Corepunk’s second Q&A session reveals a strange take on PvP design

    
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The questions keep coming for fantasy-scifi MMORPG Corepunk, and the devs keep dishing answers back. For a second week in a row, Artificial Core compiled a whole bunch of fan questions for the upcoming MMO and answered them to varying degrees of satisfaction.

Topics with this Q&A included guild size limits, enchanting, backpack sizes, cross-server battlegrounds, player inspection, a gauntlet dungeon, and cosmetics. The team said that it’s now focusing on 18 class specializations for launch, with another 18 coming afterward. And if you were wondering, yes, you’ll be able to be run over by the public transport train in this game if you’re unlucky or just bored.

Corepunk’s skill system sounds fairly flexible. “There will be twenty universal skills,” Artificial Core elaborated. “Twelve skills will be shared, and each of the four cultures will have two unique skills.”

One topic that the team elaborated on was the PvP angle of the game, which sounds unavoidable after a point: “The farther out you go from these heavily trafficked areas, the lower your risk of being engaged in random PvP. We absolutely understand that a huge portion of the MMORPG community prefers a fully PvE gameplay experience. This is why we chose to create an open world with wasteland areas, allowing players to determine the extent of their involvement in PvP.”

Source: Corepunk
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Leyaa
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Leyaa

I don’t get the design principle. They are aware of the large PvE crowd who doesn’t want to PvP and because of this the highly trafficked areas (are those the Hubs/Cities?) are a PvP free for all haven while the world around them is basically empty? And thus the chance of meeting other people/pvpers is very low?

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Meanie

why are the comments for a game that is made with the intention of having open pvp always full of people complaining about it? why not just play something else? there’s a billion mmos that cater to you.

plus if every pvp game was dead, why is albion so healthy despite how the game has open world pvp with full loot? this game has far less than that going on, i don’t get it

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Francis Baud

Most upcoming indie MMO feature open-world PvP. Saga of Lucimia, Pantheon: RotF and Project: Gorgon aren’t, but those are small projects and/or really far from launch.

There are some choices in the mainstream MMORPG but they released years ago, with no upcoming PvE-focused MMO in the West.

Tizmah
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Tizmah

Desperate carebears chomping at the bit for a new PvE MMORPG to hop onto and play for a bit, before claiming it sucks only to run back to their previous MMORPG they claim to hate.

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TheDefensior

As long as…

1) “Wasteland” areas of the world are clearly signposted, like with some visual effect indicating their borders, so you can avoid wandering into them

2) No significant content is gated behind these areas

…then it doesn’t feel like a problem to me. It’s no worse than how (to my limited understanding) Runescape’s Wilderness works.

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Kevin Smith

Because in this day and age it is so hard to have two server sets. I understand that most pvp only servers end up being ghost towns in a few months, but that should tell devs something about this genre of games. Nothing against pvp in general but if you are going to do it do it from the start of a game or don’t. Don’t make a great pve game then at some random point say no it is a free for all.

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ishikawa ren

Time to gang newbies 24/7 before they get too far

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Jeremy Barnes

They never learn…

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Vanquesse V

“We absolutely understand that a huge portion of the MMORPG community prefers a fully PvE gameplay experience. This is why we chose to create an open world with wasteland areas, allowing players to determine the extent of their involvement in PvP.””
translation: “We know people hate unavoidable pvp, so we made sure it’s unavoidable”
This is the same energy as the music volume slider in Forza Horizon 4 that goes from 1 to 10 – you can adjust the volume of the music, but you can’t get rid of it

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Blake

Yea that’s how I read it as well … we understand that a good number of you want to have a PVE experience. To do so go far out into the wildness and hope no one sees you?

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angrakhan

I think this was an important omission on the part of this article but is in the Q&A if you go read it

Additionally, Corepunk has randomly generated solo dungeons that give you the opportunity to farm without ever going out into the open world, if you wish

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Blake

Yea I read that part, was thinking more in terms of the open world (aka the majority of the game). I’m sure, as has been done in similar games, materials for crafting (etc.) are only going to be obtainable out there in the wilderness, not in the solo dungeons.

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angrakhan

I agree, and I am by no means trying to white knight the comment. I am in the PvE crowd on this for sure and have the same concerns about how open world pvp is going to play out. I just saw the bit about the solo dungeons and thought MAYBE that could be their alternative advancement track for the PvE crowd. My hope is that there will be enough deterrent to ganking that it won’t be a huge problem, but at the same time we all know that there’s always going to be those people that are so hell bent on making other people’s lives hell that no deterrent will be enough to stop it entirely.

Oh well, if it’s not enough deterrent then this game will be relegated to yet another niche pvp gankbox that gets forgotten 6 months after launch as they close down due to lack of players. It’s their market to lose. Why developers can’t seem to figure that out is beyond me.