Tarot Rune
I use to
really want PvP.. I thought it would have just been fun to duke-it-out with some friends and the occasional random.. for whatever reasons.. Even if there were no rewards or if I always lost.
What soured my attitude towards it, however, was the release of DMS.
If you think the elitism & butthurt that was/is going around was bad.. just imagine if a PvP environment was implemented.
Don't get me wrong.. I would still very much ADORE PvP in zOMG!.. But I would probably have to reserve any protective gear for here in the z!F rather than in-game. >.>
The Community is always going to have trouble dealing with things it isn't accustomed to - any big change is going to meet resistance. The issue with DMS is that zOMG! hadn't had any kind of outlet for significant accomplishments almost since it opened, and the community essentially forgot how to deal with 'success'. As a game and a community, we can either confront that issue - that is, make accomplishment-driven features that force the community to adapt to it - or we can ignore it. Since the latter just facilitates intolerance toward accomplishment-driven players, and since those players are an important part of any game's demographic, I definitely favour the former.
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The way I see it, unless we can think of an easy system and way for a dev or two to implement it while it brings in enough revenue to cover the cost as well as continue to keep a steady stream of income, it'll likely never happen and still wouldn't guarantee it ever being implemented. So, an entire area or instance dedicated to PvP is out of the question.. and it would probably require the purchase of a "ticket" of some sort good for X number of uses.. And if you weigh the numbers of people that want and don't want PvP, the purchasing of any kind of item to support such a feature wouldn't hold up with the costs to implement it..
To be fair, I think the 'system' is pretty obvious - what will take a lot of work is the balance of it. Player characters are designed specifically to fight Animated, and Animated are not designed to function like player characters - thus, it follows that player characters are not designed to fight other player characters. The obvious solutions, then, are re-designing Animated so that they function more like player characters (making PvP less of a natural stretch), or re-designing player characters to facilitate fighting other player characters (most likely by implementing separate stats and mechanics for PvP content). The former is obviously more elegant and more natural approach, but the latter would be easier to just 'add on'. whee
As for income, that will be an issue with any new feature; zOMG! wasn't designed as a profit engine, and our developers still don't know how to make it one. However, it will certainly be important that any new feature possesses a reasonably sound strategy for supporting itself, and PvP would be no different - especially considering the heavier-than-normal investment that would be required. I do think that PvP would be more popular than the common opinion implies, though - I think much of the negativity surrounding it comes from a lack of understanding of how it would work, or what it would do. Once it were actually implemented in the game, those things would be a bit more obvious... 3nodding
EDIT: I rather like your idea of "PvP Tickets", actually. So long as those 'Tickets' were Marketplace-accessible, I think that would be a reasonably sound way to generate funds on a long-requested feature...