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Player-vs-Player Systems Examined

Brendan Drain over at Massively has an in-depth look at PvP systems in general, using a comparison of two very different games in an attempt to find the ideal. EVE and Age of Conan are two very different games, yet each has their pros and cons to PvP. Is there a perfect middle ground to be had? "EVE Online and Age of Conan are both heavily PvP-oriented MMOs and while they take vastly different approaches to PvP, both approaches are successful in their own way. The high-consequence PvP in EVE leads to infrequent but meaningful conflicts with adrenaline pumping and guns blazing. In contrast, PvP in Conan is a fast-paced fantasy deathmatch where it's as fun to have your head chopped off as to burn someone alive. Where EVE Online would have me biting my nails nervously when attacked, Age of Conan has me laughing as a maniac smashes my head in with two clubs."

12 of 152 comments (clear)

  1. Re:Older PvP by Sciros · · Score: 3, Insightful

    Guild Wars has a good PVP system as far as "competitive PVP" goes, but it's of no consequence to the players' characters, and that I think is the distinction the story is trying to draw. So, GW falls into the same PVP category as does the Conan MMO in that there is hardly a "death penalty" when killed in PVP, whereas in EVE (as far as I know) there's a significantly bigger one. Maybe not as bad as in Ultima Online, but I think it's felt.

    World of Warcraft, as far as I know, is also much like Guild Wars / Conan in this regard.

    I wonder how Guild Wars 2 is going to approach competitive PVP, given that they don't plan on having a real level cap. Maybe PVP will be even more removed from PVE than it is now, which I don't doubt given the bigger rift ArenaNet keeps on creating (now with the PVP-specific skill settings, etc.).

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  2. pvp in mmorpg's is fundamentally flawed. by plasmacutter · · Score: 5, Insightful

    any game which incorporates level advancement, gear advancement, or delegates specific abilities to specific classes will always be fundamentally flawed when it comes to pvp.

    differences in level and gear will almost always be the determining factor in the outcome of a pvp encounter, and certain abilities will always be more powerful than others. Since they will be limited to one class or a subset of classes you will always have one class which is "overpowered".

    the only balanced pvp is accomplished through FPS games where everyone has the same abilities, stats, and the ability to equip any weapon in the game.

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    1. Re:pvp in mmorpg's is fundamentally flawed. by plasmacutter · · Score: 3, Insightful

      As for one class having to be "overpowered", that isn't necessarily true. It is possible to balance the different abilities so that no class has an advantage. This is a charming theory but impossible to attain in reality.

      It's like claiming "it is possible to make a drm system which is transparent to 'legitimate' users but actually does stop piracy'.
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      VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
  3. Re:What a ripoff! by the_humeister · · Score: 2, Insightful

    Who cares about that? What about the nudity???

  4. Even nostalgia isn't what it used to be ;) by Moraelin · · Score: 5, Insightful

    Even nostalgia isn't what it used to be, eh? ;)

    Or in this case, are you sure you've played the same UO I've played?

    You know, the one with exactly zero quests (the escort quests, dumb and boring as they were, got added later) and not much more to do than run around trying to get some species extinct? That is, if you got past the gangs of gankers camping the town exits for newbies to kill?

    The one where you could max your strength by just dropping and picking a fucking coin all night? Or others by just assigning that skill to every single key on the keyboard? Where one skill (magic) did more than all other skills combined, so everyone maxed that one with a macro before going and doing anything else? And where by comparison, another skill (tinkering) was useless for anything other than trapping chests and leaving them around, hoping that some newbie would open them? Great balance there, eh?

    The one where crafting was as freaking useless as to only be able to produce coloured versions of the bog-standard items that cost cents at any vendor? While any humanoid around the map dropped better ones and magical ones?

    Yeah, that's got to be some great adventure/RPG. Misses all the idea of either adventure or RPG, any way you define RPG. It didn't have either the story of Japanese (and recently Bioware) CRPGs, nor the character advancement of traditional US RPGs, so I guess it must be great.

    Or remember how the world got full of houses everywhere, including with a tree poking through the roof, filling every single bloody space, including where the game still pretended was some virgin-ish wood or mountain top? So you'd have wolves and ogres spawning and edging their way between houses, pretending that's their habitat? Yeah, very immersive world that.

    Quality of the player base? You mean, how half of them were clones of the same ganker in a death shroud with the same a polearm and the same magic spells? Or how they camped the mines for anyone foolish enough to get encumbered with ore, so they can gank them right next to the town? Yeah, that was some inovative roleplaying there.

    Remember the about a quarter of the population who even bought disposable accounts to scam and grief, and had whole website rings dedicated to sharing tips on how to drive a newbie off the game? Amazing idea to RP someone who can magically steal your items through walls, or who can abuse a bug to take your items in a trade without giving anything, by just dragging yours in a container before aborting the trade.

    And grinding to achieve the biggest castle and the most status-symbol items, now that's _totally_ unlike the grind to the top of kids these days in WoW ;)

    Heh.

    --
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  5. Re:Ultima Online by Anonymous Coward · · Score: 5, Insightful

    Ah yes. Griefing and being a general asshole just because you can is what TRULY defines PvP.

    *rolls eyes*

  6. Re:Ultima Online by Anonymous Coward · · Score: 2, Insightful

    "Or even better, up and quitting the game because his loss was so devastating."

    And that's what people did, which is why they changed UO, and is why no one else has ever done that again.

  7. Re:Ultima Online, or "How to be an ass" by edremy · · Score: 5, Insightful
    So in other words you're a bully. You like to sneak up on people working on a task and kick their sand castle over just because you can. Given that you're taking on 9 people at once and are assured of the outcome, I assume they are 20+ levels below you? I bet it's even better when they get a good lag spike and can't fight back at all, right?

    That's PvP alright. It's also why I don't play UO or similar games- I have a life, and so can't compete with a bunch of 14-year-old, 12+ hour-a-day playtime gankers and spawn campers who enjoy ruining the experience for others simple to prove how l33t they are. I get it, you're better than me at the game. That's nice, but I'm not going to play a game where I have to be the hardest of hardcore to even be allowed to join.

    People like you are *why* WoW has 10 million+ subscribers and none of the MMOs catering to the hardcore PvP crowd have gone anywhere at all. (Ok, EVE seems to be doing fairly well)

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  8. Which Is Why UO Is A Shell Of It Former Self by EXTomar · · Score: 2, Insightful

    And that "fantastic PVP" was a major reason why UO was left in rot. When newer games came along with fancier presentations, the only thing UO had left was its rules which wasn't enough to keep many. Many games that have come afterwards and tried to push these sort of free formed anarchy systems tend to do rather poorly. I too played UO and abandoned it immediately when Everquest released because I recognized the lack of general rules of engagement on all "shards" was going to attract a certain gamer population I didn't care to hang around.

    I personally don't care for PVP (if I wanted that sort of "frag fest", I'd play something else) but if WoW is "lame" then many players out there really wants "lame". In the end, it looks like that many don't want "real PVP" if it behaves like UO. Only the hardest of the hardcore PVP/PK-er likes these "options". Why would anyone market to them since they make up such a small segment of the market?

    Personally I think EVE has it the "most correct". If you are going to engage in PVP, make sure you mean it because there are all sorts of secondary consequences to just engaging in PVP combat let alone if you win. Since EVE has a small population and the game itself is structured to create strong interpersonal relationships (not all of them friendly), you will not get far if you PVP just to be a jerk because "your reputation proceeds you".

  9. Re:Ultima Online by Bieeanda · · Score: 2, Insightful

    Yup. I remember the huge stealing nerf that came down, and one of the commentators at Lum the Mad summed the cause up as: "Thieves couldn't keep it in their pants." The same principle applied to open PVP there too, which is why the open PVP regions turned into ghost towns as soon as the PVE-only regions opened. The gate-gank squads that surrounded the gateways between PVE and PVP lands certainly didn't do their cause any help.

  10. Re:Oh... by mweather · · Score: 2, Insightful

    If it were a game to them, they'd be having fun instead of farming and level grinding.

  11. Re:Ultima Online, or "How to be an ass" by Avatar8 · · Score: 3, Insightful

    UO doesn't have levels. Those blacksmiths could train their swordsmanship or magic or whatever to defend themselves. That was counter-productive and did not work in the system. If you had a GM crafting skill (say 100 blacksmithing), you had to dedicate the other 600 points to combat and you still could not be as effective as a full 700 point combat player. The most effective and productive crafters were all crafting and gathering skills and were therefore easy victims.

    UO also has a well balanced and intricate murderer system - i.e. if you are a murderer anyone can attack you on sight and you are unable to go into towns or are killed on sight by town guards. That was only after the first two years. Prior to the karma system and Trammel, there was no way to identify or strike back at a PK except to travel in groups of combat-skilled players.

    There were no spawn campers in UO because there were no spawns. You must not have played much. There was a spot outside my house near Wrong where ettins would spawn on a regular basis. UO used a resource per grid system. Every x minutes the grid was checked. If it did not contain a certain number of monster(s) and resources they would be spawned. With the solid coverage of houses, the spawn points became 'cornered' and easily predictable. Furthermore, the dungeons were not instanced, so it was a matter of first come, first kill. People fought constantly to get boss kills.

    Those 10 million people, if they knew how much fun UO was - I can't attest to its current form - would switch in an instant. I was one of the 250k subscribers of UO from 10/7/97 until 3/15/05. I suffered through the PKs, prospered despite them and played five characters on Baja. I canceled my account after playing WoW beta. I sold my account a few months later to someone still grasping that UO would survive. I'm still in contact with several of my UO friends. Very few miss it over WoW. UO was a good start to MMO's, but they missed some major points, mainly about letting *everyone,* not just PvPers play the way they want to play.