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8/07/12 1:11:32 PM#41
Now I am going to use wow as an example.
The open world pvp sucks because they try to make the talent trees both pve and pvp.
If they seperated them, made them completely different. I.E 3 pve trees, 3 PVP trees. You could make the talents spacific. When they are mixed togather they need to balance them for both which puts one side bitching about they other so the end up ruining both.
They need 6 trees in total 3/3, and a way to switch them on the fly (with no Skill cooldowns once switched.) And add small amounts of PVP stats to all PVE gear so you are not sitting with 0% resiliance while questing.
Ea are like a poo fingered midas ~ShakyMo |
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8/07/12 1:14:21 PM#42
Originally posted by Kiljaedenas Right. The difference in whether PVP mechanics are acceptable largely revolves around whether time investment is formalized in a game rule (spend time playing to level up and gain a quantifiable advantage before the battle begins) or not. Almost nobody objects to PVP which is really about player skill, but most people -- at least subconsciously -- see through the casual shallowness of PVP which revolves around things like playing longer. |
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8/07/12 1:15:29 PM#43
Originally posted by DrunkWolf
So your ideal PvP scenario is a blob of people bunny hopping and zig zagging as they spam their own attacks as much as possible so they hit something. |
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8/07/12 1:21:20 PM#44
Originally posted by Truelevel Ah, yes, now I see, the classic "more time spent = better gear and stats = lower level characters can't hit them worth crap even if they sit still" argument. Very true, and far too many MMOs have that. That's another reason why I like Eve so much; even the dinky little tech 1 frigates can be very deadly to larger ships if used properly. Hell, I've seen groups of players fleet up in nothing but the free rookie frigates (the weakest damn ships you can find in Eve) and successfully kill veterans in battleships in them (if you're interested in seeing this, look up Eve Noobswarm in Youtube). |
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8/07/12 1:33:08 PM#45
PvP sucks in most MMOs because its a tacked on gear and rep grind as opposed to a true feature of the MMO itself. For an example you can refer to: every MMO made since DAOC*
*with a few notable exceptions ofc |
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8/07/12 1:35:13 PM#46
Originally posted by Palladin Allmost couldnt disagree with you more, only point i agree too is 2/3, ie. pvp specific gear. I wholehartedly dislike games where pvp is reduced to being a meta game, ie. only being possible in BGs type instances+ eventually one static zone.
Open world pvp is what makes a good game great in my book, and the lack of it makes me pass on titles these days,,, I wanna gank and be ganked!! Biggest MMO Love: Anarchy Online ( over six years - currently waiting for new engine ) |
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8/07/12 2:13:10 PM#47
Originally posted by Insane666Originally posted by Palladin Ganking and being Ganked is a bad word around these parts and often associated with "high levels" focus firing "low levels" in the starter area.... taking all thier stuff.. tea bagging and whatever else you can fit into the open world PvP stereotypes |
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8/07/12 2:34:00 PM#48
Originally posted by Lucioon Oh yes they can co-exist in a single realm, so long as you make it that each ability of each class has a pvp-combat value, and a pve-combat value that can be adjusted without worrying about it affecting their proformance n the other aspect of the game. Balance does not mean that every class proforms the exact same, but that all clases have a chance of winning that is not drastically higher or lower then the other. You have have classes that will have slightly higher then normal chances of beating other classes, as then they will normally have a slightly lower chance of beating other classes as well, and that is well balance by the very fact of no one is going to be completely better across the board. Yet the issue is that most games use one set of values for abilies, which is based on pve making it that if you change that value to accomadate pvp or pve it will unbalance the other. Yet if you used a dual value system that would change the facts of balancing the game as you now have two sets of values that do not actually effect the other if you change one.
What i mean is that each ability has values set for both pve target (ie mobs/npcs.), and values for pvp targets (players.) which are independent of each other when making changes to one of the value sets. Like making a fireball deal 300-600 damage to a mob yet 150-300 damage to players, or having a stun that incapasates a mob for 15 second yet for players that would only be 5 or 6 seconds. The issue most games have is that one set of values are affecting two playstyles, where it should be one set of values for each, that way the two sets of values exist in the same realm yet influence difference aspects fo the realm without interfering with each other. |
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8/07/12 2:39:04 PM#49
Originally posted by Grixxitt This is the bigest issue is that the game is built as only either a pve, or a pvp based game, and then adjusted via one set of values in an attept to balance aspects of the game where clases/abilities are under/over-performing in the game (ala tacked on content that the game was not actually built to excell in.). They use thigns like pvp-exclusive stats, or pvp-only gear to combat it yet when things in one or the other aspect get unbalanced they have to fiddle with the values, and so they very likely will unbalance the other aspect of the game by doing so. |
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8/07/12 2:40:44 PM#50
PvP sucks in MMO's because it can't really be balanced unless they take the route of GW (areana setting, limited skills/stats, same gear, same level, etc). Otherwise there will be too many different builds and items and no control over the amount of enemies your facing. Basically to have fun in MMO PvP you have to accept it will never be 100% balanced and in some situations you will just die due to things other than lack of skill. |
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8/07/12 2:49:02 PM#51
Originally posted by Lucioon What the hell are u talking about ?? Why would you want to balance Trinity in PVP ???? Trinity is the best thing there is in a PvP. |
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8/07/12 2:58:16 PM#52
Originally posted by Insane666
Exactly. MMO's with no Open world PvP are FAKE and boring.
Its like walking outside in the dark when a stranger with a gun comes your way. In a fake and boring MMO he would just walked past you. In a real MMO like WoW an Epic fight would have occurred. EXCITING. |
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8/07/12 3:07:54 PM#53
Originally posted by gasperk Yeah i got to agree with you reallyhere, having clases that use specific sets of abilities that can be made to synergize an work off each other is great for pvp. The issue I see as i have said before is that most mmo pvp combat is based around using pve-values for the pvp, but then adjusting that value to balance pvp which imbalnces the pve side of the game causing a cycle of blancing changes between each side. If you create the game around having one set of values for abilities that is for pvp combat, and then one set for pve combat you can balance each class for both pvp combat an pve combat without either balancing attempt effecting the other. Then also having gear that is tailred towards pve or pvp combat without it actually having stats that are solely for pve or pvp helps further as each part of the combat is independent of each other. |
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8/07/12 3:16:18 PM#54
Originally posted by gasperk Agreed. Role-based teamplay is the best part of PVP. |
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8/07/12 3:19:50 PM#55
"For the Angel of Death spread his wings on the blast, |
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8/07/12 3:20:46 PM#56
As long as one person goes off on their own and doesnt pay attention to their surrounding and gets ganked by 5 players. There will be complaining about pvp. You dont need 5 reasons you just need one reason. The players themselves end up making pvp suck. The bad mechanics and abilities are secondary factors. I never understood pve players on pvp servers. What did u expect was going to happen. Even worse, people complaining about owpvp on an owpvp game. I dont get that either. I attribute this more to that everyone thinks they are a hero in games and get the feeling that they cant take on 5 ai mobs at once. I should be able to take on five plaer characters as well.
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8/07/12 3:22:25 PM#57
Originally posted by Asuran24 Exactly. It adds depth to PVP and gameplay in MMO's. :) Do you mean something like the system that was added in Guild Wars 1 ? abilities were balanced differently for PVP and PVE. |
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8/07/12 3:24:42 PM#58
For the op there never will be any pvp game that is good for you.You can not buy skill even if you reduce speed to 0 or gear what ever ...
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8/07/12 3:28:42 PM#59
Originally posted by gasperk More like each ability had two different set of variables (ike damage, duration, and such.) for pve, and pvp based combat. This way a fireball could be balanced to deal one set of damage in pvp an another in pve combat, or a stun last five seconds in pvp an 12 seconds in pve, this way you actually have essially one versiion of the ability that is balanced for pvp an another for pve without worrying about either effecting the other. Since the values of each are serperate from each other, and since games already can distinguish between npcs an players switching the effect between the pvp an pve values to determine the effect could be handled as well. Been too long since i played gw1 so not sure, that is the best i can discribe it though. If you wish i can give it another try when i get back. |
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8/07/12 3:31:38 PM#60
Originally posted by Palladin
One and only reason: LOOK IN THE MIRROR
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