I don’t know the correct term so I’ve used “Open PvP”. By this I mean any player can fight any player at any time and place, excluding designated safe zones.
Background Info or Something
So I’ve a game idea, but the focus here is the PvP obviously. My game (idea) is most similar to multiplayer survival games–players spread out around the map, collect resources, and build bases. There are areas where players are meant to gather to find shops and quests. Players cannot fight in these areas. Anywhere outside of these areas they are allowed to.
The problem I have is that, in my experience, players usually engage in combat or hiding as soon as they meet someone they’re unfamiliar with. I assume the three big reasons for this are: other players are the biggest threat, players will lose their progress when defeated; at least in most games I know, and players can benefit from looting other players either from their bodies or bases. There’s also just competition and war, but I’m focusing on one-on-one encounters in the wild.
My game (idea) doesn’t reward players for looting other players. Upon defeat players will at most drop their most commonly found items, granted they’re common because players will likely use a lot of them. I want players to work with strangers they meet randomly, not necessarily as a team throughout their gameplay. The goal of the game, partially, is to collect resources, return those resources to the shop-quest centers, improve your own equipment, and repeat. And on the side you can fight strangers you meet randomly. Some of the resources returned by players becomes available for other players to buy in shops.
So I wanted ideas and feedback. Two ideas I’ve had are: a type of quest that requires one player to deliver a free item to another player and certain equipment or areas that require too much effort for a single player to use or access.
Please help with:
Is encouraging friendliness for a game like this simply a bad idea, or is the game itself a bad idea
More ideas to encourage friendly interaction between strangers when in open PvP areas
well, the problem is Toxic players, they can act friendly but at some time they can kill, a good way to avoid is creating some sort of group system,
if the game uses the normal chat, or global chat, then they can talk from afar( players will stay far from eachother while dialoguing to team up or not) creating groups ( with groups you cannot kill your allies or deal any damage )
and if somehow the leader kicks someone, or one of them leave, the game will give 10~~20 seconds cooldown before leaving ( similar to apocalypse rising )
lmao i remember when apoc rising leaders kicked out plrs to betray, but when gusmanak did that update everything changed, we were able to run from groups of 9 betraying 1
now, if players do not pocess any form to ’ talk with others closer’’
then players will be highly encouraged to team up in safe zones or something else
while in the wild, hardly someone will be friendly ( depends alot )
pro toxic player looking at some stranger getting good loot
– well he is dead, and if you add some sort of combat log, they are even more dead
Hi! My game suffers from the opposite of what you had in mind!
Although I encourage PvP and friendliness between enemies are frowned upon, the players often try to ask for truces or insist they are friendly despite all the rules or encouragements to battle.
Game elements can hint players into what you want them to do however the player base and demographic is also other things to consider. Making your game have elements that appeal to teamwork can attract players who want to play this way. Likewise, only highlighting combat elements may do the opposite.
Here are some ideas that could hopefully encourage teamwork:
Players can make groups or teams that restricts PVP within members.
Exclusive rewards or tasks that can only be done with more than one person.
Showing players examples of what teamwork can accomplish (Like in videos or thumbnails)
Non-threatening items that represent peace or encourage getting together (Like a boombox, or a campfire? )
Rewards prompt players to do action more. The fact that killing players are rewarded by dropping an item will encourage players to gank others. The only way to encourage friendliness is by rewarding players for being friendly to other players, like giving them extra resource drops for being in a group together or allowing them to access better content if they are together.