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Core Issues
*StCrispin*
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This is intended to be an open exchange of opinions on what CORE PROBLEMS we have in DW.

Please keep posts limited to explaining the problem and (if you have one) the possible solution.

Avoid personal attacks or accusations of exploiting and cheating.  Most things can be argued from both perspectives.  One person's "creative tactic" (like scaling Spiderman style down the side of a cliff unrealistically to escape foes) may be another person's "cheating"

Do not include Issues best treated by a therapist.  Keep it to issues *Sam* can impact if he chose to do so.

Thanks.
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Posted Nov 6, 2015, 10:20 pm Last edited Nov 6, 2015, 10:22 pm by *StCrispin*
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To start it off:

A lot of fights have started over things one player sees as an exploit.  The player gets upset over the exploit as it provides what they feel is personal gain to someone else of some unfair advantage.

Issue #1 - The CURRENT example centers around SPONSORSHIPS.

Currently there are 3 Sponsorships which provide a large boost to camp fame, allowing greater production.  These go to the Highest Bidder in an auction.  This leads to Issue #2 which is that this functionality of bidding creates an environment where "Make a lot of money" becomes a game goal.

Issue #2 - Making a LOT of money through the nuances of the trade and economy system (which is broken).

Supply and Demand issues do not seem to play into the value of things.  One of the most profitable activities includes taking a Lorry (or more than one if you can) from Elmsfield (Filled with $5 cans of water) to Texan and selling it for sometimes 300 times this rate.  Ive seen water in TX reach $1750 a can.  Then taking $10 a can fuel to EL and selling it.  (I've seen fuel reach $2200 a can)

This leads into issue #3:  The Reputation system allowing Safe Travels

We have beaten this horse elsewhere.
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Posted Nov 6, 2015, 10:40 pm
*StCrispin*
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Suggestion:

Change Sponsorships into a tiered system.  make the top 3 bidders all winners.  like a 1st 2nd and 3rd prize with lesser effects for the lower levels.

This way people wont feel completely cheated when one person wins all 3 sponsorships because they may still get the lesser level.

Just because Coca-Cola has the biggest ad at the Sports Championship doesn't mean Goodyear Tires doesn't have a smaller ad.  And look at those Race cars, just because 1 logo is bigger than the rest doesn't mean the car only has 1 logo on it right?  It has many and all of them help the people paying for them or they wouldn't bother.

This change would reduce the issues that arise that center around a player feeling they got taken advantage of by some Uber Rich guy.

This hopefully breaks the chain of 1, 2, 3 and makes Issue #2 and #3 less useful to those affected by Issue #1
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Posted Nov 6, 2015, 10:45 pm Last edited Nov 6, 2015, 10:47 pm by *StCrispin*
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Has anybody seen my toothbrush?
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Posted Nov 7, 2015, 12:38 am
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The PVP issue:
One of the main assets of this game is PVP fights, they are tactical and thrilling and few games online have similar qualities. However, most of the players have the PVP flag off, and even those who are open for PVP never intercept each other. Actually I have only seen one or two intended interceptions so far. The only place for PVP is the SCL and you only get to fight 3 or 4 matches per season other than NPC gangs, which is another issue and deserves a different point.
Most of the players spend most of its time grinding the poor NPC gangs to starving. The only players I heard who intercept each other do it mainly because of personal issues that most likely started in the forums arguing either about exploits or fire extinguishers.

From my point of view, the reasons of this issue are:
1- A loss of a PVP fight will end in the loss of all the gear, unless returned by the opponent.
2- The PVP fight may lead to the loss of one or more well trained characters.
3- Fighting the NPCs is far more rewarding since you get more skill gain, more gear and more money per unit of time spent.

This makes interceptions to be perceived somewhere between impoliteness to bullying by many players because, a PVP GAME IS ONLY ENJOYABLE WHEN BOTH PLAYERS ENJOY.

Suggestion:
I am aware that many veteran players will not agree with this but I will point it out anyways:
1- Make PVP fights more rewarding, especially regarding the most appreciated gain, SKILLS. Even for the losing party.
2- Prevent character loss by making "Respect Resigns" compulsory, by giving the player the choice to surrender a vehicle and make it either disappear or untargetable.
3- Make gear to be returned automatically unless previously agreed by both parties.

I know that this change affects the realism and the atmosphere of the game but since the actual game leads to players solo grinding in Badlands for Buzzers or in Shantyville for lasers, I think it is a fair tradeoff.
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Posted Nov 7, 2015, 2:41 am
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Stop me if I'm wrong but I believe that PvP fights DO bring more skill gain to the gangers involved. Also, First Aid skills are pumped to maximum after PvP, giving your gangers the best chance at survival.

There needs to be more PvP, no doubt. It's one of the reasons that I'm a scav player…even though none of us fight each other due largely to the fact that there are so few.

I disagree that gear should be returned and resigns guaranteed.

I don't know how to create more PvP. The day that PvP was made partial or optional killed the chance that it would ever take off, because those gangs that prospered against the NPCs don't want to actually risk their stuff in even combat, and those that did not have the time to build up a highly-skilled gang don't want to battle against a guy with dozen-spec gangers.

I think that the only hope for DW to have greatly increased levels of PvP would be for it to have VERY greatly increased patronage. If there were enough players that there was constant in and out traffic from every town, every single event could be PvP. At that point, NPCs could be eliminated, save for the Desert Hyenas, and a true free market would rule the day.

Where would new gear come from, then, though? I don't know…that's a question for when the glorious day of having a quarter-million subscribers comes about.
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Posted Nov 7, 2015, 3:13 am
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The Paranoid Tourist said:
There needs to be more PvP, no doubt. It's one of the reasons that I'm a scav player…even though none of us fight each other due largely to the fact that there are so few.

I disagree that gear should be returned and resigns guaranteed.

I don't know how to create more PvP. The day that PvP was made partial or optional killed the chance that it would ever take off, because those gangs that prospered against the NPCs don't want to actually risk their stuff in even combat, and those that did not have the time to build up a highly-skilled gang don't want to battle against a guy with dozen-spec gangers.

I think that the only hope for DW to have greatly increased levels of PvP would be for it to have VERY greatly increased patronage. If there were enough players that there was constant in and out traffic from every town, every single event could be PvP. At that point, NPCs could be eliminated, save for the Desert Hyenas, and a true free market would rule the day.

Where would new gear come from, then, though? I don't know…that's a question for when the glorious day of having a quarter-million subscribers comes about.


Logically and realistically, PVP is how this world should work.  The problem is that this game is not a level playing field.  New players would be ground into dust immediately and never be able to gain a foothold.  While that's how the real world would work, the people in that world don't have a choice in whether they participate.  Players do, and players just wouldn't stick around for the abuse.  It's the difference between fun and realism, unfortunately.

I admit I'm not a huge PVP fan in this scenario - losing would cost me too much.  I'm still at the stage where I'm doing good to beat the NPCs.  I may be able to see myself someday having a rival where we enjoy intercepting each other, for the challenge.  But not as part of a real life hatred or argument.  More of a respectful rivalry thing.  I doubt I'd ever get into indiscriminate PVP.  But that's just me.

But I enjoy going against players in town events - the risk is much lower there.  Yeah, I get beat a lot, but it doesn't hamstring everything else I do because of it.  Losing a scout squad in PVP could.  (Oh, since I Scav only, it is much harder to rebuild than it would be in norm, so this may not be as serious an issue for most people)

I'm not sure I have any ideas, solutions, or suggestions yet.  But if I think of any, I'll post them.
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Posted Nov 7, 2015, 3:31 am
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I think the pvp issue is actually more intractable than that. There is a simple fact: some people do not want to play the game with pvp forced on them. The reason varies from lack of guaranteed playtime in a session, to not wanting the stress of it -- and I believe that this is their decision and I need to respect that. It's not how I imagined the game and if I started it again perhaps I would be stricter on insisting on keeping pvp. But given the current player-base, I can't foist such a thing on them when many don't want it.
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Posted Nov 7, 2015, 10:48 am
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*sam* said:
I think the pvp issue is actually more intractable than that. There is a simple fact: some people do not want to play the game with pvp forced on them. The reason varies from lack of guaranteed playtime in a session, to not wanting the stress of it -- and I believe that this is their decision and I need to respect that. It's not how I imagined the game and if I started it again perhaps I would be stricter on insisting on keeping pvp. But given the current player-base, I can't foist such a thing on them when many don't want it.

Exactly, completely agree. That is why voluntary PVP needs to be encouraged, I dont know exactly how, maybe skill gain, rare drops or something else. But people who PVP should have more or at least similar gain than those grinding NPCs.

The Paranoid Tourist said:
Stop me if I'm wrong but I believe that PvP fights DO bring more skill gain to the gangers involved

Skill gain is far higher grinding NPCs, mainly due to being able to send your squad again and gain and due to NPC scouts being shorter and faster.
Not to speak about money grinding in Somerset

The Paranoid Tourist said:
I think that the only hope for DW to have greatly increased levels of PvP would be for it to have VERY greatly increased patronage. If there were enough players that there was constant in and out traffic from every town, every single event could be PvP. At that point, NPCs could be eliminated, save for the Desert Hyenas, and a true free market would rule the day.

Well, this is a new game and I am sure more people will get to know it when it is launched on Steam. Wait! isn't this game like eight years old? Let's be realistic.

The Paranoid Tourist said:
Where would new gear come from, then, though? I don't know…that's a question for when the glorious day of having a quarter-million subscribers comes about.

Would be awesome that gear comes from camps, but wait, noobs should be able to pirate camp owners and I don't see that happening with the current PVP rules.

Master TMO said:
Logically and realistically, PVP is how this world should work.  The problem is that this game is not a level playing field.  New players would be ground into dust immediately and never be able to gain a foothold.  While that's how the real world would work, the people in that world don't have a choice in whether they participate.  Players do, and players just wouldn't stick around for the abuse.  It's the difference between fun and realism, unfortunately. 

Agree, something needs to be done with balancing the PVP, mitigate loser losses, or balance character skill through combat rating, or design some sort of skill cap, just like SCL. Or just add extra reward to both players so that is was worth it afterall.
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Posted Nov 7, 2015, 11:29 am Last edited Nov 7, 2015, 12:11 pm by JoniBoy
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Just some ideas on how to make PVP more attractive. Put limits on what non-PVP players can do in DW. Example, camp membership automatically makes you PVP. Large bounties provided by factions that the other player is unpopular with. With the new 'not everyone loves you' change, this would make logical sense. Of course the bounties arnt always cash but could be loot as well...(imagining Sam reading this and cursing the amount of code needed to execute this). My 2 cents for now.
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Posted Nov 7, 2015, 12:33 pm
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NotSure said:
Example, camp membership automatically makes you PVP.


Yikes. I think this is an absolutely horrible idea. In my experience, there are very few players actually willing to engage in any PVP with the occasional exception of arena events, or races. If you force PVP open on camp members, the membership of camps will seriously decline. Many people, like myself, can easily just retract membership of a camp, close our flags, and be on our way (At least i think you can leave camps.) but what about the owners of those camps? Its hard enough to find players willing to designate gang members and resources, and have them move them to a new location on their own, especially when a gang is moving in on its gang member cap, and starts to need all hands on deck for training in skills that revolve around combat. I understand you can scout from camps, but this requires you move supplies in and out of camp to keep yourself going. Fuel. Ammo. Donations to the camp to keep the camp running smoothly. My idea here may have some inconsistencies or slightly misinformed, but I genuinely believe that forcing PVP open on camp members, would be an extremely bad move.

JoniBoy said:
Suggestion:
I am aware that many veteran players will not agree with this but I will point it out anyways:
1- Make PVP fights more rewarding, especially regarding the most appreciated gain, SKILLS. Even for the losing party.
2- Prevent character loss by making "Respect Resigns" compulsory, by giving the player the choice to surrender a vehicle and make it either disappear or untargetable.
3- Make gear to be returned automatically unless previously agreed by both parties.


See this I can get behind. Better yet, Make PVP on 3 different levels.
PVP Off, PVP Half, PVP Full

Off, This is self explanatory.

Half, Takes the ideas quoted here. Cars that resign cant be targeted, and in return, cannot fire on enemies themselves. Gear is returned, if both parties agree through some sort of menu mechanic at the start of the event, and as for the training, I cannot say if its more rewarding in PVP Events. I don't ever have my flags up.

Full, Being the system we have now, And who lives and who dies is entirely based on how little of a sadist the guy who's winning decides to be.
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Posted Nov 7, 2015, 2:20 pm Last edited Nov 7, 2015, 2:37 pm by Irrational A
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Quote:
Yikes. I think this is an absolutely horrible idea.


I will leave the more veteran players weigh in as I am still noobish. That said, there is absolutely no cost to camp membership that I can see as of yet.... And I have yet to turn the PVP on so take my suggestion for its full value: 2 cents.
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Posted Nov 7, 2015, 3:33 pm
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JoniBoy said:


The Paranoid Tourist said:
Stop me if I'm wrong but I believe that PvP fights DO bring more skill gain to the gangers involved

Skill gain is far higher grinding NPCs, mainly due to being able to send your squad again and gain and due to NPC scouts being shorter and faster.
Not to speak about money grinding in Somerset


You misunderstand me. I'm not saying that trading every NPC scout for a PvP scout is more efficient, I'm saying that I'm pretty certain that skill gains are increased in PvP battles in which a minimum damage threshold is passed.

Money grinding is certainly another issue which I won't even try to delve into. I paid my dues in that respect and eventually saw the light of scav.

JoniBoy said:

The Paranoid Tourist said:
I think that the only hope for DW to have greatly increased levels of PvP would be for it to have VERY greatly increased patronage. If there were enough players that there was constant in and out traffic from every town, every single event could be PvP. At that point, NPCs could be eliminated, save for the Desert Hyenas, and a true free market would rule the day.

Well, this is a new game and I am sure more people will get to know it when it is launched on Steam. Wait! isn't this game like eight years old? Let's be realistic.


I was being realistic but hypothetical. I can't think of anything that will suddenly pull a huge audience like that, save for a makeover and reboot by a company larger than Sam with a marketing department and whatnot.

In case you mistake me for someone new to this game, check my join date. I was one of the first Marshals and was on Sam's advisory board or whatever it was/is called. I'm back for my fourth time playing this game, after a hiatus of a few years.

JoniBoy said:
The Paranoid Tourist said:
Where would new gear come from, then, though? I don't know…that's a question for when the glorious day of having a quarter-million subscribers comes about.

Would be awesome that gear comes from camps, but wait, noobs should be able to pirate camp owners and I don't see that happening with the current PVP rules.


It would certainly be difficult for them, but that's life. I don't entirely disagree, it would be a rough world for new players, and most would be discouraged. Adding some sort of CR increase/decrease for lower/higher-skilled gangers to even things out just a bit (still favoring the higher-skilled guys, or else what's the point?) might help to take the edge off. I think that's been considered in the past, but never implemented.

PvP is how it should work, but it never will. It's a harsh world out there. The only PvP that I've ever seen came about either when people had a grudge or when a couple of guys decided to try it on a lark. Very occasionally someone will start to hunt players and try to pick off a car, but it never lasts long. The risk is high, it often takes too long and it's rarely worth raising another player's ire.
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Posted Nov 7, 2015, 4:24 pm
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JoniBoy said:

Suggestion:
I am aware that many veteran players will not agree with this but I will point it out anyways:
1- Make PVP fights more rewarding, especially regarding the most appreciated gain, SKILLS. Even for the losing party.
2- Prevent character loss by making "Respect Resigns" compulsory, by giving the player the choice to surrender a vehicle and make it either disappear or untargetable.
3- Make gear to be returned automatically unless previously agreed by both parties.



This wouldn't work. If you are guaranteed getting your gear back, and all resigns are respected, wouldn't you just simply surrender the moment the PvP encounter started, with no penalty??

Oh, and there are people out there doing intercepts: Snipe, BigSpenner, possibly others...

The only way it would work for me would be if the PvP flag could be flipped on/off as required (I believe some abused this in the past, hence the delay currently in force) or if we were able to stipulate times when the flag could be on/off (similar to the camp operating hours.

I often play around meal times and need the timeout period as a result, hence my flag is off. I have no problem with the idea of being intercepted (or even intercepting someone else) when I'm not time-limited in that way. Heck, I wish more of the SCL duels actually happened instead of the constant no-shows.
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Posted Nov 7, 2015, 6:23 pm
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JoniBoy said:
The Paranoid Tourist said:
Stop me if I'm wrong but I believe that PvP fights DO bring more skill gain to the gangers involved

Skill gain is far higher grinding NPCs, mainly due to being able to send your squad again and gain and due to NPC scouts being shorter and faster.
Not to speak about money grinding in Somerset


PVP skill gain are higher. Those who have their PVP flags ON and engage in PVP can earn an addition skill bonus for those events.

Joni, you are confusing better with faster. Yes, you can gain skill faster grinding PVE, but PVP has the best skill increases per event.
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Posted Nov 7, 2015, 6:25 pm
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Irrational A said:
NotSure said:
Example, camp membership automatically makes you PVP.


Yikes. I think this is an absolutely horrible idea.


It is actually a good idea. The huge benefits that players can get from joining a camp should have some risk associated with its memberships. As long as there is some form of balance it would be a good addition.

Irrational A, its not horrible, but I do understand what you are saying. RISK is what makes players shy away from PVP. But being a camp member, a lot of what you risk in gear can be made and replenished. The only true risk is with your characters. But that is also why there is a resign/surrender option.

When you really look at it, the actual player decides on how much risk to take. And as long as there are options available that minimize that risk, PVP isn't really as bad as everyone makes it out to be. It's kind of like tasting broccoli for the first time, you won't know what it is like till you try it.
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Posted Nov 7, 2015, 6:44 pm
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*StCrispin* said:
Suggestion:

Change Sponsorships into a tiered system.  make the top 3 bidders all winners.  like a 1st 2nd and 3rd prize with lesser effects for the lower levels.

This way people wont feel completely cheated when one person wins all 3 sponsorships because they may still get the lesser level.

Just because Coca-Cola has the biggest ad at the Sports Championship doesn't mean Goodyear Tires doesn't have a smaller ad.  And look at those Race cars, just because 1 logo is bigger than the rest doesn't mean the car only has 1 logo on it right?  It has many and all of them help the people paying for them or they wouldn't bother.

This change would reduce the issues that arise that center around a player feeling they got taken advantage of by some Uber Rich guy.

This hopefully breaks the chain of 1, 2, 3 and makes Issue #2 and #3 less useful to those affected by Issue #1



instead of bidding on sponsors, how about simply buying, them w fixed set of bonuses each applies, how many and what other sponsorships it can be combined with and the combined result

sell them unlimted, but ones that 2 or more produce MR gain,price should be 10 times higher.

no shortage on sponsorhips then, and a whole new depth to the game with the combinations

a quick example, lets say you bought 3 sponsorships for a single camp, you make chassis and v8 engines at your two factories.

sponsor 1
  production plant management level 1 increased MR rating and maybe 5% to al production across the board

sponsor 2; Buzzer Factory upgrade (this allows the factory(s) at the camp making buzzers gain production speed of maybe 25% for buzzers and 5 to 10% for other chasis, based on chassis category. (apache factory, ambulance, ETC.)

sponsor package 3:
Civil engineer class would be tied to SCL and /or CO, and further benefits if camp owners faction is DR mafia. increases extraction plants like plastics plant, crops, water and oil extractions. Also gives camp members a discount on tires at any evan mechanics shop

sponsor 4: ped combat league. Allows player to go over CVR for camp defenses to get a slight upper hand. Additionally anyone who is a camp member at these gets a slight boost to arena scoring doing ped combat events
like maybe +3% to soring every time points are awarded in members arena events.

other things could generate benefits for other small gains.
(engines, heavy weapons, assault weapons,
R&D department could research lasers

everyone can tweak their camp to do what they want, and the price this costs should be a fair system. Someone with a small camp could make

would love to see some sort of a reward to camps based on the number of humans players n each event they sponsored


adding a new building would be cool. research and design, which could tweak the performance of items that camps makes. Or, how about a Outlaw Biker bar, since camps don't really have a bar. you can hire up to so many NPC as mercenary for a week (reduced moral on them works like NPC Taxi client, with no destimation, in your roster, for a week. can be pooed at camp for members to use. You just cant take the mercs into town, they will vanish. after the week is up and morale good, they clear out within 2 or 3 days unless a new contract is negotiated (HEY another use for a spec that already exists). the Merc gangs can also be hired to drive your car to and from the town, available a a courier mission for the camp noticeboard, escorting NPC lorrys with your goods in them



a player with 2 to 5 million to spend on sponsorships, could get a small camp and produce V8 Apaches for a realistic value that can profit though the market in town. He can also transport them on his own, or as a escort mission from the tavern. If they take damage so does the players inventory. how about make it cost chrome to get these sponships. like this apache production facility i mention here, charge like 2200 to 3500 chrome for different level of benefits to set this apache plant up.


all this adds depth, and more possibilities of how to make a name for yourself in darkwind

face it, the overall goal here is to make a name for yourself and your gang. give us more end game benefits and things will become more immersive for everyone. Imagine the AWE of a new players, seeing all this complexity with camps, and looking at the famous players, and not be inspired to dive in.





I wish i had the tme to sit and write all these thoughts in detail, but i dont know when i'll have a week free
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vet wv pvp5 pvp4

Posted Nov 7, 2015, 7:25 pm Last edited Nov 7, 2015, 7:28 pm by Grimm Sykes
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Have sponsorships go to the camp which had the most PvP victories over a time period. 2 birds : 1 stone. B)
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Nov 7, 2015, 8:46 pm Last edited Nov 7, 2015, 9:04 pm by The Paranoid Tourist
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*sam* said:
I think the pvp issue is actually more intractable than that. There is a simple fact: some people do not want to play the game with pvp forced on them. The reason varies from lack of guaranteed playtime in a session, to not wanting the stress of it -- and I believe that this is their decision and I need to respect that. It's not how I imagined the game and if I started it again perhaps I would be stricter on insisting on keeping pvp. But given the current player-base, I can't foist such a thing on them when many don't want it.



Just shanty sam... Nobody expected shanty to be switched off
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Nov 7, 2015, 9:09 pm
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I can't speak to camps - I didn't play long enough as a normal to ever get into one.

I did have one idea though: a PvP ladder, like the Race, Combat and Deathrace. Make the prizes significant, and for more than the top 3, so that there is a reason for the lower-down people to still fight. I think the Ladder would have to detect the matches automatically, not use the current ladder challenge system.

And if you really want to increase participation, make the prize item(s) something *not* obtainable in any other way. Maybe a new weapon. Not OP, but still usable. Top 3 get the weapon, 3rd gets 1 clip, 2nd gets 2, 1st gets 3. 4th-5th gets 3 clips, 6-8 gets 2 clips, 9-11 gets 1 clip. Or something along those lines.

Another possible prize is extended ammo clips, that hold double the normal ammo load, and weigh x1.67.

Just random ideas. None of them come without significant coding I'm afraid.
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vet wv gwextrav

Posted Nov 7, 2015, 10:00 pm
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