i play Aion i like pvpve (Player Vs. Player Vs. Environment) add to CoT any Suggestions and Ideas to make better or is a bad Ideas and if you read more pvpve here link http://aion.wikia.com/wiki/PvPvE
—
whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]
I have never played Aion, but I've heard from people that I know who play it that, while that game has it's problems, the PvPvE is one of the best things about it. If we can learn from that and integrate it in a way that makes our game better, sounds great!
The only downside I can think of would be if PvPvE were somehow harder to balance or develop due to complexity to the point that it bogs down the game development. But I don't know enough about that stuff to know if that would be likely to be the case.
FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)
It *isn't* really all that more additional complexity. The only real problem in terms of balancing is making sure that the PvP part is relatively balanced... and then you have the PvE side as well.
The way in which Aion worked was that you *rarely* had a full "PvPvE" scrap, it tended to be PvP and PvE happening (depending on the situation there); that is not to say that it *didn't* happen, it did. But more often than not, you had it split more.
Of course, it was always fun siding up with the NPC's to take down the Player Enemies.... although you could still hit the NPC's and get them to aggro on you....
i think is if you in a guild and have a Bases can hire npcs to help pvpve and help Economies or if you solos it and have stronghold hire npcs help pvpve
whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
[img]http://i294.photobucket.com/albums/mm106/hinata1032/Kitsune.jpg[/img]
I prefer PvEvP myself. This would be "tug of war" type stuff where the Players are competing against each other [i]through[/i] the environment rather than directly against each other. Each "side" has their NPCs that the PCs are supporting, and the battle is decided by which NPCs "win" against each other. That way the PCs aren't fighting each other directly, but are instead "influencing" the outcome of battles between NPCs.
[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
This is one type of PvP I believe has been under utilized in gaming and one I hope to eventually bring to our game. It will not be the primary means of PvP as we want to provide PvP experiences players are familiar with. Yet, at the same time, we've made a commitment to not make PvP mandatory for PvE players. There have also been requests of allowing PvP to earn rewards commensurate to PvE rewards, this includes the ability to level.
Having PvPvE would seem to cross lines some are uncomfortable with. If we do decide to implement this type of play, I think it would begin with certain types of game events, not permanent features and locations in the game where PvPvE is ongoing. This PvPvE event is like getting our feet wet before going for a swim.
For example let's take a basic bank heist scenario. One side wants to rob the bank and get away, the other side wants to stop the robbery. This is something like a capture the flag PvP. To add the vE element, the robbers 'hire' out a gang to cause havoc and keep the police / special forces busy in order to pull off the heist. Now we have our cops and gangs NPCs involved. PvPers can have it it, while PvE players can aid either side by taking on the NPCs involved. If too many of the cops get taken out, the gangs begin to overrun the area of the event, allowing for the robbers an easier get away. Too many cops, and the robbers have a harder time. If no one shows up on the environment side of play, the cops and gangs can be designed to keep one another more or less in check.
Using our phase-tech, those flagged for PvP within the event won't affect the vE players directly and the vE players can't directly affect the vPers (only indirectly by taking on the environment NPCs). Those in the PvP phase will only have chat with one another, to keep things sane for the vE players. They PvPs and PvE players will be visible to another another, but flagged as targets to one another. This way, players on both sides can see what's going on, and hopefully, encourage those who don't normally want to be involved in PvP to try it out some time.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]