no work - no results.
So I`m concentrated on it.
@Evangelist: On a different note, it would be useful to have a list of things DL can do at the moment. Could someone give us an indication of the next steps for the #1 development tasks for Survival?Something like...Medical plants: within 3 monthsMob rebalancing: within 6 monthsPets: within 12 monthsTrees that exhaust themselves: within 18 months.PVP rebalancing: within 24 monthsOr if this is not possible, just a list in the order of priority...Medical plants, Mob rebalancing, Pets, Trees that exhaust themselves, PVP rebalancing.That way the community knows what is possible and what to expect (rather than expecting the unachievable and be let down every update)

Yes, I am going to make roadmap for the project soon. It`s close to your list, 1st step is to make herbs&trees update. As about rebalancing, it`s a complex task for game-designer, which we dont have now. I can begin this work with Bank even without specialist after his full return back.
One of our players proposed us to make herbs&trees available in loot till the end of work on the update. It seems to me a good temporary solution.
« Last Edit: August 03, 2013, 03:18:31 pm by Homo "Evangelist" Ludens »
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Offline Serenity "SerenityFireFly" FireFly

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Re: AW virtual world in the future
« Reply #83 on: August 03, 2013, 12:36:20 pm »
First implement the real PA, that will stop alot of the crap going on and secondly the pvp zones were made non pvp because there were some that didnt know the difference to it being an aspect of aw but instead using it as a form of harassment and trailing players zone to zone for hours trying to shoot/attempting to mob gank.. had it happen to me alot of times seen it happen to newbies in soc and other noobs it werent right. also evangelist could you address players shooting other players from safe zone to pvp?
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Offline Te "Te Aroha" Aroha

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Re: AW virtual world in the future
« Reply #84 on: August 03, 2013, 01:34:24 pm »
Thank you for your prompt reply and for listening to our concerns your communication is very much appreciated  ;D
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Offline Event "Janе" Horizon

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Re: AW virtual world in the future
« Reply #85 on: August 03, 2013, 11:20:15 pm »
Thanks Evangelist for your update.


In regards to PVP insurance - this does not blend well with the Survival mechanics as it acts like a form of magic protecting a players inventory.


May I suggest another form of protection - Personal Safe. These craftable items will be able to hold a few (say 4) items. The Safes will be very heavy (say 250 kg) which means that the average player will only be able carry a few of them. Any item in the Safe will be protected from any looting. However, every loot attempt against the player decays the Safe by an amount dependent on the PVP level where the player was killed. At 0/0% the items in the Safe become unprotected and subject to the normal PVP loot rules.
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Offline Tazzy "Tazza" Devil

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Re: AW virtual world in the future
« Reply #86 on: August 03, 2013, 11:30:29 pm »
Yes, I am going to make roadmap for the project soon. It`s close to your list, 1st step is to make herbs&trees update. As about rebalancing, it`s a complex task for game-designer, which we dont have now. I can begin this work with Bank even without specialist after his full return back.
One of our players proposed us to make herbs&trees available in loot till the end of work on the update. It seems to me a good temporary solution.


It's good to see that there is some communication to the community about the future of AWS  :) keep up the good work and looking forward to more progress with the game.

Liking the idea of the herb and tree temporary solution too  ;D as another temporary solution how about opening up a global chat of sorts so that everyone in game can talk to each other? This can provide newcomers with help from those more experienced who are in other parts of the AWS world and not leave them feeling abandoned from lack of information on how to play. I understand that this was used in game previously but called dev chat or something.

I just wanted to bring this idea up as it was mentioned a couple of months back but haven't seen any mention of it since, and should not need a lot of work to implement as far as i know.
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Offline Jarod "Brickwit" McBrickerton

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Re: AW virtual world in the future
« Reply #87 on: August 04, 2013, 04:42:42 am »
The point about the size of AWS compared to AWA is very important. It was easy to pick on newer players in AWA because they all went to the same areas, along the same paths, so there was no guesswork needed - camp the zone openings or revivals and you pretty much had the whole enclosed zone covered. But in AWS there are two exits from NU and players can go in any direction they like to make it to the town they're heading for, though most of those directions are more roundabout, and the same is true for outposts vs. revivals.

I also like the idea of temporarily adding herbs and logs but only if the logs are the ones that we can't get from trees already. Having mobs drop birch and firwood would be pretty well useless since they're essentially infinite right now anyway.

I also like the idea of a crafted safe-like item that only protects items for a few PvP kills, but I think that if that's implemented a good "plot device" needs to be written for why the safe's lock decays and eventually pops open. You could say that the safe gets shot (and worn down) along with the player in every PvP fight but that's still too contrived for my liking, especially since every safe would pop open after the same number of PvP deaths.
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Offline The "Fifth" Entity

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Re: AW virtual world in the future
« Reply #88 on: August 05, 2013, 05:39:14 am »
there were some using it as a form of harassment trying to shoot/attempting to mob gank.
Oh, so you have heard that too!? Wish i knew who those bastards were...  :-X
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Offline Event "Janе" Horizon

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Re: AW virtual world in the future
« Reply #89 on: August 05, 2013, 07:26:57 am »
there were some using it as a form of harassment trying to shoot/attempting to mob gank.
Oh, so you have heard that too!? Wish i knew who those bastards were...  :-X
Oh, oh, oh ... me, pick me ... I can tell you who some of the people were - got screenshots of all the foul swearing and screenshots of them bringing the mob to players.
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