So, I’ve been thinking about this game a lot lately. I’m pretty excited with what the game promises to be. But even though their is currently no plan to add pvp to the game. I would still like to discuss how pvp could be included post launch.
Firstly. Let’s talk about pvp’s relation to toxicity. It’s true that games that boast open world pvp will often see gankers and griefers and ppl who just generally like to talk smack. Which will usually become server wide drama and will increase the level of toxicity.
How can we prevent that from happening? There’s a few ways in my opinion. Firstly, players of opposing sides could simply be unable to speak to each other or see each other’s names. Their names could simply be their omniframe class such as “Light enemy frame”.
There could also have no open world pvp at all, like FFXIV:ARR, and go strictly the battlegrounds / arena pvp route. FFXIV went even further by having everyone participating have equivalent stats that are not affected by gear. This makes it fair for everyone playing and ensures that coordination and skill and not gear score determine the match. Now I’m no saying that this is the best approach. FFXIV is not exactly well known for its pvp but it’s still a fun mini game if you want a change of pace, and the rewards could just be cosmetic items and even resources to craft / upgrade your omniframe.
Another fun pvp type that could be added is castle sieges (base sieges) type pvp like Archeage or Lineage 2, but where the pvp is still not open world, but limited to a specific zone. In this zone, there could still be enemy AI spawning and invading and players could still go out and do thumping, but instead of everyone contributing to build bases, there would be specific areas designated for guild bases where there are large and dense concentrations of resources. Initially, these bases could be heavily fortified enemy AI bases that would require a large guild with great coordination to successfully siege and conquer it to claim that resource rich land as their own. Then the guild would have to build their own base and defences by spending their guild resources. Capturing a base would be no easy task and would also require the attacking guild to invest resources in siege equipment.. maybe giants siege mechs or large artillery tanks. Also, a guild wishing to attack another guilds base would have to meet certain requirements. For example, they cannot attack another guild’s base if they already own a base of their own. ( 1 base per guild only). Perhaps all guilds who want to attack a certain base would have to participate in a silent auction to bid for the right to siege the base. Then, the guild who wins the silent auction would be able to partake into the siege battle on siege night and attempt to claim the base for themselves.
On siege night, once a week, I imagine something like Archeage would be great where there could be a large area around the base that becomes phased or Instanced to the participating attackers and defenders and perhaps the siege would have a limited number of attackers and defenders 50 vs 50. Ect. So really large guilds would potentially have to select who gets to participate. There could also be a system in place where small guilds can use players from allied guilds to fill their ranks. These bases if held by a guild would produce significant amounts of resources for the guild.
Another good possibility would be a siege system similar to ESO or GW2 where the map is littered with pre-built small base camps to massive fortifications which players can continuously attack and defend. There could be several pvp campaigns that players can choose from, each campaign lasting anywhere between 1 to 4 weeks and requiring players to pledge their allegiance to 1 of 2 NPC factions (similar to FFXIV) for the duration of that pvp campaign. Capturing or defending forts would grant resources for players as rewards and while there would be 2 player factions fighting against each other, there would also be the enemy AI faction acting as the 3rd faction , which would also conquer bases from the 2 warring player factions. (Kinda Like Aion). These bases could get defences upgrades which would require players to do special thumping runs to gather a specific resource used to power base defences and upgrade the base. These thumpers could be destroyed and resources could get stolen by the opposite faction.
The whole point of participating in these pvp campaigns could be simply another way to gain resources, gain reputation with the NPC factions which could unlock convenience perks and cosmetic omniframe components which are specific to each faction.
Anyways, these are just some ideas I wanted to throw out there on how I think pvp could work in EMBER, without making the game toxic and while allowing players who don’t enjoy pvp to simply never have to experience it, while still being fun and potentially competitive for players who love a good pvp game. Removing the ability to speak with other factions in the pvp zone and making the enemy names invisible are 2 great ways to have pvp while significantly reducing the toxicity and smack talk that can sometimes get out of hand.
What do you guys think?
Firstly. Let’s talk about pvp’s relation to toxicity. It’s true that games that boast open world pvp will often see gankers and griefers and ppl who just generally like to talk smack. Which will usually become server wide drama and will increase the level of toxicity.
How can we prevent that from happening? There’s a few ways in my opinion. Firstly, players of opposing sides could simply be unable to speak to each other or see each other’s names. Their names could simply be their omniframe class such as “Light enemy frame”.
There could also have no open world pvp at all, like FFXIV:ARR, and go strictly the battlegrounds / arena pvp route. FFXIV went even further by having everyone participating have equivalent stats that are not affected by gear. This makes it fair for everyone playing and ensures that coordination and skill and not gear score determine the match. Now I’m no saying that this is the best approach. FFXIV is not exactly well known for its pvp but it’s still a fun mini game if you want a change of pace, and the rewards could just be cosmetic items and even resources to craft / upgrade your omniframe.
Another fun pvp type that could be added is castle sieges (base sieges) type pvp like Archeage or Lineage 2, but where the pvp is still not open world, but limited to a specific zone. In this zone, there could still be enemy AI spawning and invading and players could still go out and do thumping, but instead of everyone contributing to build bases, there would be specific areas designated for guild bases where there are large and dense concentrations of resources. Initially, these bases could be heavily fortified enemy AI bases that would require a large guild with great coordination to successfully siege and conquer it to claim that resource rich land as their own. Then the guild would have to build their own base and defences by spending their guild resources. Capturing a base would be no easy task and would also require the attacking guild to invest resources in siege equipment.. maybe giants siege mechs or large artillery tanks. Also, a guild wishing to attack another guilds base would have to meet certain requirements. For example, they cannot attack another guild’s base if they already own a base of their own. ( 1 base per guild only). Perhaps all guilds who want to attack a certain base would have to participate in a silent auction to bid for the right to siege the base. Then, the guild who wins the silent auction would be able to partake into the siege battle on siege night and attempt to claim the base for themselves.
On siege night, once a week, I imagine something like Archeage would be great where there could be a large area around the base that becomes phased or Instanced to the participating attackers and defenders and perhaps the siege would have a limited number of attackers and defenders 50 vs 50. Ect. So really large guilds would potentially have to select who gets to participate. There could also be a system in place where small guilds can use players from allied guilds to fill their ranks. These bases if held by a guild would produce significant amounts of resources for the guild.
Another good possibility would be a siege system similar to ESO or GW2 where the map is littered with pre-built small base camps to massive fortifications which players can continuously attack and defend. There could be several pvp campaigns that players can choose from, each campaign lasting anywhere between 1 to 4 weeks and requiring players to pledge their allegiance to 1 of 2 NPC factions (similar to FFXIV) for the duration of that pvp campaign. Capturing or defending forts would grant resources for players as rewards and while there would be 2 player factions fighting against each other, there would also be the enemy AI faction acting as the 3rd faction , which would also conquer bases from the 2 warring player factions. (Kinda Like Aion). These bases could get defences upgrades which would require players to do special thumping runs to gather a specific resource used to power base defences and upgrade the base. These thumpers could be destroyed and resources could get stolen by the opposite faction.
The whole point of participating in these pvp campaigns could be simply another way to gain resources, gain reputation with the NPC factions which could unlock convenience perks and cosmetic omniframe components which are specific to each faction.
Anyways, these are just some ideas I wanted to throw out there on how I think pvp could work in EMBER, without making the game toxic and while allowing players who don’t enjoy pvp to simply never have to experience it, while still being fun and potentially competitive for players who love a good pvp game. Removing the ability to speak with other factions in the pvp zone and making the enemy names invisible are 2 great ways to have pvp while significantly reducing the toxicity and smack talk that can sometimes get out of hand.
What do you guys think?
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Pandagnome