Slashdot Mirror


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."

17 of 152 comments (clear)

  1. Older PvP by Verteiron · · Score: 3, Interesting

    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.
    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.).

      --
      I like basketball!!1!
  2. Re:polyvinylpyrrolidine by Jarjarthejedi · · Score: 3, Funny

    What? You haven't heard of RFC 1150 - Standard for the transmission of MMO Datagrams over Polyvinylpyrrolidine?

    --
    There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
  3. Re:Oh... by moderatorrater · · Score: 4, Funny

    It's just a competition to the top... It's like it's just a game to them.
  4. 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.

    --
    VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
    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'.
      --
      VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
    2. Re:pvp in mmorpg's is fundamentally flawed. by ProppaT · · Score: 4, Interesting

      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."
    3. Re:pvp in mmorpg's is fundamentally flawed. by fitten · · Score: 5, Informative

      Not quite... EVE has skills that you train (takes time, but luckily training happens even when you're offline at the same rate it happens if you're online). However, even a two-week old character has the basic capabilities to be effective in PVP even against much 'older' opponents.

      For example, a corporation had declared war on us once and several of us 'older' characters were flying battleships to fight them because of the firepower we needed in combat. However, battleships are slow and aren't necessarily good at 'tackling' (keeping an enemy ship from warping off, usually you need to close with the enemy fast and stick with them to prevent them from simply warping away from the fight). Some of our youngest members flew fast frigates with the sole purpose of tackling the enemy (warp jammers and webifiers to slow down their ships) so the battleships could bring the firepower onto the enemy's ships. Without our young players in tacklers, all of our firepower would have been useless as the enemy would have just warped away. However, since our younger players were able to tackle the enemy ships, our battleships were able to blow up the tackled enemy ships, almost completely due to the fact that our younger players tackled the targets.

      Plus, the way skills work in EVE is that it may take a lot of time to train a skill to the 5th point (the highest any skill can go) but the 5th point only increases the bonus by 25% total (for example, Sharpshooting is 3% increased damage per point, so at 4 points in the skill, you're at 12% additional damage and at the 5th point, you have 15% bonus damage. However, going from 1 point in the skill to 4 points in the skill may take you a total of 5-ish days. The 5th point alone may take 20+ days to complete - of real time...)*. Plus, there are many skills that apply to only certain things. Battleship skill, for example, doesn't help you at all if you're flying something other than a battleship class vessel. If you have Battleship 5 and are flying a cruiser, that 40+ days that you used to train Battleship 1-5 doesn't give you *any* benefit for flying the cruiser. So, while character age does give you an idea of the versitility of a particular character, it isn't the end-all, be-all measurement of how powerful the character is.

      *Skill progression in EVE is that each point costs 5x the real-time of the previous point. If the first point of a skill takes 1 hour to learn, the 2nd will take 5 hours, the 3rd will take 25 hours, the fourth will take 100 hours, and the 5th will take 500 hours. The bonuses for each point is linear, each point gives the same amount of bonus more. For example, if the 1st point gave you a 5% bonus, the 2nd point will give you 5% more bonus for a total of 10%, the 3rd will give a total of 15%, 4th is 20%, and 5th is 25%. A good thing to remember is that you can train 131 hours per 4 points in a skill like the one mentione before... you can train four skills to the 4th point in just a little longer as training that one 5th point for the skill. Sometimes it's better to have five skills at the 4th point than it is to have one skill at the 5th point.

  5. Ultima Online by Robert1 · · Score: 4, Interesting

    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.

    1. 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. 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.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  7. Play Eve by Wee · · Score: 5, Interesting
    Eve's pvp is very nice. There are no "classes", but there are different ships. And there are different mods to fit on those ships. I'd say that 70% of the outcome of any pvp is decided when the pilot is fitting his ship.

    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.

  8. 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)

    --
    "Seven Deadly Sins? I thought it was a to-do list!"
  9. Re:Hmm... What about L.O.R.D. by Nazlfrag · · Score: 3, Informative

    Here you go then, enjoy.

  10. WoW versus Eve by GoNINzo · · Score: 4, Informative

    I think that the disparity between PVP in different MMOs cannot be more different between Eve Online and World of Warcraft, actually. Age of Conan isn't that different but it's not quite as different. Plus, half the content is not even there yet.

    In World of Warcraft, PVP is common on PVP servers, but it doesn't have any downside other than lost time. If you die 4 times because someone is being an asshole to you, then that's it, you lose the 20 minutes it takes to corpse run a couple times, and then you go on your way. Occasionally, your death might be to a mob, and then you have a 10% damage bill, so maybe a gold or three, no big deal usually for your level. Or, if you join a PVE server, you can opt out of PVP entirely, and never fight a single other player. You also have the option of fighting in the cross realm PVP areas, but you have to horde to win anything really. It's pretty unbalanced most of the time, with known requirements for what makes a good PVP team. In the end: Massive amounts of time and practice.

    In Eve Online, PVP is inherent to the game. You can carebear in empire, and avoid the fringes of society, but occasionally a good marketing deal or a mission might take you into at least low sec. Even if you're flying an interceptor with warp and inertial stabs, you can be grabbed by a broadsword getting sensor boosted and infinite warp scrambling. Hell, those things can grab pods with enough people boosting them. And then everything you had on you, gone. You make a mistake in empire and grab a can you shouldn't have, someone aggros you, and you're gone. You join someone's gang to a mission, they have a war target after them, you're gone. You get deceived by someone, suck it up and deal princess.

    Life in general in WoW is pretty mild on the low end. But Eve is all around brutal to people. Even if you play it safe 100% of the time, there are chances for something going horribly wrong. Plus, the one-universe view of Eve, and the TIME it takes to make a good character... If you have someone who wants to grief you hard, you cannot start over easily in Eve. You have to sacrifice a LOT if someone has it out for you. In WoW, you switch servers, make a new character, in a month you're running around at a high level doing the same things over again.

    WoW is like going to any corporate theme park, their goal is to make you have fun, and even if you're upset by something, you waste some time, and you get your money back in the end. Eve Online is like going to downtown in a major city, and if you happen to get mugged, then you better not be carrying much money. Oh yeah, and the cops don't care if they didn't see it happen. And there are some areas you should just avoid entirely.

    I've lived in 0.0 for a year at a time in Eve and have a Kara keyed Wow character, so I've been around. But this factional warfare thing that Eve is doing? Yeah, the low sec piracy is going to get worse and worse because of it. Should be fun. That is, if you don't mind the occasional loss of a couple months of work.

    --
    Gonzo Granzeau
    "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
  11. Re:Oh... by Adriax · · Score: 4, Funny

    Farming and level grinding is considered similar to foreplay for a lot of powergamers. A boring and tedious process you're forced to endure before you get to the good stuff.
     
    Actually, come to think of it, there's a LOT of similarities between their views of foreplay and sub-uber game levels. Both take time, both are tedious, afterwards you get a short period of lots of fun followed by disappointment, and both can be bypassed if you've got enough cash and a willingness to deal with shady businessmen...

    --
    I don't suffer from insanity, I enjoy every minute of it!
  12. 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.