pvp Emissary melee parkour

  • I proposed that, once, but here, again.
    It would be great to have some parkour of challenges implying all emissary types and which would bring players to compete together for victory while being forced to collaborate with enemy factions in order to reach the end.

    The challenge would be composed of mini puzzles that represents the emissary that is relevant to the team. Puzzles for gold hoarder. Honest Work for merchant. Treatorous acts for Reaper. Skellie battles for order of souls... And so on. Something heroic for Athena.

    The challenge level would be composed of challenges for all factions in one array of rooms that implies that each team takes a different path.

    The challenge can end anytime if any team is too greedy and makes a mutiny.

    There would be moments where PVP rooms would bring some combat engagement, but as there would be NPCs all around to buy the treasures, if the wrong treasure is sold, while it was a key to a room, it ends the challenge.

    The team that manages to steal stuff from adversary teams but leave them their key treasures so the challenge can keep going, would be the winning team, with the highest score, including points from exclusive victory but not only, also from all the loots.

    While players would be tempted to exterminate adversaries, doing so would cause the challenge to stagnate so that's where the challenge is. Winning is only of a little value, whereas the most important part is to make sure all teams makes it alive to the last room whoeve gets there first. Else, they couldn't use all the required artefacts to open the treasure room.

    Making fierce pirates collaborate when all they want is the adverse team's loots.

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  • I've gotta vote no on that idea. Historically any and every adventure or story campaign since launch that "forced" player interaction or collaboration, even if they were on the SAME side, has been an abject nightmare.

    One need only look at the " A Hunter's Cry" adventure back in 2022 that required crews to work together to reach the top of the twisted Sea Dog's Tavern. It was so unbelievably bad that Rare had to release an update midway through it (the first and only time across all 12 adventures this was needed) for the sole purpose of attempting to stop trolling crews from purposefully keeping other players from completing the adventure. It took me four tries across six days because every single time there was some TDM'ing d-bag perched in one of the lighthouses or halfway up the peak whose only purpose was to interrupt other players' enjoyment of the game.

    Or the very first adventure "Shrouded Islands" where people would camp at or blockade Shipwreck Bay and sink anyone that came close. There was no treasure value to be taken, no gameplay justification. Just people wanting to stop other people from doing what they needed to do because "screw everyone else who isn't me".

    This would end up being no different. Cooperation in good faith is a rarity in this game, and it took the devs far too long to accept that unfortunate truth.

    I like the idea for a SINGLE crew to have a gauntlet-style test of different ideas to get past; that sounds like great fun. But as soon as you require another crew (even just one) for completion it's not getting done with any degree of reguarity outside of alliance servers.

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