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PvP mindset

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bichka
Posts: 430

Re: PvP mindset

Post#31 » Fri Aug 23, 2019 5:36 pm

RuffRyder wrote: Fri Aug 23, 2019 9:25 am

As mentioned before, there are maps that combine the flag capture and PvP mechanic very well, like Battle for Praag, where in addition a one-sided domination and keeping an enemy at spawn always led to a quick ending due to accumulated flag points, while even fights made it a long enjoyable back-and-forth fighting experience with a lot of kills and rewards in the end for both sides - and actually that's what I exspect from an SC.
Battle of Praag is not works how it was on live. On live you were able to capture last flags OR central one. So it was about strategy/sneak capture too. Here you have to capture flags one by one only.

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Arthem
Posts: 253

Re: PvP mindset

Post#32 » Fri Aug 23, 2019 6:49 pm

When you make a succession of changes which all discourage PvP combat its clear the direction this project is taking. Getting 1 rp per kill, no wounds trainers in forts, 12 kills in a scenario being unnacceptable. Now with BiS coming from PvE and Oppressor being way more expensive than Vanq. You can no longer call this a PvP game.

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Alfa1986
Posts: 542

Re: PvP mindset

Post#33 » Sun Aug 25, 2019 8:42 am

for the fight, in any case, need to create some kind of conditions, otherwise it will be ubiquitous pew pew which can be observed in zones with closely located the wcs(reikland, eatain for example). although someone likes and such RVR. the more the variation of actions for winning is the better, in my opinion. it’s wrong to focus on only fulfilling the objectives, but also wrong and focus only on the number of killing. it’s best to make a combined system so that both the strong and the weak have the opportunity to win by alternative methods, and not just by bluntly destroying the opponent.
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