if we take the mmorpg games that were most successful. In PVP we have factions, or rival cities, 2-6 cities competing for resources and territories, where PVP is open. some newb places can be pvp off, but middle lvl+ can be open pvp Going further, including clans, a city capture system can also be created, how does it work? a fortress close to each city, where the clans fight against their NPCs and take it. Whoever controls the fortress also gets a discount on NPCs in the controlled city, in addition to receiving a percentage of each sale made by the players. and from time to time this fortress becomes available to be plundered, to change ownership. I'm against pvp in arenas, the idea of arenas is not viable because the casual player does not have the time or contacts to climb the rankings in the arena, which he will not do, and be left without his prizes.
about against pvp items, i dont think is good too, because If you are caught in pvp unprepared (using pve stuff) you will never escape from whoever is using pvp, and it forces people to have to have two sets alwaysbut I'm in favor of battlegrounds. The healing performed in PvP must also be greatly reduced, as there are games in which no one dies anymore, as the helers heal more than damage can be done. death system can be without losing an item, just turn into a spirit and go find your body to revive, and the pvp reward can be in game coinsLast edited: 2024-07-31 18:33:42