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pvp design and priorities discussion...

phermitgb
phermitgb
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I'm bored at work and when I get bored, I want to dissect concepts and ideas; and since I spend more time on the ESO forums than I should, the idea popping into my head today is...

what are some of the fundamentals of including pvp in ANY MMO?

lots...and I mean LOTS...of posts on the ESO forums are about pvp - balancing skills, re-prioritizing pvp development, de-prioritizing pvp development, anger at lag (lots of that), itemization, time cost vs reward, etc, etc...

and it just gets me wondering - if we were going to try and design "perfect" pvp...what would we come up with. Now, the obvious answer, is of course, that there IS no "perfect" pvp - that even PVP'ers would be divided (passionately, probably violently) about what constituted what "perfect" pvp is, but still...I'm curious

so, the basic factors I'm *assuming* pvp'ers either want, or accept will be present due to the fundamentally competitive nature of pvp are...

1 - "balanced" battles - this term comes up a lot, a lot of people seem to consistently believe that most people won't want to play PVP, if any one person can get a stupidly overpowered advantage over another person. So, one of our fundamental ideals for perfect pvp, might be to ensure that pvp works so that everyone has a roughly equal chance to respond to an attack, meaning that health pools and outgoing damage should be roughly equal at ALL levels of pvp, then assuming that one players *skill* will determine their victory over another player - this is assuming equal numbers of people in an engagement (i.e. 1v1, 2v2, 3v3, etc...)

2 - "reward" for investment - this is nearly the complete opposite of the above idea, and also a fairly prevalent idea in pvp discussions. Some people believe that if they spend enough time pvp'ing, they should receive commensurate (i.e equal to the amount of time/effort/resources they put into it) rewards. So, a person that plays twice as often as another person feels they should receive roughly twice as much reward.

since the "reward" for pvp, in many people's minds, ought to be somehow related to "powering up" your character, this essentially means that there are people that believe that people that spend more time, effort and/or resources engaging in pvp should be commensurately more powerful than people in PVP that spend less time/effort.

3 - small scale battles - easy idea - some people prefer relatively small engagements - these are fairly personal battles, where people get to be very familiar with their opponents - realizing styles of combat, recognizing names, etc...

4 - large scale battles - of course, other people prefer large scale engagments. They like being part of the ebb and flow of a battle line, they like the idea of being carried along in a sea of chaotic battle, they like watching a large force overcome a large force and take a significant victory over a fortress or whatnot...etc...

5 - Ego - don't lie to yourself. A significant quantity of pvp discussions (and to be fair, quite a few pve discussions as well) revolve around various issues of perceived "prestige". small scale battles allow many players the opportunity to believe that they are superior (in skill, or perhaps just overall) to the people they beat - leaderboards throw fuel on that particular flame by putting their name up in a list against other people. Many discussions about rewards involve people being angry that *anyone* can get a particular something without having to *work for it*, and that this diminishes the perceived prestige for someone having acquired the item "the hard way"...etc...

so, I think we have to factor Ego into any discussion about developing "perfect" pvp - we either have to satisfy these requirements, or design pvp to avoid ego issues, or try and run some middle ground

6 - multi-faction engagments - while this *sort of* related to issues of "balance", for whatever reason, having more than 2 sides to a battle seems to be one of the raging experiments of some modern PVP. Now, virtually anyone that's ever played anything that can have more than 1v1 engagements knows that someone almost ALWAYS gets teamed up on until it gets boiled down to a 1v1 - so 3 faction and 5 faction and even 4 faction engagements are usually just 1v1's that someone else gets in the way of temporarily.

Now, that's not to say that an uneven faction zone is pointless. The whole point of having 1v1v1 is that red starts fighting blue - the battle establishes a pattern - then yellow shows up - the pattern gets upset, suddenly everything's in play - maybe blue leaves and it becomes yellow v red - maybe blue was winning but now red is winning once yellow leaves...having multiple factions DOES create a new factor of variation in engagements that can be quite rewarding. But it's almost never "balanced" in a traditional sense.



now, I'm not actually promoting any one of these ideas over another - they're just a few of the basic factors I see when I hear people arguing about what PVP should be like.

Eso Pvp is what it is. I don't have any expectation that there are going to be large, fundamental design changes to ESO cyrodill because of anything we say here - but the discussion COULD be valuable to the people that are going to play (and possibly design) the next big MMO pvp...so I'm mostly curious to hear...

A - have I missed any other fundamental building blocks of pvp? or, perhaps I should just say, WHICH fundamental building blocks of PVP have I missed or overlooked?

B - Which way do YOU swing as far as any of these particular ideas? Are you a big battle guy? do you like small engagements? are you all about the pretty-show-off-swag?...which factors of pvp are most important to YOU?

C - what other insights do you suddenly feel compelled to add?

there - that ate up almost a whole half hour of my day - only a half hour to lunch!
"There is no correct resolution; It's a test of character."
James T. Kirk
  • dawnhawk
    dawnhawk
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    While I don't PVP anymore, I used to love it other games (I'll be the first to admit as far as ESO goes - I've done Cyrodil enough to go "meh" and now I just wander in when I need a spare skyshard). So...assume a grain of bias along that front.

    A/B - Personally I prefer "teamwork" - ie battles that involve more engaging tactics than "zerg" and "turtle". I used to love when you got a good coordinated group that didn't all run together, but all coordinated their efforts with each other to meet the larger goal. It doesn't matter if it's a 3v3 or a 40v40 for me (which is the answer to B ) as long as the battle was actually involved and required a bit more communication than "hit {random grouping of keys} to join group" - which is about 90% of the conversation in Cyrodil that I've seen.

    C - Nice to see a well laid out and thought out post on the subject!

    edit: fixing the smily sunglasses ninja that takes over alpha listed items...
    Edited by dawnhawk on March 30, 2015 8:41PM
  • Audigy
    Audigy
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    From my own pvp experience in MMOs not much is needed for good pvp.

    1. Freedom

    Players should be able to attack everyone if they want to. The consequences however must be so big, that players need to think twice if they want to do it. Ultima Online had open pvp for instance, players raided towns, vendors etc. You could help rebuilding a wall or you produced health potions, armor for the fallen comrades. It was your choice how you wanted to participate, I miss this in todays MMOs.

    2. Reasons

    To have a reason for PVP is key and I am not talking about items here, as once you have them, your reason to pvp will be gone. We also don't need leaderboards, Emperors or anything like this.
    No! What players need is a goal and a never ending battle. I played instanced pvp that lasted for 8 days, just like I played world pvp that lasted forever. This is how you can motivate players, if they know there is a battle and that this battle is always there and every inch on the field matters.

    Players push for a week to take a bridge, they push for a month to reach the top of a hill, just to lose it two months later. This creates a constant demand to be there, to be a part of this battle.


    In my opinion all that balancing, item or currency grinding has nothing to do with good pvp. Players only need a battle with meaningful progress. Taking a bridge after one month is worth much more than becoming an Emperor. The Emperor is just one guy on the server, the bridge however was taken by everyone, just like it was lost for the other side. This creates rivalry, players want to get involved in this, they want to claim the victory, even if that victory can never be achieved in total, as every step forward will also be a step backwards. Good battles can not end, there are no timers, no final objectives or item rewards - no its a battle with many strategic key points, that will be traded all the time.

    Too many MMO´s try way too hard with all their leaderboards, item rewards or instanced small scale battlefields with several different types of objectives, either Capture the Flag, King of the Hill, Take the keep ... In reality however, good pvp really doesn't need much.
    Edited by Audigy on March 30, 2015 9:12PM
  • phermitgb
    phermitgb
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    excellent responses so far... you both managed to bring up issues that I either overlooked or perhaps sandwiched unfairly into larger scale issues...

    7 - "Stragety" (deliberate bugs bunny misspell) - another one of the rewarding aspects of PVP is a sense of strategic progress. A complex battlefield with multiple objective points for people to fight over, and to watch that battlefield change due at least in part to your participation, often gives people a very strong sense of accomplishment (also an aspect of ego to a degree, but not an unreasonable one). Some games even go so far as to measure certain factors of contribution to the capturing (or defense) of strategic objectives and then posting that credit somehow (I play a lot of Planetside 2 - another excellent example of attempts to address various PVP issues - with varying and debateable degrees of success)

    8 - Open-World PVP - a hotly contested point - clearly (as Audigy pointed out) some people think that open-world pvp is the bees knees (look it up). And I think, at a fundamental level, open-world pvp DOES contribute to pvp in general, in that, anyone that plays a game with open world pvp usually HAS to enter the game acknowledging to themselves that PVP is a factor that they cannot avoid, so that they make themselves cope with it to some degree or another.

    However, by the same token, there are a lot, A LOT...of dangerous issues with open world pvp. So called "balance" is always an issue even in controlled environment pvp - balance in a huge MMO with PVP everywhere always at any time...I'd personally be surprised if anyone could claim a system that could enforce person to person, moment-to-moment balance in such an environment.

    Also keep in mind that open-world PVP means that PVE focused players are always at risk, unless you invent some means to protect them...in which case, it's not REALLY open world pvp anymore, is it? This runs the risk of driving away people that aren't interested in 24/7 pvp experience, or are afraid that their personal playstyle or available playtime can't compete with more dedicated pvp'ers, and you run the risk of diminishing your available population.

    Which brings us to...
    9 - "DIVIDING" the pvp population. Many arguments about various focuses (foci?) and priorities for pvp options like arenas, dueling, and battlegrounds, almost always bring up the spectre of "dividing the pvp population". By this, they mean, more options that are mutually exclusive (in other words, you can't have a battleground in the middle of a multi-faction pvp zone, you can't duel in a battleground, etc) means reducing the available population for any one of those activities at any given time.

    This is worst, I'm sure, for the people that like large scale battles (in which having larger numbers of available population is presumably better all the time), but generally affects everyone that expects to be PVP'ing and hoping for a large pool of people to fight against at whatever scale they feel like at any given moment. In other words, if someone wants to duel today and everyone is joining the large-scale pvp zone, they're not going to be able find the range of people they want to duel. If all the folks are in the battlegrounds today, the large-scale multi-faction pvp'ers are going to find cyrodill barren with no big fights...and so on...



    Three more factors of PVP - thanks to reminders from those responding - again, I've got no answers or preferences myself, at least at the moment - just, some of the fundamentals of pvp'ing in general that seem to be issues for anyone and everyone that ever wants to get involved in PVP at some point...
    "There is no correct resolution; It's a test of character."
    James T. Kirk
  • dietlime
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    phermitgb wrote: »

    and it just gets me wondering - if we were going to try and design "perfect" pvp...what would we come up with. Now, the obvious answer, is of course, that there IS no "perfect" pvp - !

    It's called Counter Strike with competitive rules. It's a perfectly level playing field with a heavy reliance on teamwork, communication, and strategy that also has an almost infinite skill gradient.
  • dodgehopper_ESO
    dodgehopper_ESO
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    I'd like to see them wipe the slate clean every cycle, that way a map doesn't become locked to one color or another (which isn't fun for anyone).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • SHELLSH0CK
    SHELLSH0CK
    Soul Shriven
    Well I played pvp today...


    Edited by SHELLSH0CK on June 30, 2015 2:50AM
  • reften
    reften
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    Eso gets so many things right pvp wise. Lag and bugs are the main issues. Oh and op nirm :)
    Reften
    Bosmer (Wood Elf)
    Moonlight Crew (RIP), Misfitz (RIP), Victorem Guild

    VR16 NB, Stam build, Max all crafts.

    Azuras & Trueflame. Mostly PvP, No alts.

    Semi-retired till the lag is fixed.

    Love the Packers, Bourbon, and ESO...one of those will eventually kill me.
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