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PvP, Why it fails and some ideas as to how it could succeed

Posted by t0nyd Friday November 30 2007 at 1:44AM
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Lets just start by saying that I love the idea of PvP interaction. Killing mobs over and over doesnt do much for me. Doing lame quests like "please go get me 5 boar livers" just doesnt appeal to me in any sense of the word. I think I will start by defining what I think a PvP MMORPG should entail...

1. PvP from start to finish.

     Why in the majority of so called PvP games, does the PvP only start end game. I believe from level 1 to end game, PvP should be a viable options. If an mmo is going to have PvP in it, then design the system from the ground up to support it. DO NOT throw PvP in at the end and go there, its broke, but there...

2. Advancing your character through PvP.

    I want  a wide range to the advancement system in a game. I enjoy the challenge of defeating a live opponent in combat. The problem is, with most games you either dont gain xp or equipment or either. Whats the point of forcing players to spend hours grinding for game currency and killing mobs just to spend minutes PvPing. Im talking about all forms of PvP also. Simply adding battlegrounds to a game doesnt make it a PvP game. The idea of an mmo is to be a big sandbox to play in. So dont little PvP to tiny areas in the big sandbox. DO NOT force players to spend massive amounts of time doing what they dont want to do, just to do what they want to do.

3. Dynamic Environment.

    PvP can and should be supported by PvE. What I mean is in every battle there should be the potential for mobs to assist. In a war type scenario there should be mobs attacking and defending key locations. The game should feel as if a war is raging. I would even go so far as to say "hell, i just killed a player and didnt even realize it". If a noob player has mob support he is going to feel better about engaging others in PvP. If the noob player has a defensive structure to retreat to or defend from, he is going to feel better about PvP. If its always you alone getting whacked by a group of "insert curse word here", your probably going to quit. DO NOT restrict PvP to linear situations.

4. Stealth.

     Personally i believe the most valuable tool a player can have is stealth. As a stealther, you control when and where the fight takes place. A stealth class is the most critical class to balance. An overpowered stealth class will ruin any chance of a stable PvP environment. Personally, i enjoy playing stealth classes. I love the idea of scouting and ambushing. I just do not like the idea of easy mode PvP where the stealth class can engage at will and escape at will. DO NOT allow any class to engage or escape at will.

  Hopefully a game will come along that will break the mold, cause im really bored :)

The current state of MMORPG's...

Posted by t0nyd Thursday November 29 2007 at 12:53AM
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 As I search for an mmorpg that appeals to me, im dumb founded by the lack of anything thats enjoyable for more than a couple hours. I guess to begin, i should explain my likes and dislikes. I think I will start with dislikes...

  • Rock, Paper, Scissors (WoW)

              If I wanted to play rock, paper, scissors Id play rock, paper, scissors. Why would I want to play a graphical representation of the game. I would prefer a game that is much more thought out than "this is supposed to beat that" "this will almost always beat that unless this's cooldowns are all up than its slightly possible that that will beat this". Heh.

  • Intelligent Design

             For me the best part of an mmorpg comes from character design. I want to create a character that looks unique and performs to my desires. I want plenty of options to differentiate my character from the next. I want each skill/talent/whatever point to have a purpose. I want to see 10 warriors in the same room with differing skill/talent/whatever point builds. Obviously, if something isnt useful, players wont use it. Why create something with the intentions of it being less powerful than the things around it.

  • Tactical Decision Skills

              I know plenty of people do not want mmorpgs = fps. Yes, fps is all about twitch factor and hand eye coordination. There has to be some pleasant middle ground. Intelligent use of skills + better twitch skills should always overcome. The question is should intelligent use of skills + weak twitch skills >= poor use of skills + excellent twitch skills.

  • Equipment

              WoW kills me on this topic. Should equipment be greater than level. Should over half your hit points come from your items? Should a majority of your offensive potential come from your gear? I think not. The biggest difference between 2 max level characters should not be gear. If we are both max level and i have 10k hps and you have 5k hps something is awfully wrong with the game. I do believe gear should matter. Just not as absurdly as it does with a lot of the current mmorgs.

Just random thoughts as I surf through the endless wave of mmo's...