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Re: PVE, PVP, and Non-Combat
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
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Re: PVE, PVP, and Non-Combat
I don't know enough about instances to have a strong opinion (as mentioned previously in that other thread) so I'm willing to wait and see how it works out in-game. If it is like the sim, then I'm cool with it. Other than testing new loadouts, I don't sim very much.
More PvE content should be something besides fighting Flux or AI opponents. I'm not against fluxing but I want more than that, with the mining, hauling and producing that we are already doing and have done until we're sick of it. I want exploration, cartography, and things I haven't even thought of yet. There should be new ways to produce; new things to haul, things we haven't done, or tried to do but perhaps wanted to do in Jumpgate Classic. |
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Persistence will take you places Brilliance only dreams of |
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Re: PVE, PVP, and Non-Combat
Yeah the Space Sim would be a great way to add some organized PvE content.
GrimGriz - I agree with the persistent universe being a primary focus. I was just thinking of some PvE ideas and instances seemed to me to be a good way to do it. I think if they put this in the Sim that is a great way to make both the persistent universe and the strong modern desire for PvE both function. Couple thoughts on PvE in the sim. I think it should be well thought out and challenging... requiring LARGE groups sometimes even. Also, it should provide the players with some sort of reward system making it worth while to do. Another thought is to add locks on the higher level Simulations. So that a squad has to have a certain squad rank and/or reputation to unlock those harder and more rewarding Sims. This creates something to work towards and rewards you appropriately. If they just "toss the PvErs a bone" by putting poorly planned non-rewarding simulations in the simulator then i will be sad. Personally I enjoy PvP, Real time PvE, scheduled PvE (the sim idea), and non-combat activities. By ignoring any one of the above Jumpgate Evolution runs the risk of not competing in todays market IMO. Anvil |
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Member
Pilot Name: Jonboy
Join Date: Aug 2004
Posts: 315
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Re: PVE, PVP, and Non-Combat
A lot of comments in the OTHER INSTANCE THREAD(!!!!) have been that they don't (yet) want any interaction between the instance and rest of space. This would include rewards, particularly in the form of loot.
Anvil, if you have to go to a PvE instance to fight flux for hours to get the uber gun, just so you can be competitive in PvP.... it would be bad. |
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Re: PVE, PVP, and Non-Combat
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Please DON'T put words in my mouth. And I don't care about some other Instance thread... I am talking about PvE in general. I believe a Persistent Living Universe is of utmost importance. I do not for the life of me see how putting instances in the Sim can POSSIBLY hurt the Persistent Universe since its in the friggen SIMULATOR. The primary reward for Simulations could simply be STATUS. I mean if you could go to a site and see who the top ranked Squads are in such-in-such a Simulation alot of people would play them just to get up high on that chart. This in no way affects Real space. The problem is that PvE currently sucks in Jumpgate Classic with the exception of Sentient attacks which I have participated in several and never ONCE got to shoot at the Sent because they blocked the Jumpgates which I find completely stupid but that's off topic. Most people who currently play Jumpgate Classic (myself included) enjoy the economy, mining, and PvP. But I don't see why organized PvE cannot be taken more serious in Jumpgate Evolution. It can only help the game. I sincerely apologize if I seem to be getting upset. But everyone is hung up on my original idea which I clearly stated twice before i proposed it that it was only an EXAMPLE. I really just want some brainstorming on how ND can improve PvE in Jumpgate Evolution and perhaps how it can integrate with PvP and non-combat activities. I know ND said they are taking it more serious this time around but us brainstorming here can only help them get some ideas while they are going through that process since we know they read these forums. Anvil |
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Re: PVE, PVP, and Non-Combat
The primary reward for the simulator is better skill. And playing with better skill can bring you that status. That's how it is in Jumpgate. How it is in Jumpgate Evolution is yet to be revealed but many hints from devs lead me to believe that getting better in the sim is going to a whole new level. Especially for noobs that are unfamiliar with the game now. Getting better is not the same as getting something.
Anvil, there is no need to get upset. When you throw out an idea people will see it through their eyes and experience and give their own view or add to it as they would want it. That's just part of the package with open discussions. Sometime they may see something completely different. |
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Re: PVE, PVP, and Non-Combat
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We can speculate all day that strong organized PvE would kill Jumpgate Evolution but the formula for successful MMO's says that organized PvE is #1 and if you shirk that then you risk losing lots of potential players which WOULD be the death of Jumpgate Evolution... or at at least a return to Jumpgate Classic numbers. Also, as far as Status rewards are concerned. Jumpgate Classic already has more status rewards than I have ever seen in any other MMO. Someone gets a medal for selling a certain amount of ore and everyone chimes in with "grats!" Even WE the players think that getting medals and obtaining status is a good thing. Anvil |
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Re: PVE, PVP, and Non-Combat
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