Tjundis
ICE ICE ICE!
- Joined
- Apr 25, 2012
Hello everyone,
There have been several posts recently regarding the impact of the PvE world on the PvP world, and how PvP has declined. That being said, this post will be about how the PvE world could still exist and be a fulfilling safehaven, while encouraging people that look for more excitement through raiding, mining riches, or spontaneous fights, to venture into PvP.
It seems to me that several changes occured to the herocraft world before the PvP/PvE split, to make the server less chaotic and unwelcoming to creative people as well as new players. Changes like these made raiding harder to near impossible, and in pursuit of PvP I believe this made people like miners, levellers, or those currently building towns larger targets.
I don't believe anyone should be killed repeatedly while trying to reach a higher level to defend themselves, and I believe that it was part of the reason the PvE server was created. It originally came as a separate entity from the PvP server, where items were said to be non-transferable and experience gains were decreased in sacrifice of safety. However, your experience gains in the PvP world would most likely be equal due to time spent dead.
It was decided that PvE xp gains would be equal to that of PvP, and most people looking to level up or gain souls would simply move to the safety of the PvE world, and I do agree that this impacted PvP activity. However, there have been too many cases in which a safe levelling spot that doesn't feel unrewarding is necessary.
I believe there are some that love a little bit of chaos and drama, and maps like Dragongarde provided it generously. Raids occured often, on other towns as well as mine. The issues of newer players becoming frustrated was still present, yet the population of players who had lived through the levelling/adjustment phase remained high and stable.
PvP population had thrived and I believe it is capable of continuing despite a PvE server.
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Here's my main point:
Now that the PvE server has been introduced, I believe that several changes intended to make the one world more tolerable have persisted and watered-down what is now the PvP server.
There have been steps in the right direction, such as capture points, to bring incentive for the PvP world. I would suggest that, in addition, that some older changes be reverted to take PvP to where it was.
Here are my suggestions:
- Continue to enforce no domes or complete roofs on buildings in the PvP world.
- Allow mark & recall but NOT rune-stones in regions that you do not own.
(Especially necessary for towns built to be impenetrable and completely unraidable! I've spent hours trying to find holes in regions in the past. and it's really not worth any time at all if you come in at the wrong time.)
- Remove interaction denial in personal regions, they should not become free LWC zones for the sake of aesthetics.
- Adjust the drop rate of souls from mobs and ores to be higher in both the upcoming FFA world as well as the PvP world.
(Keep xp rates the same so newer players can prepare themselves before venturing into the PvP world.)
- (New) Truly split the map between PvP and PvE on next wipe, no XP, item, or money carry-overs.
I would be ecstatic to see even some of those changes happen, and for those that would hate to see these changes in the PvE world, there should be no problems should they be restricted to the PvP server only.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I would love to have experiences similar to other maps once again, and It is very much possible now with the PvE map providing necessary securities. For those that read this far, I thank you.
There have been several posts recently regarding the impact of the PvE world on the PvP world, and how PvP has declined. That being said, this post will be about how the PvE world could still exist and be a fulfilling safehaven, while encouraging people that look for more excitement through raiding, mining riches, or spontaneous fights, to venture into PvP.
It seems to me that several changes occured to the herocraft world before the PvP/PvE split, to make the server less chaotic and unwelcoming to creative people as well as new players. Changes like these made raiding harder to near impossible, and in pursuit of PvP I believe this made people like miners, levellers, or those currently building towns larger targets.
I don't believe anyone should be killed repeatedly while trying to reach a higher level to defend themselves, and I believe that it was part of the reason the PvE server was created. It originally came as a separate entity from the PvP server, where items were said to be non-transferable and experience gains were decreased in sacrifice of safety. However, your experience gains in the PvP world would most likely be equal due to time spent dead.
It was decided that PvE xp gains would be equal to that of PvP, and most people looking to level up or gain souls would simply move to the safety of the PvE world, and I do agree that this impacted PvP activity. However, there have been too many cases in which a safe levelling spot that doesn't feel unrewarding is necessary.
I believe there are some that love a little bit of chaos and drama, and maps like Dragongarde provided it generously. Raids occured often, on other towns as well as mine. The issues of newer players becoming frustrated was still present, yet the population of players who had lived through the levelling/adjustment phase remained high and stable.
PvP population had thrived and I believe it is capable of continuing despite a PvE server.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here's my main point:
Now that the PvE server has been introduced, I believe that several changes intended to make the one world more tolerable have persisted and watered-down what is now the PvP server.
There have been steps in the right direction, such as capture points, to bring incentive for the PvP world. I would suggest that, in addition, that some older changes be reverted to take PvP to where it was.
Here are my suggestions:
- Continue to enforce no domes or complete roofs on buildings in the PvP world.
- Allow mark & recall but NOT rune-stones in regions that you do not own.
(Especially necessary for towns built to be impenetrable and completely unraidable! I've spent hours trying to find holes in regions in the past. and it's really not worth any time at all if you come in at the wrong time.)
- Remove interaction denial in personal regions, they should not become free LWC zones for the sake of aesthetics.
- Adjust the drop rate of souls from mobs and ores to be higher in both the upcoming FFA world as well as the PvP world.
(Keep xp rates the same so newer players can prepare themselves before venturing into the PvP world.)
- (New) Truly split the map between PvP and PvE on next wipe, no XP, item, or money carry-overs.
I would be ecstatic to see even some of those changes happen, and for those that would hate to see these changes in the PvE world, there should be no problems should they be restricted to the PvP server only.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I would love to have experiences similar to other maps once again, and It is very much possible now with the PvE map providing necessary securities. For those that read this far, I thank you.
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