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Originally Posted by Ulot
I think Rusty, the problem is not that ganking happens in PvP. It's that, given the current mechanics, ganking is not only encouraged, but rewarded. Let me give an example. I play on Blackbeard. The pirates have put up a perennial bubble around Bluefields. They don't generate any real contention, they just leave it there. Bluefields has a lot of the story quests. Want to participate in genuine PvE content? You can't in this instance. Since contention decay is turned off, the bubble remains in perpetuity. You can have a group of 6 50's to grind the contention down, but since very few pirates or anything else spawns out by bluefields, this is next to impossible. Is this situation "working as intended?" If so, is that desirable?
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Nope. But I just had a long chat about contention with Designco, and we're going to be addressing this situation. Basically, we want accessible PvP, so that the PvP guys always have somewhere to go to fight. But the unrest decay change results in the situation you describe above, which is unacceptable.
The new system addresses all of this. Isildur will do a dev log next week describing it in more detail, but we're going to push PvP around the map instead of letting it stay in the same handful of towns. This will make strategic conflict more interesting, and it will let people reasonably access the PvE of towns without them being indefinitely in PvP. It'll also make taking a port more interesting, because you won't be able to flip it willy nilly. And finally, the results of a round of NvN will have longer term effects that last into future rounds.