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9/23/12 3:29:50 PM#41
Originally posted by Aelious i would argue the success of guild wars 2 and the adaptation of all other games wow included says that alot more people than ever before are spending time to become someone elses content. ultimately, people need to provide the content, How exactly to accomplish it is debatable of course.
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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9/23/12 3:57:36 PM#42
Originally posted by rungard I agree completely and what I was envisioning was pockets of WvW from GW2 but with some regional backstory between the factions/races that were in the area. The success of WvW shows that if you give people the option of doing PvPvE a lot more will take it than forcing PvP on those who usually enjoy PvE. Dear developers, In my humble and inexperienced opinion if I can get through all the content you spent the last 5+ years working on within 6 months you have not done your work justice. Please give me, and everyone else, some tools to create our own content from what you have made so I can stay in your world and appreciate it longer than three weeks before I say "meh". It's a shame and I'd rather not do that to something you put so much of yourself in to. |
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9/23/12 4:04:05 PM#43
One reason why balancing PvP and PvE is difficult is because the combat, content and the objectives are so different. If you can bring those closer together, you'd have easier time balancing the game. This would mean smarter AI and no threat minigames among many other changes.
Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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9/23/12 4:27:33 PM#44
Originally posted by Quirhid I agree, but the smartest AI is a player(theoretically), and the next best thing to that is a player who has limited abilities to direct the ai and initiate events in an unpredictable way. Thats true dynamic. whether you like guild wars 2 or not, they have a nice event system in their game. Whats the problem with it? Its static. Do it over and over and over again. What if, it were possible for a player on the opposing side could initiate a pve event upon pve players. We couldnt have half the server doing this, it would be chaos, but we could have a very small proportion of the players doing these kinds of things. It doesnt mean they cant happen on their own, its just a dynamic enhancement to the system. the fact that these players could take part in the events as well would be equally as interesting. the gameplay options are staggering, not just for pvpers but pvers as well. people are too focused on ganking when in fact these players would be great assets to any pve game. 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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9/23/12 4:37:04 PM#45
Originally posted by Quirhid Start with the Player, then PvP, and then PvE. Why that order? Well, it's about trying something other than starting with the PvE, then the Player, and finally PvP. Because that obviously does not work, eh? The objectives are not really that different, imo - not in the least. Objective - kill the enemy. It's pretty much the same. The problem arises with the initial focus on PvE creating ludicrous stats and munchkin characters which leads to mind boggling PvP. It's not a balanced focus. If on the other hand, you focus on the Player first - you lay out the path that you want for the various classes/skills/etc - you've got a solid base for going into PvP - and - you also have that solid base for going into PvE. It would provide us something other than the illusion of difficulty - as we're fighting level 1000 mobs that are basically just level 1 mobs with more health and more damaging attacks. In some cases, it's exactly like that...meh. As for the mobs, I'm still waiting for somebody else to tackle it via something similar to AD&D's Challenge Rating. Something where the mobs are actually an appropriate challenge rather than just part of the ongoing crop of monster farms that we see. Even with this, there would still be room for threat - but it would have to take into consideration the intellect of the mobs. Some would be too smart for it, some would be too stupid for it, and some just would not bother with it. There would be a limit as well - in that one could not grab aggro on a million mobs. And the more I think about all this, the more I know that it will never happen...because it's not about making a game for the single player where they can feel like a god - which I'm hard pressed not to see in most games. So it's kind of pointless to share any further thoughts on it... I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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Originally posted by coretex666 I'm looking from the same perspective that my OP starts with. This isn't a fight, its a civilized argument, and you are trying to discuss a topic that I didn't raise. I never, in any of my posts, defined a PVE oriented game (or even attempt to do so). I was directly, and specifically adressing WoW in the context I provided and you brought up. GW2 has PVP and PVE separated, yes, and thats why now the PVE feels tacked on. People are bitching about there being no PVE endgame (i.e. what to do at lvl-cap and have no interest in pvp). Regardless of your feelings for WoW PVP, its not a PVP-centered game. You seem to be confused what PVE- or PVP-centered means. The mere existence of a feature doesn't make something PVE or PVP-centered. A PVP centered game, like EVE, has all mechanics crafted around PVP. All its aspects flow into PVP. You craft gear for PVP, you mine to support your alliance, you do PVE (ratting) to acquire resources to do PVP, you research for PVP, even if you just run the economy, you still support PVP because the economy and resources is what the PVP centers around (via PVP-death as resource-sink). WoW PVP is mechanically separate from the game WoW PVE. |
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9/23/12 5:29:13 PM#47
Originally posted by VirusDancer I think you underestimate its effect. Often it is more than just killing the enemy and secondary objectives can have a huge effect on how you go about doing that. You'll also notice that rarely the killing is the primary objective in any PvP: It is usually holding some capture point, protecting something or someone, stealing something etc. Killing is in fact often a secondary objective or a simply a means to achieve the primary objective. Some PvP objectives (secondary and primary) also require specialized roles. For example a flag runner has to be mobile and fast. In PvE, players pretty much specialize in killing stuff quickly and efficiently - thats about it.
Bringing PvE and PvP closer together is a simple idea, but the more you think about it the more complicated it gets and more profound changes you need. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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9/23/12 5:35:36 PM#48
Originally posted by rungard Its not really fair to call them static since not all of them are that - more like cyclical in nature. The events, I think, are infinitely better than traditional quests. A comfortable start towards better "questing" atleast. Now they just need to expand the web-like structure of the events and add more, multiple-ending events with branching event-chains. The events already offer rudimentary objectives to PvP and I think they could and should be developed a little more. I'm not an advocate of mixing PvE and PvP tho. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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9/23/12 5:40:09 PM#49
Originally posted by Quirhid I used the term killing to represent beating. The objective is to beat the enemy. Every PvP scenario can be a PvE scenario. Every PvE scenario can be a PvP scenario. In many games, the PvE scenarios are common FPS scenarios where you're fighting mobs instead of players. I miss the MMORPG genre. Will a developer ever make one again? Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20% |
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9/23/12 8:30:04 PM#50
I hate PvP with a passion, I want nothing whatsoever to do with it, ever. That said, so long as I can entirely ignore it, I don't care if people want to go do PvP somewhere I don't have to watch the childish dickwaving. But given a choice, I'll take pure PvE with no PvP whatsoever. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
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Originally posted by VirusDancer I was wondering the same thing recently actually. Why cant more games have human controled scenarios? It doesn't really need to be even called PVP (because that apparently has a very specific connotation). How about a system where one part of the game is played strategically, the other from the individual perspective. What if the PVE scenario would be controlled in an RTS fashion by a DM? I mean, thats what DMs are for in tabletop RPG, but its not considered PVP certainly. People don't play DnD vs the DM, they play vs the world, controlled by the DM. There seems to be a point at which players are able to disconnect from the "perception of PVP". Imagine a raid scenario where the boss is controlled by a DM, would that be considered PVP? By most people certainly not. I need to think more about that, but it might have to do with asymetrical ballancing and how players perceive entity-control and fairness. Example: The game Dungeonland |
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9/23/12 9:17:53 PM#52
PvE leveling process, PvP endgame.
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9/23/12 9:49:37 PM#53
Originally posted by AdamTM I would first like to know what is your definition of "pve"? Do you just mean dungeons, or does that also encompasses crafting and economy? If so, I would say that it is possible to create a game that has both equally good, like for example SWG pre-NGE. However if you define PvE as in raids and dungeon, than I would say I prefer pvp-centric. |
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9/23/12 11:17:05 PM#54
Originally posted by AdamTM Not completely, but merely two differnt game experince within a single game, just like a single player adventure game will have a different feel from a multi-player varient of the same game. Having two seperate games would be more like wow bgs, arenas, and such that only effect a small degree of the world, and having stats that you can stack to influence that one style of play over another like resilence. Where as making the abilities having seperate values that influence differing playstyles allows the game to be balanced better from a dev side as players can not influence these values, and allow for them to work largely in the same manner with differing degrees of power without breaking the other style playy. Though in the end pvp an pve will alway be seperate gaming experinces, from the fact a mob will always be less unpredicatable then another player will be, but not completely seperate game that can not be merged with into a singular game. You could also call it more of a game with seperate rule-ssets to govern oppossing styles of play, but the game would still be the ssame at it's heart as you would not have to make game altering change to it to keep balance, as the game from the launch wa built to be balanced seperately behind the scene/under the hood. |
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Originally posted by aRtFuLThinG PVE would encompass strictly guided or nonguided combat VS AI-controlled opponents in a non-direct non-competitive way. Ratting in EVE is PVE content for example. |
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Originally posted by Asuran24 Mechanically they would be however two separate games. Sure, you could try and weave them together in the world, but they always be separate, like you said. Thats why I implied that it would be better to separate them entirely. There is more to PVP than just stats. Maps, level-design and objectives can play a big role in PVP as well. The developer would need to dedicate resources to track both gameplay styles and cater to both audiences, which often ends in one being neglected over the other. [EDIT] I think that most developers actually considered this system long ago but thought it not worth their effort and resources and opted instead to have separate "zones" or contained instances for PVP, simply because they are easier to control. At least in "modern" MMORPG design. |
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9/24/12 7:08:43 AM#57
all a company has to do is make a great game with a great integrated pvp ruleset and demonstrate that you wont be ganked in the early levels and most players will forget about the shoddy implementations they may been exposed to (or may only heard about). the days of 100% pve are coming to a close for one reason and one reason only. pve content is very expensive to create, pvp content is quite cheap. its already started. we are in the phase where its kept seperate to get people used to it. its still a waste of resources because you have to do everything twice. That is not the last phase.
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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9/24/12 7:13:12 AM#58
Originally posted by AdamTM
Fundamentally, I log into an MMO (rather than start up a single player game) to interact with other humans, not to smoosh computer-controlled sprites. I can't imagine why people would want an MMO with no PvP. It'd be like sleeping with a girl with one leg; even if that leg was in great shape and had a silk stocking, and the girl's face was really pretty, and she was really good at hopping, you'd still be intensely aware that something important was missing. Give me liberty or give me lasers |
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Originally posted by Malcanis Somehow i think this analogy has no leg to stand on. |
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9/24/12 7:40:12 AM#60
I also considered extending the analogy by noting that some people only want to undertake activities that they're guaranteed to succeed at because they don't like too much real challenge, but that might have stepped outside the bounds of good taste.
Give me liberty or give me lasers |
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