PVE Conflict is a joke

I’ve played PVP and left due to the constant struggle of dealing with lighting magic’s broken greif of a system but what really shocks me is how there are two “pve” servers. Conflict, allows players to engage in combat within a certain timeframe. Once the “timeframe to fight” starts on the PVE- Conflict servers everyone just goes into there bases and homes that they spend a ton of time on and just roleplay or build from all the grinding they get to do. So theres this small “slap on the wrist” threat in PVE- Conflict during a certain time. There are countless of players that just passed me and said “hi”
during murder time because no one cares! All they want to do is build, which is the pve route. So really, pvpe- conflict shouldn’t exist at all. It doesn’t make sense to have a time frame to fight and that pvp should be enabled AT ALL TIMES on a server that says conflict. You get that one murder hobo going around killing everyone because they are too bored to do building or they are trying to compensate for YOUR MESS UP on the lighting storm that ruined pvp servers.

Do you not see any of this funcom? Do you not see how much of a flawless mistake all of this is?

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It sounds like you want to be the murderhobo in this story. The gamemode isn’t for you, and that’s fine. No need to go after what other people like because it’s not what you like.

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Clearly re read what I typed. The game should have a full on PVP - enabled experience for pve - conflict. You won’t have to worry about buildings getting damaged and what is intended to not kill other players already exists in pve normal. when it comes to player to player interaction having that extra thrill of worrying about another player makes the game more fun. Personally I don’t attack other players and go about my day on pvp while I was on unless they attacked me first. My build let me take way to much damage and with my just gaining Hp after getting hit I didn’t really care if a level 20 and down was wacking me I’d just laugh with a mommy voice and tell them to cut it out. At no point did I say I wanted to be a murder hobo I just dont see the reason to open window pvp for a timeframe and a chunk of people are going to pve-conflict because funcom broke the pvp servers with magic.

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You’re clearly not on the same PVE-C server where I play. On that server, no one gives a damn if it’s “murder time” or not, except for one obnoxious murderhobo who has to sink down to harassing newbs and killing experience player’s horses that got stuck due to AI performance problems :wink:

Yeah, I agree that it’s kinda weird that PVE-C players almost never want to attack each other except in player-built arenas, but you won’t really change that by expanding the “murder time” (I like that name, I’m never calling it “PVP time” again) to 24/7. It’s not a question of means or opportunity, it’s a question of motive :slight_smile:

For a long time, I have been hoping that Funcom would come up with something that would serve as an extrinsic motivation for conflict on PVE-C servers, but it’s just a wild hope. As it is, there’s really no reason for PVE-C players to attack each other, except for “because I can”, which most people interpret as “oh, great, we have another psycho griefer PVP reject on our server” :stuck_out_tongue:

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Oh yes! This right here is a perfect example of what I’m trying to get across. I’ve killed like, no one on the server I’ve been on when it comes to PVE-C where in PVP I’ve killed I think 3 because they were asking for it. Funcom needs to fix pvp lighting issue big time otherwise more people are going to question like me, why even have murder time on a server if everyone is going to complain about that crazy neighbor with the shotgun.

Someone needs to talk to the neighbor Jerry.

Yeah it’s a tough one. Most people don’t want to be jerks, but you also don’t want it to be boring. But even on full PVP servers, I find lots of people don’t attack on sight. In my experience the people who do are sometimes full-on griefers, but often just jaded vets who’ve forgotten how it feels to a new player to be ambushed and lose everything to another human. At least people are comfortable offline raiding one another to get the conflict going. I only attack people (besides current enemies) on sight if it’s raid hours and it feels right.

I always assumed like you that if I went to a PVE-C server and it was conflict hours, it would be fine to just attack everyone. Seems like that’s the point of the conflict hours right?

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There should really be some incentive for conflict. The reason I started on a PvE-C was because I wanted PvP without the toxic crap.

I do agree with OP about 24/7 PvP hours. Or just greatly extended ones.

I’ve been tossing a few ideas around about incentive. You know those supply boxes from bearers? PvP kills on non clanmates could award these based on player level. Both in quantity and quality. Level 60 kills could also have a chance to drop Frags of Power.

In addition to this, I’d make only player backpacks lootable. So anything in your hotbar/wheel and what your wearing would be safe.

If we had something reasonable to gain from PvP on C servers people would actively seek it out.

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I think what you all are seeing is basic sociability. When you see a stranger on a PVE-C or even PVP server. You’re not likely to attack a would be friend and ally. I saw this behavior back when I played on the Rallos Zek (free for all) server in Everquest. Everyone was running around with red names, but not exactly attacking each other.

Now introduce a tribal effect, more specifically one that is restrictive. Imagine if you logged into a PVE-C or PVP server in Conan and you were assigned either a Red tag, or a Green tag. You can only clan up with people with the same tag. The ones with a different tag than you you cannot even talk to, you’re just muted to one another.

How do you think that will go down?

I can tell you exactly how that goes down. Just like it did on the Sullon Zek (deity team server) PVP server in Everquest and just about any PVP server in early World of Warcraft. You attacked each other on sight. And why not? You cannot help each other, you cannot even talk to each other. People go from being players behind computers to NPCs with random movesets.

This is sort of why I prefer RP-PVP. Devoid of arbitrary goals. Players are very much unlikely to willing engage in conflict. Because doing so can be taken personally, or come off as griefing. No one wants to be the ass hole here.

But playing one is entirely different. Anyone who has played Dungeons and Dragons or other tabletop roleplay will understand that the GM/DM (Gamemaster, or Dungeon Master if playing D&D), is not a jerk (or if he is, then an accepted one :grin: ) when he plays the bad guys. Without someone to play the bad guys, there’s no cool adventures to be had.

Without RP, your bad guys are boring, static, souless, and nonsentient NPCs controlled by a computer with sadly extremely simple logic. With RP though, the bad guys suddenly have motives, suddenly are interesting, dramatic, have loves, hates, cares, likes, dislikes, goals, and everything else a real person might have.

But the ones you face off against may not be the bad guys. They may simply be other characters with goals like you have, but they don’t line up. How do you resolve those differences? Do you smash each other and might makes right? Do you reason with each other, and find common ground?

And what are those goals? In just regular PVP goals are sort of limited. Get and hold this resource or region of the map. And well, there’s plenty to go around, even in a 80/80 server. With RP-PVP, you can do arbitrary stuff like mentioned earlier. Maybe your Nordheimer wishes to be King of the North. And now wishes to impose his will and influence on other clans to pledge their allegiance to him.

Maybe you’re a clan leader of a smaller clan who is not liking the idea of a King, but wishes to see their downfall through cloak and dagger intrigue, turning his trusted advisors against him.

Or perhaps you simply wish to run a bar and listen to stories of war and political intrigue from everyone else. (You would be surprised how much PVP a bartender sees in a RP setting, keep an axe handy behind the bar if you go this route!)

Here’s the best part about RP-PVP. You don’t have to win in PVP to have fun. This is actually one of the traps and hang ups many PVPers get into when engaging in RP-PVP. The motive isn’t to win. The motive is to engage in situations and come to organic outcomes that engage everyone participating and leads to a fun setting. To put it simply you win when it makes sense to win, or lose when it makes sense to lose. If the outcome doesn’t seem like it should go one way or another, then you let fate decide and just let the PVP role however it goes.

I remember playing a character that wasn’t supposed to be particularly strong, but not a pushover either. It was a In-Character sparring match so the consequences of winning or losing was no different than RL sparring, at worst someone may get their bell rung. In this case I was using this as a means to practice PVP so I didn’t just want to throw the bout either.

Unfortunately the player of the character I was sparring against wasn’t quite as good, even though they had better gear (I was in some form of agility armor, and this was pre-Siptah, so only using it for its looks). They kept getting trounced. Instead of roleplaying it out that my character was dominating them, it was just them getting lucky hits. I wasn’t about to let my skill in PVP ruin the scene or make my character more than I wanted them to be. And the other player got some good practice in so they could be as good as they needed to be to play their character.

Its definitely not a means of playing these games that is for everyone. As it requires a heavy suspension of disbelief, imagination on the fly, impromptu and ad lib ability in some cases. And definitely the ability to swallow one’s pride as the consequences in RP-PVP aren’t always simply respawning at the desert. But in some cases the permanent death (and resulting reroll) of a character (of course this doesn’t apply to every server. Sometimes there are fates worse than death, and you will simply have to use your imagination as the descriptions of such consequences are not suitable for these forums. The Hyborian Age is brutal indeed.

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What’s needed there is an option to drop only some items have like many other games have - instead of either everything or nothing, the server can be set for players to drop only their backpacks on death. But that’s going to be up to Funcom to implement.

There’s a cool mod that does exactly that :stuck_out_tongue: Apparently I’m the only one using it haha. But yes! it would be really nice to have it built-in to the base game

Well the biggest question is… why only HOBO is murdering? :grin:
so rich and wealthy players didnt want to fight or what? :sweat_smile:

well jokes aside…
we have topic about PVP changes, as for me, it must be dynamic raid time
you can pvp players 24\7 but you can raid only while base online (or was online last 2h)
so offline raiding will be not such cancerous

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