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ArenaNet's MMO Design Manifesto

An anonymous reader writes "ArenaNet studio head Mike O'Brien has posted his vision for a new type of MMORPG, which they used in developing Guild Wars 2. Quoting: 'MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I'm out hunting and another player walks by, shouldn't I welcome his help, rather than worrying that he's going to steal my kills or consume all the mobs I wanted to kill? ... [In Guild Wars 2], when someone kills a monster, not just that player's party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.'"

178 comments

  1. Yeah, but.... by phantomfive · · Score: 2, Insightful

    Yeah, but he doesn't realize how fun it is to kill someone. Take out that possibility and you take away some fun. I can see adding consequences to killing someone (or even taking it out of some games), but to say it should NEVER happen in any game is silly.

    --
    Qxe4
    1. Re:Yeah, but.... by Wildclaw · · Score: 4, Insightful

      Yeah, but he doesn't realize how fun it is to kill someone. Take out that possibility and you take away some fun.

      Only a small minority thinks it is fun to kill people in uncontrolled world PvP. And game developers generally don't care about that minority, as they cause other customers (the ones gang banged) to stop playing their game.

      PvP is much better done as optional addon in controlled environments where all sides are fighting on even and clear terms. The idea of free world PvP is an antique that only ever satisfied griefers and the occasional masochist.

    2. Re:Yeah, but.... by kodr · · Score: 1

      Where did you read you can't kill someone ?
      You can PvP in GuildWars 1. Guild Wars 2 will also have that and more, with large scale battle in World PvP.
      Do you mean PK ?

    3. Re:Yeah, but.... by Barny · · Score: 4, Interesting

      The idea of free world PvP is an antique that only ever satisfied griefers and the occasional masochist.

      Yeah, you just summed up the entire eve player base very very succinctly :)

      --
      ...
      /me sighs
    4. Re:Yeah, but.... by justinlee37 · · Score: 2, Interesting

      Free world PVP also satisfied social gamers. Part of the game is generating and organizing a large social network. If you want to be safe from attack, you need to be bigger and more organized than the next guy. You need military equipment, training and organization. This is how warfare works in the real world and when it works that way in an MMO, it can be fun.

      When you have "arena" PVP where the teams are automatically generated by the game itself, it removes the social part of the game. The part of the game where you have to network with other people and organize an army to take control of the free world PVP situation. You might even organize a blockade of critical end-game zones or a siege of a starting city.

      EVE online has this sort of spontaneous organization amongst players who are attempting to succeed in free world PVP and obviously the game is quite successful with a niche group at least.

      Personally, I love the freedom of free world PVP. In fact, I'd love to play a game with free world PVP and permanent character death ... hardcore Diablo 2 on battle.net was one of the most satisfying experiences ever.

    5. Re:Yeah, but.... by stonewallred · · Score: 0, Flamebait

      WoW carebear server I assume. I actually have rerolled toons on Cho'Gall Alliance side just because it is 30:1 horde to Alliance population. Some people like hardmodes.

    6. Re:Yeah, but.... by Anonymous Coward · · Score: 1

      If your PVPing on Wow you are the VERY definition of a carebear player. That game has never had any real pvp.

    7. Re:Yeah, but.... by Wildclaw · · Score: 3, Insightful

      Yeah, you just summed up the entire eve player base very very succinctly :)

      And the reason for the success of EVE is exactly because it aims to satisfy a very specific minority. :)

      So using the word antique in my original post was perhaps an exaggeration. It is more a matter of what client group you aim at. I would however be very surprised to see any new high value production aimed at world PvP. At least any western production. I know that Asia seems to have a generally different mindset around the whole PvP subject.

    8. Re:Yeah, but.... by Admiral+Ag · · Score: 1

      My way of putting it is that some people are dumb enough to want an MMO to be a war simulation, overlooking the facts that: (1) War is generally anything but fun; and (2) any game has to have sufficient motivation for the losers to keep playing, or it will eventually end.

      --
      "by that I mean people who don't sit on slashdot all day wondering why everyone else isn't building robots" DECS
    9. Re:Yeah, but.... by stonewallred · · Score: 0, Offtopic

      I disagree. It does not have twitchy PvP, which relies more on reflexes and latency than skills or gear for wins. But I dare say the arena tournament realms are not carebear by any measure. And feel free to come play on Cho'Gall as an Alliance toon. When you have more horde in SW or IF than Alliance, when a /who will at times show fewer than 8 Alliance toons on the realm, and a WG win is a rare, rare thing, we'll see you QQing all the way back home. Of course I am biased, as I find the idea of PvE grindfests to be abhorrent and boring. When they implemented XP on BGs, I level every toon that way now, except for gear runs through instances and grinding for rep. Why play against a pre-programmed mob, when I can match up against a real person? I an only say AC I am replying to is a n00b scrub that can't get an arena rating over 1500 or win a BG.

    10. Re:Yeah, but.... by Mindcontrolled · · Score: 1

      EVE did it right insofar as it gave you ample techniques to avoid unwanted PvP. When I was still playing, I was dwelling in deep 0.0, but did only engage in PvP about once per month tops. I usually hauled stuff around making my life as a trader. Carefully played, the chance that you get ganked is very low. I actually liked the threat of PvP and the measures I had to take to get around safely, while not being particularily fond of PvP itself.

      --
      Ubi solitudinem faciunt, pacem appellant.
    11. Re:Yeah, but.... by Anonymous Coward · · Score: 0

      I'd feel cheated when wast and mighty MMO WoW offers shriveled little sandboxes called Arenas as their core content for many PvP players.

      Don't you feel it? Step back from WoW for a second and look at it objectively. Is WoW PvP really that good? 3-5 player teams in tiny little boxes fighting against each other for no reason in a world that was supposed to be in constant war?

      Sure arena is hard but that isn't the problem. The problem is: WoW arena sucks compared to most other hard multiplayer games in existence, and especially compared to what WoW was supposed to be: _massively multiplayer_ battles for resources. Not puny 3v3, 5v5 team deathmatches.

      5v5 does not mmo make, buddy.

    12. Re:Yeah, but.... by Kulfaangaren! · · Score: 1

      Oh the JOY! of PKMUD!!!

    13. Re:Yeah, but.... by mwsw · · Score: 1

      Perhaps it's true that only a small minority enjoys killing someone in uncontrolled PVP (although I'm not convinced of that) but I get the distinct impression that the people who do enjoy that activity, usually have playing habits that are more 'hardcore' than the so called carebears (in terms of time spent playing, etc.). While this isn't always the case, in some business models the hardcore group sends a lot more cash to the MMO.

      Moreso, one can argue that a lot more than a minority enjoys uncontrolled PVP, but that part of those people is scared away by the possibility of losing, both for losing their ingame items/status, or for tasting the bitter shame of defeat after the same guy killed you three times in a row. While the adrenaline rush you get after killing someone can be very powerful, the frustration after being killed can be too.

    14. Re:Yeah, but.... by Anonymous Coward · · Score: 0

      Actually he mentioned nothing about PVP character battles. He was talking specifically about stealing kills and worrying about loot distribution, something that is most certainly NOT fun - not pvp character conflict.

    15. Re:Yeah, but.... by Zediker · · Score: 1

      well, thats just the arenas. the BGs are 10,15,20,40ish players i believe. So thats fairly involved.

      --
      I love to slaughter the english language.
    16. Re:Yeah, but.... by Bakkster · · Score: 1

      When you have "arena" PVP where the teams are automatically generated by the game itself, it removes the social part of the game.

      In this case, Guild Wars had random arenas (no need to form a team), team arenas (form a group of 4), faction arenas (form a group of 4, team up with two other groups for 12v12), and guild combat (8v8 guild teams).

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      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    17. Re:Yeah, but.... by Bakkster · · Score: 1

      He never really says that. He's talking about killing mobs together. In existing games you always get less XP or level slower if you're playing in a party, and if you happen to be in the same area you can't just join them in a fight. If another player has already pulled the mob, you won't get any XP or rewards for helping to kill it.

      Actually, the problem goes the other way around. If you've pulled a mob and somebody else joins the fight to kill it, you get less experience. This makes players in the open areas avoid each other, killing the social aspect. It seems Arena Net is trying to encourage ad-hoc parties both through removing that disincentive, and by providing events which require large groups.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    18. Re:Yeah, but.... by MartinSchou · · Score: 1

      Personally, I love the freedom of free world PVP. In fact, I'd love to play a game with free world PVP and permanent character death ... hardcore Diablo 2 on battle.net was one of the most satisfying experiences ever.

      That is somewhat entertaining, but Diablo 2 suffers from the typical problem plaguing these kinds of games: Invulnerability.

      If you're a high enough level, you are essentially invulnerable to anything below a certain level. That's boring and quite frankly silly.

      While you can find that in modern warfare (Amazon Indians would be helpless against an Aircraft carrier), it doesn't hold up in infantry battles (which is what pretty much all RPGs simulate). Doesn't matter how well you equip your infantry (apart from armoured vehicles), if you make them do nothing for an hour against an enemy that massively outnumber them, they'll take massive losses. Yet in RPGs you can leave the computer for an hour after walking into the middle of a stronghold of low level enemies.

    19. Re:Yeah, but.... by IBBoard · · Score: 1

      Part of the game is generating and organizing a large social network. If you want to be safe from attack, you need to be bigger and more organized than the next guy.

      That sounds a bit like school yard bullying (and, worryingly, international diplomacy). "The only way to be safe is to spend time ganging up against everyone else, and you need to watch your back the whole time". Or you could, you know, go for fun and entertainment without the "I may be in the strongest group, but what if they turn against me?" paranoia.

    20. Re:Yeah, but.... by loufoque · · Score: 1

      Only a small minority thinks it is fun to kill people in uncontrolled world PvP.

      It's not a matter of fun.
      The rules of the world should be the same for every entity in the world: be them players, monsters or NPCs. If players are different from the rest of the world, then they're not really part of it.

      You should be able to kill a player just as well as a monster. To avoid bullying, you just need to have some kind of police force (probably NPCs, note they should still be killable) that maintains order and that sanctions murderers.

    21. Re:Yeah, but.... by Beezlebub33 · · Score: 1

      The problems with this are:

      1. level separation. There is no way for a bunch of lower level players to kill a higher level player (if the separation is enough, say 10 or 15 levels). Outside of a city where the NPCs are, the only defense is to group up, and after a couple levels, it just doesn't matter. So the higher level ganker is immune to any attack and the lower levels can either log out or continue dying.

      2. No long term negative effect of ganking. A high level character that goes around and kills lots of lower levels should get a bad reputation. They should get a price on their head, where even higher level players can kill them for extra credit / reputation. And maybe their own guards will kill them for the money. And the stench of being a ganker should stick around for a while. If its an even fight, then fine, but other than banning high levels from killing lower levels, then some sort of other social effect needs to take place.

      --
      The more people I meet, the better I like my dog.
    22. Re:Yeah, but.... by Anonymous Coward · · Score: 0

      Hehe...I like eve...though you are correct on that count....gruefers and thier ilk make it hard for others to enjoy stuff...like flying cool ships they spent 6 months learning to fly and outfit

    23. Re:Yeah, but.... by thoth · · Score: 1

      Only a small minority thinks it is fun to kill people in uncontrolled world PvP.

      I've never understood world PvP (uncontrolled) in an MMORPG. You have level imbalances (one side might be significantly higher level than the other), class imbalances (always an issue in one-on-one or small groups), gear/equipment imbalances (a staple of these games is the loot), and numbers imbalances (one side significantly outnumbers the other side). Mix this in a cauldron and you get crap stew for gameplay.

      I can see controlled PvP, along the lines of WoW's battlegrounds, or GW's alliance battles. At least there you have some attempt at throttling levels and numbers. GW goes further and basically makes a flat level and gear/equipment playing field as well.

      If I want fun in uncontrolled PvP I'd play a different type of game altogether, a FPS or MMOFPS. At least there gear/weapon upgrades are available on the field of battle, levels go away, classes go away, and number imbalances could be part of the challenge/fun - defending a chokehold or fort against an onslaught.

      But in an RPG? It has sucked in every game I've played, I think it just fundamentally appeals to a different (minority) audience altogether. With the imbalances listed above, many fights are effectively impossible for one side to win.

    24. Re:Yeah, but.... by Anonymous Coward · · Score: 0

      I have to agree with others. People who want to kill other people should be playing with people who want to kill other people. Those who think differently actually just want easy targets and to get their jollies aggravating others and messing up their gameplay. PvP flags and/or servers are one way to do it, PvP game areas another. I hope GW will continue its trend of letting people roll PvP-only chars with unlocked abilities and equipment, max level and ready to roll.

      I also applaud their decision to weaken the problem of kill/loot stealing without having to resort to instanced gameplay. Encouraging people to work together like that is an excellent idea, and the kind of thinking that, IMO, made GW such a superior game to many MMO's, because it dared to break out of the mold. Adding additional layers of things to do will help bring in more of the positive elements of the MMO genre and hopefully inspire more companies to follow their example.

    25. Re:Yeah, but.... by Jer · · Score: 1

      It's not a matter of fun.

      It's a game. It's ALWAYS about fun.

      The rules of the world should be the same for every entity in the world: be them players, monsters or NPCs.

      Not every player is a simulationist. I'd imagine that quite a few players would rank "This game is fun to play" above "This game implements a realistic simulation of a world" in their scale of "things worth paying a monthly subscription fee for".

    26. Re:Yeah, but.... by lymond01 · · Score: 1

      Only a small minority thinks it is fun to kill people in uncontrolled world PvP.

      People think PvP is niche gameplay but the reality is that it's niche in the MMORPG world. In FPS, it's the most popular multiplayer game model running. Guild Wars came close to an MMORPG with PvP because it took so many of the elements of FPS and tossed it into a relatively open world. Like Quake with swords and spells and a touch of character advancement.

      I'm not a big PvP fan other than, in general, computer AI sucks in MMORPGs. I will say it doesn't make a lot of sense to have a level-based game with PvP: I'm twice your level, and you can't even hit me. I'd rather see, and this can be applied to PvE as well, if you're going to use levels, make positions count. If a 2nd level dwarf with an axe sneaks up behind a level 50 warrior who is currently engaged with two other enemies, the dwarf should score a hit. All characters should be useful in any fight with a little strategy.

    27. Re:Yeah, but.... by loufoque · · Score: 1

      Immersion is what make people addicted to a MMORPG. If you don't feel like you're really part of the world, then there is no point playing.
      And that applies whether you're aware of it or not.

    28. Re:Yeah, but.... by Drekkahn · · Score: 0

      The real problem is online MMO's do not model society. In society we know that allowing people to kill other people at will causes a break down in civilization. An MMO can allow people to kill each other, but there has to be away where the citizens can police their outlaws. One way is to allow a victim to tag the other player for a bounty, get enough bounty's and you can become an outlaw whom anyone can attack and whom anyone can collect a bounty on which would be some kind of sliding scale.(ie more money/incintive based on how much a murderer you are..) Outlaws would be their own faction and have their own towns. But they wouldnt have access to the best gear/tech that civilization has to offer because they are on the outside of society. They would have to scrape by until they redeem themselves. You could even have a new class who is able to track outlaws (like a hunter can track humanoids) and make money by killing them....

    29. Re:Yeah, but.... by Anonymous Coward · · Score: 0

      THIS.

      PVP is an interesting topic, but totally off-topic to TFS.

    30. Re:Yeah, but.... by hrimhari · · Score: 1

      Except that giving 100% XP for everybody (as claimed for Guild Wars) means that either all your player base will rocket to ubberness or most of your mobs will be just too hard for single-killing.

      The reason for penalizing is to avoid level-riders, I mean, the newbie that goes from level 1 to 10 because he just followed a level 80 around, hence starting his career as an ubber newbie.

      Players still happily gang together to kill super-mobs that are impossible to be killed alone and the XP given is supposed to be proportinally good so that the split won't hurt it.

      --
      http://dilbert.com/2010-12-13
    31. Re:Yeah, but.... by Darinbob · · Score: 1

      You need skill separation too. Many players can not defeat another player of the same level, or even lower levels. It's not about gear, it's about playing like it's a twitch game or fps. Circle-strafe, run through the player and turn 180 instantly, etc. Many players can not do this, and it's still ganking if one player kills another of the same level while never being hit once in return.

      Long term negative effects should apply to the player who is ganked too! Let them turn off their accidental PVP flag at any time, don't force them to sit at the rez point for ages waiting for the flag to go off, and don't force them to go to another zone just so they can keep playing.

      Best solution - get rid of pvp and recognize it as the primitive uncivilized thing that it is. Next best, only have it on pvp servers, with absolutely no pvp occurring on pve servers (not even sparring or duels).

    32. Re:Yeah, but.... by Bakkster · · Score: 1

      Guild Wars doesn't give any benefit from grinding, though. The level cap is 20, and the benefits from elite armor are minimal and cosmetic. In other words, nearly all characters reach their maximum statistics relatively quickly, increased power comes from additional skills (of which only 8 can be equipped upon leaving a town) and the tactics of using them.

      It also seems that they are preventing level-riders by only giving XP for 'meaningfully contributing' in combat. They also already have a system that limits the XP benefits for attacking mobs of a much higher or lower level.

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      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    33. Re:Yeah, but.... by dmneoblade · · Score: 1

      I got ganked in the loading screen while exiting a station in 0.0, left in a full transport ship, arrived in a destroied escape pod. Shortly after, I stopped playing, because I didn't want to deal with that kinda crap.

      --
      Warning, knife is sharp. Please keep out of children.
    34. Re:Yeah, but.... by Anonymous Coward · · Score: 0

      While you can find that in modern warfare (Amazon Indians would be helpless against an Aircraft carrier), it doesn't hold up in infantry battles (which is what pretty much all RPGs simulate). Doesn't matter how well you equip your infantry (apart from armoured vehicles), if you make them do nothing for an hour against an enemy that massively outnumber them, they'll take massive losses.

      Clearly, you've never played Civilization. ;)

    35. Re:Yeah, but.... by Calinous · · Score: 1

      EvE is not free world PvP - you can stay in high security space and be pretty certain that nobody will attack you (if you stay in 1.0 security space, help is coming in seconds). You might still die, but there's little chance of someone camping you

    36. Re:Yeah, but.... by justinlee37 · · Score: 1

      I like socializing, engaging in intelligence and counter-intelligence operations, and organizing networks of allies and battle groups from time to time ... but then again I study psychology and economics at university because that's what I find interesting, and I'm a big chess player. Maybe we just have a different idea of what fun and entertainment is ;-)

      The truth is, I enjoy lots of different games. MMO's are fun and I like the social meta-game but they tend to take up too much of my time (which would be better spent on projects from work or with my girlfriend). Lately I've been playing quite a bit of Day of Defeat: Source because it's quick to pick up and easy to put down, and despite the auto-organized teams and typically casual nature of the game, VOIP chatting with the other players is still a fun social experience. Team Fortress 2 is also a lot of fun for the same reasons.

    37. Re:Yeah, but.... by justinlee37 · · Score: 1

      Maybe I should be playing Guild Wars, huh?

    38. Re:Yeah, but.... by Bakkster · · Score: 1

      Maybe. Fortunately, the lack of a monthly fee makes things relatively cheap.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
  2. That's what made Borderlands fun. by protodevilin · · Score: 1

    Even if your teammates stole kills and hoarded items, everyone at least obtained 100% of the money and XP earned from the fight. It's a great concept, and I'd like to see it carried even further in MMOs.

    1. Re:That's what made Borderlands fun. by nschubach · · Score: 1

      The only problem I have with this... people hanging out near boss battles or high exp mobs. Wait for a party to attack, hit it a few times and walk away, get 100% exp. If you have an area full of groups/people hunting then you have people who will sit there popping off arrows to as many engaged mobs as possible to increase their exp intake without risking their own death.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:That's what made Borderlands fun. by Anonymous Coward · · Score: 0

      What's wrong with that? They're not hurting your XP gain rate since you still get 100% XP and loot for your kills.

      If they enjoy something like that, then it makes sense for the game to let them do it without causing harm to the other players.

    3. Re:That's what made Borderlands fun. by flintmecha · · Score: 0

      TFA states "everyone who was seriously involved in the fight". I highly doubt people would be able to get credit simply by running in, getting a few hits, and leaving. I trust ArenaNet to take what you've suggested into consideration and come up with a good algorithm (for lack of better term) for determining just who deserves XP/loot. And even if it isn't perfect at first, it's the kind of thing that can be iteratively patched and fine-tuned over time.

    4. Re:That's what made Borderlands fun. by nschubach · · Score: 1

      Then we get into the problem of how you determine who contributed. If I happen to have a controlling class and I root one of the mobs that are attacking, do I get credit for keeping them alive? What if that haste spell I cast on a passerby helps him to barely kill a mob that he wouldn't be able to without my haste... do I get credit for helping him out or am I required to do damage?

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    5. Re:That's what made Borderlands fun. by geminidomino · · Score: 1

      I trust ArenaNet to take what you've suggested into consideration and come up with a good algorithm (for lack of better term) for determining just who deserves XP/loot.

      Either your standards are too low or you haven't played Guild Wars since the inception of "Loot Scaling"

    6. Re:That's what made Borderlands fun. by Anonymous Coward · · Score: 0

      My solution if someone's being a leech: stop attacking, lure the monster over to the other guy, and enjoy watching him get curb stomped. Odds are if you die in the process of leeching XP, either you get nothing or the respawn penalty will negate your gains. And if that assumption is false, then it's a game I'd not care to play.

  3. Warhammer Online by eeCyaJ · · Score: 3, Informative

    Sounds sort of like the open quests from Warhammer online. Show up in area, help out, get loot bag. True, there's a ranking system which means if your efforts weren't good enough you won't get anything immediate, but you still earn points which raise your rank in the chapter and (eventually) enable you to pick up useful, class-specific equipment.

    1. Re:Warhammer Online by Anonymous Coward · · Score: 0

      Did they actually implement the ranking now?

      I remember the outrage a few weeks after the release, where players tried to deduce the formula for the ranking, and found out that your contribution score is actually a random number that gets rolled once when you enter the open quest (In addition to the other random number that is displayed to the players and rerolled each time).

    2. Re:Warhammer Online by Anonymous Coward · · Score: 0

      Warhammer's method was ok...but the loot lottery meant that sometimes many many many repeats of the same quest were required before you are awarded the reward you wanted, while someone how joined in the last second sometimes walked away with the best rewards.

    3. Re:Warhammer Online by Darinbob · · Score: 1

      I liked the Champions Online method which sounds similar. You show up, you help out with the task, and then you get some reward at the end. The size or amount of the reward isn't all that vital (it's an RPG, you play because you're roleplaying a hero, not because of some bribe). The drawback is that it does rank you and display who contributed the most, which I think is counter productive.

    4. Re:Warhammer Online by Unoti · · Score: 1

      Did they actually implement the ranking now?...I remember the outrage a few weeks after the release, where players tried to deduce the formula for the ranking, and found out that your contribution score is actually a random number...

      Yes, they did. You and the grandparent are both right, though. For "normal" world event quests, the ranking was based on your contribution, plus the bonus factor of how many times you've done it without getting the special goodie bags. Taking keeps, however, was done based on the random situation you described. Made for a pretty bogus situation.

  4. everyone gets 100% ???? by frovingslosh · · Score: 1

    everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill.

    This makes no more sense when a game says it than when a Democrat promises it. With this logic a few players with a few pieces of gold could go off to a remote location and take turns teaming up against each other, and soon their few pieces of gold would grow to a vast sum (it work only take 30 or 40 such robberies). If the game is this sloppy with it's economy then inflation will keep everyone poor.

    --
    I'm an American. I love this country and the freedoms that we used to have.
    1. Re:everyone gets 100% ???? by Anonymous Coward · · Score: 0

      Maybe they are talking about PvE instead of PvP?

    2. Re:everyone gets 100% ???? by Anonymous Coward · · Score: 0

      If you're hell bend on interpreting stuff to sound bad and exploitable, I'm sure it's possible pretty much all the time.

      In TFA, I don't read any mention of PvP looting, which would be required for your scheme.

    3. Re:everyone gets 100% ???? by Anonymous Coward · · Score: 1, Insightful

      Seriously, why has every single post so far been talking about how they'd rather just kill you? The article is obviously talking about PvE. Why does it take two anonymous cowards to point out the obvious?

    4. Re:everyone gets 100% ???? by Anonymous Coward · · Score: 0

      That's the great thing about Guild Wars, there is no player killing in PvE. The only time you get to kill other players is in PvP, and chances are that the rewards you get will not be based on what is in the dead players inventory.
      If you have ever played GW, you also know that the devs pre-test everything on their private servers, so for the most part there are few ways to exploit the economy/farming/etc. If someone does they put a lot of thought into a solution that does not harm the overall balance of the game. Try it, you might like it.

    5. Re:everyone gets 100% ???? by Barny · · Score: 1

      Yeah, not to mention that the grandfather is further refuted because EVERY mmog that has currency farmers has inflation, its a fact of life, or well, virtual life.

      --
      ...
      /me sighs
    6. Re:everyone gets 100% ???? by Exitar · · Score: 1

      You missed the "when someone kills a monster".
      But probably is a habit of your party to take sentences out of context just to attack the opposing one...

  5. Communism by Psyborgue · · Score: 1

    You're asking for communism?

    1. Re:Communism by JackieBrown · · Score: 1

      You're asking for communism?

      Only the paranoid still used that word. The new word(s) is "caring and civilized society." It's kind of a mouthful, but you get a warm feeling when saying it.

    2. Re:Communism by DNS-and-BIND · · Score: 2, Funny

      No, that would be when the developers hoard all of the items and gold for themselves and distribute just barely enough for the paying customers to survive. Despite the five-year plan that showed that treasure distribution was occurring on paper, lower level admins and moderators would hoard resources for themselves for sale on ebay and taobao. Gold farming and profit-making would be illegal, and grounds for banishment. The manifesto by O'Brien would be worshipped as a sacred document, studied in universities, and contradicting it would be grounds for banishment. Other players would be recruited as spies to inform on anyone who spoke against the developers. Players would spread out from GW2 to other games, trying to spread the gospel of O'Brien, with assassinations by polonium poisoning if necessary. Emigrating to any other game would be forbidden.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    3. Re:Communism by Anonymous Coward · · Score: 0

      I doubt the people who have lived under communism would have been any warmer if they had.

    4. Re:Communism by nschubach · · Score: 1

      Yeah, Chinese sweatshops are really warm.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  6. Hopefully... by sstamps · · Score: 3, Insightful

    It won't follow the existing model of Guild Wars 1.. a few short months of "experiencing the story", followed by years of title grinding for a bronze wall plaque in the sequel.

    --
    -SS "Teach the ignorant, care for the dumb, and punish the stupid."
    1. Re:Hopefully... by Anonymous Coward · · Score: 0

      Where is the problem with this model? You are by no means forced to grind those titles. And for those "short months" of story just see it from the cost per hour of gameplay point of view. You do not pay monthly, only once, and can play for as long as you want. I picked GuildWars because i did not want to pay monthly fees for a game that already cost me money for the purchase in the first place.

    2. Re:Hopefully... by Nemyst · · Score: 1

      See it this way: you're paying for a few months of entertainment. This is an MMO without the monthly fee, so even getting only 60 hours of gameplay means you'd be happy with it if it weren't called an MMO.

      Think about it, Guild Wars is probably one of the best bang for your buck you can get as far as RPGs go, if you forget for a second that it's a MMO on top of that.

    3. Re:Hopefully... by kalirion · · Score: 1

      Think about it, Guild Wars is probably one of the best bang for your buck you can get as far as RPGs go, if you forget for a second that it's a MMO on top of that.

      Unless you count games with plenty of free mods available :)

    4. Re:Hopefully... by Anonymous Coward · · Score: 0

      Hopefully they keep the "skill based" meta game. I like that you're limited in your skill bar, to 8 skills to bring with you.
      Makes it so you can thinker different build for different situations.

  7. Shared plus extra by gringer · · Score: 1

    What about pooled experience + extra experience, as I noticed used in 'Valthirian Arc':

    50% of the experience gained is put into the shared pool (equal amount to all contributors), and the rest is distributed around based on proportional contributions.

    e.g. two PCs, PC1 does a very small amount of damage, PC2 does almost all damage: PC1: 25% total experience, PC2: 75% total experience

    --
    Ask me about repetitive DNA
    1. Re:Shared plus extra by Jedi+Alec · · Score: 1

      And the healer, in whatever shape or form, gets shafted? ;-)

      --

      People replying to my sig annoy me. That's why I change it all the time.
    2. Re:Shared plus extra by Anonymous Coward · · Score: 0

      What about pooled experience + extra experience

      I played an MMO a long while ago where XP wasn't awarded when you killed something, it was awarded when you did damage to a mob, based on the amount of damage and your relative level. It was pretty effective at discouraging "boosting" low level characters (your lv1 fighter isn't going to do more than 1hp damage to a level 50 mob, and you get nothing for the lv50 guys in your party beating on it) but I think it was also a pretty effective way of eliminating "kill stealing" and such, since the final kill isn't the reward (unless you were on a "kill 100 rats" quest). A lv50 guy hitting a lv1 mob might cause 5000hp damage, but the level modifier made it worth 1xp.

    3. Re:Shared plus extra by Bakkster · · Score: 1

      Because this still violates their principle. Even then, if someone joins the fight part-way through, those who were there from the beginning get less experience.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    4. Re:Shared plus extra by gringer · · Score: 1

      And the healer, in whatever shape or form, gets shafted? ;-)

      Why? Admittedly it makes contribution calculations harder, but you could consider healed damage (including regeneration) in the experience calculation. Damage would need to be named (23 points of damage from X, 18 points of damage from Y) and either cued or stacked depending on what model better fits -- does it make sense to heal old wounds first?

      That might encourage people to get a small whack from every monster they encounter, then run away and wait for regeneration (or get a friend to heal), so that they "contribute" to the encounter.

      --
      Ask me about repetitive DNA
    5. Re:Shared plus extra by VGPowerlord · · Score: 1

      One thing I noticed in Warhammer Online's "enfless trial" area is that it was extremely easy in the early Public Quests to get the most contribution points solely by healing. This was on the Chaos side as the Zealot class.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    6. Re:Shared plus extra by VGPowerlord · · Score: 1

      That should have said "endless trial" as in the area that people using trial accounts can access.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    7. Re:Shared plus extra by nschubach · · Score: 1

      Then define to me the point of creating a character strictly for buffing and/or crowd control. No healing, no damage, but VERY useful in group situations. Are you going to further complicate that equation to include damage the "might" have been caused by the mob sleeping? Who was this mob attacking? Warriors mitigate more damage than a wizard.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    8. Re:Shared plus extra by Daengbo · · Score: 1

      Now you understand why Jesus' Laborers in the Field parable so upset the Jews. No, I'm neither Christian nor Jewish. I just think that your comment screams for a comparison.

    9. Re:Shared plus extra by Bakkster · · Score: 1

      I'm a little confused with why you replied to me. I'm actually in favor of the Arena Net system, which parallels that of the parable (same reward, regardless of time engaged).

      While the GP's suggestion is counter to this example, I wouldn't call them polar opposites. The issue there is that his example is a zero-sum system, while Arena Net (and Jesus) give examples which are not zero-sum. However, A-Net is more concerned with the early participants receiving lesser rewards as additional participants arrive. In the parable, the intent is that the reward is all at the same level, that promised to the initial laborers.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    10. Re:Shared plus extra by gringer · · Score: 1

      Hmm, yes, I see. You could then get into working out "normal" damage per second (and healing per second) for all individuals, and any change to that where damage is dealt from/to the monster could be considered a contribution to the battle... but that's getting into the realm of silly.

      What about redirecting damage (e.g. away from a weak wizard onto a PC with heaps of hit points), where the damage doesn't change, but the target does?

      What about PCs who sit on the outside and play a command role, just issuing orders to people (maybe over voice chat), because they have a better view of the battle?

      What about those who manufacture monster-specific items, who you go to when you want to attack a particular monster?

      What about the people who make potions, teach spells, obtain gold for equipment, ....

      FWIW, I think most of these ideas also apply to "give everyone the same EXP", and demonstrate the complexity of support.

      --
      Ask me about repetitive DNA
  8. So what they really mean is.. by Anonymous Coward · · Score: 0

    That it will use Aion's model, where whoever takes more than 50% of a mobs health gets the loot?

    Mages and Rogue-like classes will have a field day.

    1. Re:So what they really mean is.. by regular_gonzalez · · Score: 1

      Unless I'm parsing it wildly incorrectly, I think he's saying the exact opposite of that.

      --
      Due to circumstances beyond my control, I am master of my fate and captain of my soul.
  9. To each their own by Moraelin · · Score: 4, Insightful

    To each their own. I realize that some people thrive on ganking and being an ass, but then a lot of people don't. And each game can choose their own niche, and decide if they want to cater to one category at the expense of losing another.

    The griefer segment is kind of an easy choice, though, since you mention taking it to the point where you're trying to get people out of the game. A single unchecked griefer can lose them a hundred subscription of other people, so basically they're actually losing money by catering to those. They're not any sleep if you leave for lack of that kind of fun.

    But, at any rate, each dev team and publisher ultimately makes choices to cater to market A at the expense of market B. E.g., Blizzard chose to cater to the medieval fantasy fans, at the expense of being less fun for some of us who'd have preferred a good SF MMO. (Say, World Of Starcraft;) E.g., they chose to have guns and explosives and helicopters, which actually was at the expense of losing some purists who'd have preferred a more Dark Ages kinda setting where the highest tech is maybe a crossbow. (Heck, much as I'm otherwise for SF, I'd prefer to keep medieval stuff medieval, if it had to be medieval in the first place.) E.g., they chose to have no xp penalty for death, even though that made some people cry bloody murder. E.g., they chose to have cartoonish graphics, even though for some people it causes them to cancel the subscription. Heck, it's still the #1 stated reason for not playing WoW. E.g., they chose to have separate servers, which some of us like, but then it made the fans of a more Guild Wars style instancing say it sucks. Etc.

    Ultimately you can't please everyone. To make player group X happier, you have to make player group Y unhappier. You get to choose which group you want more.

    E.g., to make medieval fantasy fans happier, you have to make strictly SF fans a lot less interested in the game. And, again, you can't please everyone. You can't make a game that's high fantasy with elves and horses _and_ SF with warp drives and tricorders, because you'll just annoy both groups instead of catering to both. (Though using SF as a backstory for a medieval game sometimes works.)

    To some extent you can try to give group Y something else to do. But sometimes it's not easy to reconcile. You can't give griefers something else to do, because they need those unwilling victims. At some point you just have to just let go of group Y.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:To each their own by Admiral+Ag · · Score: 1

      You don't have to cater to one or the other. It is possible to design a game that appeals to both. The obvious solution is to turn griefing behaviour from a liability into a boon.

      Allowing griefers to play as outlaw characters at a certain cost (that cost being whatever it takes to make sure that it remains a minority activity, and ought to vary according to supply and demand) and providing incentives for law abiding players to hunt them down gives both parties what they want. The griefer gets to annoy people and gain a reputation as a badass. Everyone else gets to hunt him down for fun and money.

      After all what's a fantasy setting without brigands and sadists to provide some colour? The game designer's only thought should be making sure that brigandage serves the world and does not ruin it.

      --
      "by that I mean people who don't sit on slashdot all day wondering why everyone else isn't building robots" DECS
    2. Re:To each their own by Anonymous Coward · · Score: 0

      To each their own..

      Pretty much. Obligatory serious reading for anyone interested in balancing MUDs (and MMOs in general).

      TL;DR: there are different types of players and you want to catter to all of them, being watchful of how each group thrives or decays, since you are risking the stability of your entire system (i.e. all players suddenly leaving).

    3. Re:To each their own by famanz · · Score: 1

      Allowing griefers to play as outlaw characters at a certain cost (that cost being whatever it takes to make sure that it remains a minority activity, and ought to vary according to supply and demand) and providing incentives for law abiding players to hunt them down gives both parties what they want.

      Runes of Magic actually attempted to do something like this, although a year ago when I was playing it wasn't very successful. There was basically a good/evil (blue/red) scale where you'd become more evil for killing neutral/good players and become more good by killing evil players. The evil players would get bonuses to their damage but would have an increased chance to drop equipment when killed. The good players would get more defensive bonuses and possibly a reduced chance to drop equipment, can't remember exactly.

      However the implementation was very flawed. For one, the good/evil bonuses weren't implemented while I was playing, and for all I know they may still not be. The bigger problem was once you reached a certain level of "evil" you were effectively banished from all towns and teleporters because guards would instakill you. This meant that trying to start an evil life as a low level character almost entirely restricted you from being able to do any quests. Not to mention the fact that there were probably 50 blues for every red, and the blues would gang up on the reds and kill them repeatedly trying to farm for blue rep.

      I think it's an interesting idea that if done right could make for a very fun game.

    4. Re:To each their own by ComputerGeek01 · · Score: 1

      E.g., they chose to have guns and explosives and helicopters, which actually was at the expense of losing some purists who'd have preferred a more Dark Ages kinda setting where the highest tech is maybe a crossbow. (Heck, much as I'm otherwise for SF, I'd prefer to keep medieval stuff medieval, if it had to be medieval in the first place.)

      E.g., to make medieval fantasy fans happier, you have to make strictly SF fans a lot less interested in the game. And, again, you can't please everyone. You can't make a game that's high fantasy with elves and horses _and_ SF with warp drives and tricorders, because you'll just annoy both groups instead of catering to both. (Though using SF as a backstory for a medieval game sometimes works.)

      So what then, you mean to say Warhammer 40K will never have an MMORPG? That makes me a very sad panda.

    5. Re:To each their own by Chris+Burke · · Score: 1

      Allowing griefers to play as outlaw characters at a certain cost (that cost being whatever it takes to make sure that it remains a minority activity, and ought to vary according to supply and demand) and providing incentives for law abiding players to hunt them down gives both parties what they want. The griefer gets to annoy people and gain a reputation as a badass. Everyone else gets to hunt him down for fun and money.

      Yeah, they already tried that, it was called "UO", and it ultimately didn't work. Why not?

      Because it totally fails to "give both parties what they want". Why?

      Because one of the parties wants to not be bothered by griefers. They don't want to be ganked by griefers, then have to form a coalition to go hunt them down just so they can continue playing the game in peace for a few seconds before the griefers respawn, even if they do gain a reward in the process. People who don't want to be ganked want to be rewarded for doing things that have nothing to do with griefers.

      After all what's a fantasy setting without brigands and sadists to provide some colour?

      "Fun". "Not annoying". "The game I want to play, not the ones the sadists want me to be playing, which by definition of sadism would only be the game I wanted to play if I was a masochist, which I'm not". Etc.

      You can nitpick over the implementation details in UO or other games that tried it. But this idea fundamentally misses the reason why people don't like unrestricted world PvP and thus completely fails to appeal to both sides.

      --

      The enemies of Democracy are
  10. Don't fix what's not broken by Joshua+Fan · · Score: 1

    Doesn't he realize that current MMO model is already perfect as it is, as an endless revenue generating device? No other form of digital entertainment can top the inimitable success of World of Warcraft's eternal cash grind. The subtleties of the conflicts and drama caused by XP distribution rules based on real market economics serve a noble purpose: to increase the realism, immersion, and playtime of the subscriber to keep them coming back for more of the realpolitik of hamster-wheel mechanics month after month. By freeing up the restraints on rewards, he risks alienating those who play these games to develop their societical diplomacy skills in parallel with their real lives, which inevitably tend towards either tribalism or isolationism anyway.

    1. Re:Don't fix what's not broken by Anonymous Coward · · Score: 0

      It's not about just being successful. It's about innovating a very stale MMO space.

      I welcome ArenaNet's enthusiasm and risk-taking and hope more developers follow their lead.

    2. Re:Don't fix what's not broken by geminidomino · · Score: 1

      It's not about just being successful. It's about innovating a very stale MMO space.

      I welcome ArenaNet's enthusiasm and risk-taking and hope more developers follow their lead.

      Are you kidding? What little info they've been trickling out about GW2 points more and more to moving away from what made GW different and towards a far more WoW-like game.

  11. Missing the point... by Anonymous Coward · · Score: 0

    Humans are competitive, I DON'T want to help every Tom, Dick and Harry who I run across. I'll help guildies, but other than that, I'd prefer to be selfish and greedy in my MMO. Hell, if WoW allowed for same faction killing in the world enviro, I'd gank my own kind too... If they want a true care bear 'everyone can help everyone' game they shouldn't call it 'Guild Wars', 'Hello Kitty Island Adventure' seems more appropriate.

    1. Re:Missing the point... by QuantumG · · Score: 1

      I continue to wait for a massively multiplayer version of GTA. Not this pathetic pickup game crap.. as if GTA is Quake or something. GTA is a sandbox game.. I want to knock down the other kid's sandcastles. I want them to try to knock down mine - and fail, because I'm better. If I have to team up with someone else I want it to be because if I don't I can't compete. And through adversity maybe I'll start to bond with my crew and fight to protect them.. but if one of them squeals to the cops, he's dead.

      --
      How we know is more important than what we know.
    2. Re:Missing the point... by ZosoZ · · Score: 1

      I continue to wait for a massively multiplayer version of GTA.

      You might want to keen an eye on APB

    3. Re:Missing the point... by Anonymous Coward · · Score: 0

      I smell a ganksta who goes around smushing greycons and acting like he's King Shit because of it, or else will only fight someone with overwhelming odds that guarantees a win. The cry of the dinosaur when he realizes the mammals are taking over. :D

    4. Re:Missing the point... by Bakkster · · Score: 1

      And you don't have to. Problem solved. That said, it allows you to 'help' people for purely selfish reasons, as well, since you get full loot and XP.

      I have no problems with a 'care bear' experience, as long as it keeps the d-bags like you out. Go play a game designed for guys like you.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    5. Re:Missing the point... by flintmecha · · Score: 0

      So don't play it. I am excited to know that Guild Wars 2 won't be polluted by obnoxious e-gangsta neanderthals like yourself.

    6. Re:Missing the point... by Daengbo · · Score: 1

      I was thinking of GTA earlier -- not about the setting, but that you never become almost invulnerable, which I see as a huge problem for many RPGs. Can't MMORPGs create less difference between level 1 and 80?

  12. WoW isn't a PVP game by Anonymous Coward · · Score: 0

    All the changes affecting world PVP in WoW have been _away_ from PvP.

    Moved battlemasters to cities -> No BG entrance PvP anymore. (eg. Tarren Mill vs South Shore)
    Flying mounts -> Opposing faction players don't meet each other anymore as everyone flies on _mostly dismount immune_ mounts.
    Flagged PVP zones even on PVP servers. -> No PVP unless both want it.
    Sancturay zones on neutral cities like Dalaran, Sathrath. -> No PvP.
    Overkill, quickly respawning guards in neutral villages + dura penalty when killed by one. -> No PvP.

    And probably many others I don't remember anymore. One would expect such limits on MMO PvE servers only, but with WoW these limits are on PvP servers!

  13. Dear Mr O'Brien by QuantumG · · Score: 1

    Thank you for the insightful article that quite a few people on this site have actually read. I know all the comments so far don't indicate that.. and you really shouldn't hold out hope for some interesting comments. Guild Wars 2 looks like it will be awesome. I look forward to reading more articles about it, and will probably buy the game when it comes out.

    --
    How we know is more important than what we know.
    1. Re:Dear Mr O'Brien by The+Mysterious+Dr.+X · · Score: 1

      Agreed.

    2. Re:Dear Mr O'Brien by rcuhljr · · Score: 1

      FTFA
      With traditional MMOs you can choose to solo or you can find a good guild or party to play with. With GW2 there's a third option too: you can just naturally play with all the people around you.
      They really aren't the first ones to do this, Warhammer had public quests that allowed un-grouped cooperation that rewards everyone.

  14. It has already been done by Andtalath · · Score: 4, Informative

    Dungeons and dragons online already does this.
    All XP and rewards you get are based around how you as a group finish the instance (you do get penalties and bonuses depending on how many times you die though, and if you left the dungeon), you always run around with a group and no other characters are visible outside of the cities and all characters in the cities interact with you as if you are on of the few heroes helping it.

    No collecting wolves tails there, you help people from level 1 and forward with actual questing which feels like it's helping someone.

    Otoh, the game started breaking at around level 8 or so when I played it, especially due to haven essentially eternal gold and quite simply too large monsters which made claustrophobic dungeons pretty much impossible.

    1. Re:It has already been done by Splab · · Score: 2, Informative

      You missed out on a lot then, the later dungeons where absolutely awesome. What kept me playing DDO for years was the teamplaying aspect, was (and still am) bored with WoW kids acting like spoiled brats.

      In DDO, no co-op and coordination == wipe, all quests are done easily if you work together, if your tank just rushes off and burns the clerics mana you are dead.
      Well it used to be like that, but after level 16 and crafting got introduced the game got too easy (weapons and players where way too powerfull) so I lost interest since you strictly speaking didn't need a group for most quests.

    2. Re:It has already been done by Walkingshark · · Score: 1

      I lost interest back when the level cap was 10 and my 4 ranger/6 fighter couldn't hit anything because I wasn't a pure fighter with the +10 to hit perk. Then my level 10 wizard went into the top end raid at the time and saw nothing but saves from every spell I cast, to the point that all I could do was magic missile my way through the game and occasionally buff people with resists. Then my level 10 paladin ran into the same missing thing my ranger hit.

      Essentially, the house rules they tacked on to 3.5 to make it workable in their game also broke it for people who didn't min-max as fighters. Not being able to hit or do damage when I did manage to hit made the game unfun.

      Then I raided the dragon and found out that in order to beat it, you had to exploit a flaw in its pathing AI and stand in a specific spot or you'd be insta-gibbed randomly. That was not fun either.

      --
      The world you experience is only a close approximation of reality.
  15. The what of Even? by SmallFurryCreature · · Score: 3, Interesting

    Eve is tiny, on any chart it rides the bottom. Oh, it gets a LOT of attention but that is in no relation to its financial success.

    Most MMO's aspire to higher subscription ratings with 1 million being considered the line between success and an "also ran".

    I always find it amusing to see PK and PvP and twitch fans scream that their genre's are OH SO POPULAR and yet not a single game that gives them what they want is a success. Odd that. Why are PK and PvP and Twitch fans not playing the games aimed at them?

    Meanwhile, the closest to WoW is Lotro and that is a distinct PvE game of the old mold.

    It is like saying people LOVE FPS, when Quake sells 10 copies. The figures would not support the claims.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:The what of Even? by thoth · · Score: 1

      I always find it amusing to see PK and PvP and twitch fans scream that their genre's are OH SO POPULAR and yet not a single game that gives them what they want is a success. Odd that

      No kidding... you'd think, if PvP was so hugely popular, there would be more games catering specifically to it. Instead we have what, Darkfall? Shadowbane (now defunct)? EVE Online? Maybe Warhammer? Guild Wars itself has the "fairest" PvP system, but it is only in controlled environments, not world.

    2. Re:The what of Even? by Monkeedude1212 · · Score: 2, Interesting

      Most MMO's aspire to higher subscription ratings with 1 million being considered the line between success and an "also ran".

      That's where EVE played it differently and were still very successful. They didn't NEED a million subscribers to make a good profit off of supporting their product for a lengthy period of time. They just built their market around the ability to buy additional time codes and sell them in game for in game money.

      Essentially, they've diverted the money that would be flooded to chinese farmers back into their own pockets.

    3. Re:The what of Even? by drsquare · · Score: 2, Interesting

      Most MMO's aspire to higher subscription ratings with 1 million being considered the line between success and an "also ran".

      There are not half a dozen MMOs out of hundreds with that number of paying subscribers. Lineage, Warcraft, and I can't think of any others other than those free web ones. Most have maybe six figures if they're lucky.

      I always find it amusing to see PK and PvP and twitch fans scream that their genre's are OH SO POPULAR and yet not a single game that gives them what they want is a success. Odd that. Why are PK and PvP and Twitch fans not playing the games aimed at them?

      What games are those then? Practically all MMOs are RPG-style PVE. There'd have to be a professionally-made, twitch, PK game to exist in the first place to see how successful it'd be.

    4. Re:The what of Even? by Anonymous Coward · · Score: 0

      I always find it amusing to see PK and PvP and twitch fans scream that their genre's are OH SO POPULAR and yet not a single game that gives them what they want is a success. Odd that. Why are PK and PvP and Twitch fans not playing the games aimed at them?

      Could be that there are always major concessions being made to bring in non-PvP people (We need WoW numbers!), which in turn water down the PvP tremendously. Oops, lost your "target" gamers...

      For me and many out there: there hasn't been an open world PvP/PK MMORPG worth a damn since the early days of Ultima Online.

      EVE is about as close as it gets and to me that universe is like our own: mostly boring empty space. Not my kind of setting, but I get the love/hate of the game.

      PK and PvP and twitch fans scream that their genre's are OH SO POPULAR

      As for the general popularity of PvP/PK/Twitch gameplay: see the rise of multiplayer shooters.

      yet not a single game that gives them what they want is a success

      Unknown game studio releases a PvP MMO that it is not a linear theme park of quests/monsters/scenery. The game has an enormous learning curve.
      They barely even have any marketing to the masses (up until recently). All those hurdles to overcome. It has survived and is still going strong.

      EVE may not pull in huge numbers but they're still releasing free expansions. I bet they even get to pay their staff! :)

      Making money but they're still not successful eh?

      fitting captcha: Hooked

    5. Re:The what of Even? by Anonymous Coward · · Score: 1, Interesting

      Eve is tiny, on any chart it rides the bottom. Oh, it gets a LOT of attention but that is in no relation to its financial success.

      Mod parent as complete BS. Here's the charts:

      http://www.mmogchart.com/Chart2.html

      Eve has the 5th largest subscription base in the world. It is not niche. It is hugely successful and one of the very few MMOG that has a steady increase in subs.

      BTW, what are you talking about "aspire to 1 million+ subs"? Hardly any games have broken that. Every game you mention in your post as "popular" has never come close to 1 million subs - EQ, DOAC, AOC, LOTRO, etc... Eve is beating all of those in subs

    6. Re:The what of Even? by Phrogman · · Score: 2, Interesting

      Every PvP focused MMO that I can think of has died. As vocal as PvPers are, the majority of players who will subscribe to an MMO don't enjoy getting gang-ganked by assholes who play 16 hours a day. Here are the ones I can think of:

      * Shadowbane - tried it, it sucked, it died.
      * Pirates of the Burning Sea - at first it had tremendous potential, then the ganker assholes got ahold of it and the game became unfun for anyone who wasn't willing to play like a dickhead. Down to a few servers I believe
      * Age of Conan - still exists but is not doing well from what I understand. Should have been called "Age of Endless Instance Zoning" from what I could see, hated it, didn't make it past day 2 of attempting play.
      * Warhammer Online - all the knowledge they could have drawn from DAOC was available to them, and they completely missed what worked about DAOC and this resulted instead. Uninspiring and ultimately boring and pointless.

      I am not a PvP-Rulez-All type. I like PvP gameplay but only when I am playing with people who have a sense of sportsmanship. Most PvPers I have met couldn't spell "Sportsmanship" let alone discover what it means. The exceptions are a joy to play with.

      I have enjoyed the PvP in Dark Age of Camelot (still the best MMO ever produced in my opinion, sadly down to 1 server I believe), and Star Wars (as a Bounty Hunter hunting Jedi before the NGE).

      Now, EVE has done a great job in their design, but its not exclusively PvP. You can operate in safe space if you want to and play the game for months from what I understand. You only risk getting ganked by asshats if you go into a low security zone. By the time you get there you should have equipped yourself properly and learned how to be an asshat yourself or you will be disappointed.

      Playing PvP games with PvPers has convinced me that I no longer want to play PvP games. I met a few excellent people who were great to play beside or against - I met thousands of them in DAOC - but those people have been buried in a sea of people named "IPhukUup" whose greatest joy is to kill a level 1 newbie with a max level character.

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    7. Re:The what of Even? by Godeke · · Score: 2, Insightful

      Chart 2 is the "also ran" chart. Try chart 1: http://www.mmogchart.com/Chart1.html

      --
      Sig under construction since 1998.
    8. Re:The what of Even? by V+for+Vendetta · · Score: 1

      Eve is tiny, on any chart it rides the bottom. Oh, it gets a LOT of attention but that is in no relation to its financial success.

      (Bias alert: EVE player here) It might "ride the bottom" of the chart (although this chart ('til 2008) seems to indicate otherwise). But there aren't many commercial MMOs out there that a) are around since 2003 and b) have a continuously rising subscriber base. A lot MMOs seem to have a subscription peak shortly after their release and from that point on the subscriber base slowly declines, finally hitting its floor of players who really like that MMO and keep on playing it.

      Oh, and I'm the archetype of a carebear. What still keeps me playing EVE after all these years is not it's PvP part, but the sandbox and "one server" approach. That's something unique I still have to find somewhere else in a non-fantasy setting.

    9. Re:The what of Even? by Barny · · Score: 1

      Actually, no, in eve you can be attacked anywhere, even high sec.

      There are rules and consequences, the gankers just work around the first and balance the second.

      For instance, say your a "hardcore miner" in high sec, you get the best ship you can, the hulk, you deck it out with the best mining gear and go to work in a high sec zone. A person in a cheap setup battleship can pop that ship in about 3 volleys and have enough insurance that they will not be out of pocket at all when their ship gets destroyed by the "police" (concord), they have an ally who sits beside you in a frigate and grabs any loot that you drop. Do a google search for "hulkageddon".

      The best fantasy PvP game out there still is DaoC, now that they consolidated all the euro and US shards down to one there is a great population, and as I proved, you can get a new toon to 50 and ml10 within a week and a half of casual game play and get a modest template setup by the end of that second week.

      --
      ...
      /me sighs
  16. Still doesn't work by Moraelin · · Score: 3, Insightful

    The obvious problem is that if everyone else actually liked hunting someone down in PvP, they'd already be on a PvP server anyway. You're proposing a system which basically asks some people to play the game how they don't like it, and not pursue the goals _they_ want, just to give some sad loser the attention he craves.

    I suggest you start with reading Bartle's paper.

    The achiever segment (those who'll just have to have more gold and reputation) and the killer segment are actually very distinct categories and natural enemies. They like different things in a game, play for different goals, and both tend to despise each other. Asking an achiever to play a killer role in that pose isn't giving him fun stuff to do, it's trying to convince him to do unfun (for him) stuff and ultimately conclude that the game sucks (he hasn't been doing what he likes, after all) and leave. It's akin to trying to make some gazelles hunt lions. Even if they could, they're not going to enjoy it.

    It also does nothing whatsoever for the other categories. The socializers aren't even going to be motivated by that gold and fame to take a role they despise. The explorers won't find anything to discover in it either.

    So essentially all that would happen is that some killers might be convinced to play with other killers... but that's something that's not much fun for them. Unwilling victims are where their fun is at.

    And in the process you gave both free hand to ruin everyone else's fun.

    Besides, the "player run justice" idiocy has been done to death before, and never worked. Letting the players deal with "bandits" so you don't have to, has been not just tried and failed on UO, it's been the holy grail on MUDs too and it failed abjectly there each time. As Benjamin Franklin once said, "Madness is doing the same thing over and over again and expecting a different result." I fail to see why an experiment which failed every single time before, should be hailed as _the_ solution that'll work this time.

    And finally, well, I've heard the "provide some colour" excuse before. And the "I can't RP if I can't gank" and the "it's unrealistic" and "without someone ganking them those players will lack a challenge and leave in droves!!!!11eleventeen" In my brief days of coding for a MUD, you'd be surprised how many people felt a need to whine about why they should be allowed to drive others off the game, and how limited a repertoire of excuses they had.

    In the end it's a non-sequitur. What matters isn't "colour" for its own sake. Nor "realism", nor "challenge", nor "RP" for their own sakes, for that matter. What matters is whether enough players like it or not. If the larger mass doesn't, well, take your colour somewhere else, really.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Still doesn't work by Moraelin · · Score: 1

      Oh, that griefers want to be famous badasses isn't what I'm disputing. What I'm saying is that for the badass-vs-posse scenario you've proposed, someone has to play the posse. And it's there I'm seeing a problem. Most people don't want to play a posse to start with. And most people couldn't give a damn that there's a posse somewhere, when they're still getting their open instance event ruined by a jackass. That someone will then go and play cops-and-robbers with the jackass doesn't really do anything for them.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    2. Re:Still doesn't work by Golden_Rider · · Score: 3, Insightful

      Oh, that griefers want to be famous badasses isn't what I'm disputing. What I'm saying is that for the badass-vs-posse scenario you've proposed, someone has to play the posse. And it's there I'm seeing a problem. Most people don't want to play a posse to start with. And most people couldn't give a damn that there's a posse somewhere, when they're still getting their open instance event ruined by a jackass. That someone will then go and play cops-and-robbers with the jackass doesn't really do anything for them.

      Exactly, that is 100% the problem. The problem in creating a game which makes both griefers and non-pvp players happy is that any "incentive" for the non-pvp players to willingly go hunt down the griefer simply does not exist. Because hunting down the griefer would involve something the non-pvp players by definition do not want to do: pvp. If I log on and look forward to partying with my friends and xping in the dungeon of ultimate doom, I do not want to interrupt that to go hunt down some griefer for an hour. Not even if I get some reward for it. Simply because that is not what I wanted to do that evening. Even with some incentive for killing that bastard, he STILL managed to impose his way of playing the game onto me and forced me to do something I did not want to do. And if that happens too often, the non-pvp players will not find the game entertaining anymore and leave, causing the griefer to leave, too (because there are not enough victims anymore). That's why most western MMO with completely open pvp either fail or stay at low subscriber numbers. Not because the designers suck and cannot find a good system of making pvp players and non-pvp players both happy, but because it is not possible.

      Also, there seems to be a problem with western gamers mentality. If you CAN do something (e.g. stand outside a newbie town with your uber char and simply kill anybody for hours who wants to go kill his lvl 1 mobs), someone WILL do it. You would not find something like that on e.g. Korean servers.

      To those above who commented that "games with open pvp are a success in Korea" - consider e.g. Lineage 2 - a niche game with completely open pvp here on our western servers, and a huge success with millions of players in Korea. Here on the western servers you will find all kinds of griefers, gankers, whatever type lowlife you look for, you will find it. On the Korean servers, people are helpful, pve together in peace, party up with people from other clans and usually ONLY pvp during announced siege times. This seems to be because most players there play in internet cafes, so you cannot hide behind your online anonymity, and you usually also have others watching your screen over your shoulders, commenting on what you do. That simply works as some kind of "control". If you were to go and grief other players, it would not be unlikely to have your RL name on some messageboard soon afterwards, and somebody might come around to punch you in the face. So it's not that the players in Korea like open pvp more than us western players, it's that in Korea there is some kind of self-control, while around here in Europe/US, players can hide behind their online anonymity - and so the Korean games can get away with pvp rulesets which would lead to endless griefing if they had western players.

    3. Re:Still doesn't work by stonewallred · · Score: 1

      Well, I play WoW, one of the most successful MMORPGs, but I don't think it in any way encourages or supports RP. I play it because it is fun, it kills time and some of my friends play. First MMORPG that supports RP, has character customization, the variety and largeness of WoW, and a decent size player base, I am jumping ship and letting WoW go on about its business. If you want to be good at the gme, your toon has to be like every other toon at your level and class. So 50 toons looking alike, carrying the same weapons and wearing identical armor, using the same rotations is not RP.

    4. Re:Still doesn't work by stonewallred · · Score: 1

      PvE servers with PvP flagging. That way if you desire to PvP you can, and if you don't, then don't flag. WoW has that right at least.

    5. Re:Still doesn't work by muridae · · Score: 1

      Everquest had that when it launched. In order to limit what the PvP flagged character could do, they prevented them from receiving heals or buffs from any non-PvP flagged character. This limited the griefer trick of healing with a non-PvP character, preventing other PvPers from killing them. But it made any PvP character useless to anyone not PvP flagged. If you could not find a PvP guild with enemies to fight against, or had a group of friends willing to fight each other some times but were willing to level together, you had no way to play any other part of the game. When the Arenas were made available, areas in certain zones where everyone is PvP until they leave, there was no reason to permanently flag yourself as PvP anymore.

      The people who wanted to PvP went to the PvP servers. Every one there was flagged, and on one of them there were no level limits on who could gank who. When they introduced some protection to low level characters, they created a situation where very low level characters could kill much higher levels using the environment, while giving the high level players no recourse. See: Fansy The Famous Bard.

    6. Re:Still doesn't work by VulpesFoxnik · · Score: 1

      Unlike WoW, Guildwars has quite a bit of customization for your character. I've spent hours tweaking my character to my liking. The only time I've spent more time in the customization screen is in Oblivion.

      --
      RES PUBLICA NON DOMINETUR
    7. Re:Still doesn't work by Anonymous Coward · · Score: 0

      The problem is (speaking as someone who played eve online, wants open world pvp, always selects the pvp server, and evidently the only one on slashdot) is when you can't even get what you want on the pvp server. It shouldn't be possible to report someone for "ganking" on a pvp server, it means, you don't really want to be on a pvp server. That's the real issue. I don't understand why people come over to a server they don't really like and impose their idea of how a game should be run. If the developers made a server available for the "minority", then why don't you just avoid it and leave us in peace?

      As for why anyone would want world pvp, there is no penalty for being a jerk in an MMO. World pvp allows for order (as one of the parents said, feudal even). If you are going to ninja something in a dungeon, you will pay (there is a solution immediately available). All other rulesets allow for someone to be a complete jerk and the game protects them. In open world pvp, you are your reputation and there are consequences for your actions.

  17. Sounds like a great idea by SmallFurryCreature · · Score: 1

    Sounds like a great idea, and I wonder if they push it all the way through. Does rare loot also spawn for everyone? Or does everyone get their own "chest" with their own drop? Could be intresting but what are mobs going to be like that might be attacked by 500 low levels at once? There is a reason most games don't encourage grouping like this, it upsets the game balance. 500 lvl 1's could team up to defeat a lvl 10 monster and all get lvl 10 drops?

    Mind you, I don't see that as a problem, that is smart thinking and the individual risk would be high because if you are the one stomped on... bye bye.

    It is about time MMO's get a breath of fresh air and not just more twitch, more pk and more PvP because that has been proven to be a financial death end. Enough games tried and not a single one of them has managed to break the 1 million player barrier that is the line between success and being just another game that survives from month to month only to dwindle when players get fed up with slow updates because their is no money to pay for them.

    GW's was/is a lot of fun, but in PvE its combat is to simple, if they can truly make something intresting out of this AND create a TRUE MMO (GW, is a hub game), then I am certainly buying it.

    Oh, and boob jiggle, that is important too.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Sounds like a great idea by Anonymous Coward · · Score: 0

      Well, if they make it so significantly underleveled chars can't contribute meaningfully in an encounter, no matter how many of them are present, problem solved. I hope they keep the trend of the original GW and make 'max-level gear' pretty easy to obtain to cut down on pointless grind to be competitive, and make the rest about vanity goodies. Glowy weapons, super-fancy armors, a giant fountain in your GH or some other eye-candy e-peen stuff that has no real game impact, is just about bragging rights. Let those who want to fap over a gear score keep playing WoW. I HATE the whole 'grind this raid for gear to grind this raid for gear to grind this raid for gear' vicious cycle.

      By the same token, I hope they also keep the ability to roll a max-level PvP char with unlocked skills and gear to keep the focus there on player skill and teamwork instead of LOL NUBZ I GOTS ALL PURPZ DIE DIE LOLLOLLOL!!! I think that combined with the philosophy of "No, you can't just go ganking lvl 1's because your weenie is little and your RL sucks" is a lot of what made GW great. Now by filtering out kill and loot stealing from persistent play, they eliminate another big problem of traditional MMO's. Combine that with ALL mobs being on short respawn timers, say five minutes max, and you cut way down on the need to wait for mobs to pop.

    2. Re:Sounds like a great idea by Anonymous Coward · · Score: 0

      You must have missed the memo where GW2 has no max level. It has infinite grind.

    3. Re:Sounds like a great idea by VulpesFoxnik · · Score: 1

      Citation needed.

      --
      RES PUBLICA NON DOMINETUR
  18. PvP could be different - current designs are bad. by PMBjornerud · · Score: 1, Insightful

    Only a small minority thinks it is fun to kill people in uncontrolled world PvP.

    But why is that?

    Because they implemented PvP wrong.

    Being invaded and killed could have been a thrilling experience. What makes it utterly dull for most people is that your options seems to be:
    A) Respawn and die again.
    B) Log out.

    Imagine a game where lowlevel players that are killed in their home areas would be conscripted as local militia and set to control siege-like defensive installations. Instead of being spawnraped, the lowlevels getting killed would be given immense power - but limited in time and only usable to fight off the invaders.

    It's all about creating win/win situations. A lot of people dislike PvP because it turns into repetetive, frustrating gameplay.

    That is a design issue.

    --
    I lost my sig.
  19. A lovely idea, but... by Millennium · · Score: 2

    This is how MMO gaming should be, with nothing coming at the expense of another player. Unfortunately, there is a portion of the MMO population that will not be satisfied unless they can have their domination and bullying fantasies, and even though they ruin gaming for everyone else, they're big enough that few game makers have the guts to take them on.

    1. Re:A lovely idea, but... by Bat+Dude · · Score: 0

      Well put. I enjoyed EVE but gave it up due to the griefers and gankers. or is that wankers same thing to me. This sounds like the way to go .

    2. Re:A lovely idea, but... by Anonymous Coward · · Score: 0

      There are some good things in the article - I like the RPG-like plan to have more involved NPCs - but I have mixed feelings about other aspects of it.

      "nothing coming at the expense of another player" sounds good at first, but the example implementation feels like it'd seriously break the game world's self consistency. I mean, if a wolf has a pelt, and I kill it myself and I get a pelt, but if a friend and I team up on it we each get a pelt, and if ten of us team up on it we each get a pelt, then what behavior does that really punish or reward?

      Ideally, it'd increase teamwork and social connections... but consider how real people play real games. You wouldn't need as much teamwork (you don't have to group with or even talk to the other players, just pick something that's being smacked around and start hitting it too). You don't have to share anything, so that's another less reason to talk. And you may not even really be using actual teamwork (IMO, "everyone anonymously attack" is not the same thing as working as a team). I've seen games where the looting rights are automated (though it was a fixed amount of loot instead of being mirrored to all participants), and what it encouraged was for loners to gather in packs and not talk to each other and not attack first; wait for some other fool to tank and take the hits, then the rest blindly pounce so they'll get a chance at getting the loot without getting hurt. It was bizarre. Not really aggravating, but surprising at first and boring afterwards; instead of the desired large numbers of small organically self-organized groups, it was one or two giant anonymous flash mobs that were weirdly cowardly. It wasn't particularly fun to be the rare aggressive player that started combat (and was occasionally bad, if the pack of cowards were still too afraid to join in). It wasn't particularly fun to try being part of the pack of cowards, either - it was an oddly mechanical experience of waiting or clicking away with no risk involved. Not at all like a good single player RPG, and not like a good group RPG either. It was massively single player. We were playing the same game in the same virtual space, but we were merely playing next to each other, not playing *with* each other. It was less cooperative than a trip to a supermarket. At least in WoW, there's fairly frequent "I'm here, you're here... same quest? let's team up".

      On the flip side, let's take the opposite extreme and say that none of use are anonymous loners in it for easy piggybacking. Well, then the optimal strategy is to always be in a group of as many friends as the game allows, quickly massacre everything, and everyone easily gets tons of loot at minimized risk. Except, sadly, not everyone has the same number of friends in the same level range in the same time zones with the same free time; so these mechanics effectively punish some people for not being popular enough. True, it's a problem that already exists in current MMOs - what veteran hasn't endured the pain of a faster/slower leveling friend? - but we need not invent new game mechanics to magnify the effect.

  20. So forcing it upon them makes it better? by Moraelin · · Score: 4, Insightful

    The fact is that nevertheless some of us don't want to have anything to do with PvP at all. It's not a question of feeling stronger or weaker, it's simply a question of it not being what I want to do in a game. Conscripting me into some group that _has_ to do PvP is just going to piss me off more and make me cancel the subscription.

    That's the kind of solution that presumes that everyone else too is a complexed idiot who's just there to feel powerful by ganking someone weaker. Some of us play for entirely different goals and reasons, though.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:So forcing it upon them makes it better? by stonewallred · · Score: 1

      So if you play WoW, play on a PvE server. There are probably not 10 things between lvl 1 to 80 that will force you to PvP flag, and they are all voluntary. What sucks about WoW is that I have to PvE if I want BiS items. Most PvE gear is better than PvP gear. I don't gank except on Cho'Gall. There the rule is red = dead. On the PvE servers, unless you are bothering me and are flagged, I ignore lowbies, excepting horde lowbies bothering Alliance lowbies.

    2. Re:So forcing it upon them makes it better? by Moraelin · · Score: 1

      Oh, nothing against the way WoW implemented it. What I was ranting against was the whole idea of being shanghaied into a PvP minigame, as advocated by the post I was answering to.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:So forcing it upon them makes it better? by ottothecow · · Score: 1
      What if the aforementioned minigame was optional?

      Instead of releasing or waiting, you occasionally get an option to be the "defender" depending on the circumstances in which you were killed. If you want to keep on questing, you can just go about your business--but if you want to extract your revenge, you can come back as a short term town guard of sorts.

      Of course I sold my WoW account years ago and will probably never play another MMORPG (at least not to the extent equivalent to having a best-on-server 39 mage twink and a 70 shadow priest doing kara).

      --
      Bottles.
    4. Re:So forcing it upon them makes it better? by Moraelin · · Score: 1

      Well, you have to remember (or scroll a bit up) that said remedy was supposed to make it fun for those being ganked in their home areas. And more specifically in a context boiling down to, basically, "how to make uncontrolled PvP ok for the victims."

      The option to at least not be shanghaied into more PvP would of course be better than making it mandatory to take it. But refusing it still won't do anything to remedy the fact that I was ganked in my home area, when I didn't want to take part into PvP at all in the first place. Basically being able to opt out of the second kick in the nuts doesn't make the first kick in the nuts any more fun.

      Look, I don't want PvP at all. Give me that PvE flag and I won't mind what the rest of all y'all are doing to each other.

      There is no magic bullet that would make me happy to be in an uncontrolled PvP environment. That's all I'm saying. Giving me an option to be the ganker for a change (which is the kind of proposal we're discussing) isn't going to change the fact that, well, if I wanted to be a ganker, I'd already know how and where to go for that. E.g., I could already park a level 80 hordie rogue near that NPC near Theramore which turns level 35 alliance people PvP without warning. I know how it's done. I just don't want to have anything to do with it at all. Tacking that on top of an uncontrolled PvP setup, optional or not, won't make me go "it may be uncontrolled PvP but it's fun", but still more like "it's uncontrolled PvP and it can go fuck itself sideways, I'm not supporting that with my money."

      --
      A polar bear is a cartesian bear after a coordinate transform.
  21. Re:PvP could be different - current designs are ba by Aceticon · · Score: 2, Insightful

    I think the issue that the GP pointed was uncontrolled PvP environment.

    What you describe is actually a controlled PvP environment.

  22. Coordination is hard by Anonymous Coward · · Score: 0

    Coordination between people in real life is hard. If you have a god like arbiter making everything fair it takes away a lot of the realism from social interactions.

  23. Re:PvP could be different - current designs are ba by Anonymous Coward · · Score: 0

    And how many of those previously killed, now slaves to the overlords are going to want to keep playing and PAYING. I for one would just delete character and start over so I wasn't stuck as a conscript. The other problem with free-world PvP is that it is hard for new players to level and get any of the good stuff because all the veterans are killing them off.

    What would be a reasonable PVP design change is that, if you killed a character in a controlled area (much like EVE secure areas) the killer would be caught, locked up and put in a penalty box for days or weeks (years game time) for murder. Or - as in EVE, the character is just killed - to respawn and start over. Wilderness areas (non-secure) would be much like EVE 0-security areas - venture there and you better be able to defend yourself or accept the consequences.

  24. Re:I don't have time to wait for the "event" to en by Anonymous Coward · · Score: 0

    And eventually, everyone will know that is the type of game it is and there will be no one to attack except others, like yourself, who want to rob and kill. At that point, the game will shut down because there aren't enough people paying to play.

  25. I must need glasses by Stupid+McStupidson · · Score: 1

    Am I the only one who looked at the RSS feed and read, "ArpaNets MMO Design Manifesto"? I should stop reading these things in the morning.

  26. Nice marketing by KalgarThrax · · Score: 1

    I see nothing in that article that is a concrete design choice the GW2 team has made to specifically address the "problems" of current MMOs. They simply provide out-of-context examples of potentially cool scenarios. Wouldn't it be cool if we fired through walls of fire!!!! Yes it would, the first 15 times.

    MMO design needs to take a radical step away from "MMO combat mechanics" into other directions (some people suggested more social aspects which I do not like) in order to be innovative. These mechanics were spawned by old school D&D mechanics by way of MUDs, and honestly, these ideas are OLD. Not all are bad, either. Until they do innovate though, no amount of marketing by game studios will convince me to subscribe to their new games. Neither will it convince all the people currently playing WoW to switch to something else.

    There is a reason millions are playing that game. It provides cheap entertainment value for them, through a myriad of activities that, although repetitive, are greatly enhanced through the social aspect that is provided by online connectivity to a context of a world. Combat is boring, UNLESS you have to orchestrate with 25 people. Crafting is boring UNLESS you can sell your wares to a market economy. And so on.

    As soon as a game is created to provide the same or greater entertainment value to people, they will jump. It just has to be innovative enough to make them jump. And yeah, open world group quests already failed, with WAR. That game could have been a radical attempt to reforge the MMO landscape, but the designers instead opted to play it safe and re-create WoW. Who will be next? From what I have read it doesn't seem like GW2 is ready to take up that cup.

  27. Re:PvP could be different - current designs are ba by edremy · · Score: 4, Insightful
    Actually, the PvP issue is a lot more fundamental than you think.

    Why does ganking exist? Because the penalties for losing are so *low*. Unrestricted PvP works in Eve (and I'd argue, pretty much only in EvE) because there are serious penalties. Lose a major ship, lose training time- it can take a while for things to get back to where you were. Even the gankers realize this, and avoid combat unless they know they are going to win, and they realize the guy may well be back with friends to stomp them into the ground.

    Compare this to something like WoW. What's the penalty for dying? Running back to your corpse. Even in something like Darkfall with full looting you just have people run around naked, since there's no real penalty for dying otherwise.

    Imagine a PVP game where dying killed your character dead. No resurrection. Of if that's too harsh, perhaps losing 5 levels as well as giving the keys to your bank to your slayer, or having the character lock out for a month. Or perhaps having every guard in every town on the continent kill you on sight? You think people would randomly attack strangers? Ganking would vanish in a heartbeat. You'd probably end up with a feudal system very quickly, where everyone was in one of a few massive guilds that would issue kill on sight orders for anyone that harmed one of their own- this may not be what the designers/players want, but it would work. Make losing hurt and the ganking issue solves itself

    --
    "Seven Deadly Sins? I thought it was a to-do list!"
  28. Experience, yes. Loot, no. by Tuan121 · · Score: 1

    So a snake is going to drop 20 snake eyes on death? Experience makes sense- although 100% seems way overboard, you will just have mobs of people fighting trash and levelling like crazy. But wait, it's only if they "significantly" contribute- good luck with that. You will have people playing characters that can do the most damage. Or healers who just heal everyone who doesn't need it.. fighting for heals such that everyone just wastes mana. Loot does not make sense, and it was just lead to a world where everyone has everything. Fun. Player's wanting items/spells/skills others do not posses is what makes MMO's interesting. If you don't think so, then just use IRC.

  29. Actually... by Moraelin · · Score: 1

    Actually, WH40K doesn't pretend to be both medieval and SF at the same time, does it? I mean, sure, it has power armours and chain swords and whatnot, but, really, those are just as much SF props.

    I wouldn't mind a WH40K MMO, to be honest. It has a metric buttload of lore and character by now.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  30. Re:PvP could be different - current designs are ba by Lunix+Nutcase · · Score: 1

    Imagine a PVP game where dying killed your character dead. No resurrection. Of if that's too harsh, perhaps losing 5 levels as well as giving the keys to your bank to your slayer, or having the character lock out for a month. Or perhaps having every guard in every town on the continent kill you on sight? You think people would randomly attack strangers? Ganking would vanish in a heartbeat. You'd probably end up with a feudal system very quickly, where everyone was in one of a few massive guilds that would issue kill on sight orders for anyone that harmed one of their own- this may not be what the designers/players want, but it would work. Make losing hurt and the ganking issue solves itself

    And you can also imagine that this game will be just as destitute in players as Darkfall. The vast majority of people aren't going to want to play that.

  31. Re:PvP could be different - current designs are ba by goldspider · · Score: 1

    Imagine a PVP game where dying killed your character dead. No resurrection. Of if that's too harsh, perhaps losing 5 levels as well as giving the keys to your bank to your slayer, or having the character lock out for a month. Or perhaps having every guard in every town on the continent kill you on sight? You think people would randomly attack strangers? Ganking would vanish in a heartbeat.

    Those would also effectively kill PvP in your PvP game.

    --
    "Ask not what your country can do for you." --John F. Kennedy
  32. Is it ? by unity100 · · Score: 1

    is that why uo has never took off ? is that why wow has been such a success ?

  33. Someone finally got it right by unity100 · · Score: 2, Insightful

    indeed others should be a welcome sight, not something unwanted in mmo games. after all, what's the point of playing a mmo, if you are going to limit your social circle to some limited number of people in your play group or your guild ? LAN play already offers such gameplay, or games that have limited server capacity.

    A mmo should aim for MASSIVE multiplayer. that is the whole point of it. it shouldnt encourage seclusion, isolation, animosity in between players.

    1. Re:Someone finally got it right by Botched · · Score: 1

      Maybe, but it all comes down to implementation. The reasons that party, xp, and loot systems are as they are in many MMORPGs is that they are the lesser of 2 evils. On one hand you have someone being happier because their kill was not stollen. On the other hand, you have a boatload of exploits to deal with that make it much harder to balance encounters for fun/loot/xp.

      If you have problems with kill stealing, you can also increase the spawn rate of monsters- fixed. Breaking the xp/loot system is a much more serious issue, and it will reduce the feeling of accomplishment you get from playing a game.

      I'm eager to see what becomes of guild wars 2, but I have to admit, I bought GW1 and played it for one day. When I learned I could just start at level 20 and skip all that leveling stuff, I quit. I'm of the opinion that if you don't like leveling/gold/loot gathering in a game then don't pretend otherwise, leave it out completly!

      That is what the mmorpg genera is really missing, and maybe what GW2 could be, a different form of progression/power accumilation.

    2. Re:Someone finally got it right by unity100 · · Score: 1

      Maybe, but it all comes down to implementation. The reasons that party, xp, and loot systems are as they are in many MMORPGs is that they are the lesser of 2 evils. On one hand you have someone being happier because their kill was not stollen. On the other hand, you have a boatload of exploits to deal with that make it much harder to balance encounters for fun/loot/xp

      why ? they are already leveled. there are already encounters for 3-4 people, dungeons for 5 coordinated people, and raids for 25 people. so, the system is there.

      it doesnt hurt us to allow xp and loot to everyone who joins the fight in the open realm in any measure. harder creatures, they cant manage, and will need coordination.

    3. Re:Someone finally got it right by Botched · · Score: 1

      Because of exploits.

      Here's one, how do you deal with this: You have an area effect spell. You find a spot with a good spawn rate. You broadcast on zone chat "AE Farming -coods-" You stand there and spam your spell. Maybe go to sleep for the night, maybe wedge a coin into your keyboard under your fireball macro and watch a movie keeping an eye on the computer screen in case a GM accuses you of macroing.

      some other people come along and do the same. AE spells overlap. Maybe someone is at their keyboard and nicely brings some monsters over into the AE. Whatever, some are gonna spawn. Everyone gets 100% xp. Sooner or later you have to move to the next zone and find the next spot to stand.

      Bingo, one game change and you completly destroy all leveling content.

    4. Re:Someone finally got it right by unity100 · · Score: 1

      first, if the mobs in the area is weak enough for someone to kill them by himself/herself, there is nothing preventing what you speak of from happening. actually its happening currently anyway. allowing kill steal to happen, or reducing rate of xp dont change anything, they just do it longer.

      second, that can be alleviated by preventing repetitive xp from the same source. you measure the average different encounter number that one toon would have while following a certain questline (as in the storyline) and then you would arrange xp rate according to that. but still even that wouldnt prevent that from happening.

      so its damned if you do and damned if you dont, but, in the current state, it penalizes the straight players. straight players have to suffer longer grinds because of the attempts to prevent such exploits. and its bad.

    5. Re:Someone finally got it right by Botched · · Score: 1

      It is not happening in the game's I'm playing or have played, because monsters weak enough to be killed by mindless AE macroing give close to zero XP. Seriously, not worth setting up a macro, you would spend 2 weeks to go up a single level. I contest that that's completly false.

      If you share XP equally without a party you can then mindless grind monsters that give you a signifant amount of XP. That's a huge difference. Seriously, pick a popular game and try leveling by AE grinding alone and see where it gets you.

      Restricting XP from a single source- now you are making decisions for how someone can and can't level up, what about the people who want to grind? What's the number you have to kill before you have to pick some other monster? Am I going ot have to move once an hour, or if I'm a grinder am I going to have to start questing and give up that playstyle?

      I don't get what a straight player is. All games have rules, all players are forced to follow them. If a game lets you do something, it is straight and part of the game. That includes using the best method of progressing in a game.

    6. Re:Someone finally got it right by unity100 · · Score: 1

      It is not happening in the game's I'm playing or have played, because monsters weak enough to be killed by mindless AE macroing give close to zero XP. Seriously, not worth setting up a macro, you would spend 2 weeks to go up a single level. I contest that that's completly false. If you share XP equally without a party you can then mindless grind monsters that give you a signifant amount of XP. That's a huge difference. Seriously, pick a popular game and try leveling by AE grinding alone and see where it gets you.

      my experience with wow belies this proposition. i have come upon countless chinese farmer toons, and quite a good number of them were non aoe classes (hunter). they kill their targets one by one. yet, they just grind.

      Restricting XP from a single source- now you are making decisions for how someone can and can't level up, what about the people who want to grind? What's the number you have to kill before you have to pick some other monster? Am I going ot have to move once an hour, or if I'm a grinder am I going to have to start questing and give up that playstyle?

      that totally depends on the game and would be different from game to game for each game.

      I don't get what a straight player is. All games have rules, all players are forced to follow them. If a game lets you do something, it is straight and part of the game. That includes using the best method of progressing in a game.

      that goes for everything. one would argue that also aoe grinding would be proper and within rules. since its a spell and there are monsters. it would be illogical to first give something out then try to exceedingly limit its usage.

      and there is nothing preventing 5 people from grouping up and aoe grinding anyway. and there are those who do it.

    7. Re:Someone finally got it right by Daengbo · · Score: 1

      Wow. You just described exactly how I see MMORPGs working, and why I've never been interested in one. Maybe if there were something interesting to do, I could get into it.

      Fantasy MMORPGs just need to expand and let players be anyone in the land. Be a dragon that is "terrorizing" a city (actually just trying to eat) and which suffers quests against it. Instead of leveling characters, why not level players? When you die, you die, but your total XP as a player gives you new creatures to become? Reincarnation instead of resurrection. Advanced players can become the quest.

    8. Re:Someone finally got it right by Botched · · Score: 1

      See, that could be fun! And props to Guild Wars for trying something at least a little different.

      online RPGs are in a rut right now, directly comparable to 70s american board games to the euro-boardgames of today. If there is one piece of advice I could give to every game developer, it would be to go over to boardgamegeek and see what the word 'game' means, vs dicefests and timesinks. It's the difference between Go and Monopoly, between 'Tigris and Euphrates' and Risk.

      Now that I've gone way off topic... pah, my point is that it's a lot of work for little reward to change basic, working game mechanics that have been tried and true since EQ introduced them. If you are going to make radical, sweeping changes, what about

      -auction off extreme powers weekly, with a week's durration.
      -introduce more NPC action ala auction houses. Pay-for services. Set NPC bounty hunters after people you don't like. Hire goblin laywers and sue a player who ripped you off in-game.
      -Build power sets ala magic the gathering card game, instead of talent trees.

  34. Re:PvP could be different - current designs are ba by brkello · · Score: 2, Insightful

    Eh, all these ideas that people throw out on solving PvP are always dumb. If you get to be powerful after you die, then people will just purposely die to become more powerful.

    PvP in MMOs is not popular for a lot of different reasons. Some people don't like PvP. Generally, one person has a huge advantage over another based on gear. For Eve, it is that there are fairly harsh consequences to death that encourages people to stack the deck so that a normal player doesn't even have a chance as they warp in to a swarm. This causes people to take less risk and make PvP boring. People just fly around camping at gates hoping for hours that some poor guy will come through.

    PvP is never going to appeal to some people. But to do it to appeal to the most, it simply needs to have a couple of qualities: small penalties for death and an even playing field. That's why online FPS's are popular. In general it is a fair fight with a simple respawn.

    --
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  35. Disagree by dcollins · · Score: 1

    FTA:

    When you play an RPG, you want to experience a compelling and memorable storyline.

    No. Common new-school mistake.

    http://deltasdnd.blogspot.com/

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
  36. Re:Experience, yes. Loot, no. by Chris+Burke · · Score: 1

    So a snake is going to drop 20 snake eyes on death?

    Sure. Why not? Realism? Yeah cus that's less realistic than a snake dropping 0 or 1 eyes, or wolves with no liver. Or a single eye taking up the same amount of space in your backpack as a 20 gold gold bars, or... Yeah. Who cares.

    But wait, it's only if they "significantly" contribute- good luck with that. You will have people playing characters that can do the most damage. Or healers who just heal everyone who doesn't need it.. fighting for heals such that everyone just wastes mana.

    Oh noes, people playing characters that deal the most damage! And the 'fighting for heals' only happens if you make several specific assumptions about what was meant by "seriously [the actual word used] contribute". Of course fighting for heals happens regardless when you have more healers than you need because otherwise they are just sitting there being bored. Hmm... the whole idea behind this idea is to make contributing to group efforts (without explicitly joining a group) serves a purpose, so hey let's assume they'll design it so that you get nothing if you try to heal but it isn't needed!

    Loot does not make sense, and it was just lead to a world where everyone has everything.

    Only if you assume it applies to all loot and not just crap like snake eyes that nobody is jealous of anyone for having, but rather simply gets pissed if someone else stymies their chance to get them and end the stupid quest. I highly doubt they meant that everyone who defeats a boss monster gets a copy of every piece of equipment the boss drops.

    --

    The enemies of Democracy are
  37. Re:PvP could be different - current designs are ba by Anonymous Coward · · Score: 0

    In the old mud days we setup something like this. If you killed someone you paid for it. Granted the city guards were push overs. So no much of an issue. Then we changed the spawn code. 100, 500 push over guards are still going to hurt you. 1000 are going to kill you since you cannot hit all of them at once. When you PK'd your room wide attack skills were disabled. Also the greater the level difference the greater the response was. If the level difference was bigger then 50 levels, a really big guard (actually a mob with huge attack power, health, and nasty attacks) spawned and hunted you down. It could teleport to you and attack you, even in no fight rooms. So it could attack you there, but you could not fight back.

    We did have a few towns were you could PK. No flag, no guards attacking you. It was well posted and below a certain level you could not get in there. That was by design. To stop the low level from being slaughtered by high levels.

  38. Re:PvP could be different - current designs are ba by ps_inkling · · Score: 3, Informative

    Or perhaps having every guard in every town on the continent kill you on sight? You think people would randomly attack strangers? Ganking would vanish in a heartbeat. You'd probably end up with a feudal system very quickly, where everyone was in one of a few massive guilds that would issue kill on sight orders for anyone that harmed one of their own- this may not be what the designers/players want, but it would work. Make losing hurt and the ganking issue solves itself

    What you are describing was implemented in Ultima Online. Kill a player, all the guards in cities mark you KoS (kill on sight). The solution was to not go to cities anymore. No banking, but there's plenty of killed player corpses to loot.

    So, roving gangs of PKers hang out at the load points between areas, and kill your character while your computer is loading the next area's graphics. The solution for a while was the formation of anti PKers, who would descend in mass and swarm a PK group. But, now their characters were also flagged as PKers.

    So yes, it ended up as a feudal system. Unfortunately, it was a world where the PK eventually won.

  39. Re:Experience, yes. Loot, no. by Anonymous Coward · · Score: 0

    Sure. Why not? Realism?

    Yes.

    or wolves with no liver.

    Because during the fight perhaps you injured the beast so much that parts weren't very useful. I'm not trying to say everything is realistic, but at least there is a vauge sense of realism. You don't find anything odd about a snake that drops 1 eye if 1 person kills it but drops 20 eyes if 20 people kill the same snake? Let's push that even further, you would have people getting in large groups to create an insane amount of loot because they are all doing the same small damage to a monster. Wacko possible effects on the economy. So yes, some sense of realism.

    Oh noes, people playing characters that deal the most damage!

    Yeah, because it's great when the main incentive is for everyone to play the same character. Who is going to play a buff/support class if your benefit from going about buffing everyone is zip. Or if you get "credit", then it invalidates your statement about design below.

    so hey let's assume they'll design it so that you get nothing if you try to heal but it isn't needed!

    What I was getting at is you will have people chain healing the tank for the sole purpose of trying to get the heal to hit as soon as they lose health so they can be getting credit for it. No one will be playing strategically, they will just be running around like chickens with their heads cut off trying to contribute to everything at once so they can get the most of everything.

    I highly doubt they meant that everyone who defeats a boss monster gets a copy of every piece of equipment the boss drops.

    Nice assumption, too bad the article completely contradicts you.

    when someone kills a monster, not just that player's party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill.

    everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.

  40. Re:Experience, yes. Loot, no. by Chris+Burke · · Score: 1

    I'm not trying to say everything is realistic, but at least there is a vauge sense of realism.

    Haha, no there isn't. How realistic that spiders carry gold coins and swords, animal skins instantly turn to leather when cut from the body, you can carry 100 gold bars around and be as encumbered as if you were carrying 100 flowers, and so on. You can rationalize the behavior of the random number generator, but that's not realism. But who cares? Game mechanics before realism. When realism gets in the way of the game, realism gets out of the way. They didn't make wolves sometimes not drop a liver because it's "realistic" that your Decaptitate attack damaged its liver. They did it to stretch out how long it takes to collect N wolf livers.

    Yeah, because it's great when the main incentive is for everyone to play the same character. Who is going to play a buff/support class if your benefit from going about buffing everyone is zip. Or if you get "credit", then it invalidates your statement about design below.

    I take it you're talking about this statement: "so hey let's assume they'll design it so that you get nothing if you try to heal but it isn't needed!" That was about how you were assuming it would be designed, because it produced a negative outcome, rather than assume they do something smart.

    Similarly, there is no reason to assume that your reward scales directly with the amount of damage you do, ergo no reason to assume anyone would only focus on maximum damage classes and ignore support classes -- any more than they already do, simply because people like doing the most damage! It is trivial to think of ways to implement this mechanic so it doesn't encourage what you fear. But you choose to assume the opposite.

    What I was getting at is you will have people chain healing the tank for the sole purpose of trying to get the heal to hit as soon as they lose health so they can be getting credit for it.

    Yes that was perfectly clear. What I was getting at is that you're making a number of unsupported assumptions about what constitutes "seriously contributing", like that only effective healing counts and that you need enough of it that you'll have to continuously try to snipe heals in order to reach the threshold when not much healing is needed. You forgot to mention that under these bad assumptions, there are cases where no healer would get any credit at all!

    Nice assumption, too bad the article completely contradicts you.

    No, as with everything else you have assumed, it is possible to interpret it that way, but not necessarily the case. "Everyone gets rewarded" does not necessarily mean "every possible piece of loot is given to everyone". It could mean that each participant gets their own loot roll and thus different equipment, or any other number of possibilities before you even get to the concept that it may not apply unchanged for all encounters.

    By consistently assuming the one possibility that would create the negative results you predict, you are simply begging the question.

    --

    The enemies of Democracy are
  41. There would STILL be ganking by Anonymous Coward · · Score: 0

    "think people would randomly attack strangers? Ganking would vanish in a heartbeat. "

    No, they would be much more clever to do it, but they would simply make sure to go a greater group and kill weaker target not belonging to guild or groups. Basically the lower level player not belonging to guild or groups would be easy prey.

    There will ALWAYS be ganker no matter the penalty in open pvp.

    Furthermore Why the FUCK wqould you want to impose PVP onto people which DO NOT WANT IT ? The only reason would be that you are a PVPer and need fresh victims...

  42. Re:PvP could be different - current designs are ba by lucian1900 · · Score: 1

    I think it's about letting high level players kill low level players. I don't get that at all. High level player should either get huge penalties for killing lowbies or prevented from doing so in the first place (the chicken in WAR is great).

  43. Re:PvP could be different - current designs are ba by Prien715 · · Score: 1

    Why does ganking exist? Because the penalties for losing are so *low*. [In a world without ganking, players] avoid combat unless they know they are going to win.

    Sounds like ganking to me. I actually enjoy PvP with people close to my skill level and see no point in penalizing anyone for entering into a fair fight. If anything, penalize players for be dishonorable by entering into a not fair fight (maybe losing honor/arena points in WoW).

    But hey, that's my whole issue with the vast majority of RPGs and RTSs -- crushing victories aren't nearly as much fun as nail-biting come-from-behind victories, but they're not designed around that experience (and you're even penalized for it!) -- they're designed around "don't fight unless you can win"...which is simply not fun.

    --
    -- Political fascism requires a Fuhrer.
  44. Re:PvP could be different - current designs are ba by Darinbob · · Score: 1

    The drawback is that the low level player is forced to do a certain thing here. I they log in and decide that today they're going to work on their crafting, but then some moron decides this is the day to raid the crafting center, the low level player is still stuck with bad choices: respawn and die again, be conscripted into some idiotic pvp thing, or log out.

    PvP is competition. Many players want nothing to do with competition. PvP should always be consensual without any exceptions. If someone has a temporary excess of testosterone, there are better ways to use those hormones.

  45. This small minority has a name by Loundry · · Score: 2, Insightful

    It reminds me of a discussion about griefing that I read about a few months ago on some internet forum. Naturally, the "real" players were mocking the "carebears" and the latter was levying the usual futile appeal to empathy.

    Q: But don't you feel bad that you've just ruining someone else's experience?
    A: Why should I feel bad?

    Naturally, the "griefers" just couldn't understand this appeal to empathy. There's a reason for that. One of these "griefers" went on to try and reverse the appeal, arguing along these lines, "But you just don't understand the thrill of killing people in a game." It honestly made me think of a rapist. ("But you just don't understand the thrill I get from raping women.")

    Honestly, I think that the biggest harm that we (those of us with empathy) do to ourselves is to diminish "griefers" by giving them a name like "griefers".

    They already have a name.

    --
    I don't make the rules. I just make fun of them.
    1. Re:This small minority has a name by Slider451 · · Score: 1

      That's a great observation. Maybe they're not psychopaths in real life, but choosing to portray them in-game certainly raises the question.

      --
      Nostalgia isn't what it used to be.
  46. Re:PvP could be different - current designs are ba by Darinbob · · Score: 1

    Penalty for being ganked over and over in WoW? Not being able to play that day. And not being able to sell or turn in quests to dead NPCs. I consider denial of service to be a major drawback. And yes, you can get flagged pvp without intending it, it is very easy to do, until you're more experienced and learn to never invite anyone with a pvp flag to your group and never to do a drive by heal or buff or rez without checking if they're flagged or not.

  47. An emphatic... by Anonymous Coward · · Score: 0

    They already have a name.

    No.

    The vast majority of what society calls "games" are not cooperative efforts against an automated opponent or towards completing a non-confrontational group challenge. They are mostly PVP. Chess is most often a PVP game (as are most board games). Racing (automotive, equine, on foot, whatever) is PVP. Poker is a PVP game (as are many card games). Boxing is a PVP game. Soccer is a PVP game (most sports, whether one-on-one or team-based, are competitive affairs -- PVP games). Most tabletop RPGs are, by default, PVP-enabled (whether your DM and playmates are receptive to the concept will differ depending on the table in question, but the rules are almost always in the book). Bringing it back to video games, most strategy games, fighting games, and FPS games made for multiple players are PVP. Puzzle games often have a PVP mode, going right back to the arcade release of Tetris. Many popular single-player focused games offer a head-to-head multiplayer mode, as well (even if you exclude games that favor largely uncompetitive "hot-seat" gameplay). Also, a fair number of PVP console-style RPGs exist, such as Pokemon. While I admit that video games offer a phenomenally broad selections of "Solitaire" amusements, and of late have offered some interesting and popular cooperative experiences (the rhythm-game phenomenon, for instance), the fact is that PVP gaming is widespread and not just the province of the morally deviant. Let's quash that little psychopathy meme.

    All of that being said, in almost all these cases, PVP is an "opt-in" part of the experience. You know exactly what you're getting into when you start playing. You go to boxing classes, you take it absolutely for granted that you may get a broken nose. You play chess, you know you may lose, and you know that the other person might even be a dick about it. If your martial arts gym is full of punch-drunk idiots looking to hurt new students, you find another gym or go learn yoga instead; if some acquaintance is a boob about winning chess, you don't sit down at the board with them. Getting down to video games, if you can't stand the idea of being vulnerable to other players, you don't play that way. You play Pokemon alone (or only with friendly players looking to catchemall); you play on a PVE WoW server. Playing PVP doesn't mean you're immoral/amoral. I've played PVP RPGs since before UO, back in the MUD days, and my philosophy then is the same as it is now -- Tough but Fair. I don't start trouble, but I don't back down from a fight I can win. If you look like you're looking for a fight, I'll grease you, damn right, but if you're just running quests or traveling you probably don't have anything to fear from me. Assuming you don't target me repeatedly, you don't pester my allies, and you don't start pinching my spawns or otherwise crowding me out, then I'm fine co-existing. Go turn in your bear butts, go get your spiky pants. Does that make me a psychopath? No, it doesn't. It makes me an ordinary human who likes to play my games against other ordinary humans sometimes, and one who doesn't mind the experience of always being just a bit vulnerable to other human players. I also don't wander around in PVE servers and games moaning about the lack of PVP. I knew what I logged in to play. Mostly, I just don't play under PVE conditions.

    If some group of devs state that they want to eschew PVP, fine. Don't expect me to be in the beta, or to be an early or long-term customer. I've bought a few PVE MMOs, but I've never played them for long. Why? Boring. Computer-driven critters are the same every time. Kill them once, they won't come back at you with a fresh playbook next time. Players do different things almost every time, and if you pound someone into the dirt today, bet on them coming back tomorrow (or in a month) as much sharper players. I can have fun playing with experienced OR mid-

    1. Re:An emphatic... by Anonymous Coward · · Score: 0

      How about - Griefer: A player who displays psychopathic behaviors in a social game setting.

  48. That goes both ways, though by Moraelin · · Score: 1

    The problem is (speaking as someone who played eve online, wants open world pvp, always selects the pvp server, and evidently the only one on slashdot) is when you can't even get what you want on the pvp server. It shouldn't be possible to report someone for "ganking" on a pvp server, it means, you don't really want to be on a pvp server. That's the real issue. I don't understand why people come over to a server they don't really like and impose their idea of how a game should be run. If the developers made a server available for the "minority", then why don't you just avoid it and leave us in peace?

    That goes both ways, though. The bigger problem is by now that you can't even be in a PvE game by now, or even a game with PvE servers, without a horde of idiots coming and whining about how it totally sucks if it isn't turned into full unrestricted PvP, and how everyone needs some ridiculous penalties for the smallest mistake. STO for example almost had a rebellion and counter-rebellion over that. Plus, here we are in a game where they don't follow the Eve philosophy and we already have hordes of idiots whining about how much fun it is to ruin someone else's instance, and how it sucks if the game allows anyone to not be their unwilling victims.

    So I could tell you your exact words in return: You obviously don't want to be on that PvE server. So why don't you just avoid it and leave us in peace?

    You found Eve and obviously like it there. Fine by me. In fact, by now I'm happy that it exists. It keeps a certain kind of people there instead of ruining the other games I play. Huzzah. But then kindly stay there. I don't come over to demand that Eve sprouts a non-PvP flag, return the favour and don't come demanding that every single game out there be turned into a griefer paradise.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  49. Eheh, CHART 1 is what counts by SmallFurryCreature · · Score: 1

    Come on, at least try. They created chart2 because WoW makes everyone else a brown line at the bottom. CHART 1, that is the secret to success.

    Eve does alright but it the typical niche MMO. Nothing wrong with that, but Guild Wars aspires to more and has done more (although unfair to compare since GW is free after you buy the box). I do NOT dislike Eve, I just get upset when people try to pretend it is a contender to AAA titles. Respect it for what it is but accept that if gameplay of Eve was really what people want, it would have more subscribers.

    My point is that subscription figures show that people do not like open PvP (PK) and twitch, at least not enough to pay for the games that provide it.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.