The discussion on the current World of Warcraft world event, where the zombie infestation allows players to inconvenience other players for a short time, and that causes a huge outcry of "I quit", reminded me why WAR can't have 10 million subscribers. How well would someone who can't support having to wait 5 minutes for a flight master to respawn react to being shut out of his capitol city for *days*, following a successful capture?
By definition PvP always inconveniences another player. At the very least by you winning and him losing, thus him getting less points than you. Any form of "impact" PvP, where one side can capture keeps or cities, prevents the other side from using those keeps or cities. And of course if you are in a PvP area, or PvP is on all the time, you can be killed. A large number of players simply can't stand being inconvenienced by other players in any way. They even go mental if another player accidentally pulls a mob they considered to be "theirs", or if some hunter rolls need on the weapon they think should have been reserved for their class. How do you want to get that sort of player into a PvP-centric MMO?
No comments:
Post a Comment