Devs & Designers and everyone interested in PVP; Criticism/Comments welcome
Posted: Tue Dec 14, 2004 3:41 pm
I started playing online games about 7 years ago, 6 years ago I started PVP. For reference purposes - I have played Ultima Online; in time, I have understood what makes and breaks the PVP. This is NOT a rant, but, hopefully, an eye opener for design & development teams.
1. One shot kills (or 2 shot for that matter) of an equal level opponent.
If I can kill an equal level opponent, in two shots - whoever shoots first wins 95% of the time - where is the glory in it? - Just grief for another person (think of DP now)
2. Loopholes that allow a person to kill another using the same combo over and over.
One combination of spells / hits makes a nearly unbeatable combo. In current setup, think of Acid + Madness spell. If castled, I hit another person, and most likely prevent it from hitting me back - rinse and repeat after the fact. Or just do fear acid fear .
In Ultima online the combination was explosion + poison. Because of the game mechanics, poison that was casted second would interrupt person's casts; explosion on the other hand would cause damage. The cure for that - was magic resistance, where it would become a gamble whether your spell succeeds or does little to no damage (The resist was a separate skill tree); in addition cure from poison was another spell. In Ryzom, however, none of that exists (perhaps blind that would reduce opponents success would do the same trick, but then again, - why use it if I kill in two hits. There is no way to cure yourself, hence if Im blind, I remain blinded what would be better is cure for blind, then I can ether choose to cure myself or try to cast offensive spell (same goes for melee)
3. Items that make one's abilities extraordinary.
In PVP the most interesting aspect (for me at least) is the process, not the end result. Combinations of spells and skills win the challenge, being able to adjust to another person's tactics in conjunction with combinations make a win for PVP hands down.
4. Free for All PVP, where there are no penalties for non-consented aggressor.
Aggressors for non-consented PVP should be punished, if I choose to stick around and constantly kill people avatar should be penalized. Once again, parallel to UO - if you killed more then 5 people within certain time period, you would turn red, which would prohibit you from entering town (guards would wack you on sight) as well as every person could take a shot at you and kill you without penalties for themselves. If you were to get yourself really deep in killing if someone kills you, your skills would go down 20% (which really did make a lot of people think twice before going perma-red)
In absence of that - I can really see people camping 20 meters away from spawn point or well known 'road' and just kill everyone in sight entertaining themselves and completely destroying others time online.
5. Everyone can be everything (250 level mage and 250 level fighter) - that is just plain wrong. Yet again parallel to Ultima online, there were only 700 skill points, and people had to balance between skills they pick (i.e. a smith could not be a mage and fighter); realistically, you could only be one good something and barely something else (i.e. good mage, and auxiliary fighter). In Ryzom, however, affiliation doesnt matter. If Im a mage and a fighter, I do cast, cast and if opponent is not dead, Ill switch to melee. This is very wrong IMHO.
6. Blank screen kills - if my client is loading the terrain, I should not be standing in the field open to anyone's attack. The avatar should be appearing AFTER client is 100% ready.
7. Stat loss for PVP/Group-on-Group. If a player is killed in group combat he should not be able to rise in an instant and be at full power again. Ultima did have a nice feature - stat loss. If killed by an opposite faction avatar's skills would be reduced to 80% of normal for 20 minutes. IMHO that system brought a lot of balance (that was instantly lost because of some other changes, but that is besides the point)
To preempt a question if I liked UO PVP so much why did I quit UO and play Ryzom instead.
Origin Systems / EA decided that in order to attract more people, artifacts and increased weapons strength was in order, hence they implemented it and 1 2 shot/hits kills became a routine. There were no group fights lasting 5-10 minutes anymore, the show was over in 1 with about 20 bodies on the ground.
Origin Systems decided that in order to attract more players they should reduce the time that it takes for a player to progress and . Only for $19.99 you could get yourself a character with nearly all skills at 80%.
Origin Systems allowed to change character name for $25.00; which rendered knowledge of people through their avatars completely impossible. Before, griefers, good players, PVP tactics and skills would come in mind when youd see an avatar, later on Griefer-Joe become Honest-Stud (in name only) and by the time people would re-learn who-is-who Honest-Guy would become Average-Bob
1. One shot kills (or 2 shot for that matter) of an equal level opponent.
If I can kill an equal level opponent, in two shots - whoever shoots first wins 95% of the time - where is the glory in it? - Just grief for another person (think of DP now)
2. Loopholes that allow a person to kill another using the same combo over and over.
One combination of spells / hits makes a nearly unbeatable combo. In current setup, think of Acid + Madness spell. If castled, I hit another person, and most likely prevent it from hitting me back - rinse and repeat after the fact. Or just do fear acid fear .
In Ultima online the combination was explosion + poison. Because of the game mechanics, poison that was casted second would interrupt person's casts; explosion on the other hand would cause damage. The cure for that - was magic resistance, where it would become a gamble whether your spell succeeds or does little to no damage (The resist was a separate skill tree); in addition cure from poison was another spell. In Ryzom, however, none of that exists (perhaps blind that would reduce opponents success would do the same trick, but then again, - why use it if I kill in two hits. There is no way to cure yourself, hence if Im blind, I remain blinded what would be better is cure for blind, then I can ether choose to cure myself or try to cast offensive spell (same goes for melee)
3. Items that make one's abilities extraordinary.
In PVP the most interesting aspect (for me at least) is the process, not the end result. Combinations of spells and skills win the challenge, being able to adjust to another person's tactics in conjunction with combinations make a win for PVP hands down.
4. Free for All PVP, where there are no penalties for non-consented aggressor.
Aggressors for non-consented PVP should be punished, if I choose to stick around and constantly kill people avatar should be penalized. Once again, parallel to UO - if you killed more then 5 people within certain time period, you would turn red, which would prohibit you from entering town (guards would wack you on sight) as well as every person could take a shot at you and kill you without penalties for themselves. If you were to get yourself really deep in killing if someone kills you, your skills would go down 20% (which really did make a lot of people think twice before going perma-red)
In absence of that - I can really see people camping 20 meters away from spawn point or well known 'road' and just kill everyone in sight entertaining themselves and completely destroying others time online.
5. Everyone can be everything (250 level mage and 250 level fighter) - that is just plain wrong. Yet again parallel to Ultima online, there were only 700 skill points, and people had to balance between skills they pick (i.e. a smith could not be a mage and fighter); realistically, you could only be one good something and barely something else (i.e. good mage, and auxiliary fighter). In Ryzom, however, affiliation doesnt matter. If Im a mage and a fighter, I do cast, cast and if opponent is not dead, Ill switch to melee. This is very wrong IMHO.
6. Blank screen kills - if my client is loading the terrain, I should not be standing in the field open to anyone's attack. The avatar should be appearing AFTER client is 100% ready.
7. Stat loss for PVP/Group-on-Group. If a player is killed in group combat he should not be able to rise in an instant and be at full power again. Ultima did have a nice feature - stat loss. If killed by an opposite faction avatar's skills would be reduced to 80% of normal for 20 minutes. IMHO that system brought a lot of balance (that was instantly lost because of some other changes, but that is besides the point)
To preempt a question if I liked UO PVP so much why did I quit UO and play Ryzom instead.
Origin Systems / EA decided that in order to attract more people, artifacts and increased weapons strength was in order, hence they implemented it and 1 2 shot/hits kills became a routine. There were no group fights lasting 5-10 minutes anymore, the show was over in 1 with about 20 bodies on the ground.
Origin Systems decided that in order to attract more players they should reduce the time that it takes for a player to progress and . Only for $19.99 you could get yourself a character with nearly all skills at 80%.
Origin Systems allowed to change character name for $25.00; which rendered knowledge of people through their avatars completely impossible. Before, griefers, good players, PVP tactics and skills would come in mind when youd see an avatar, later on Griefer-Joe become Honest-Stud (in name only) and by the time people would re-learn who-is-who Honest-Guy would become Average-Bob