World PvP Feedback/Bugs

Or, less pedantically, allow players to play a role in this roleplaying game, and give PVE content ways to shine in resource generation as well.

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Personally I’ll rarely if ever turn pvp on because the guild Laughing Coffin will travel in packs killing anyone tagged pvp that isn’t with a massive group of players. It’s not a matter of mechanics so much as community. It’s not against the rules, but it feels like the bonus will only be going to a few players that want to monopolize the pvp market so to speak.

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I guess last reply from me on the topic… If the game goes live with a double bonus on materials world wide for PvPers with no extra benefits from farming PvE content, my motivation for the game will drop considerably.

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just going to throw it out there that LC is not the only guild with a high number of PvP players, saying that only a small amount of the community wants to PvP based on a discussion with a total of around 6 people participating is jumping the gun a good bit

as far as the bonus goes, the main reason i am seeing for why people dont want that big of a buff to PvP is because they dont want to PvP, and also dont want to fall behind. While that can be a concern if it is balanced very far in one direction, PvE already has a built in mechanic to get extra resources as well, the level up box after lvl 30. PvE players will be constantly running content, getting boxes full of extra resources and items, which PvP players will be getting much less frequently.

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Well this got vitriolic quick. I like that PvP is tied into the economy and availability of certain resources. I think the main concern that is causing so much conflict is that certain players will monopolize PvP mode. The guild Laughing Coffin has already stated their intent to do this, their goal to “turn all names white”. In a game with a larger player base this isn’t an issue, new groups will always pop up to fight, but in Orbus this could lead to things like when the wilds chest went largely uncontested by all but EK. I know I plan to have PvP on most of the time, but if the people I’m playing with don’t and I am repeatedly getting ganked by a whole group from a PvP guild I will be forced to turn it off.

There isn’t much I can think of that can be done to prevent such a monopolization from the dev side. WoW has recently faced this problem with war mode becoming predominantly Horde, creating a vicious cycle where less and less Alliance participate because they are so outnumbered. Their solutions so far have been to up rewards for the outnumbered or offer quest rewards for engaging in world PvP. Perhaps something like this could be used to incentivize participation?

Beyond the monopoly issue, I think switching to PvP only nodes (instead of extra resources from normal nodes) is the best solution. This way players don’t feel like they are being rewarded differently for doing the same content depending on whether PvP is on or not, while still making resources much more available to PvPers without completely monopolizing a 2x output. (It is also important to remember with PvP on you can not teleport nearly as easily, which lowers gathering efficiency).

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Makes sense but a 2x havest is still a lot, Honestly maybe giving that PvP Transmog Gear some higher stats then regular Gear would make it better, Bg’s would pop a ton more!

This is a good point. The devs did state that the 2x isn’t final, but I think the pvp exclusive nodes would kind of fill that 2x reward. Having pvp players fight over those resources instead of using up purely pve nodes would 1. free up pve nodes so pvpers and pve’ers wont’ feel slighted, 2. give pvpers an extra ‘activity’ or reason to fight, and 3. extend the amount of time pvpers are out in the world gathering and interacting with other flagged players.

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Or just separate armor set, separate rewards like every other MMO.

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I do like the notion of level 30 boxes as a counterweight to PVP node bonuses. I know I’m not going to be grinding end game stuff in Reborn. I can barely stand PVE content.

The devs have been pretty clear that this is mostly for testing though, so I’m not holding my breath and threatening to quit if it’s not a 100% boost.

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I would like to see more Bonuses for PVP. Atm i cant get in any raid group or a do any shards because i like PVP and have killed alot of people, so iv been black listed from joining most guilds on raids… i dont see how this is fair. So im forced to use Wilds gear. How is this going to be any different in Reborn?

Don’t forget that you also have the chance to kill someone in pvp and take all of their hard-earned materials as well. So you see:

Chance to get double loot from node - 100% currently
Chance to lose your stuff or get more stuff from someone else who also had 100% node doubling - x%

As long as your pvp k:d ratio is high, you should be able to more than double your individual loot.

If every pvp player picked up nodes and didn’t kill each other, you’d see pvp players have 2x materials over pve players with this method. Some might die to others, but you still have more pvp-earned mats than pve-earned on a person to person basis.

This skips over difficulties in gathering, though. PVP players have to contest with additional fights (other players) to harvest. Even if they win, the other player might not have dropped anything at all. In that same time, the entire area could have been cleared out by someone without the PVP flag.

I fully support double resources. It encourages pvp and commerce.

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I really don’t see the harm in getting extra harvestables if your taking the risk of losing it all. What would be the insensitive for people to turn on PvP in the open world then? I can assure you that a lvl 30’s not going to turn it on for the xp boost. As of right now in the current game there’s nothing worth doing pvp for and come reborn, what’s going to make people want to q? Nothing, other then just to play there’s nothing in it for PvP players. No PvP specific gear, no PvP specific items ect. So, needless to say I’m all for extra harvestables. I feel it gives players more of a drive to play pvp.

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Personally, i love the idea of high reward for having pvp on. It makes sense. You are risking all tradables (mainly things you have collected) you have in your inventory to be lost for extra materials. The risk is only worth it if the reward is high enough. If the reward is say only 10% more, why do people even bother to turn their pvp on?
With all that said, this system could only work if there are enough player base to support it. If the player base is not high enough, I can literally look up the time where the least people are active and have almost no worry about being murdered while gathering with pvp on. This is what I have notice from playing in the wilds from time to time. When i needed something from the wilds, i would go incognito and pick the time where most of the player base is doing something else other than playing orbus to gather stuff in the wilds. I could do that because the player base is not high enough for me to worry about hunters in the wilds 27/7.
Take this however you like, but i do support higher rewards for pvp in reborn.

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Not sure if this counts in world pvp feedback… BG just popped with myself and one other in a fight against 4 people. 2 v 4 was pretty seriously unfair.

Also, with no real ‘tutorial’ on what the battleground is, we’re left in a team of two not knowing what the hell to do or where we need to be going. Having a mission that sends you unprepared into a den of wolves who outnumber you is not a pleasant way to learn to pvp. Like, if that’s how it’s supposed to go, I will never partake in it post release. Ever.

BG’s are broken for mage and ranger. Mages spells do not work when you release them. Rangers can’t do dmg either.

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Okay, I assume something is up with the heightmesh/navmesh on that.

I think I have that fixed, it will take effect for the next game you start.

We’re working on getting all the tutorials in. And it shouldn’t pop with a 2v4 scenario. I’ll try and figure out why that happened.