Azherae wrote: » Remember that New World had to take out the no-flag PvP because of seal-clubbers.
NishUK wrote: » Azherae wrote: » Remember that New World had to take out the no-flag PvP because of seal-clubbers. If you build a game that is fun and easy to pick up, which includes pvp, you build players toward that knowledge and understanding. You don't completely "shill" to the PvE only crowd (who are in everyway stubborn and unwilling to adapt) and tarnish the original experience for everyone involved. A good game that involves PvP (I'm always reluctant to say a 'PvP Game' because there's usually much more involved) will also have good rules and a growth phase, Korean's have for years made PvP involved in their mmo's and included safe zones among other practices like what Ashe's is going to do with corruption, no one, not even hardcore PvP'ers wanted noob areas like the beach a PvP zone, only a low life would want such a thing.
NiKr wrote: » That whole explanation makes me wish mmos split into "pvp and pve" subgenres instead of "tab and action or hybrid" subgenres. Because that sounds like a great pve design that is utterly useless in pvp. At which point, if you wanted to have pvp in the game and make gear variability important there too - you'd have to make a separate set of gear for that.
NiKr wrote: » Oh, apparently Shadowbane also had a good gear balance for pvp. It's a shame that it had a ton of reasons for failure though :'( could've supported this genre direction at least a bit more.
NiKr wrote: » Which is why we're long overdue a paradigm shift. But it's so risky to do, moneywise, that no one even attempts it. And the ones who even try going for smth pvp-centric, usually go for nostalgia-inspired games, instead of trying to come up with a new system where owpvp might work in everyone's favor (if that is even possible obviously).
Azherae wrote: » What you call good gear balance others call 'bad gearing system'. Back to the same problem. For a PvP game to be successful in that way, the effects of 'time spent not explicitly practicing combat skill' end up minimized. Players who come into the game wanting to spend time doing things other than practicing combat skill can be 'forced to endure combat', and with enough unpleasant losses, they tire of this and leave.
Azherae wrote: » The Genre is always hampered by the fact that the sort of person who wants a 'fair fight' (let's define this as a fight in which an opponent can gain a meaningful understanding or skill from the experience) seeks other games FIRST and MMOs SECOND, whereas 'bullies' seek MMOs first and other competitive skill games second. You can predict the effect of this quite easily.
Dygz wrote: » PvP-centric action combat MMORPG is not really a paradigm shift. It's just too niche. Especially because it absolutely negates RP. But, there are other types of MMOs for which PvP-centric action combat should work great.
Sarevok wrote: » We can just skip the argument over Tab Vs Action and go straight to VR.
Dygz wrote: » PvP-centric MMORPGs rarely have enough players to last long.
Okeydoke wrote: » Nikr, stop letting these guys sway you with some of their claims. I see you bending in ways in which you don't have to. Many of their claims are objectively, demonstrably, and provably false.
Dygz wrote: » PvP-centric action combat MMORPG is not really a paradigm shift. It's just too niche. Especially because it absolutely negates RP. But, there are other types of MMOs for which PvP-centric action combat should work great. Ashes is already shifting the MMORPG paradigm in several ways.
NiKr wrote: » Azherae wrote: » What you call good gear balance others call 'bad gearing system'. Back to the same problem. For a PvP game to be successful in that way, the effects of 'time spent not explicitly practicing combat skill' end up minimized. Players who come into the game wanting to spend time doing things other than practicing combat skill can be 'forced to endure combat', and with enough unpleasant losses, they tire of this and leave. Well yeah, this is just a subjective preference. I personally consider the system where you change your gear every 2 lvls trash. Or the system where you need some exact super powerful gear in order to even try and clear some content (pve or pvp), to me, is also trash. I understand that my view of mmos is very skewed because of L2, and on top of that I might be somewhat of a contrarian that just hates everything that's popular - but I just prefer L2's gear system to most other systems I've seen so far. Azherae wrote: » The Genre is always hampered by the fact that the sort of person who wants a 'fair fight' (let's define this as a fight in which an opponent can gain a meaningful understanding or skill from the experience) seeks other games FIRST and MMOs SECOND, whereas 'bullies' seek MMOs first and other competitive skill games second. You can predict the effect of this quite easily. I guess me and the other L2 bois (not necessarily from this forum) are just bullies that enjoyed L2's pvp system first and foremost and only then went out to try other pvp games and couldn't find more satisfaction there than what we had in L2. I've played dota 2 for over 1k hours, I've played world of tanks, cod, battlefield, CS, fall guys, rocket league, tried out a few BRs, and know a ton of people who have a similar range of experience in different pvp games - and none of those gave us the same experience as L2's pvp did. We still remember our escapades in L2 after over 7 years of not playing it. We still remember huge pvp fights from different L2 servers, both the ones that we won and the ones where we lost dramatically. We remember rivalries against people whose power lvls matched or outshone ours. Those were all 'fair" pvp fights to us exactly because, even if our enemy had superior gear, we still had a chance at victory and when we managed to achieve that victory - it was all that much sweeter. And from all those experiences I can remember maybe a few people that complained about power differences between them and their enemies. And even that only happened if the enemy was several tiers of gear higher and maybe even OEd on top of that, where you really couldn't do much against them. But the game allowed you to not interact with those people, go farm up some resources or some weaker mobs, get the money for a bit better gear and get the chance to fight against that more powerful force with better chances. And that was the case exactly because of the gearing system in L2. Or, at least, that's how I remember those things going down. Maybe my mind is completely clouded by nostalgia or maybe I just had such a unique experience that barely anyone else had (doubt it).
NiKr wrote: » But I do want the game to succeed as much as possible and that would require at least some casual-friendly systems.
NishUK wrote: » "The groups you encounter", look, I have buddies in work who just play games purely for fun and they couldn't give a crap about being more dedicated on it but then they have that one game that they love to a degree that they are a bit annoyed at but they're losers on it. They improve at their own rate, very slowly though...
Azherae wrote: » Actually, lemme roll with this, for a bit. Know that I'm not actually 'serious' nor attacking you with the outlandish 'claims' I'm about to make. Yeah, if you chose an MMO first and would still do that you're more likely to be a 'bully' than not. But here's the thing. I don't think you're necessarily a bully, I think you're 'a person who would remove most of the incentive or capacity to be one, from MMOs'. You don't have to be a bully within the game, you just have to hold that mindset of 'If I can get good, through my effort, so can anyone else, so the game shouldn't have to be changed for them at all'. You don't seem to hold this view either, but remember that the faster games become, the more mechanically intense they become, and a lot of people don't 'speak that language' in terms of gaming, so those people have years of catching up to do 'mentally'. So when that person says "I don't know how you manage this, I just can't do it, I wish they'd make it easier/make it so that I could stick to only my own tier of opponent and not have to worry about high level players flattening me'. If your response is 'Well just practice more and get good, it's more interesting', that's the start of it, and if you find yourself thinking 'you just gotta live with it, it's part of the game, you're too soft', then you're at the 'bully' tier. I don't think most players hate PvP. I don't think most players hate owPvP, conceptually. I think players hate being victims and/or helpless. The 'bully' response to this is to go 'well you should just try harder, I don't see why you're letting this get to you'. It's absolutely FINE and technically FAIR to have this response, but it's also 'the response that leads to people leaving the game'. Which is no issue if all you want is to have mechanically-skilled players playing the game until the next iteration thereof. It's just enacting a natural filter that some could argue is supposed to be there. If someone doesn't have the skill+mindset to enjoy a game, it is beneficial to EVERYONE involved if they stop playing that game. Except the producers of the game.