Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:611  Guilds:3,078
Members:1,591,227  Online:0
Guests:0  Posts:4,844,157

Show Blog

PvP MMORPG's, are they real?

Posted by t0nyd Thursday October 14 2010 at 4:39PM
Login or Register to rate this blog post!

** I wrote this article back in 2008. I find it funny that, in my opinion, it is still relevant to todays MMO scene, mildly updated

 First off let me start by defining what I believe should be in a PvP MMORPG.

  • Level Advancement through PvP

              For me to call an MMORPG a PvP game, I want to be able to level from 1 to max through PvP. I am not saying that I believe no PvE should exist. I am just saying that I believe if I choose to, that I should be able to gain EXP and advance through the killing of other players in as timely a manner as PvE.

  • Questing through PvP

              Why does it always have to be kill (insert number) of pigs/rabbits. Why cant kill (insert number) of orcs mean orc players as well. Why cant there be a quest to take a keep from an opposing faction. Why do games never seem to include PvP quests at all. Im not talking about WoW and its lame as hell BG quests. Personally I dont define real PvP as being in instances, but I will get to that later.

  • Gear obtainment through PvP

               Why must I waste countless hours killing generic mobs and running generic instances to get equipment just to compete at PvP. A nice shield should be a nice shield, but should it be so much better that it gives you 1000 more hps? How does a shield give you more health? What happened to the days of " armor is armor " in rpgs. Yeah, equipment should matter. The question is, how much should it matter? I believe that skill should trump equipment any day. I also believe that you should obtain useful equipment doing what it is that you like doing, be that crafting, killing mobs, killing players, and heal/support.

  • World PvP and objectives

               Why do games avoid world PvP. Why do games avoid actual objectives in world PvP. Back when WoW was released I loved fighting over South Shore. To bad South Shore wasnt some objective. To bad SS and Tarren Mill couldnt be conquered by either faction. This might actually involve players enjoying themselves so we cant have that. Instead lets make little isolated areas called instances and lets have the players fight there. Also lets not have these little instances matter at all, in the scheme of things. Great concept, err no...

  • Player choice and skill trumps all

                I believe in the concept that your decisions when crafting and molding your character should have a big effect on how powerful your character becomes. I believe your choices, whether they be talents, attribute points, or skills should matter a lot more than what gloves you choose to wear. Should a majority of your hit points come from your gear or from the attributes that you chose to spend? I believe player choice should trump gear. If you choose to build a character with tons of hit points, i believe you should have that option and I dont believe it should simply come from your equipment. Altho we could go with the WoW simplicity of, the game spends your attribute points for you. Id prefer not.

  Oh well, just some ranting...:)

PvP MMORPG, Thy Time is Now!

Posted by t0nyd Monday October 11 2010 at 5:43AM
Login or Register to rate this blog post!

 

PvP MMORPG Thy Time is Now!

   To sum up the title of this thread in one sentence, it is time for a PvP-MMO to emerge that will do for MMO PvP what World of Warcraft did for the entire genre. The MMO genre, in my humble opinion, has grown very stale and PVP which should be at the forefront of a new MMO surge, is no where to be found. Many a game has tried, unsuccessfully, to merge the PvP and PvE crowds under one banner. I would say that the many MMO  free floaters( the non-WoW addicts) out there are simply waiting for a challenging MMO that combines the aspects of player vs player combat and player vs environment combat in a way that is less irritating and more rewarding than what we have today.

  We can start this discussion off peering at some of the popular MMO's of the past. We have the lovely Dark Age of Camelot vs Warhammer comparison so lets dive into that. DAoC was/is a rather elitist game that caters more to the time and patience dedicated individual. DAoC also breaks many a mold when it comes to how the traditional MMO is played, which is funny because I consider DAoC one of the fathers of these MMO traditions. We have DAoC with a very divergent spell casting system with mechanics that have not bee copied by other MMO's. I can think of a single MMO where that if struck in melee your spell is canceled almost every single time and not just that, you are also barred from casting for a few seconds. I do enjoy this unique mechanic as it really sets DAoC apart from every other MMO when pertaining to caster based combat.  I also love to ponder the myriad of classes DAoC has to offer with the uniqueness of a three faction based system.

   So where did DAoC go wrong and how did Mythic attempt to make Warhammer its better. As I said earlier, DAoC caters to the elitist crowd with its buff bots, easily interrupted casting of spells, and its general hateful attitude toward new players. When combat can be decided by one single attack from a player that you can not even see, frustration will occur. I assume thats why Thidranki, the most commonly used low level battlegrounds, has around five stealth characters per one non-stealth character. In my opinion, this brings to mind what I call the unholy trinity of MMO play and thats grind, gear, win. Most MMO's like DAoC are a time plus gear based game. My time invested plus my level of gear equals easy victory. With Warhammer, Mythic attempted to undo its mistakes with DAoC and instead, they made a slew of different mistakes. In an attempt to quell the elitist form of game play they dumbed down the game in such a way that it feels more like an arcade game than an MMORPG.

   In my opinion, the first mistake made with Warhammer was the idea that every class should be able to do damn near everything. I can just imagine a Mythic employee brainstorming, " Everyone hates crowd control, so lets give all classes a ranged attack, so that way the player doesn't feel useless when rooted or snared ". I would say that a good class based PvP system is that every class should be unique in that it has its own advantages and its own weaknesses. When you make a class, like Shadow Warrior, and define this class as a ranged class, then give it shorter ranged bow attacks than the ranged stun a tank has, you shouldn't be designing an MMO. The huge problem with DAoC combat was not the uniqueness of each class and it certainly was not that not all classes had a ranged attack, it was more along the line of gear is the most important thing and that crowd control lasted 30 minutes. I joke not when I say that in one single crowd control cast, you could be mezzed or stunned for over 30 seconds easily. Somehow Mythic confused, I would like to actually play the game and not be crowd controlled for the entire fight with I want classes to be bland and crowd control to be negligible.

 Mythic also chose to do PvE and PvP in a very strange manner in Warhammer. Lets begin with how gear matters, but is less important in Warhammer. which is the direction I would like an MMO to go. At launch PvE gear was drastically better than PvP gear, which brought to mind, is this even a PvP game. I am not saying that PvP gear should be superior to PvE gear. I just assume that in a game that is supposedly based on PvP, gear would be attainable in all levels of PvP that is at least equivalent of PvE gear. I assumed wrong. Public quests were at least marginally enjoyable at first, which held back the burn of not being able to do what I enjoy (PvP) to attain gear, but then quickly turned into the most dreaded aspect of the unholy trinity, a GRIND.

   With DAoC low level PvP being focused on battlegrounds. DAoC battlegrounds is an instanced area with a conquerable Castle. This DAOC BG design led to a much more enjoyable fighting local with its areas to PvE in and its PvP could happen at any time. This inspired a sense of urgency when in a BG. With Warhammer you have the mini-game BG concept as well as open world RvR zones which are of little use unless you are going to PvP. What Mythic forgot was that a Battleground or RvR zone should encompass every option available to the game be it crafting, PvE, PvP, etc. I could do on all day about how both games had severe bugs which impacted PvP like Pets walking through doors or Pets getting stuck on bridges but this article isn't about bugs, its about poor design choices and what people really want from an MMO.

 

Character Design

   I believe that people want an MMO environment where each class is unique in its advantages and weaknesses and that they the player have a choice in the design/creation of their character. I would say that Age of Conan and Aion have respectable character design tools. I would also say that Age of Conan and Aion both have a lack of class customization. When I make a warrior I want hard choices to make. Am I going to be a warrior that fights with a shield, dual wield, or use a two hander. Am I going to choose abilities that make me a great tank/disabler or am I going to be offensively speced. Is my warrior going to be an agile mobile warrior or a strong ponderous warrior. Am I going to focus on fast attack hits or slow hard ones. Am I going to spend points here to do this or that. Am I focusing on a specific talent branch to unlock abilities that help flesh out my warrior.

  So many MMORPG's forget, that we as the player, we want choices. We want as many character design decisions to be made by us as possible. This is why a game like Guild Wars thrives.  In GW the player is given a moderate amount of classes with an immense number of ability combination choices.  It is these kinds of choices that drive replay value in an MMORPG. When you have such a diverse amount of character creation options it only pushes the player into making new characters, which in turn keeps an MMO trucking into the future.

SW: TOR

 

   When I say choices I do not mean choices like what I see with the new Star Wars MMO in the above image. I will not say that this is fact. I have only mildly read up on the Old Republic, but what I see with the Smuggler Tree is exactly the wrong direction to go with character choice. As I view this Smuggler tree it seems that as you progress, you unlock a new class option. The problem that I see with this is that it is an illusion of player choice. We could make a class tree like the look of this Smuggler tree and have 30 different classes, but in the end, this smuggler tree leads to only two destinations. So when you go Smuggler/Scoundrel/Scrapper/Luck/Sawbones, there is actually less choice than what appears. I see only four actual path choices there. I don not see this as a flexible system. Just at casual glance I would suggest they combine Sharpshooter with Gunslinger and Scoundrel with Scrapper due to the fact that if you pick one, you have to pick the next in line. The only true choice option comes when you choose the option of Luck and then you can either go Dirty Fighting or Sawbones. This type of game design seems like it creates needless code and time wasted, just to give you the illusion of choice.

 

 Character Progression

 The next step in the progression of MMO's will be in the broadness in range of character progression. Let's face it, all types of players should be thought of when pondering character advancement. A myriad of advancement options should be available be it crafting, leveling in PvE, leveling in PvP, leveling through player support. When I say player support I mean anything that helps another player to do what they choose to do but better. Healing and buffing are good examples of support mechanics that should help you advance. If a player is focused on combat and a buffer comes along and does what buffers do, why shouldn't the buffer gain from it, the combat oriented player did.

  Character progression needs to be thought in a broad sense that including level/skill advancement, the gain of new abilities, and how items play a role. So much focus has been placed on item advancement and the different variables that may effect the game such as magic resist, magic penetration, health, magic damage, etc, that we forget about the other forms of advancement. In most MMO's, level advancement is just there to slow you down from wearing optimal gear. When you gain more health from one single item than an entire level or your choices in what attributes to raise, you have just cloned WoW. We have WoW and obviously , we do not need another.  I am not saying that gear should have zero effect on combat. I am just that I remember the days of D&D, when finding an item, be it weapon or armor, that did more than damage or give AC, was an enjoyable experience. Sweet, I just got a +1 sword and gauntlets of ogre power. In those days, when you attainted an such an item, you were excited about it. With the current MMO's its, WoW another epicz purplz that I don't need and can not sell or give away to a friend because its bind on pickup.  Whoever thought up the idea of Bind on Pickup should be neutered.

   To use Guild Wars as an example again, you can begin at level 20 (max) and create yourself a set of gear on the spot. In a game like this, gear is not the focal point of the game to which it revolves, choice in character design, intelligent use of said character, and player skill is what matters.

 

World Crafting

   World crafting is a key factor in a games longevity. Warhammer is a shining example of a World that feels like a jumble of patches on a quilt grandmother made. Warhammer's world just never seemed to fit together in a logical fashion and especially not in a fashion that caters to player vs player interaction. When it comes down to it, players want a developed world that they can explore and not what feels like tiny instances sown together. I still believe that if they would have taken the world of  Warhammer and designed a circular map with PvE only areas on the outside and a big giant PvEvP center, with the ability to walk to any of the PvP keeps at any time, Warhammer might have succeeded in its desires to be the king of PvP MMO's.

   Personally, I desire a faction based world that is designed around open PvP. I believe that faction based warfare is the easiest method of PvP to develop and when combined with a vast open world, and limited travel capabilities, a PvP MMO could flourish. Using traditional MMO races as an example, imagine a world that takes 3 hours to walk from one end to the other, one where keeps and cities dot the landscape. A world where humans and dwarves were allied against the neighboring tribal Orcs that live in tribal villages scatter over the plains. Hours to the west is a forest populated by various Were-creatures that wage an endless war between were-species. A world that if the Were-creatures constantly battle each other, maybe they never run into the Human and Dwarf alliance. This is a world of possibilities. A world where maybe the Humans and dwarves push back the Orc tribes and come into contact with the Weres. A world were a decimated Orc alliance wanders into Ogre land.

 

Conclusion

   There is simply endless possibilities when it comes to crafting an MMO with endless racial, class, or skill based options. Faction based warfare has yet to even be given a chance. Try as they might, Blizzard prefers PvE and a tightly controlled PvP environment. Blizzard never gave world PvP a chance and tried, successfully, to squelch it whenever it appeared. It is sad that I can think of but three MMO's, that being DAoC, Eve, and Shadowbane, that even attempted to focus on faction warfare. You could say that Warhammer was an attempt at faction based PvP but in my opinion, two factions do not make it so. I also will not get into the horrid game that Darkfall is and why I will not consider it a PvP MMO and why I would not tack the RP on MMORPG when speaking of it.

   It is time for come someone to step up and craft this game. There is a big gaping whole in the MMO market and there exists an immense portion of the MMORPG player base waiting on it.

The Horror of Elitist Gameplay

Posted by t0nyd Tuesday October 5 2010 at 3:39AM
Login or Register to rate this blog post!

 

 When I get a bit nostalgic, I log into some of the old mmorpgs and subscribe for a month. It is usually fun for a while. You reminisce with friends about past challenges conquered and fun times. At some point you begin to remember all the major flaws of the game and your fun begins to sour.

  Recently I decided, what the hell, I will resub to Dark Age of Camelot. I heard that they added the ability to gain aurulite from PvP and this idea intrigued me. Not being able to attain gear through battlegrounds has always been a major flaw of DAoC, in my opinion. I would say that the idea, the theory of DAoC draws a crowd that enjoys competitive PvP above all else. In practice and by mechanics, this game still draws in the wrong crowd, an elitest crowd.

 What I mean by " Elitiest Gameplay " is a game that caters to the elite players overly in such a way that it does not allow the vast majority of players to compete. DAoC still has its horrible buff system in which it caters to those elite players in a very big way.  A majority of the current players still own multiple accounts which allows them to run a buff bot to give them that edge in PvP. This brings to mind that the biggest flaw to DAoC is the players themselves. These players, usually by Thidranki, scare off almost all newcomers that would delve into the PvP environment.

 I have always played games under the assumption that fair play equals fun. What I mean by fair play is that every part of the game runs in such a way that makes combat challenging and fair. We have all played those games that are unbalanced in such a huge way that make the game feel unfair and playing it feels like a lesson in masochism. You know, those games like DAoC, where you walk across a bridge at level 24 in Thidranki, and die about the same time the Shadowblade appears, cause you know that Shadowblade is running a template as well as buffs from his bot.

 Everyone enjoys to win, but at what cost. Players seem driven to what I would call " Insanity " by losing. It seems that if you do not win 100% of your confrontations, a player must in turn " Rage " to the world and then find a new way to defeat the player that beat them by any means necessary, be that running 3 accounts, whatever it takes. I have to find that mechanic thats a bit off and abuse it til patch day. Then after a year of play, this Rager wonders, " Why am I playing this game alone? ".

 One day a game will come out with little to no abuseable mechanics. A game where everyone has fun competeing with each other. A game that embraces intelligent character creation choices. A game    where, by player choice, that determines the style to which the character/player enters combat. A game where your decisions make or break you. So much emphasis has been put on items that the main point of role playing games are set aside, that point being " Personal Choice ". Yes, we all want gear and skill to be involved, but at what point does the mind have to take a role.

  At what point do we balance twitch reaction with intelligent decisions like a classic role playing game. Are your most memorable rpg moments, " Man I really clicked Q then R fast while aiming well and of course I have 9000 more health than him due to my epics, I own " or are they " Damn we were outnumbered, I made a good decision there and saved a teammate from  death, while getting the kill  ".

 The day a game comes out that is less time intentsive. A game that focuses less on the trinity of grind, gear, win. A game that takes player intelligence into account more than gear or skill. A game where everyone has a chance to compete in an environment that punishes the elitests.  i doubt anyone will play it, because it seems that people can not tolerate the enjoyment of others. Its all about me. I must win.