TR PvP to incorporate clan-captured CPs
Filed under: Sci-fi, Events, real-world, PvP, Tabula Rasa
Richard Garriott, founder of the legendary Ultima series and Executive Producer for Tabula Rasa, gave a lecture this evening to the Washington D.C. chapter for the Association of Computer Machinery. Of course, being your personal guide into the complex world of MMOs, we were on-hand to cover the event. While you'll have to wait until tomorrow to see the full write-up, we couldn't resist posting this juicy bit of information that fell from the lips of one Lord British.Addressing the issue of the near-constant feedback cycle that MMOs enjoy by virtue of being in a persistent state of development and refinement, Garriott cited Tabula Rasa's PvP as an element of the game that was being moved up the ladder of development priorities. PvP in the game's current state essentially amounts to guilds camping teleporters and hospitals, waiting for members of warring clans to appear, where they can be taken by surprise and slaughtered.
Garriott's vision for the future of the PvP system is set to feature TR's popular Capture Point gameplay mechanic. Clans will be to capture CPs for themselves, generating money based on the activities of the NPCs within the CP. This will have the dual effect of giving warring clans something to do besides spawn-camping as well as give a context for PvP that makes slightly more sense within the lore. It's always been a bit of a rough sell having fellow members of the Allied Free Sentients slaughtering each other, but the idea of clans trying to control commerce is somehow more palatable.
Again, we'll have a full write-up tomorrow.





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Reader Comments (Page 1 of 1)
prefect46 said on 4:10AM 12-11-2007
While that sounds good in theory, it doesn't change the fact that PvP in TR is far, far too quick. A sniper or spy can take down almost any other class two in hits, a guardian in four. Player damage is not scaled properly against players.
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jon said on 9:21AM 12-11-2007
You can see my take on the lecture at www.jonvandalen.com
I just talk about some of the other topics he covered though, not the clan pvp which he only briefly mentioned as something they are planning to incorporate. He mentioned that the control points are the most popular aspect of TR currently.
I just enjoyed hearing his stories about his career... he really has put everything into his work.
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Brian McBride said on 1:20PM 12-11-2007
I will give props to Richard for the hard work and uniqueness of his early games. Come Ultima Online, that is where my role as a fan steps off. Now, I enjoyed UO, but I quickly realized that it was some of the lead designers that were truly the idea people behind the actual workings of the game.
Check Ralph Koster's blog for instance, that guy has some pretty cool ideas about MMOs.
I was hoping that TR would end up as mindblowingly unique as UO was - but really it just seems to be another average MMO. If it had a fantasy setting, then it would be seriously rejected. From various forums and in-game global chats it seems the main attraction is that it is a new MMO that is sci-fi.
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