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| Huxley PvP Discussion regarding PvP in Huxley. |
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#1 (permalink) |
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Training Grounds
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PvP where vehicles do not become a dominating aspect, but are important for transport, and, at times, large scale battle, or transportation. large-scale wars when available-a ton of people (clan) could hate another clan. these clans could have huge wars, lasting days perhaps, using somewhat real warfare. but not locked into a "challenge"-like objective. Meaning that if a player were to leave the war, they would have to find a way around all the bullets and run away, and anybody not originally part of the war could get shot at, bringing them in. Unique battlegrounds PVP WHERE PEOPLE ARE NOT OVERTLY PUNISHED. Again if you play any SOE game you will learn quickly... Punishment in pvp completely removes its fun. People become unwilling to fight because they are worried about things like "Ranks" and "Titles" going down. Or in planetsides case you spend half your time hiding behind trees because your afraid of a 30s respawn leading into my next desire Decently-timed respawns not overtly dominated by a need for equipment and/or supplies Quest and a game should be driven by fun. Also they should be dependent on the player's dedication to it. They should also give the player bonus experience. enviroments should be plentiful, as in, a lot of land, water, desert, jungle, etc. sea battles-if there were say another landmass (there should be more than one) and you chose to take a boat or ship instead of swim, and a rival you hate takes a ship next to you, you should be able to shoot him using turrets on the boat, or your gun itself. also, the ships should be hijackable once people reach a high enough rank, that way it gives a sense of both power and weakness to the player. The same goes for land, and whatnot. Just using different aspects. |
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#2 (permalink) |
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Senior Member
![]() Join Date: May 2006
Posts: 939
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Interesting first post
"PvP with customizable groups. Meaning if a clan wanted to create it's own in-game division/faction they could" -There will be clans. As well as individual squads that you can join in which give you buffs/bonuses when you stick together. "PvP where vehicles do not become a dominating aspect, but are important for transport, and, at times, large scale battle, or transportation" - Vehicles will most likely have an important role in pvp as transports as well as being a weapon on the battlefield. However, they will not be invinsible, certain classes will have easy ways to take them down quickly. "large-scale wars" - There will be large battles with a player cap of 100vs100. The maps for these battles will be very large. However they will be instanced to a certain degree, and anyone running around in there will probably be expecting a fight (but I wouldn't rule out being on the way to a certain part of the battle, getting shot at and getting sucked into a different fire fight). As for leaving a battle, you'll probably just be able to click "leave game" or something, but you would be kind of letting your team down. "PVP WHERE PEOPLE ARE NOT OVERTLY PUNISHED" - You will be slightly punished when you die in pvp. As of now webzen said they plan on damaging your armor just a little, but nothing too crazy. Being scared to die is part of the game "Decently-timed respawns" - The last I remember reading about this was an interview where they planned of having respawn times around 4 or 5 seconds (that's how I like it!) "not overtly dominated by a need for equipment and/or supplies" - I'm not sure what extra supplies you may need (in battle anyway) other than your armor and guns. If they plan to add health packs or something, I don't think it would be too much of a hassle. There will be a crafting system though, where you can gather supplies and make stuff (not sure exactly what, but guns/armor/cool stuff is expected). "Quest and a game should be driven by fun. Also they should be dependent on the player's dedication to it. They should also give the player bonus experience" - I suppose every game has it's boring quests, but hopefully with huxley being a UT3 style shooter, they'll stay pretty exciting "enviroments should be plentiful, as in, a lot of land, water, desert, jungle, etc." - We haven't been shown a lot of the environments. I think so far (from screenshots and videos) I've seen forest, broken down cities, some beach kind of terrain, and I'm sure they'll have a nice mix. "sea battles" - If I remember correctly, webzen planned on having some sort of sea vehicle. It doesn't look to be the case anymore though because out of all the vehicles they released, I didn't see any boats. Ok, so I don't know how much you know about Huxley. It kind of seems like you just recently stumbled on it due to your list of hopes/demands. So I'm gonna be the first to give you a little disclaimer :D It sounds like you're looking for a decent amount of realism and open world-ness. Sounds like you probably played planetside for a while. We have been told on many occasions that the 100vs100 maps will be very very huge and impressive, but we have yet to see them. They will indeed be instanced, traveling from territory to territory in a train or something while you load (we have been told you'll be streaming your loading time while you can talk to everyone in the train etc.) So it's not going to be straight open world like a lot of WoW is. But hopefully it will give off the feel of an open world. As for gameplay, if you're looking for realism in that aspect (not sure if you are, you seem pretty open on that part) Huxley isn't really like that. There will be plenty of strategy and skill involved, but think of it as a bigger better version of UT3 or Quake. Or just watch some huxley videos on youtube and you'll get a good idea of the fast pace intense action. Just remember, it's not a planetside clone. It's something totally different See my quote for details.
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It's not UT, it's not Quake, it's not WoW, it's not Planetside, It's not CoD, it's not BF...It's Huxley |
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