PvP And The Agent Meter - The Perfect Couple.

2 posts · 2006-11-23 14:49:00 to 2006-11-24 07:36:00

#36300102736 11/23/2006 14:49 PvP And The Agent Meter - The Perfect Couple.

An ingenious idea spawned from one of the community's strong 'the nature of PvP' discussions. Credit goes to bannanaphone for the original spark of creativity.

First off, let me state this is no way a hostile v Non-Hostile Battle nor is it a RP v PvP battle.

Its merely the discussion of a relativly simple idea working with current systems, tie-ing em together and filling the game with bucket loads of improvement.

Simple, tie the pvp system in with the agent meter system.

Have it so by openly pvping in the streets via /pvp the agent meter is affected (perhaps with fight club having a lessened affect?). Agents will spawn on you if you continue. And kill you.

This would result in numerous improvements to the game on many different levels. Let me explain.

It improves Story/Immersion; you see all throughout development, both gameplay and pre-launch story, the game was set to not allow pvp outside the archive constructs. Not at all. The Machines are suppose to limit our activities detremental to the simulation and its inhabitants. Thus no open street fighting. Thus one of the main reason the archives were opened in the first place. Thus the whole point of their game design.

However, this planned system would actually limit the player, having them actually unable to fight others through the game even if they wanted to would be unrealistic and have a negative effect on RP and PvPers who like the idea of duking it out in the streets.

Thus why this suggestion would still allow pvp wherever but simply add a strong, and story convincing, negative result for extended open PvP. The Agent spawn. Another underused system which has been critised for its underuse and undersensitivity inumerable times by the community in the past.

It improves on the gameplay of PvP too, by encouraging PvP in the intended level restricted areas we experience PvP the way it was intended. Tactical, team based, exciting. It would give a definate feel for not wanting to die too thanks to the respawn/wait for teleportation system. Something dreadfully missing from normal gameplay/PvP.

It could see us saying goodbye to the never ending looping fight, die, respawn cycle of the currently pointless street PvP gankfest.

The archives provide a nice change of scenery vastly underapprechiated with base areas, areas of control interest (boss and associated spawn) and generally a better PvP atmosphere.

You see, this idea both improves gameplay and story immensly while not alienating the current playerbase.

Another sub idea from this, for pureist fans of the current system, would be new content (quests, collectors, contacts?) which would reward the player with 'signal blur' items allowing them to open pvp without agent interference for a set period of time.

I think that about sums it up.

Before posting i please ask you to seriously consider how this could improve the game, however 'radical' you may view it. Sometimes change can be good. And in this case, i most certainly believe it can.

/Discuss

#36300103090 11/24/2006 07:36 Re:PvP And The Agent Meter - The Perfect Couple.
i think this would be a great idea and to those who say "but i dont want an agent to spawn just as im about to kill them" then like in any pvp fight you should know what you are getting into and what to expect before you flag

i would love nothing more than to see an agent pop up to try and kill me or succesfully kill me either or doesnt matter would just be a nice aspect to the game and it might shift pvp from boring mara for once aswell like someone said little fights breaking off in sidealleys and rooftops or inside buildings

but if they do this then  i want agents to have hyperjump aswell lol