One thing I like about Dark Age of Camelot was you would form groups and make new friends in game. For me it seemed that I made friends mostly in pve groups because they were less stressful and you could chat more. The pvp groups were more serious and you didn't chat as much. I am wondering if there will be group activities that are low stress which will allow people to relax and chat while grouped?
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Though you might get a good chance to socialize while you wait for your realm ability timers to come back up.
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CU is pure RvR but with many systems and horizontal activities in place. The game is built around the concept of realm pride which, if done right, will impact all player interaction within your realm. The obvious interactions will be through RvR combat which isn't what the OP defines as low stress.
The game is a sandbox overall meant to support an RvR concept. This means all sorts of things will be supported from crafting cities and gear away from enemy lines, resource procurement which may not directly be involved in RvR all the time especially far behind main enemy lines, The Depths which may be more pve than pvp compared to open world RvR and the more heavy involvement players will have within their own realm as supported by the Realm Pride concept. Anything that contributes to your realms progression helps your own progression due to the new progression system including non-combat activities therefore players are more open to do what they wish to do (even in an RvR game) without be forced into only fighting like many games only support.
I am hoping this all evolves organically simply due to the fact that CU is being made an a RPG built around realm warfare and not just a pvp game. Combat alone will not progress your realm effectively alone as all systems are tied into each other. The is built around 3 main pillars: RvR, crafting and housing. Combat alone impacts only 1 of those pillars and progression will include all 3.
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I see it as quite low stress on average if one chooses so, but OFC never 100% stress free - unless you are in the safe zones; But these will be quite "boring" except maybe for some crafters and beginners.
Who knows this could be a sandbox opportunity where certain guilds hire themselves out as guards for caravans or to guard the structures that players have built.
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I hope they do have many non pvp activities besides crafting that allow players to group and get to know each other. I think the community will benefit from having non pvp types in the game because I've found those types to be very nice and helpful.
Like, kill 2 mobs if grinding solo, sit for 5 minutes so you can recover=have time to talk to guild?
or play a bard, so you can start your endurance song and.....sit there for 4 hours talking to ..I don't know maybe the druid who buffed everyone but at least can throw out a decent heal now and again?
But I must also admit that my skepticism towards RvR comes to mind when I think about gathering and building. In GvG the sense of we is much stronger. We gather for keep that "has our guilds name on it", it is our keep that the defined we must defend, since it is the same we that build it. In RvR it will probably be different guilds and gathering groups that builds the same keep, with no tag or sign saying a certain guild etc. built and owns it, or has benefits by doing so. How can guild bother to build all these generic keeps that others will defend and probably loose easily, in a "easy come easy go" manner, as the defenders maybe even didn't participate in building/upgrading it??
I think this is a strong side for GvG over RvR as well. In GvG a guild needs to sign up for a siege and thereby gets the keep, while in RvR a random player can just start attacking a keep, and if more players join the keep will fall.
And since Keeps are so quickly won and lost, why will players bother to gather resources...?
well i think you get the connection .. maybe ....