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There is a small demand for them. Not enough demand for those type of games to be produced. The ones that have been produced in recent years, like the games I mentioned, have all sold badly and quickly lose their playerbase.
Also, there are many things you can do to counter that in game design. I've seen many good ideas in other alphass and betas, but of course they caved to the "optional" PvP, killing all player freedom and imposing a PvE rulset and progression on everyone. I still show respects to New World alpha with so much potential. RiP Patrick Gilmore!
Yes, there is demand for these games. Do you think I'm one of like ten people in the entire world who want them? There's hundreds of thousands (if not millions) of players out there who share my desire. It's a small portion of the total game-playing demographic, yes, but it's enough to sustain a sizable selection of hardcore PvP titles.
The problem is that whenever someone tries to make such a title, it invariably gets infiltrated by players who just want to grind PvE, and then they start whining and complaining on the forums for the developers to soften the game for them (instead of avoiding that game right from the beginning, since it wasn't made for them). Then the devs comply because of the perception of financial pressure, and the game becomes broken because it tries to do two very different things at the same time. Those games therefore fail because they are bad games and not because they are hardcore PvP games.
I used to play pvp games but like OP says most pvp mmo are just not looking for fun and are more looking to grief.
What's going to happen to Dune Awakening is the same thing that happened to Nightingale. A lukewarm launch, followed by the publisher allowing the developer who guaranteed has been warning them this isn't going to go well, to start implementing offline and single player / co-op content.
Genres no longer mean jack.
Your not going far enugh back if your thinking of a "classic" sandbox mmo.
Your specialization becomes your endgame and trade in the real originals.
Might it be the master crafter or Risk Transport Service Co.
Not everyone was Born Pro soliders, with master crafts in a world of money pinjatas. And if a true classic, the game will respect that.
PvP don't have to be KD ratio and scoreboards.
Take Eve Online (not that I would push anyone towards spreadsheet space combat.) you can avoid 99% of "ganks" with skills (skilltree), experience, and simply avoiding to be a high value target.
PvP is everywhere but the chance of anyone attacking your rust bucket in High Sec is slim to non, as they will lose their ship and get a bounty to their name.
And you will get revarded for it.
I get where your coming from though, modern Mmo PvP have beeen made by bonehead slayer devs that never gave any penalty or risk to the ganker for unsucsessful attempts, so it allways favors the PvP pro.
While the PvE'r are supposed to chase the bucket of gold at the end of the rainbow, If anyone haven't learned that it's a trap on the internet yet, welcome!
Dumbest bloody system of calling the sheep to the pray ever! And they keep doing it.
Same result every time, dead PvP zone.
All I'm trying to say is that I'm ok with PvP if you give me the tools to avoid it and revard the behavior.
I'd rather spend 100 hours playing a "boring building simulator" than 1 hour of a PVP game with cheaters using aimbots and wallhack cheats to boost their sad e-peens.
SWG was like that, and i played that game for ages. My point still stands though, PVP is great, i love it, i just think a lot of people will make it hell whether that be by just immature ♥♥♥♥ like ganking people over and over or cheating and that'll cost 90% of the player base to leave within the first year of it's release.