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10/24/12 6:31:33 AM#161
Funny how when a game that comes out that doesn't feature FFA PVP the woodwork comes alive with players denouncing it because it doesn't appeal to their particular tastes. They flame non FFA PVP games in general and the carebears that play them, insisting that only FFA PVP can be the one true MMO. They trot out the same old excuses, they want the danger, the excitement, it's not about griefing at all...
Just coming at this from the opposite side here but you see how similar that reads compared to the OP. The problem isn't FFA PVP, it's poorly implemented FFA PVP. The OP points to EVE as a very successful MMO that features FFA PVP, which it does, but it's done intelligently. It's when you have no checks and balances in place that these poor implementations can and do lead to a lot of griefing. You can dress it up any way you like but a lot of FFA PVP games do suffer from griefing, and they do scare people off, or just plain piss them off. I can't understand how anyone could be "scared" of a game or a "coward" for not wanting to play one. That's just dumb. I can see how someone would get pissed off and not bother to play any more if every time he logged in someone corpse camped him. There are a vast number of PvP players out there who don't behave this way but unfortunately there are some who like nothing better than to ruin some poor bastards day by repeatedly killing him until he logs off and those are the guys that ruin it for everyone else. If the system let's them get away with it they'll keep doing it.
I have an EVE subscription myself, so I'm not coming from the carebear camp here. I'm coming from the "I like open PVP if it's done right" camp. |
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Originally posted by rounner What "glaring issues"? I listed some arguments which I think are bad, I'm not here to propose the ultimate solution to FFA PVP's many design dilemmas. I like the FFA PVP playstyle but I don't think it's for everyone and I don't think all FFA games are perfect. But the fact that a lot of people hate on PVPers is not a "non issue" - quite frankly I'm sick and tired of the same old stereotypes and misconceptions surfacing time after time - that's why I made this thread. But sure, I'll adress these "real concerns" for you. * Yes, any FFA PVP game needs concequences. Most of the current ones (DF, MO) have way too soft consequences and poorly made security systems. EVE has a nearly perfect system imho, every other FFA game should try and copy it. I have proposed this in several threads in the games subforums, most recently in the DFUW forums. But alas, I am not a dev myself and I have to accept that some devs have different opinions about this. Also, the fact that some games have non-perfect security systems does not mean that FFA PVP per se sucks. It's like saying crafting sucks because some games have poor implementations of it. * Removing the gear grind and replacing it with a risk vs reward dynamic and player-run economy is not a bad thing in my book. FFA PVP and full loot games do not revolve around acquiring pointless epic loot by running the same raid over and over. Players can still collect items of course, but the important thing in these games are not to wear the ultimate set of gear, but to earn respect and in-game influence through PVP skill, market dominance or metagame politics. The fact that you may lose all your belongings add an extra dimension to the game and gives you the feeling that all your accomplishments really matter, while the themepark "item progression" is just a carrot devs use to hook players and keep them playing the same premade content over and over.
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10/24/12 8:32:11 AM#163
Originally posted by Loke666 I agree with this post. My main problem with FFA PvP games is that their are no real consequences for your actions. The risk to reward ratio is skewed to be too much reward for not enough risk.. If a group of players want to roleplay bandits, and kill and rob other players, I'm fine with that as long as they are willing to be hunted down, not allowed in towns, etc. There should be some kind of negative consequences to balance it out.
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10/24/12 10:42:16 AM#164
The more MMO's I play the more I like the idea of a bit more FFA PvP. Maybe then some people would tone their anti-social, annoying behaviour down. I could probably live with some ganking to be provided the ability to kill people that are annoying. |
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10/24/12 10:46:44 AM#165
Your arguments are just a bunch of nonsense! You miss the point, to this point no game has come up with a ruleset yet that can control the griefers. Those that just play the game to ruin it for others. Nothing wrong with good pvp, just that griefer play has no place in it. UO came close, but the Age of Shadows killed that game when they made equipment overpowered. The new Darkfall may be much better, have to wait and see. |
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10/24/12 10:49:43 AM#166
Originally posted by Tolroc i fully agree and i also believe the mechanics should be that you dont have a majority of bandits. A hardcore style requires a hardcore life. 1) easily differentiated from other players. Iike the idea that players change to evil races when they go bad. This way you know that a troll what happens when a dwarf goes evil, an ogre is what happens when a human goes evil, an ork is what happens when an elf goes evil. Easy to spot, and makes sense in the game. 2) kos to guards, towns, outposts etc. The closer to town the harder it should get. There should also be npc rangers and player rangers that can hunt you down. Even in the wilderness there should be the odd ranger and wardens patrolling. 3) trade convience for power. They get so rules that makes their life easy. Much like speccing for a role, players should be able to choose gods and abilities that minimize your risk to the the evil players. It would be normal for a "good" god to grant things like cheaper and more efficient resurections, equipment binding, god plane storage (dimensional bag linked to your gods plane), detect evil, and other tools to mitigate your risks. You would be able to choose the ones right for you. Evil is the opposite, the gods are cruel, vindictive and are only interested in power. Thus no protective convienience, only more power. You want to make evil hard enough that only a small minority would stick with it. My optimal ratio is 96% good to 4% evil. of the 4% evil you want them to be able to fight amongst themselves for power and the top players would get some ability to instigate npcs to cause events on the good players. 4) If one character goes evil, they all go evil. Evil is server bound. 5) You cannot choose to be evil at the begining. You earn it by killing players outside of a "wartime", where a wartime would be legl killing of players your at war with. 6) Evil players can be hunted by anyone. I have to be honest with you. We have completely blown up the design of EverQuest Next. For the last year and a half we have been working on something we are not ready to show. Why did we blow up the design? The design was evolutionary. It was EverQuest III. It was something that was slightly better than what had come before it. It was slightly better.What we are building is something that we will be very proud to call EverQuest. It will be the largest sandbox-style MMO ever designed.--Smed |
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10/24/12 10:58:10 AM#167
Originally posted by Biskop I honestly never saw EvE as FFA PvP. There are areas that are much safer than others due to game mechanics (Concord). Shadowbane on the other hand, yea, you go out in the world alone, you expected to get attacked by pretty much anyone outside your alliance. |
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10/24/12 11:09:43 AM#168
Originally posted by Loktofeit Dont think he's spent much time with PvPers either. You dont typically get called a care bear JUST for liking PvE. When you start whining about PvP and trying to turn PvP games into PvE games is when you get called a carebear. PvPers are very welcoming to people who dont whine constantly that there is PvP in a known PvP game. The fact that you think people arent "welcomed" is kind of amusing considering the large clans & guilds formed in PvP games that create zergs. Even more amusing is the fact that you actually believe if some of us went into a PvE game and did the same things as "carebears" and started whining that there is too much PvE and not enough PvP and trying to turn the game into a PvP game we wouldnt instantly be called grifers, lowlifes, sociopaths, psychos, etc. Anyway as to some of the others in here talking about stuff like consequences for killing, etc. I take it most of you didnt spend much time in a variety of PvP games. Most games with FFA PvP do have pretty hard consequences. Just to name a few I can think of from various games: - Inability to access / live out of NPC cities due to getting killed by guards / guard towers, etc causing you to lose access to quests - being red to and able to freely be killed by anyone and your attackers receive no punishment - several games where you dont normally drop items, but being red / murderer status can cause you to lose equipped items - Along with the 1st point, being unable to access NPC cities often also means living a much harder life in general by not being able to access certain features such as banks, NPCs to trade stuff with, auction houses, etc. In some cases these can be accessed but only via a lot of travelling to special areas only available to reds and putting yourself at risk of being attacked along the way, in some cases they simply become completely unavailable unless you somehow remove your red status. Anyway there are other types of consequences that exist too, those are just a few examples. But unlike many of you seem to believe, most FFA PvP games are not about just freely killing everyone everywhere with no consequences to your actions. Some are better able / more willing to deal with the consequences and adapt to surviving witht he hinderances that come along with being red. |
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10/24/12 11:16:04 AM#169
Don't know about the "worst" argument against FFA PvP, but I do know the absolute best argument against FFA PvP. PvP'ers themselves. EA CEO John Riccitiello's on future microtransactions: "When you are six hours into playing Battlefield and you run out of ammo in your clip, and we ask you for a dollar to reload, you're really not very price sensitive at that point in time...We're not gouging, but we're charging." |
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10/24/12 11:17:51 AM#170
Peple who like FFA PVP are old school/hardcore gamers. Every1 else is in love with themepark mmos where they do heroic/hardcore things when they kill 1 boss, 24vs1 on any mode. Thats BS, thats not HC. You like to think you are doing something HC but tactical brainless deepz 24 players vs 1 noob Boss with 10.000.000 hp and a crap rotation that you have to learn never was and never will be HC.
Hardcore is something similar with: "Being afraid to leave your town/hometown cuz some1 could kill you". How can 1 boss beat this feeling? Never!!
Build a game around "im afraid to be killed" and you will have the most succesful game in mmo industry ever made...and which company will do it, will be #1.
for me, 10 mil sheeps, chinese and bots is far from having succes. Oh, $$$ wise, true...but quality > quantity
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10/24/12 11:39:37 AM#171
So instead of 24 v 1 NPC , you get 24 v 1 poor sucker thats today's sheep. Most open pvp I've been invovled hasn't been anymore skillful than fighting a npc boss. Sure there has been moments of quality pvp, most has ethier been me ganking or being ganked.
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10/24/12 11:44:28 AM#172
Originally posted by Grochie
This, once again, just isn't true.
I've had cases in FFA PvP where I've been chased by people who out-number me 10-1 in a few games (WoW, GW2, Darkfall, EQ1), and I've lived. Why? Clever use of game mechanics, and instinct.
Just because you are the type of player who throws his arms up and whines on the forums when he's ganked, doesn't mean everyone is. If you don't like PvP - be a fairy. Problem solved.
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10/24/12 11:58:40 AM#173
Originally posted by Quirhid You wouldn't play chess against a little kid? Er it's not meant to be simulating a game of chess is it.
There is plenty of "competition" to be had in a FFA, open pvp environment, the trouble comes when people seem to think that "competition" only comes in one format i.e. "equal numbers small team combat". |
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10/24/12 12:01:40 PM#174
No risk in pvp is a yawn fest. Need full loot of an EvE/Perpetuum style "lose what your in if you die" type of mechanic. I dont care how hardcore the pvp says he is, if hes pvping in a game where a loss is a free trip back to his bind, its a fail. |
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10/24/12 12:04:19 PM#175
I like open world pvp, I played on Rallos Zek for years but that was never free for all pvp. I quite like EVE's pvp system, I am not overly keen on that as a game though. I perfer open world to battlegrounds or special RvR zones. I had a couple of really memorable fights on RZ, I had a lot more fights that weren't though and were really no more hardcore or skillfull than casting on someone that overpulled, or having someone drop me at a zoneline after a bad pull.
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10/24/12 12:12:03 PM#176
Originally posted by Apraxis Yes, i think a mulitplayer mmo has to have pvp and should have some open world pvp. I agree that forcing all the players to be friendly is also counter to the idea of an MMORPG. Which is one of my main problems with LoTRO, which while an amazing game, i get bored of too quickly. But there is a huge difference between pvp that is part of the game and recognizes that fact and FFA. Free For All, just doesn't belong in a game genre in which nothing else in the game is FFA without any constraint. |
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10/24/12 12:13:18 PM#177
Originally posted by Disatisfied9 The difference is that they can't affect my enjoyment much. Jerks in raid guilds .. just raid on LFR and PUGs .. don't like the group .. hit the quit button. I don't have to suffer anyone.
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10/24/12 12:45:04 PM#178
Originally posted by nariusseldon In the same way, if you don't like FFA, hit the quit button. "i don't waste my time building relationship in games" - nariusseldon |
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10/24/12 12:51:59 PM#179
Originally posted by RefMinor And that's exactly what many many MMO players do.
There are only a small minority of PvP players that are really dedicated to making the person on the other end of the keyboard feel bad. But their impact is much larger than their number. Players who don't like that sort of thing will quit your game if you make it too easy to do. And that's why its harder to have nice things. If you are waiting for the perfect game, the only game you play will be the waiting one. |
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10/24/12 12:52:47 PM#180
Node stealers
Mob stealers Quest item stealers Ninja looters People who kick you from group just before final boss dies Dictatorial raid leaders Crappy dkp systems Ass kissers that get given the spoils Gearscore / dps meter pedants No everything is rosey in pve land. The good thing with pvp games you can go kill these guys hard afterwards |
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