A CvC Concept.

Because of Fox's topic he brought up, I had an Apostraphy*.

What if your choices with your quests set you up for PvP? We all know the journey system can change the paths you take, so what if you end up trying to save a NPC where as another player is determined to kill him? Naturally you would be forced to either compromise or fight, leaving one man standing. If you won or lost could continue to have consequences on future quests.

*By apostraphy, I mean Epiphany. Its a joke from Hook the movie.
 
well, i think that all quests where you are supposed to kill a non-monster-npc (like he actually has another purpose than being slaughtered) are instanced. otherwise there would be much tedium if quest-npcs are killed all the time, wouldn't it?
 
Well, this one feature is 100% of the reason Warhammer Online is one of the games that will be a competitor to HJ as far as my own membership fee goes.

Faction tensions and combat using the quest engine is hyperawesomemega+!

All will crumble before the Arcanum!
 
crisisfox said:
Well, this one feature is 100% of the reason Warhammer Online is one of the games that will be a competitor to HJ as far as my own membership fee goes.

Faction tensions and combat using the quest engine is hyperawesomemega+!

All will crumble before the Arcanum!

I am pretty much with you on this one. Although I told my gf that once I actually see how the games are that it may be the first time that I actually pay for two seperate MMOs at the same time. I usually go month to month and if I get bored with one will go back or try another kind of thing. Although I did get Station Access for a little while but man it was so tough for me to be in SWG, I just loved the original game too much before the changes.
 
Sorry about that, Yes. I did mean StarGate Worlds. I'm personally a pretty big fan of the series and unless they completely screw the mmorpg over, I'm going to play it for a good while.
 
WatchMaker said:
Because of Fox's topic he brought up, I had an Apostraphy*.

What if your choices with your quests set you up for PvP? We all know the journey system can change the paths you take, so what if you end up trying to save a NPC where as another player is determined to kill him? Naturally you would be forced to either compromise or fight, leaving one man standing. If you won or lost could continue to have consequences on future quests.

That would be a lot of fun. Plus, if quests intertwine like that they could apply a level min/max to the quest...this would insure that the two players that met were at least of a common level. Perhaps the failure of success of the quest would change the course of the questline given from there on out?
 
Would be kind of interesting, but... It would kind of suck for Non-Combat characters, right? I mean, if I'm understanding it right.

(Still don't understand what CvC means...)
 
Well with the indepth Faction system, and power struggle, youd think this would happen almost on a weekily basis. One faction plotting to kill the ruling factions Big Cheese.

So you would have to have people gaurding him at all times.

But yah, that would be a cool quest idea.
 
Kuzzle said:
Would be kind of interesting, but... It would kind of suck for Non-Combat characters, right? I mean, if I'm understanding it right.

(Still don't understand what CvC means...)

Character vs Character. Another (and probably more accurate) way of refering to PvP (Player vs Player).
 
Kuzzle said:
Would be kind of interesting, but... It would kind of suck for Non-Combat characters, right? I mean, if I'm understanding it right.

(Still don't understand what CvC means...)

Why would it suck? So long as there are non-combat quests as well as combat ones, variety is good in a game.

And have we actually heard something to suggest that there will be non-combat classes in HJ?

(Oh and Morneblade is bang on the money with the CvC interpretation)
 
Oh, Crisisfox, what I meant by non-combat classes is a class that doesn't specifically speciallize in combat. Like, say, a bard, or something... or a healer.

Ok, well, it could be cool if there were non-combat quests.

Oh, and thanks, Morneblade.
 
Well, if a healer is pitched up against a warrior, of course that would be bad. But no one said anything about actual combat. Each quest has more than one way to go about it right? Since a healer can't really take a warrior, instead of fighting head on, have a alternate solution like escorting the NPC to a building or boat.
 
I've seen this suggested a lot, also I had the suggestion of group vs group not just kill each other off but each try and accomplish a goal before the other. Using the proposed interactive environments to hinder the other. Nuke a bolder along the lower path, use that to find a secret tunnel to skip ahead. Use that to place a locking spell on a door. Maze through and just have a grand ol' time.
Sure that sounds like a lot of work for one quest with two groups huh? I'm sure someone would pay 5 bucks for it.
 
Kuzzle said:
Oh, Crisisfox, what I meant by non-combat classes is a class that doesn't specifically speciallize in combat. Like, say, a bard, or something... or a healer.

Oh I see. What I mean by non-combat class is a class that doesn't need to ever be in combat to advance levels. Like empaths and moon mages in Dragonrealms.

I guess we'll see how interactive the environments are when the game comes out.
 
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