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Splitting PVP and PVE progression - planting the seed

Discussion in 'Design Discussions' started by kilrain, Jun 4, 2019.

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Level of interest

  1. Extremely Interested

    11 vote(s)
    19.3%
  2. Very Interested

    0 vote(s)
    0.0%
  3. Somewhat Interested

    4 vote(s)
    7.0%
  4. Somewhat Uninterested

    0 vote(s)
    0.0%
  5. Very Uninterested

    2 vote(s)
    3.5%
  6. Extremely Uninterested

    40 vote(s)
    70.2%
  1. Lord Zanuul

    Lord Zanuul Spellgazer
    Legend

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    Okay let's not split hairs here if I'm a new player and I'm trying to become PVP viable and my PVE dictates my ability to gather resources effectively say from a Golem and it's going to take me awhile to get my skills up to be able to kill said Golem then that directly affects my ability to be competitive in a pvp enviroment. There isn't going to be some magical source of monetary gain or resource gain that I'm going to get as a newer player if my skills are not leveled up which means I can't be PVP competitive until my skills are leveled up so I can kill said mobs that are going to give me the resources and money.
     
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  2. kilrain

    kilrain Shadow Knight
    Staff Member Developer Team Lead

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    There is nothing that prevents anyone from making money or farming materials that doesn't already exist.
     
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  3. quietnoobz

    quietnoobz Celestial

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    70% extremely uninterested. I say you just close this thread and work on the following:

    Land City Levies,
    Territory Control Factors,
    Dyes, and mob correlation to farm them
    Remove laggy wildlife and excessive barrels/crates
    More incentive to farm a greater variety of mobs
    Additional Erodach, Eodrins, and Leenspar Golem Spawn
    Enchanting requiring 1 less of each mat
    Bag Templates
    Portal Shard Gold Sink via Vendors
    Siege Mechanics to involve less Sitting Around
    Better Portal Systems (1 portal can lead to extra Exits?)
    Better semi-AFK Farming System for Materials as well as Monsters.
    A more Balanced Combat akin to original DFO
    Dungeon Bosses and Quests (daily/weekly?) to include 120 stat pot slowly aquired and provide more dungeon incentive.
    Open world Events to encourage Large Scale battles without a need for a siege.
    Dueling Arena of some Sort.

    These all require coding which would far benefit the game more than splitting pve and pvp progression scaling. It's too late for an idea like that, in all seriousness.
     
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  4. Lord Zanuul

    Lord Zanuul Spellgazer
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    okay at this point I will agree to disagree
     
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  5. Fawley

    Fawley Infernal
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    I think there's already a system in which to measure how much someone has spent doing PvE and that is the task system. I think all it would take is to buff monsters hp and damage so higher end monsters deal more damage and have more HP/protections. Then the task system could have additional rewards like +3 monster damage. +3 slashing monster protections.

    I don't agree that killing dragons should then reward you with killing dragons faster since there's no real progression because you're going from killing dragons slow to killing dragons slightly faster instead of going from killing goblins fast to killing trolls fast to killing whatever else faster.

    Also lets cut the fucking shit. It doesn't matter how long it takes to make your character be PVP viable if it's 1 day or 2 months. That doesn't mean shit if your player skills are complete dog shit and that takes a lot of time. You have to learn to stat, not straight line, bunny hop, aim, use all of the available spells. If we want noobs to become viable in PVP after a week then the only way that's possible is by dumbing down combat in some manner with a noob tube of some sort and even that would be almost impossible to balance in a way that noobs could use it effectively and vets would be better off doing what they are doing now.

    PVP viable is NOT your character. It's your own personal player skill.
     
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  6. Sero

    Sero Gnoll Vilegaunt
    Loyal Legend

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    QFT.

    Hence the reason all the fucking shit tiers complaining about the grind at launch shouldnt have been catered to with the NON-grind we have now.
     
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  7. Korag

    Korag Evil Eye
    Hero

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    Grind wasn't even that bad. Kept people logging in cause they had something to do that needed to be done and it created natural hot spots all over the map instead of in just a few places.
    --- Post updated ---
    Massive grind in df1 was brutal and I am not saying it is a better choice but it kept the world booming for a long time. The world started slowly dying off as people finished character grind, they no longer had as much of a need to go out in the world. Overtime it died off until there was only 1 reason to ever go out and that could be done at many locations in most circumstances making it easier to avoid conflict if wanted.
     
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  8. BunionToes

    BunionToes Goblin Warrior

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    This is a common phase all games enter where this is considered. I have to agree with the posted quoted, you can't take progression out of the game for PvP. You may need to split attributes calculations for PvP and PvE but progression needs to stay or else the game becomes an arena PvP game which will become stale pretty quickly.
     
  9. Sero

    Sero Gnoll Vilegaunt
    Loyal Legend

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    IT ALREADY HAS.
     
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    Fengor likes this.