Ray Vanderlip thinks PvP has become an afterthought. In this new editorial, Ray looks at the issues that surround one of the hardest issues to tackle in MMORPGs.
| Players that live and die by PvP conflict find themselves faced with promises of satisfaction at the hands of competent teams of developers that swear that they will deliver. What those players find instead is often a watered down version of what they had hoped for and that’s IF their favorite game gets PvP at all. In many cases it is cut out completely in favor of PvE (Player versus Environment) conflict instead. The watered down version is often a surprise and is like going to take a sip of your favorite drink and instead finding that someone’s slipped in some seltzer water to make it look like the drink you ordered but it certainly doesn’t taste much like it.
There are reasons that PvE and PvP are in conflict with each other more than just whether or not players want to take part in one or the other more. There are balance issues involved. What may be balanced for a PvE encounter may not be balanced for a PvP encounter. Players must make judgments based on what they need or want most and make sacrifices based on those judgments. A character designed for PvE will not do well in a PvP encounter. A character designed solely for PvP will not do well in a PvE encounter. These are generally true statements. What skill can be used on a mob may not be fair to use on a player. Incapacitating spells such as roots, snares etcetera are especially suspect in instances involving PvP and even more so the question of thievery in PvP situations comes up as a point of contention for rogue lovers no matter the game. Balancing abilities and skills for use in PvP and in PvE is difficult and inevitably someone suffers for it.
You can read the full editorial here.