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."
The old Wheel of Time game had the best, most nuanced and complicated deathmatch-style PvP of any game I've ever played.
As far as modern PvP goes, Guild Wars (for all the PvE problems of late) still has some of the best PvP action around.
End of lesson. You may press the button.
Hands down, UO had the best PVP. No modern mmo has yet to top it. The consequence of death - lose everything on your person. EVERYTHING. Its only when you have true consequences like that that people start taking PVP seriously. Its the only game where you can be hunted by two guys as you run through the woods and your heart is RACING in real life because you desperately don't want to die.
Everyone in that game had a macro for hide, you would spam it as you fled from a battle. Or better yet if you had UO extreme you had your emergency recall button, to make fast getaways before you were slaughtered. I have dozens of great stories in UO of back and forth PVP fighting, murdering, stealing houses and actually having an impact on other players. Its lame as shit when my friends play WoW and try to impress me with their PVP stories, none of which are interesting in the least bit, none of which have any lasting repercussions, and none of which hold the attention of the listener, unless you happen to play WoW. I'd tell my non- gamer friends some of my exploits in UO and they'd always get a good laugh out of it. All I ever get out of hearing WoW stories is total boredom, sometimes to the point that I can't help but mock them for being so into something so dreadfully unexciting.
Who can forget shit like running into someone between towns, paralyzing them, surrounding them with walls, and casting an elemental inside the death-box you created. Or going into the mining area where the RPers hang out, working on their blacksmithing. Casting an energy field on the exit of the mines and telling a group of 9 of them that you're going to murder them all. Watching as they scramble to exit the mine, only to see it sealed off as you go to town on them. For good measure you kill their pack animals too. Having huge battles in front of rival guild houses, the moment a guy drops everyone swarming the corpse and completely looting it of all its items. Taking down a guy with a tame White Wyrm walking around outside town, thinking he's hot shit. As the Wyrm is slowly killed he pleads with his attackers to stop and constantly spams "a follow" to get the creature into town and safety. Watching him whine and put up a fight out of anger for losing his prized possession, only to be cut down. And finally, kicking someone's ass so bad, making him lose such good items/so many reagents that the guy in his vitriol follows you around as a ghost just spamming your screen with lines and lines of OoooOoOOOOooo because he has no other recourse. Or even better, up and quitting the game because his loss was so devastating.
That's real PVP.
I disagree. In guildwars, you have different classes but it's still well balanced; anyways the point is to make team in pvp, which makes the "overpowered" idea irrelevant.
In starcraft and warcraft3, you also have different forces from which to chose, and they manage (painstakingly) to make it balanced.
Btw, in guildwars they make weapons and level completly irrelevant too (by caping to an easy-to-reach cap), but they are the only ones I know to do it in an rpg.
The problem in my opinion is that players have the "Diablo" mentality where they want to level every 30 minutes and constantly get new, godly equipment.
The only way that I really see PvP working correctly is to have a system where leveling isn't the goal, but is a factor. For example, after you complete so many dungeons, explore so many places in the world, have more personal experience playing the game rather than "xp points"...then you advance a level. The level's wouldn't increase your hit points, mana point, etc. Rather they would allow for new, more difficult game content to be unlocked and possibly alter enemy AI to be more difficult and loot to be scaled to be suitable for new encounters. Of course, you would also be able to learn new abilities at the new level that wouldn't necessarily raise your power to a huge degree over the previous levels spells but, instead, would increase your utility and efficiency.
The key thing that the new levels would do would be to protect low level opponents from being attacked by much higher level opponents. The game would also have to be much more strategy oriented than current games.
Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
And that's what makes the pvp great: it take real-life skill to figure out what ship fits work best. And that has nothing to do with time spent in game. You can be in the game for 3-4 weeks and have a very nice pvp rig capable of taking on players 3, 4 years old (as long as the ships themselves are comparable). I've seen some really clever fits from newbies. And I've seen some crap fits from older players.
Once you have the ship fitted out for its intended role, then it comes down to player skill. The tactics you use in a fight make up the other 30% of the chances of success in pvp.
The best part about pvp in eve, though, is the finality of it. If you get a ship blown up, that's it, it's gone. Some of the mods might survive, but for the most part it's over. It makes for a very exciting time.
-B
Ash and Hickory, straight-grained and true, make excellent bludgeons, dandy for the cudgeling of vegetarians.