News
PVP if Sartok is mergedSilius stated:
The upcoming content is small group - group focused with potential for some raid targets linked to it. The locations for this content will be areas that are under utilized or deserving of some form of revamp. As many of you have said Vanguard has some areas that have little to no content in them and need to be evaluated. The following list is a high level plan for the content next year. Please note there are no solid dates yet as we are still evaluating some things.
What interests me here is the talk of underutilized areas. I am curious if Sartok ends up being merged with one of the other servers, would it be possible to flag 4 underutilized chunks to be pvp enable? 1 of each tier 2,3,4, and 5. These would be the only areas besides the arena that pvp could take place. If you don't want to pvp you just don't go to these chunks, but if you do want to there is a place to do it at each tier with npc mobs in those chunks of an appropriate level range to also engage. This way you could enter these chunks from anywhere along their borders rather than a predetermined load in spot. It would make camping the entry to those chunks virtually impossible. This could allow pvp on the pve servers without disturbing the pve aspect. People wouldn't be flagged pvp or pve per se, but rather if you went into 1 of these 4 chunks you would be pvp enabled until you left it. These chunks ideally would have nothing in the way of pve content and thus not disrupt that flow.
It may also require less resources to utilize a few chunks in this way than to actually provide a bunch of meaningful content in them. Not that you shouldn't do what you are stating above in the way of small group and group content, but the world is so huge and to provide meaningful content in all of fit is quite daunting. Doing this could ease the burden a little bit. I don't know that Sartok will be merged this is just a what if, but it would still allow Vanguard to be a pvp game as advertised if it does go down that path.
edit:
The main thing I am after by asking if this is possible is to find a way to allow pvp with minimal to 0 impact on those wanting only the pve experience. 0 impact is about impossible as has already been mentioned with smack talk, but as also has been mentioned there is /ignore for those people. So that issue aside the question is how could it be implemented to provide the option for those who would wish to, on occasion, engage in some pvp. As I see it, it would have to be done with minimal dev effort, that's a given, and done in places that are not currently being utilized.
What I really had in mind was 4 independent chunks preferrably 1 on each continent with 2 on 1 continent, so 1 on Kojan, 1 on Qalia, and 2 on Thestra for instance, 1 for level 11-20, 1 for level 21-30, 1 for level 31-40, and 1 for level 41 plus. Chunks that really have nothing going on in them and that are somewhat geographically separated from each other. One of the main pvp issues that always drives players away in any pvp game that is level based, is high level players with an inferiority complex, who live at the bottom of that hill that crap rolls down, wanting to take it out on others in some shape or form, but I digress. Short of creating some rule that allows for pvp only within a certain level range, separating pvp by level geographically should curb this behavior somewhat. Yes you will get those who are level 55 that go hang out in the level 11-20 Tier 2 area, just because there are those types of people. Ideally if the 15% of level loot rule was applied toward targetability so that you could not engage in pvp with someone more than 15% of your level perhaps only 1 chunk would be needed, but then you are getting into more dev work to change that around.
Now this is just personal opinion, but I think you should lose no loot or cash by dying. I mean in a situation like this the only people that are going to be bring any coin to one of these areas are people that have never pvped in Vanguard before and are ignorant to the fact that you can lose coin, or people that inadvertantly wander in. I see no reason to penalize people who want to try it out for not knowing that fact, or to tarnish their first experience of it by allowing them to lose something that they weren't aware they could lose, nor people that accidentally wander in without the intention to pvp. Yes this is a more watered down version of pvp, but I think one that is more palatable to a playerbase more attracted toward pve. It's just a little something additional within the game that you could do when you are bored or just in the mood for it.
I think a flagging system with a cool down aspect would allow for potential infringement on the pve environment as people could leave these areas and still be flagged for pvp. If it was along the magnitude of 5 minutes or something perhaps that would be tolerable, but again I feel you are just opening up the door to pve infringement. I think it would be better to utilize a pvp enabled state by locale and once you leave that area you are no longer pvp enabled rather than to have a flag, but then I guess it is all just mincing words at that point.
I appreciate the additional feedback and critisism. I don't want to do something that will detract from the current pve playerbase, but at the same time would like to find a low resource way to include pvp as an option in Vanguard 1 vs. 1, group vs. group, or raid vs. raid. The arena is just too small and the entrance points are just to easily campable. I like the idea of entire chunks because then you have that whole border to enter from, camping that would be virtually impossible plus you can for the most part see if someone is in that general vicinity before you enter.
