I'm not too hung up on the whole everywhere all the time aspect.
What I'm saying is I want to fight for something. I want to do something against other players to achieve something in the world.
Some things have worked. For example, Ragnarok online had War of Emperium, which gave guilds fortresses. Once a week, PvP opened up and everyone would siege the fortresses. This was fine, but it was pretty contrived, and if your schedule didn't allow for the 2 hours of weekly pvp, then too bad. Final fantasy 11 also had an AWFUL scheduled PvP system that gave you're faction "control" over an area.
These things feel really contrived and contained for me, and I don't get a real dynamic world feeling from it. I don't want to just grind in PvP zones and instances to raise my own pvp points either.
So, if a dynamic player-driven conflict based world can be created without PvP everywhere, then that's great. I'm no purist, and I think protection from griefers is great. Otherwise, MMOs are just boring content treadmills with lackluster gameplay to me.
Have you looked at Crowfall or Camelot: Unchained at all?
They have some pretty interesting approaches to full pvp. In particular, Crowfall emphasizes resetting the resetting things in regular intervals like you describe.
I think Camelot says players can build structures which is a huge seller for me.
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I'm not too hung up on the whole everywhere all the time aspect.
What I'm saying is I want to fight for something. I want to do something against other players to achieve something in the world.
Some things have worked. For example, Ragnarok online had War of Emperium, which gave guilds fortresses. Once a week, PvP opened up and everyone would siege the fortresses. This was fine, but it was pretty contrived, and if your schedule didn't allow for the 2 hours of weekly pvp, then too bad. Final fantasy 11 also had an AWFUL scheduled PvP system that gave you're faction "control" over an area.
These things feel really contrived and contained for me, and I don't get a real dynamic world feeling from it. I don't want to just grind in PvP zones and instances to raise my own pvp points either.
So, if a dynamic player-driven conflict based world can be created without PvP everywhere, then that's great. I'm no purist, and I think protection from griefers is great. Otherwise, MMOs are just boring content treadmills with lackluster gameplay to me.
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That sounds neat.
Have you looked at Crowfall or Camelot: Unchained at all?
They have some pretty interesting approaches to full pvp. In particular, Crowfall emphasizes resetting the resetting things in regular intervals like you describe.
I think Camelot says players can build structures which is a huge seller for me.
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