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Nation States And The Social Ganker
This post was prompted by a thread on f13, which asked “is there any difference between open PvP and gang warfare?”
It’s an interesting topic. Let’s look at it first from a purely game-specific level.
Ultima Online was pretty much full-on gang warfare, and I suspect the memory of which prompted this specific thread. There wasn’t a great deal of organization, and what organization was introduced (guilds, notoriety, order/chaos) tended to be ignored. PvP combat in UO could be broken down into either internecine gang warfare (two PvP guilds duking it out), vigilante action (PK and anti-PK guilds duking it out), or petty crime (PKs ganking helpless passers-by). (Note that this is my memory of UO circa 2000; I’m fairly certain it’s changed dramatically since.)
Everquest was, uh, broken PvP. If you remember, the original plan was to have PvP and non-PvP players on the same server, where PvP was an opt-in system that had you hand in a Tome of Discord and flag yourself eternally red. The problem was that flagging yourself PvP meant that you basically could not group with a non-PvP player (could not heal or buffs, accept heals or buffs, etc). Which meant that effectively, your character couldn’t actually play. Eventually, I’m fairly certain, resetting the status of players who mistakenly or were tricked into handing in that book as a “quest” became such a CS hassle that the entire system was scrapped. Asheron’s Call and Everquest both had “open PvP” servers which were popular, but also pretty clearly afterthoughts that would often be broken by patches to the “real” game.
Of course, there wasn’t a lot of discussion about social structures in the above paragraph, was there? That was intentional. With such a tangle of rules and bugs and strictures, any social structure was choked in its crib. AC Darktide had a pretty efficient social structure, but it was mainly gang warfare squared, with the XP chaining scheme helping to encourage a terminal mass of people joining the dominant gang.
Then you had the next iteration of games; Shadowbane and Dark Age of Camelot. Both took very different takes on PvP. Shadowbane tried to create a “guild vs guild” game where guilds would form into meta-groups of nations and fight over territory. In practice, the meta-groups never really took; the game crystalized into guild vs guild wars… again, gang wars by another name.
Dark Age of Camelot’s thesis was to ditch the open PvP model completely. Instead, DAOC channelled everyone into one of three sides and treat the other two sides as very smart NPCs. No trash talking, in fact, very little interaction between them at all. Personally, I think this is a very underestimated part of the equation. Without the social (or more appropriately antisocial) behavior in game, two very distinct and almost contradictory things happened; players in-game acted as opposing sides as designed – Britons would fight Elves on sight, Trolls would attack Highlanders, etc. And, interestingly enough, the interaction between the two migrated to message boards out of game. Even to this day, the VN board for a Camelot cluster is composed largely of “@CharacterName” messages aimed at trash talk or, more surprisingly and more often, compliments for the way a fight went the night before.
So, Camelot managed to avoid the ‘gang warfare’ symptoms to a large degree. People seeking out gang warfare – called “8v8s” in DAOCspeak, the moniker for a full group fighting another full group – were a part of the game, but not the majority. Most players could find gameplay by attaching themselves to what the “8v8s” would derisively call “the Zerg”, a somewhat self-explanatory term for the massive armies of loosely coordinated players looking to swarm over one another.
The next step up in PvP complexity released shortly after DAOC, but took some time to really get rolling. Eve Online is undoubtably one of the most punishing games you can play – it’s full PvP everywhere, even in the new player areas (you are protected by NPC police, but can still be blown out of the sky by a suicidally motivated PKer). But Eve iterated in many interesting ways – even more interestingly, not on the simple nation-zerg model of Dark Age of Camelot, but the virtual world model of Ultima Online – specifically, the depth of the economic model. Like UO, most everything of value in Eve is player crafted. And the game provides enough tools for economic manipulation that one could viably play the game as a day trader – not of goods back and forth, but literal commodities market manipulation.
The benefit here is sublime in its simplicity. A: Valuable goods need to be mined. B: You need to hold territory to mine those goods. C: There are no other rules. This swiftly led to D: The Carving Of The Map. Instead of relying on players to go to great lengths to defend the innocent, as UO asked, Eve asks you to, more simply, take what you want and hold it. Greed trumps altruism.
The Eve forums are far from civil most of the time (neither are the DAOC forums, really), but the passion is there regardless. Eve’s gameplay is still gang vs gang (note the meta-guild names like “Goonswarm” and “Band of Brothers” on the Eve map) – but the gangs got organized, they formed alliances, and they police their own neighborhood. Kind of like, you know, nations did.
And finally, the juggernaut, World of Warcraft. WoW’s PvP model is basically “DAOC, polished to a sheen, with instancing.” There, done, ship it. (Bitter? Moi?
) Not really open PvP, even on the PvP servers. But still accessible; and noticeably, World of Warcraft has far many more PvP servers than one would expect from the history of such things. Clearly, there’s a market for people who want to fight running battles in Stranglethorn Vale instead of killing 10 tiger cubs.
So, there’s the models extant today. What does that show us?
I personally believe that Eve shows what can happen with a mature endgame owned by the players. The trick is getting them to that point; something DAOC did remarkably well. But what will result, if done right, won’t really resemble gang warfare much at all. My off-the-cuff opinions on how to make that happen:
- Lesson learned from Eve: a deep economy is critical to a deep PvP game. To the surprise of the Wolfpack guys, clearly people DO bake bread AND crush. (Sorry, everyone who didn’t get that. Long-running in-joke.) Economy gives you the skeleton of what to fight over.
- Lesson learned from Camelot: limit the grief. (This goes against the lesson from Eve. But DAOC, and its descendant WoW, are a touch more popular.) Whatever you can do to “NPC-alize” enemy players, do so. Those truly motivated to exercise the art of the trashtalk will move it to the forums, where, in a win-win, it’s both content outside your game and easier for CS to manage/ignore.
- Lesson learned from Counterstrike: skill-based PvP has it’s place. That place is not an MMO. The tyranny of a skill-based elite is only compounded by the permanence of the MMO. As seen with the popularity and success of the Camelot zergs, people can be successful as part of a massive team, but that success wears down if that team can be wiped off the map by 5 really super guys.
- Lesson learned from World of Warcraft: item-centric PvP makes your game painful to balance. I can only imagine what gyrations the Blizzard PvP designers are going through trying to “load balance” arena matchups based on item loadouts. Plus, an item-centric game built on loot drops also tends to break your player-run deep economies – which violates the first lesson above. Item-centric PvP – bad touch.
- Lesson learned from… well, my own delusions: context matters. It’s my belief that if you set up enough of a context within the game’s environment for nations to come together and fight for/against something, a core of your players will take it and run with it. This hasn’t really been tried yet – Shadowbane came close with its deep lore that the game systems tended to ignore.
What lessons would YOU add to make a PvP game more of a struggle of nations and less of a gangbang?
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about 3 years ago
I wonder what people think of Pirates of the Burning Sea’s proposed model, whcih seems to combine EVE with Camelot.
about 3 years ago
A long running theory of mine, which was supported by DaoC and proven by WoW:
Give all sides in a PvP MMO the same classes with different graphics and if you really feel the need, different named skills. Dread Knight and Paladin. Exact same stats and skills, different names and graphics. Paladins have holy strike that looks like an explosion of light, Dread nights have generic_dark_attack_spell that looks like a purplish/black cloud with skulls. Use of either links to the exact same information on the server, just different graphics. They’re the same stuff with different names. Then when players bitch about Dread Knights having better attack spells you completely ignore them because they’re literally the exact same thing.
And keep the “team” sizes even. Thermopylae is fun to read about and even occasionally fun to play the Spartan side, but logging in to 10 to 1 odds every night is ass. Eventually I just went and killed tomtes till I unsubbed.
I’m sorry, but classes and skills in DaoC were impossible to balance well against the other realms with no two classes in the game having the equivalent portfolio of abilities. Stir in the widely varying realm populations and well, anyway…
WoW gives both sides the same classes, and via BGs keeps the sides even. It’s perfect. Now, the classes aren’t balanced against each other terribly well, but on a larger scale of conflict it’s irrelevant. All sides have access to the exact same things, at least as of BC. If you read the boards, the “nerf shamans/paladins” threads are all but gone. Not having to deal with evaluating that sort of shit endlessly has go to save them resources and make the sides easy to balance.
about 3 years ago
Erm, also…
Gank Squads/premades kill your PvP game quickly for all non-superhardcore players. Whatever developers have to do to minimize their advantage over a PUG MUST be done. MUST. Even if it’s severly limiting a premades ability to fight PUGs, or disallowing it altogether.
about 3 years ago
DAoC has a pvp ruleset server too where there are no sides. Pretty hardcore stuff.
I keep hoping they will merge it with the pure pve server. That would make for some quality forum threads.
about 3 years ago
“Gank Squads/premades kill your PvP game quickly for all non-superhardcore players. Whatever developers have to do to minimize their advantage over a PUG MUST be done. MUST. Even if it’s severly limiting a premades ability to fight PUGs, or disallowing it altogether.” -Angry Bob
I don’t agree. Premades are bitchy to fight against as a PUG, sure, but think about why. Beyond item loadouts, it’s because the players in the premade have an advantage from social activities and familiarity, an advantage nobody is denied in terms of game mechanics.
When the cries against premades stand as “They’re well-organized and socially superior!”, it’s time to give up that argument, and work to make your own premade if your primary motivation in BGs is victory.
Other than that, solid observations, Lum.
about 3 years ago
>Lesson learned from Counterstrike: skill-based PvP has it’s place. That place is not an MMO. The tyranny of a skill-based elite is only compounded by the permanence of the MMO. As seen with the popularity and success of the Camelot zergs, people can be successful as part of a massive team, but that success wears down if that team can be wiped off the map by 5 really super guys.
I disagree with this. PlanetSide is still running and still making money and it’s effectively CounterStrike Online. What it doesn’t have is enough of everything else that a decent “world” requires to attact players who want more than just PvP.
As it stands, i believe its subs are now approximately on a par with those of AC’s DarkTide at its peak which indicates that there is a market for fulltime PvP and that it is growing but it is not enough by itself to escape form the dreaded niche.
about 3 years ago
Anarchy Online and the combination of Notum Wars (stat bonuses for guilds and members) and the pvp title system (obfuscated ELO rating) presents a few interesting lessons as well.
The “hardcore organisations” to pick a name for them got into playing a game similar to a very powerful mafia, and the prey was huge alliances of more casual organisations. If the balance where you fight hardcores with volumes of casuals the game is won by the hardcore until they decide to take a break. The social structures which maintain the casual alliances ar not strong enough to survive the stress from having one of their allied organisations singled out for repeated attacks, eventually that ally will be excluded from the alliance since people refuse to waste their time defending someone who “never” has to return the favour.
The ELO rating system also made a large portion of the hardcore pvpers very scared of pvp, so they generally didnt participate in the big organized battles. The servers also tended to go down for hours during the biggest fights, which gave the victory to the most persistent as opposed to the best.
about 3 years ago
I personally believe that Eve shows what can happen with a mature endgame owned by the players.
I grinned
What lessons would YOU add to make a PvP game more of a struggle of nations and less of a gangbang?
Nations have civilians, Eve does well in encouraging non-pvp activities in the alliances but in the end everyone is expected to fight. The alliances who didn’t expect everyone to fight have slowly died off as they are uncompetitive.
This may be due to the way alts work in eve, but in general people can buy as many accounts as they like so a civilian class can’t exist as long as pvp and civilian activity combined take less real time than the players have.
To get a civilian class for the nation to protect will require the civilian jobs and pvp jobs take enough real time and player skill that one player can’t do both. This breaks your “Lesson learned form Counterstrike”
Still, at this point we’ve only got to a warrior nation with economic pets (BoB). Moving from there to making the warriors work for the civilians seems difficult.
Maybe we need an economic system even more complicated than Eve’s.
about 3 years ago
As probably part of a small minority here I play SOE’s Planetside. This is a PvP only environment where 3 empires fight a 24/7 battle for real estate.
It’s not a new game, even though I have only been playing for about 9 months. The graphics aren’t “amazing”, but I still find it addictive. Sure as a n00b you get you’re arse handed to you for a while as you start out
Now this is my first online game. Yeah I know I’m not 10 so I must have been living under a rock
There’s three main reasons why this game has me hooked:
[1] PvP – I was always pretty good at FPS. Quake, UT etc, but people are sneakier and waay better fighters.
I’ve lost track how many times I’ve done something I thought was cunning, only to get fragged by either the guy I thought I was going to toast, or by his team mate comvering his back. Man, people are cunning!
[2] The loose empire organisation. Ok so you can run around solo, or you can tag into a Squad. get 2-3 squads working togther and you have a platoon, complete with numbers, waypoints and battle plans on the map. Cool. But the killer feature here (IMO) is that when your “command rank” rises high enough (CR5) you can global chat to any player on you empire regardless of location.
What this means (loosely) is that Empires start to work together as a very large team. Now not everyone wants to go fight the “primary” battle outlined by someone else, but I’ve had some of the best fights when theres been a three way fight between 1,050 PvP’s over a couple of bases on a single continent!
[3] No expense. There’s no economy, and no cost. I grab a tank out, and trash it 5 minutes later. So what? All that means is that I can’t get another for 4 minutes. No tears, no massive frustration over 8 hours of mining in Eve and then getting mugged
Apologies for the length. IMO you can do FPS MMO and it can work, and it can work as PvP only.
There’s room to improve here, and SOE don’t seem to do more than maintain the game these days.
Just my worth
Cheers
Adam
about 3 years ago
Well, Eve PvP is both largely item based and very, VERY player-skill determined. The whole package matters, after all. And largely, people have the same stuff. (Oh, they CAN step up and have 10% better gear. But that’s litterally 50x the cost. And wont save them if you focus on them…)
Making a few, distinct sides with a very limited number of classes from a generic sounds frankly yawnsome. I always know what a given enemy will allways be able to do – this is a MAJOR factor in WoW, and gets rapidly very formularic.
about 3 years ago
“Moving from there to making the warriors work for the civilians seems difficult.”
Why would you want to? Throughout history having civilians work for the soldiers has been VASTLY more common than having the soldiers work for the civilians (fuedalism etc.).
But your point about making it possible for a civilian class to emerge is important. I think the BoB’s pet-corps are what we’ll see more of in the future. What needs to be done is to put in mechanisms to allow players to automatically pay a certain amount of money to a guild (set by a guild) to flag blue for that guild for a certain amount of time (basically automated taxation).
PvP guild members would then be able to spend their time wandering around killing poachers and protecting taxpayers instead of fighting for the right to grind…
about 3 years ago
I still have some fond memories of our 8 man wiping a midgard zerg of 34 off the map 4 times in one night. The sheer carnage was enjoyable.
That said my best memories are pre expansions where we’d lay siege to a poorly designed, bad los location castle for 3 hours with a hundred others.
UO doesn’t really have any memories like that. Just roving kills. WoW definitely has no memories like that. Whee another WSG flag cap. Yawn.
about 3 years ago
“What needs to be done is to put in mechanisms to allow players to automatically pay a certain amount of money to a guild (set by a guild) to flag blue for that guild for a certain amount of time (basically automated taxation).”
Ooohhh I like that. I also think that highlights one of the major reasons the warfare apears like gang warfare instead of nations. The game mechanics, the coding of the game, supports a gang mentality easily, but not a national one.
There needs to be an extensive rule set involved in the formation of guilds that allow a nation mentality. Taxation is a good point, the ability to call on police protectors, maybe to pay them to be protectors from a guild fund. Basicaly you need a way to manage a guild besides trust. Gangs are gangs because the reason people listen to you is through the force of your will and power. The reason a nation is a nation is because your people listen to you because the rules behind your power make sense to them, and allow them to remove you if they don’t want to listen to you.
The coded rules and tools could be the same for every guild, but better yet would be a set of tools that allow a guild to code in their own rules. Something robust enough so you can create a socialist society where it is all metered out, or a purely capitalist one where you’re taxed for every action you want guild help in.
Ok, I’m rather un-eloquent about this (I am at work, should be working not typing
) but basicaly. If you want a nation, you need laws. Code them in, or be happy with gang warfare.
about 3 years ago
Don’t sell DAOC’s pvp short. I think it’s still the best pvp game on the market.
DAOC’s players were begging for 8v8 arenas for years — just like what WoW has. It would have given the gangs something to do besides abuse the casuals in the zergs. It’s too bad that never happened. I think for a good pvp experience, you need to provide a mix of:
1. Persistent world combat. Advantage: motivation to fight for something (real estate, relics, etc). Disadvantage: Uneven numbers.
2. Instanced pvp.
Advantage: Even numbers/fair fights
Disadvantage: Boring/same experience every fight. Vulnerable to elite “premades” that roll the other sides repeatedly. Scott mentioned some of this in his section on WoW loadout balancing.
3. Provide VIABLE routes of advancement through pvp only. Poeple HATE having to do pve encounters to be competitve in PvP. We saw this in Daoc (ToA) and in WoW (40 man raid content > pvp gear). This one is game breaking and we still haven’t seen anyone do this correctly.
about 3 years ago
I’d like to see a DAoC with some ideas taken from later games. To get that EVE angle, all the little grunts wishing they were level 50 would farm resources for the war effort, which the big boys use to build and defend castles. When WoW had the whole AQ ‘war effort’ event going on, that was some of the most fun levelling up I ever had. All tradeskill stuff I looted could be turned in for bonus goodies, which eased my levelling, and had a measurable (if small) impact on the entire game.
One thing that was always an illusion breaker for me in DAoC was how castles would magically rebuild as soon as the boss was killed. Due to the way defense worked (read: it never did) most players felt it was easier to just let an enemy take the keep, and when they left, take it back. Keeps weren’t seen as defensible strongpoints.. they were regarded as places to get trapped and farmed for realm points.
More formidable, player-invested structures that could be configured in natural chokepoints (much as I liked New Frontiers, it really destroyed the effect of the mile gates, which I also liked) seems like a fine idea for dealing with this. Placing defenses to protect resource areas would be nice too..
The big boys lay out the framework of the keep, the newbies farm and turn in resources to build it, while the enemy tries to tear it down with siege engines. You get that EVE effect of “stake your claim and hold it”, the anti-grief environment of DAoC, and the viability of a civilian population, which no game has made a feature yet (other than WoW’s AQ war effort).
about 3 years ago
To expand on your point of context, I think forced role-playing needs to happen. A gang is just a gang, unless it came together because they were once slaves to a race of space lizards. The space lizards may think of them as just a gang until they lose key sectors of space, then they become terrorists to them. Of course, the force thinks themselves as freedom fighters avenging their century-long slavery. Both labels would open them up to other “gangs” who roleplay as mercenaries for hire, or another nation that that has sympathy for slaves, or another nation that makes its money capturing and selling slaves, and so on.
All of that needs to be hard-coded in not just the atmosphere, but in how players conduct their activity. Combat would give bonuses or penalties where appropriate, morale as it relates to the character needs to be defined in any situation and affect his performance, roleplay and gaming items should reflect the nation or group’s style of roleplay, and so on.
Drawbacks would be that you can’t force a player to speak their roleplay part all the time and the fact such a roleplaying system would be a monster to code. However, a well made roleplaying enviornment would desguise a lot of a player’s non-roleplay activity as roleplaying, and that’s just as good as willing participants.
I also like the other ideas in this thread, especially the thought of a working class that needs protection from soldiers.
One last note: I had absolutely no interest in eve until the scandal broke. The metagame drama it provided is probably the most fascinating bit of context for an MMO ever. I now keep an eye on its politics for the sake of finding out if the angry players are able to deliver in-game mob justice against the developers. I wouldn’t want metagame drama to affect in-game activities, but it’s a great example of context being put to use.
about 3 years ago
Another thing maybe worth noting is the culture of the players. While Eve TQ is still more or less an open conflict of a few large alliances the Chinese instance (“Serenity”) apparently is being dominated by one uber guild. I couldn’t find any evidence to back this up, just more player quotes. All that means (if true) is that an open PvP model depends on players not cooperating as much. And/or, players not willing to submit to a larger organization in order to make gains. Otherwise, there’s an immediate disadvantage for new players who have to churn or submit to the overlords of the cluster.
about 3 years ago
You looked at history of mmorpg PvP through distorted prism of hear-say and reached wrong conclusions. I think its prevalent problem with PvP designing, its never designed by someone who actually, you know, serious PvPers, instead it what other people think it should be and it often fall short.
PvPers want gang warfare and turf wars! Small scale guild warfare over points of control is ideal state of PvP in any game. For example in Shadowbane its moved past gang warfare, and into large Nations composed of multiple guilds that formed Alliances and it become less-than-ideal. Its became too much of organization with too much logistics and overhead where fighting became, well less important than say politics, wealth and status acquisition and guild drama.
As to my list of lessons:
1) Even out playing field – standard gear/level/skills/whatever should be accessible to everyone in reasonable time. Call this ‘golden standard’, make sure its good enough to compete with whatever ‘best’ you put into the game and make sure nobody can be kept from reaching it.
Limit effective maximum size of any given group of players – make sure that bigger is better but up to a very hard limit and make sure that this limit dictates that there will be a number of different groups on any given server.
2) Aim for skill based PvP – you should give players enough options and enough template diversity to avoid cook-cutters and predictable fights. PvP should be about paying attention to what is going on and reacting accordingly as oppose to mashing the same 3 buttons in specific order every time. There should be no ‘best way to fight’, just good counters to your opponent’s attacks.
3) Slow it down – ideal fight should last at least 15-20 seconds and should consist of at least 5-6 individual actions. You should give enough time to act and react that less-than-ideal connection of 150-200 ping can compete.
4) Limit effects of focus fire – you will have group warfare in your game and people will get focus fired. If you don’t take steps to prevent it from being instadeath your group warfare will be lousy regardless of how great your 1v1. Good methods to limit focus fire are – short invulnerabilities, damage feedback powers, maximum damage rate or damage saturation, friendly fire and splash damage, collision and line of sight.
5) Add objectives to fight over – if it is going to be turf wars make sure turf has something desirable. Create few very desirable and tons of less desirable objects to control and make holding more than few highly problematic, this way more groups get a chance at ‘controlling’ something, not just best few.
6) Add effective power reach where distance matters and adds logistical complications. You should be able to ‘pick up and leave’ and move away from ‘lost cause’ situation. Don’t ever implement instant travel or effective teleportation or summon abilities. It should be very difficult to mover anything but small group over large distances.
7) Limit how much you can lose if you keep losing. String of bad losses should never put you into situation where you can’t realistically win again.
9) Don’t instance – unpredictability of who will show up to any fight is what makes politics important. It puts checks in place on guilds that now have to consider use of their influence and power or face bad odds.
10) Make sure individual effort always matter and that it is possible to solo at all times. You should not be always forced to group to enjoy PvP, so design solo objectives and/or ways to solo. Good way to do it is via stealth classes.
about 3 years ago
I think you misunderestimate how much of an impact Nations had in Shadowbane. Nations were all too frequently TOO successful, and most servers would end up becoming 2-3 nation warzones, with a whole bunch of little guilds trying to get into the nation fight or get out of the way.
Lesson from Shadowbane: The losers of any fight will only take being a loser for so long before they leave (either go to another server, or leave the game entirely). It’s imperative to give them a way back into the fight.
about 3 years ago
I think Lum misunderstands and underestimates a lot of things about PvP in mmorpg and it is understandable, you can see only that much by looking at it and not participating. Its like me trying to design effective database mmorpg, I have seen it done, I know basic principles of what going on but I would fail since I lack practical experience doing it.
about 3 years ago
Yeah, despite playing UO for 4 years (and Siege Perilous for 2 of those) and DAOC RVR for 4 years, clearly I’ve “never participated in PvP”.
Your insights into what makes PvP fun are interesting, sinij. Your ad hominem flames aren’t. Future examples will be moderated off, as the rest of this discussion is too interesting and relevant to be sidetracked into wang-waggling.
about 3 years ago
Damion’s point about nations in Shadowbane is well taken. Power aggregates very easily. One of the posts I remember was by one of the Bobs, saying that he didn’t want to play because he couldn’t have a little house in the hills where he and some friends could login and PvP now and again. Participation needs to be available at a variety of scales and with great granularity. And I need to be able to logoff without feeling I’m letting my side down.
I’m not sure what the lessons of PlanetSide are, but I’m sure there are some. It’s nice, low barrier-to-entry PvP that can be very engrossing or very dull. The lack of context and any dimension beyond the constant battles hurts it, and leaves it in a state of constant rumble, never beyond. But good rumble, much of the time.
PlanetSide also includes something I think any PvP game needs, a reset mechanism (actually several, on several levels). The greatest danger in a PvP game, and I think EVE is headed for this, is victory. Unless there is a way to level the board, within the context of the game, the game is liable to hit a stable point and stagnate.
Skill and organization should matter, but there should be times when that doesn’t matter. There need to be battles where the Zerg wins, because without the Zerg, battles will soon cease to be epic, and then you may as well play CS.
On the gang war front, I think the answer is better and more flexible social systems, something that MMOs in general fall short on. Beyond that, there needs to be some viable path to neutrality. If the only choices are alliance and opposition, then ultimately the game tends to fall to a single alliance. Everybody joins the winners.
There needs to be a cost for winning, as well as a reason to fight. If there is no cost, then there is no reason not to conquer more turf, until you own everything and the other side has nothing. Ultimately, winning is the greatest danger any PvP game faces.
about 3 years ago
Basically,
Don’t add tools for he management of really large groups of players. Add in some game inefficientcy factors in mass management, even.
You have to be careful with it, but 20 factions fighting is a LOT more interesting than 5.
sinij,
You have to be careful with #4. Certainly, short invulnrabilities. Certainly, powers that hit (within reasonable limits) everyone attacking you.
But damage “saturation” penalties lead to near-invulnrable players given healing (unless you cap THAT too, then you hit major PvE issues or have to support 2 entire rulesets), and penalise concerted group effort.
LoS/splash/etc. is game-dependent. Remember that LoS checks are VERY expensive.
To your #7, a hard limit means that again you’re putting an artifical tax on organisation, when soft caps on organisation and combat (like, say, my old global ECM idea for Eve – too many people in an area and guns start to miss lots..)
As for #10, completely disagree. Stealthers, with the quick-kill capacity they need (or are crap without, see Eve’s stealth “bombers”..) encourage gank gameplay, and devalue individual skill (since a couple of stealthers on you means you’re plain dead).
about 3 years ago
“I wonder what people think of Pirates of the Burning Sea’s proposed model, whcih seems to combine EVE with Camelot.”
We did, in fact, take our lessons from DAoC and Eve for PvP design. The lesson from DAoC is that it’s fun to have automatic allies. Nothing says ‘part of a larger whole’ than running across a fight between your guys and their guys, and jumping in on the side of your guys. Even when you have no idea who ‘your guys’ are; you know they’re allies, and that’s all that matters.
The lesson from Eve is that if you give people a sense of ownership over the game world, they’ll self-organize their PvP activities. If the world is just an endless, meaningless gankfest, no-one will care enough to protect noobs, defend territory, or go to war. I sometimes imagine what Darktide would have looked like with actual game mechanics for allegiance control of territory.
The negative lessons we took from both games:
1) Give people something to fight for that they care about. DAoC keeps, circa Darkness Falls, were traded around like commons at a M:TG tournament. Nobody cared except to get dungeon access. There was no sense of ownership, and it didn’t really matter to you, the PvE player, that your side had lost all its relics and three of its frontier keeps. Unless people can make a long-term change to the world state, they won’t care about the strategic game.
2) A barrier between the casual and the hardcore creates a two-game world. Eve is a totally different game in 0.0 (full PvP) space than in 1.0 (very restricted PvP) space. Long-time Eve players will tell you, if you say ‘This is a boring mining simulator!’, that you’re not playing the ‘real’ Eve. But that’s the Eve that exists throughout a good chunk of their game world. That map Scott posted is telling: see that big uncontrolled area in the middle? That’s going to be your first experience of Eve, and unless you somehow stumble across a major player organization, that’s going to be your only experience of Eve. Unless you integrate the 1.0 and 0.0 parts of your world, to borrow Eve’s terminology, you’ll never show the vast teeming hordes of casual PvE players just how exciting well-implemented PvP can be.
(Obviously, there are other major elements of our design that speak to some of our own prejudices and preferences.)
about 3 years ago
I’ve PvP’d in three games. UO flat-out sucked. DAoC got alot right, namely giving PvP a purpose, which was realm pride (at least on my server). The problem was class imbalances between the realms. There’s just no way to balance that. WoW got the balance right, and there’s more choice in PvP, but there’s no real purpose. PvP is just another grind, and equipment makes a huge difference. Players that are able to go farther in PvE will have better equipment and roll over players with inferior equipment in PvP. It remains to be seen if the expansion has fixed that last problem, but I doubt it.
Everyone wants to be a wolf, and no one wants to be the sheep. Figure out how to balance that, and you’ll have the perfect system.
about 3 years ago
Daztur:
“Why would you want to? Throughout history having civilians work for the soldiers has been VASTLY more common than having the soldiers work for the civilians (fuedalism etc.).”
That doesn’t really fit my idea of a nation, but sure that’s fine too if you want that result. There’s only so much time people will play the role of the mud covered peasant before quitting, but the warlords will have to work out how to deal with that. Something like feudal Japan perhaps.
tide:
“While Eve TQ is still more or less an open conflict of a few large alliances the Chinese instance (”Serenity”) apparently is being dominated by one uber guild.”
I heard two guilds, but either way this just changes the game slightly. It becomes a game of advancing yourself in the factions of beauracracy in your chosen alliance rather than militarily competing with other alliances. It’s very interesting the Chinese server would turn out this way compared with the western TQ, but we should be careful of reading more into it than the data can support.
about 3 years ago
Andrew Crystall,
I agree with your comment to #4, these invulnerabilities need to be very short, disallow any action or movement while invulnerable and on a long recast timer or it will have detrimental effect on rest of your combat. Depending on rest of your game it should last 1-2 typical actions or 4-8 seconds. Typical use I see is panic button. You get focus fired, you turn invulnerability on and you buy your group extra 4-8 seconds of a) you are not doing anything useful b) everyone who is targeting you not doing anything useful making focus fire less useful.
Example of how to not design invulnerabilities is WoW paladin class. Entire class revolves around invulnerability that makes it the best support class in PvP and makes it very problematic to balance. It is very problematic to balance class that can have ‘another go’ in any encounter, and it is frustrating to play under normal circumstances where you have only few glory seconds and rest of recast timer of being underpowered. Invulnerability should not be ‘second chance’ or ‘get out of jail free’ power, just a power that stalls combat for few seconds.
Damage saturation:
I think there should be hard cap on % of your total hit points you get to take in short time (1-2 seconds). Reaching cap can lead to damage reduction, not necessary invulnerability and it can apply to healing and damage likewise. With damage saturation I want to limit death before you get to react problem in larger fights where you have so much firepower stacked against your character that there could be no meaningful reaction from you or your healers. Hopefully with damage saturation – if you want someone instantly dead you still can have it but you will lose % of your useful damage where you enemy will out-damage you over time by spreading damage and not reaching saturation cap.
With #10 I had more Scouting and Stealing in mind. Shadowbane had whole sub-game of stealth fights where lone thieves try to hit-and-run a group occupied by something else, farming for example, and scouts will try to stop it. I do not, under any circumstances, advocate hit-and-run insta-frag abilities.
about 3 years ago
The problem with shadowbane pvp was that you had no penalty for having a huge nation. If you had had a cost associated with having more people in a guild, you wouldn’t have had the 2000 people guild taking over the whole server.
In the real world, having more people leads to logistic issues. In shadowbane, having more people just allowed you a bigger town and a faster summon-chain.
In the end, it made sense for most players to join the bigger guild and stay on the winner side.
about 3 years ago
The tyranny of a skill-based elite is only compounded by the permanence of the MMO. As seen with the popularity and success of the Camelot zergs, people can be successful as part of a massive team, but that success wears down if that team can be wiped off the map by 5 really super guys.
Wow, you just gave me a hot flash. It had been years since I thought about Pac Healers casting an Instant-AOE-Stun on a 200 Man zerg while his two PBAOE caster friends moved in for the kill.
Incidentally, that brings up the subject of the PvP freedom allowed by technological developments. In WoW, for example, a large group of players who were all /following a leader would be vulnerable to an AOE attack (not quite as much so as in DAOC, due to class ability reasons that aren’t worth getting into, but still vulnerable), yet you almost never see a large group of players defeated by such a tactic because they never travel that closely together. They don’t need to bunch up because the lag, the location-finding, the controls, the GUI, and the server code I won’t pretend to understand are nowhere near as clunky or prohibitive as they were in DAOC. You couldn’t travel in a loose formation in DAOC because you invariably ended up losing the rest of your force and sailing all over the map.
about 3 years ago
In response to the original question,
Lesson: The only difference between a gang and a nation is scale. Decisions to act based on diplomacy and long-term strategy will only occur when the cost of warfare outweighs the utility to be gained from grudgefuckery.
From this, we can conclude that we need to incentivize guilds to acquire more members and forge alliances. Increasing size must also yield logistical and economic issues, otherwise it’s better to construct larger and larger nations until you have eliminated PvP by having only one meaningful faction.
My opinion is much beyond this point, we get into vagaries of specific implementations, all of which have their virtues and vices and decisions between them should be based on their value to the game as a whole.
Oh, and briefly: context does matter, but it’s better to let the players make most of it. Lore tends to be boring, poorly written, and disconnected from player ownership. Context is better provided by economics, in my opinion.
-The Wondersaurus Fantabulorus
about 3 years ago
The key that gets missed in most games I’ve PvP’d in is that many designers seem to not understand the long-term potential results of cause-and-effect or don’t understand the players and how they think. You can have a very high level of control over how your players play the game if you look at the secondary and tertiary (and so on) effects of each design decision.
One of the basic rules here is that players will figure out the most efficient way to play the game, and that most of them will use that way and teach it to others. There will always be some exceptions, but the majority of them will be as coldly efficient as possible to achieve the game goals (be it gaining exp, items, money, or power in some other form). If your game has multiple paths to power (i.e. items vs exp) they will find the most efficient path to take (be it items-then-exp – aka twinking – or exp-then-items – aka powerleveling) and most of them will take that particular path. It’s all very predictable, and the results will be the perfect picture of a bell curve distribution in every game with more than a few hundred players.
You want big ponderous Nations for your PvP, where there is taxation, policing, and some people play non-combatants? Then make sure your design results in the most efficient path to power being one where people group in very large groups and need to employ or otherwise incentivize (and protect) the participation of non-combat support classes, and once it’s figured out that’s the best way to go then that will be the way most of them go. You want a more splintered set of smaller Nations, be sure to design in diminishing returns based on Nation size, so that the most efficient path to power is to have smaller Nations, and that is what they will do. It’s all about the most efficient path to power, every time, every game.
You want small-scale skirmish PvP in a gang-warfare model, then … well, this is sort of the default when you don’t design well so you can throw any old thing together and this will result. Not much thinking here, so go with that if you aren’t a good designer.
about 3 years ago
There is much to be said about KIS principle. You can over-design any game (look at MOO3) and it still won’t be fun. Aspiring to build a game that supports raise and fall of nations, meaningful economy and in-depth player interaction is noble but does it necessary result in more fun game or does all fun gets drowned in guild drama and job-like maintenance activities required to do your part in running empire.
There is good reason why no mmorpg to date implemented mandatory need to eat and take a dump, some level of details adds nothing to overall fun.
about 3 years ago
I’d like to see a more dynamic game world myself, where players are incentivized to form Nations and when they do the game world reacts to reasign NPCs, the size of NPC towns, and even newbie starting areas in response to the situation on that server. Well-policed areas start to spawn NPC gaurds for that nation over time as reinforcements in those areas, and the system tracks the most well-protected region of each Nation and new characters get to pick their starting newbie area based on that information (along with descriptions that are a combination of player-made and generated information to let the player know just how secure that area is compared to others). To avoid imbalance maybe have less secure starting areas give better rewards, thus encouraging rebalance. As players start to build up and inhabit a town it actually grows and NPC vendors start to spawn that weren’t there before, and even new buildings are built. As an area drops in protection the NPCs start to migrate elsewhere (despawn) and the buildings that are abandoned start to crumble into ruins. Maybe even design it so that a large city that is decimated by another Nation and is then abandoned by both sides decays into a dungeon overrun by monsters or undead or something.
This may seem off-topic, but it’s not entirely. I guess what I’m trying to say is that I’d like to see a game where the PvP drives the PvE instead of the other way around. Where you don’t neccessarily have to PvP to be a part of the game, but where changes in the PvP environment so effect the world that even the PvE’ers need to pay some attention to shift their playstyle to meet the changes being wrought upon the land. EVE has had some success along these lines, where the PvP environment has huge effects on the market and economy in the game, but it’s only minor so far as the NPCs and the game world itself has only minor shifts in response to player’s effects. I want to see more.
about 3 years ago
In response to isildur:
The comment was made where “unless you stumble across a major corporation, all you’ll see is the center mass.” Two points to mention with the eve system as it stands:
1) There is indeed a middle-ground with regards to the safe region of space vs the lawless one. Purists would argue that it might have many levels of gradiation coded in (in terms of danger, who is permitted where, and what rewards exist — the system may deserve a post all its own), but with regards to danger from other players, there is really just one kind of middle ground. It still does offer something besides the stark black and white. In some ways it is a very different system altogether.
2) The lawless area is indeed open to all – solo, small corp, or megacorp. Many are actually fairly successful at even soloing in 0.0, although it is admittably risky. The risk is balanced out with the rewards offered and the skill/knowledge required. Both of which are often considerable but of course are tied in to the overall economic system.
Joining one of those megacorps is often trivial anyhow if you can type properly, use a voicechat, and prove you’re capable of rational thought and initiative.
about 3 years ago
The real irony in Eve is that the core corperation of the most powerful alliance on TQ (Evoloution) is communist, and the big powers on the Chinese server are capitalist.
sinij,
I think game setup should prevent dying before you can react, more than anything. If it’s only a targeting time or similar mechanic. The healing cap is going to put a hard cap on how nasty you can make many PvE encounters, as well.
As for stealthers, my problems stem from gritted teeth at WoW’s “stunlock”. Making scouting tactically important gives stealth-types an important role. Making stealth-types also the best way to deal with (although not necessarily detect) the enemy stealthers is interesting as well.
Wondersaurus – there does seem to be a reluctance to get dedicated game writers early on in a MMO. Sort of job I’d like, really.
about 3 years ago
I love how people pigeon hole PvP problems and successes into the hands of one person. The development teams are just as vast in play styles as the community. Are we ever going to get past the step that an MMORPG isn’t developed, built, or programmed by a single person? No MMORPG will be launched with a singular focus by a large developer. There is an indie (or niche) market for a reason.
What makes MMORPGs great are the combination of play styles. Shadowbane and the comments about Shadowbane here pretty much show that the wolves don’t like it when there aren’t any sheep around. They like it even less when bigger, badder, and better wolves come knocking on their doors.
The changes we have seen in PvP over the years have dominantly trailed away from the “Play to crush!” mentality. The PvP that is working and selling games has a new moto: “Fun and purpose.” Lum did a great job of providing examples of it.
about 3 years ago
This sheep and wolves crap has to go. There were no sheep in Shadowbane, and it worked well.
What Shadowbane proved is that the losers of a persisant MMO will quit when they have no chance of making a comeback.
about 3 years ago
Instancing only works for games suffering from overpopulation problems (a horrible thing, I know, cough).
about 3 years ago
gravdiggr: “The problem with shadowbane pvp was that you had no penalty for having a huge nation.”
Speaking as a former minor officer in such a ShadowBane nation, I’d say the guild drama involved was a big penalty, and part of the reason I left the game the first time. Which leads me to part two.
Andrew: “Don’t add tools for he management of really large groups of players. Add in some game inefficientcy factors in mass management, even.”
First off, players will simply bitch about how shitty your tools are, then invent their own, then bitch about what a bunch of wimpy designers you are for not inventing their tools to begin with.
More, the stress of running guilds in a PvP game is one thing that drives the guild organizers to quit, which is a costly loss to a social retention strategy. I would argue that all social groups in any MMO need the very best communication and logging tools they can find. No guild leader should every log on and say ‘Where is the 2mil gold I put on the TOL this morning?’. All guild members should be able to see who is adding and subtracting from the common pot, although security may dictate a variety of pots be available to an organization. If I have a stake in an asset, there needs to be a secure and reliable method for me to monitor the handling of my stake. Enron was not good PvP.
If you design a broken system, then even if your execution is perfect, you are probably going to end up with a broken system. The cost of winning needs to be a logical part of the functioning world, not an intentional dysfunction of the game systems.
PS What slog said.
about 3 years ago
As a further postscript, let me speak in praise of the SB Scout Battle, particularly as it unfolded before a major engagement, when stealthers tried to penetrate the opposing scout screen to give their side military intelligence. I think that this was largely a function of the inverse correlation of stealth and offensive power. Certainly, as a pure scout, I felt that Guildsay was my only meaningful offensive weapon.
about 3 years ago
“I don’t agree. Premades are bitchy to fight against as a PUG, sure, but think about why. Beyond item loadouts, it’s because the players in the premade have an advantage from social activities and familiarity, an advantage nobody is denied in terms of game mechanics.
When the cries against premades stand as “They’re well-organized and socially superior!”, it’s time to give up that argument, and work to make your own premade if your primary motivation in BGs is victory.”
While that is all technically true, it’s also completely irrelevant. It’s no different than telling casuals/non-raiders/off-hour players to make enough friends to raid or quit. It was the now proven to be completely wrong answer to MMO endgame design, and changing it’s wording around to fit PvP is wrong as well.
The simple fact remains that in a system that allows gank squads to fight pugs dies, and does it to the background music of angry players on forums. People don’t like to be victims, and every PvP system for MMO’s to this day has proven that. It’s not even open for debate. If a game’s PvP system allows the choice of either running in a hyper-competitive gank squad or being constantly trampled, the game’s system sucks and WILL die the death it deserves. Or at the very best manage to be a niche game long enough to break even or make a small profit.
about 3 years ago
scrappinak:
What you said applies to experienced player who knows how the whole game world is working.
When I started, it took me nearly a year to make jump from empire carebearing to hardcore 0.0 PvP.
After taking some break and starting anew, armed only with my knowledge I was soloing 0.0 spawns in hostile territory in 3 days from creating my toon.
isildur:
Since you started with mentioning how you’re talking lessons from older games, mind if I ask you a question that was running in my head for quite a while:
How are you going to cope with realm inbalance?
Netions:
EVE’s alliances aren’t nations. More like organized crime syndicates (have taxing, provide protection and encompass different types of workers). Nations have strong social, historic and cultural bondings. They don’t disappear or ‘disband’. Right now, you don’t have that in mmos. Maybe that’s the next step – make people tied to the space live in and fellow players.
about 3 years ago
Evangolis, and I don’t think the game designers should explain mechanics either
When I say inefficientcies, I mean in-game ones incidentally. Spiraling costs to hold massive guilds together (so smaller groups, but…)
I should find out more about the SB scout wars tho, sounds interesting.
Actually, Eve does something VERY important for group identity. It tells you who is in the chat, and uses pictures. It’s one reason there’s no PUG concept in Eve, even in high security space.
about 3 years ago
Scott’s original post here is very good, the best I’ve seen on the topic recently. While we cannot say the topic of PvP is overlooked, it is not rarely understood on a conceptual level, nor does it seem people try to all that often. While I don’t agree with all of the conclusions about the lessons learned, I do agree with most of the premises.
I think you nailed UO and EQ well enough, but here’s my take on the other lessons to be learned:
Lesson learned from AC – A good FFA PvP server will keep a lot of the heat off your other, non FFA servers. Darktide did a very good job consolidating the hardcore PvPers on one server and away from the general population.
Lessons learned from Camelot – Many lessons here. Agree on the trash talk part here; limiting ingame communication is good, but making it an opt-out system might be better. As for the Counterstrike part, might as well have included that here. I’m not sure if making things skill based is bad, I really doubt it, because otherwise only numbers matter. But it IS a wise idea to limit player’s ability to deal a large amount of damage to a large number of attackers to something that can only be deployed on a strategic level, not by any of a few dozen Enchanters running around the frontier at any given time. EVE has this, its called a Titan, a ship entirely designed to destroy zergs.
Lessons Learned from EVE – ‘Nation States’ are not functionally different from gangs. Really, really big gangs. Also, if your ‘Nation State’ combat system allows and even encourages mass warfare, make sure your client and especially server software can support mass warfare. Also, most importantly, if you want PvP to be truly meaningful, people must fight over resources, resources that have actual value, not just taking Fort Shitmeer for the 997th time. DAoC, when it was at its height, had this too, Darkness Falls was essentially a resource point, an item and experience ‘mine’ if you will. Unfortunately, their being only one such dungeon, its ownership was far too binary, you either had control of it or you didn’t.
Lessons Learned from Shadowbane: If your client’s graphics and stability make it so you’d have to be an idiot or a madman to even bother trying to play your game, then that’s all you will have for players. Also, you’ve got to have at least a little carebear in your game. Even EVE has Empire controlled space, which while not safe, is a decent place to go and recoup if your ‘Nation State’ gets burned to the ground.
Lessons Learned from EQ2: Nothing really important, but the ‘exile’ system they had on their PvP server seemed like a good place to start for a future DAoC-alike RvR game. Allow the ultra hard-core to opt out of the static factions if they so choose. Give it a huge cost/risk (but not crippling or detrimental to the point where it’d never be used) and little direct benefit other than cool points. Then just make some fake accounts on the boards and call anyone that’s not an exile a ‘huge faggot.’
Lessons Learned from WoW: The masses have spoken, and the masses want PvP. They want PvP servers to play on even if they have no intention of actually PvPing once they play there. The sheer fact that more than half of the WoW servers are PvP, and those servers are generally more populated than the PvE servers, means that lots of people who at least like the ‘idea’ of semi-open PvP. Also, the other major lesson is that if you are going to have sides, you MUST have a system in place to balance those sides, and it MUST be in place from launch, otherwise you will NEVER be able to implement any meaningful non-instanced PvP.
about 3 years ago
My lesson contribution: Providing a sandbox for players to mess each other up in PvP ala Ultima Online (GM tinkered boxes etc) is freaking awesome fun! … For the people on top, and a gigantic pain in the butt for everyone else. Someday I’ll make a PvP game called Darwin Online and it will based entirely on a survival of the fittest model.
about 3 years ago
JoeTF:
One nation can’t just overrun a server and take everything over. Or rather, they can, and the game has a victory mechanic whereby one side is declared the ‘winner’, given rewards, and then the server’s PvP state is reset. (We figure that, given the frequency with which this actually happened in the Caribbean, we can justify these resets in-world as well.)
The victory mechanic also favors the losers of previous rounds, making it easier to win if you’ve just gotten your butts kicked.
Also, our decisive port battles are population-capped; you can only bring 25 people on your side. If your side is outnumbered 2 to 1, you can still beat the zerg if you can field 25 competent players.
The number of decisive battles possible over a given period of time is also capped; each side can only have 3 offensive fronts open at a time.
That said, we don’t think we’ve solved the problem, and we have many layers of backup planning both designed and speculated on.
about 3 years ago
Don’t forget lessons from old school UO. In my experience with that game, and the mothers that followed, those lessons would be:
1) It’s better to be able to speak with your enemy than not. The Alliance/Horde gibberish barrier on WoW, for example, completely shuts off the types of rivalries and alliances that made UO interesting.
I know there’s down sides to trash talking, but I still find the ability to speak with everyone far more interesting than arbitrary racial barriers.
Some of my best UO friends started off as my worst enemies.
2) Open skill systems are better than class systems. I’ve never enjoyed being forced into a “group role” in games since UO. I miss the freedom of hybridization, and the ability to tweak or completely remake your character.
3) (go go along with #2 above) Some type of skill use-based advancement system is better than the XP grind. A three week old character should be able to tag along with friends that are three years old – even if it means they might suffer for it. UO didn’t have WoW’s panic-like feel to keep up with the rest of your guild just so you weren’t left behind. Hell, I had more fun playing as a one hour old Bob in UO, than I have ever had in any of the newer games.
Finally, maybe I’m just getting old and crotchety, but UO’s overhead text speech was more intuitive and immersive than the chat boxes of today. Too bad it doesn’t really work in the new mega 3D worlds.
about 3 years ago
The 1.0 game in EVE sucks ass and should be thrown down a well. The 0.0 game is unmatched and is the reason I got back into MMOs after Ultima Online turned into crap. If I had started EVE as a 1.0 player, I would not be playing. But I joined the Swarm and started as a 0.0 player from almost day one.
Goonswarm, the aforementioned Eve guild, makes a point of recruiting newbies and sending them into the most heinous fights in the game. One notable example: I heard of a fellow last week who was on his first op ever, and the first words he ever spoke on teamspeak as a Goonswarm member were “2 points on a Moros.” Essentially, he’d used his frigate (given out for free by GF, and worth around 350,000 isk) to disable the movement of a dreadnought worth a couple thousand times that. Movement is life in Eve, and newbies tackling you will kill you.
Another critical element for newbies is that Goonswarm has a pretty amazing wiki where we keep the collected knowledge and bullshit of the membership. It’s stuff that beats the official playguide in every way, and I feel sorry for people who don’t have it (the mind boggles at the stupid shit people fit on their ships when they don’t know what they’re doing…)
I’m sure most other alliances have similar facilities, but I joined Goonswarm because that’s who I heard about the game actually being fun through.
Oh, and about the Chinese server: everything you hear is correct. The large group is called “Heaven Morning Empire” and the guy that runs it makes his money off of time card sales. Oddly enough it’s like Ancient China on there; there’s an emperor and he controls access to resources (irrigation in old China, and mining/NPC killing in Eve.) As long as people can mine and shoot NPCs they are happy. The emperor mercilessly cracks down on any militarization and dissent.
There was a big two-guild conflict on Serenity a while ago that resulted in the dominance of Heaven Morning Empire and the peak daily player count on the server dropping from 20,000 to under 5,000 (to compare, standard EVE player counts range from 19 to 30,000.) People who lose outright at PvP MMOs quit, and that’s something as an alliance you have to sort of hope for because that’s the only way you can exterminate these fuckers once and for all.
about 3 years ago
perianwyr,
All my Eve examples come from the few months I spent as part of Goonfleet. My experience was that before I joined goonfleet, nobody gave a damn about me, and certainly no-one was recruiting me. If I had been a totally raw noob, I would have had no reason to know that player corporations were out there, and no reason to know that what they were up to was at all different than the endless dull mining that is 1.0 gameplay.
There’s a reason that the goonfleet recruitment threads are always so evangelical. If not for evangelism, no-one would give Eve a second look; there just aren’t sufficient hooks in 1.0 noob gameplay to lure the noobs out into the real game. The Eve fans at SA spend most of their time defending Eve in one thread after another, because people who don’t get pulled into goonfleet tend to play for the free trial and quit with the impression that Eve is the dullest game on earth.
about 3 years ago
When you remove the ability of the sides to talk…they use offensive emotes. Ahh, progress.
perianwyr, CCP dosn’t explain anything, which is why virtually any 3rd party source is “better”. The best sources are…not public. (And sure, the Goon’s wiki is okay (if poisoned slightly) but it dosn’t discuss some of the heavier math).
isildur, that’s…interesting. Every time I fly through the newb systems, there are 4-5 different recruitment spams in local in the minute or so it takes me to cross them.
about 3 years ago
“EVE’s alliances aren’t nations. More like organized crime syndicates (have taxing, provide protection and encompass different types of workers). Nations have strong social, historic and cultural bondings. They don’t disappear or ‘disband’. Right now, you don’t have that in mmos. Maybe that’s the next step – make people tied to the space live in and fellow players.”
No. Just no. I don’t want to be tied to the space I live in with fellow players. I don’t want to play a game with nations of the modern style. You can’t force… civility into your PvP. You can’t and shouldn’t expect to be able to build up a civilization your players will identify with. If you can’t identify with your little gang nation, find one you can. Don’t expect the designers to be able to code in all this cultural, historical and social bondong you want. It’s not possible. If that’s what you demand, to have nations, then you will never have nations in a game. You can’t create any of those things through code, those can only be created either the way they are in the real world, through heavy duty jingoistic and racial indoctrination, or they must be player created through an active desire to role play. Neither option does the designer have control over. Either learn to call the gang warfare (which looks a lot like medival warefare) nation warfare. Or join the army.
about 3 years ago
“the peak daily player count on the server dropping from 20,000 to under 5,000 (to compare, standard EVE player counts range from 19 to 30,000.) People who lose outright at PvP MMOs quit,”
Mud’s exhibited the same behavior pattern. During any major war your average active population would drop and it’d take months after it for new people to replace the old who left for good.
Therein lies a core problem with pvp systems. Its a lot like nuclear war. The only way to truely win is not to play at all.
about 3 years ago
isildur, that’s…interesting. Every time I fly through the newb systems, there are 4-5 different recruitment spams in local in the minute or so it takes me to cross them.
Yes, but most of those guys spamming for recruitment just want you to come mine in 0.6 space or something.
If Eve doesn’t make the transition from Empire to 0.0 smoother, the game has no future, really. While some alliances seem to be doing a good job of recruiting from out of game, the game itself recruits people into shitty 1.0.
about 3 years ago
Also, the goal, past a certain level, of a PvP MMO is to make your enemies quit doing what they’re doing, and usually that means they quit the game too. I am not sure whether this is a dynamic that developers want to encourage, but it’s always been the case.
about 3 years ago
Rather than repeat my entire lengthy reply from another thread on the subject (because it is LONG), I’m just going to link in and summarize.
http://www.psychochild.org/?p=269
I truly think a tiny little game called Puzzle Pirates has figured out the PvP issue. A serious battle over a valuable bit of land not only can reach 1000+ players, it is routinely expected to. If you can’t support at least 500 people, don’t bother coming to the high endgame table.
Low-end PvP can have as few as 2-3 players working in concert against twice as many lower skill level ones. (or occasionally just one person, if he’s really, really good) The more skilled players usually win, but there is always the potential for surprises. Going up against 5 newbies led by a single experienced ship captain can give would-be gankers a rough time.
From the end of that other reply:
* PvP offers concrete rewards greater than PvE, with equivalently greater risks.
* PvE is sufficiently difficult to prevent green players from even being available for ganking by highly skilled players.
* Measures exist to prevent extreme power imbalances in battle. While rewards do not change, the risk factor goes up incredibly when you try to gank a group of newbies.
* Even unskilled or semiskilled players can contribute to a victory, whether PvE or PvP. Only those at the top of the game actually control the ships, but everyone is rewarded for their cooperative efforts.
* Endgame PvP is both risky and highly rewarding. Cooperation is not only encouraged, it is mandatory. The side that plans and cooperates better, wins.
* Finally, the lack of levels is a strong feature in the balancing act of the game. Players can buy better gear, but it has little effect unless the player understands how to play the minigames in the first place. A skilled group can almost always beat an unskilled one, but there is no magic “I’m level 60, you’re level 1, I win!” factor.
about 3 years ago
One thing DAoC did right was that none of the three realms was expressly evil. I think it’s going to be a major problem for Warhammer. I tried playing Freeport in EQ2, and I tried CoV, and I’ve come to the conclusion that I don’t like working through content where I feel like a bad guy. I’ve met a fair number of people who feel the same. If you make a system where people have the choice between being good guys, and being bad guys, then you’re going to get an imbalance from day one which will screw things up for the side that is “evil”. I’ve said this before, and people who don’t mind playing evil tell me I’m wrong, that plenty of people are willing to play evil, but I think they are mistaking the views of a pretty large large minority, enough that it will skew populations. Any game that wants decent PvP will need to work with neutral entities as starting points.
about 3 years ago
Slog said:
“This sheep and wolves crap has to go. There were no sheep in Shadowbane, and it worked well.
What Shadowbane proved is that the losers of a persisant MMO will quit when they have no chance of making a comeback.”
—
I disagree with your conclusion, slog. Or perhaps it is more accurate to say, “I agree, and that is the whole point.” What it proves is that creating a zero-sum situation that drives many of your customers away is stupid business for a commercial persistent world, at least one that wants to stay in business.
It doesn’t matter if it is the coolest PvP system ever; if it ends up driving away more and more of your customers, what is the use? When the whole purpose of the game is PvP, setting up a situation where the losers are almost always going to be losers, with no chance to be on the winning side of the equation in some fashion, is silly; of course they will leave. That’s why no purely PvP game with a zero-sum solution has succeeded in the West (Asia is a different kettle of fish). And in the end, SB ended up being a zero-sum game; you were either a member of the largest guild on the server or you left.
Games that were totally PvP have succeeded, but they weren’t zero sum; there was always a way for players to succeed outside of the pure face-to-face combat. Air Warrior, Stellar Emperor and Stellar Warrior come to mind. The beauty of WoW’s PvP is that it is not zero-sum, it is mainly the ‘end game’, occurring after you’ve built your character up to be large enough to have a chance at survival and/or having an effect on the combat (and created an emotional attached to your character). The point is, there is more to WoW than just PvP, and the PvP that is there is artfully woven into the fabric of the game.
What SB taught us: Zero-sum PvP sucks.
What WoW taught us: Non-zero sum PvP doesn’t suck.
Or maybe I just read too much into a short post.
about 3 years ago
When playing EVE a while back, I would constantly see recruitment messages from 0.0 corps – but they all typically had a lot of requirements to them. “You have to move to our system, you have to mine what we tell you, you have to use our voice chat”. That type of thing probably turns a lot of newbies off too.
So there is a gulf between empire play and deep space play, and that gulf is along the lines of casual vs. hardcore or raiding vs. non-raiding in PvE games.
Odd parallel.
about 3 years ago
As a followup to Jessica’s insights about zero-sum pvp, I wanted to comment on pvp reward structures. Rewarding the victors makes sense, but it can be the absolute worst design decision you make.
Case in point: DAOC realm point rewards. This created a situation where the strong got stronger and quickly became untouchable. There was a lot of tuning of this system after the RR5 abilities came out to tone down the dominance. Bunker of faith, purge, determination, etc.
Counterpoint: Counterstrike. The game builds in dollar rewards between rounds, so that if you survive, you keep your guns and get more dollars to buy better guns. But if your side loses 3 in a row, they get a big money bonus so they can buy better gear and have a chance to compete.
Find ways to build in this type of mechanic. Winning should reward you in ways that don’t necessarily affect your pvp viability. You want to avoid a feedback loop where early success guarantees future success.
People love winning when their side is at a disadvantage. So build this in — allow the hardcore to fight battles where they’re outnumbered, for example. Create pvp scenarios where you’re expected to lose, and grade on a curve… how long did you hold out before folding? Traditional tabletop wargaming gives us stuff like this.
about 3 years ago
Tal, and yet over half Eve player’s are involved with an alliance. And there are a lot of smaller alliances.
Using voice chat is, frankly, perfectly reasonable. Eve’s chat system barely passes muster in my estimation, and it’s one of the better MMO chat systems. For combat, it remains far too slow. This is going to be true in virtually any MMO, and frex the big WoW raid guilds require voice chat.
perianwyr, and some people enjoy that. It’s certainly a step up for the people who DON’T want to dive right into the dog-eat-dog world of Eve PvP. I didn’t in my first month either (First PvP kill was arround week 6 of playing).
And if you don’t think there’s not fighting and backbiting between Empire mining corps and the producers who they sell low-ends to… heh. Sure, the fighting is often economic or pretty, but it DOES happen. Frequently.
about 3 years ago
pretty = petty. Yay my spelling.
about 3 years ago
I think perianwyr has hit the nail on the head. I don’t play PvP for long because I strongly object to people trying to stop me from enjoying the game.
about 3 years ago
Obviously you’re free to think that, don’t let reality get in the way of exercising that right!
Games like SWG, EQ2, WoW, have no difficulty keeping the “evil” side populated. Fortunately most people are smart enough to realize that they aren’t playing an *evil* character, just an “evil” one.
Almost always it is little more than an attribute of lore. Your average Freeport player is no different than your average Qeynos player, your average Rebel no different than your average Imperial, your average Axis player no different than your Allied. They have a different story, different spells, different weapons.
Playing “Axis” in a WWII game doesn’t indicate you support Hitler. Playing a troll shaman in WoW doesn’t make you a paganistic devil worshipper.
What we’re talking about, essentially, is just a couple of labels that have almost no connection to their real-world counterparts.
Infact, in EQ2 it would be more accurate to call the two sides “perky” and “gruff”. And then that only relates to the dialog of the NPC quests. There is nothing any more “evil” about playing a Freeport character than there is Qeynosian.
Except maybe in your head.
Which is exactly why you’re wrong. Because for many people having a character that is generally labelled as “evil” or “bad” or “dark” is just another part of the attraction of this form of escapism.
Scott’s “delusional” rule: context.
about 3 years ago
Andrew,
I have to disagree on voice chat, but I type 140 wpm and I grew up on text muds. In my opinion voice chat is a crutch that gets “required” because people are lazy and never learn how to type properly.
I will admit that EVE’s chat box and interface could probably be a bit better, but I use voice chat requirements as a hardcore-vs-casual example because “casual” players usually can’t be expected to always be on voice chat. They’ve got the babies screaming in the background, the wife constantly interrupting them, and so on.
In fact, most of my experiences with voice chat with various EVE corps ended up in having to put up with that crap while trying to have a meaningful conversation and coordinate tactics. I can’t count the number of times we’d be in the middle of something and someone’s kid would start screaming in the background and totally throw the rest of us off our game.
In short, voice chat requirement != casual gamer friendly in my opinion.
But that’s totally off topic
My original point still stands. A big part (in my opinion) of the gulf between 0.0 and 1.0 is the hardcore vs. casual dichotomy.
about 3 years ago
I’d much rather have a skill-based than strongly item-based PVP system, because in skill-based you can have some chance against someone who has simply invested far more time into the game by having no life or rotating multiple people on one machine like a shift crew.
The reason I dislike the PVP system as-is in WoW and DAOC is that the people who end-game raid to get the best items in the game (legendary and highest tier epics, and their equivalents) will trump any manner of player skill. There is simply no manner of mitigating that persons 100-200% higher hit-points, mana pool, armor points, etc. No manner of dancing around spinning and slapping your skill buttons frantically will ever save you.
about 3 years ago
One solution to that would be similar to Oblivion’s arena. You are stripped of your PvE items and given a PvP set. Gladiators in the arenas of Rome didn’t always have the luxury of choosing their equipment before entering the arena, you always enter with a simple set of armor and perhaps a basic weapon or no weapon at all and they will drop some random weapons within the arena. Traps and animals would be unleashed on them as well, to make the chance of death even higher. It was popular in Rome for spectating, and I could see such a thing being pretty popular within an MMO as well given a sufficient player base. The Arena system in WoW, for example, could be far more popular if it had spectators and random traps and enemies thrown into the arena with the teams who are fighting each other.
about 3 years ago
Tal, no matter how fast you type there are both practical and psycholocial.
As for noise, a reaonable noise-canceling headset is about £15. If you mean “well I can only play occasionally”, then…there’s a limit to how far you’re going to get in a PvP game. Comprimising the design to cater entirely to casual players won’t work, you’ll lose the word of mouth you need to build from the hardcore, who’ll have quit in disgust at “EZ mode”.
it’s a matter of C3. People take far longer to respond to typing, people can have the wrong window active, there’s no way to indicate urgency, etc. There are all sorts of both practical and psycological reasons why voice chat allows for better communications.
And here’s the thing – Eve isn’t aimed at the “casual”, it’s aimed at a certain market segment (too big to call it niche). (Babies screaming? Dosn’t bother me. Get that all the time, shrug)
Also, don’t assume that people are not all professional speedtypers because they’re “lazy”, plenty of other reasons (starting with dyslexia..)
about 3 years ago
Both voice chat and text have serious limitations. Voice tends to be a single channel medium, text is slower, but can support multiple simultaneous channels and allows me to review data in downtimes, under some conditions.
Neither is really good enough. This is one location for a MMO Killer App of The Future.
In the wake of WoW, if it rounds to less than 1 million, it’s a niche.
about 3 years ago
Lesson learned from Eve and also early UO:
The “end game” doesn’t have to actualy mean that, you don’t have to design a game about going from point ‘A’ to point ‘Z’.
And a related lesson is that an ongoing “end game” such as this means that the previous levels aren’t so important. They aren’t, or don’t neccessarily have to be, another form of game play.
What this means is that you don’t have to have a level grind. If we can recognize that “Lesson learned from World of Warcraft: item-centric PvP makes your game painful to balance”, then what about the vast level differences that most of the current games offer? Aren’t they just as much of a balancing issue? Especially if we can see that the level grind isn’t needed?
Lesson learned from all the level based games: Huge power differences in levels divides up the player base, neccessarily so. (This is bad for a game that wants to advance social meaning within it’s context.
about 3 years ago
I can’t really think of any good examples, but it seems that if one side or one group is really dominating everything, there needs to be some kind of commiserate penalty in some unrelated aspect of the game (hyper-inflation or a dwindling amount of resources or something) to slow them down and make them back off.
I’m not sure if any games out there have tried that sort of thing before. Seems that the winners get all the bonuses and the losers get all the penalties.
about 3 years ago
How do you deal with equipment dominating PVP? It’s simple in concept but a bit trickier in implementation. All you have to do is nerf PVP rewards for victory if the victor has an equipment advantage over the loser. And you boost PVP rewards if the victor has crappier equipment than the winner. And if there’s a big enough gap, the victor might actually be penalized for ganking the loser.
In games like chess, the stronger player often takes a deliberate handicap to even out the fight. This is sort of approaching that from the other direction. Now there is a question of how you evaluate gear bonuses and nerf/boost the PVP victory rewards.
The result of this is that players into PVP are going to be careful about gearing up too much because it could end up neutralizing their victory rewards or in a few bad cases, penalizing them. They’re more likely to use their uber gear only against other players with uber gear.
about 3 years ago
Evangolis, not-so-coincidentally, Teamspeak 3 has deliberately been built for that sort of thing, and the stand-alone client is just that, one of many possible clients.
Mutant for Hire, you’re thinking of ELO ranking.
about 3 years ago
@@ Jess
you got my point. I was just more concise
about 3 years ago
At the risk of a tangent, I’d just say that, while I know nothing about newer versions of tools like TeamSpeak, the bottleneck in voice communications, for me, is that I only have one set of ears, which can only listen to one input at a time.
Now, if you had a client which could take all the voice inputs, including mine, and output a selected one as voice and the rest to text feeds, that might be a move in the right direction, although managing all that information and the game feedback would be non-trivial, and might even require a separate monitor (and perhaps PC) to monitor it. Even now I find I have more text boxes than fit comfortably in the game window. Certainly one challenge I have experienced in PvP is periodic information overload, both for player and computer.
about 3 years ago
Hehe, the whole voice chat thing was a tangent already Evangolis, so no worries there.
I agree with you though – managing the information coming at you, whether text or voice, is the hard part. I find that because of the problems with communication in EVE, what I have to do is spend some time with my team practicing in order to get an idea of how they work and work more efficiently. Whether we use text or voice (usually text) for this doesn’t matter so much.
I’ve heard the argument that voice chat allows for quicker reactions, but the truth is you only get that if you very strictly enforce a protocol on the channel – People can’t be talking about other stuff, and they need generally stay off the chat unless it’s important. The more people on the channel, the worse it gets, which is why in EQ for the big raids we’d often have a group leader channel, a healer channel, and an overall raid channel. Text is easier to sort out because you can funnel important stuff to one chat box, and nonimportant stuff to another. This is true in any game.
But to return to (my) original assertion: Consider the case of Bob, married father of two small children. Bob works an 8-5 job and usually get some time between 8 pm and 10 pm to play a game. He usually gets interrupted by his wife about once an hour for something, and he has to put the kids to bed around halfway through. Sometimes the wife has the TV going in the background, or the kids are in the room playing while he’s trying to play too.
Bob can play the Empire game in EVE no problem. There’s some risk that he’d take when he has to go afk, but it’s not an unreasonable amount of risk.
But can Bob really play the deep space game? Is Bob going to be able to really participate in voice chat to the point where it’s an effective tool? Are the other players in the voice chat going to be willing to put up with Bob “constantly” having to go afk, or the times when the kids start fighting and his mic picks it up, or the TV in the background?
I know Bob and a lot of other players like him. They tend to shy away from voice chat requirements because of the scenarios I mentioned above. That’s why I brought it up. Other things, like requiring certain lengths of play time, or attendance on certain days, also drive them away from a game.
If you want a PvP metagame to have mass appeal then you need to make something that can be participated in by players like Bob. Otherwise, you wind up with basically a niche population.
about 3 years ago
Oliver: I’m not arguing that there won’t be a lot of relatively decent people play the “evil” side of any game. My cousins who I trust implicitly to watch my back don’t even bat an eye about it. What I’m saying is that there are enough people who prefer not to play a toon that feels evil vs people who don’t care or who like the evil feel to skew populations.
To be honest, costume wise, I think I would prefer a Dark Elf Witch over pretty much anything the good side will have to offer but based on not liking my characters to feel like bad people to me I won’t be playing one. I think there are enough people with that hang up out there to give the “good” side a numbers advantage.
I think Warhammer will be a test case for this as it will be the first game where pvp is a major part of the play on every server where the choice of good or evil will be so clear cut.
You may be correct that I am delusional, but I’m betting that 3 months into Warhammer online there will be a relative population disparity on most servers that no ammount of inducements to play the other team will correct. Mythic will be scratching their heads about it because it just won’t make any sense, and I’ll be wishing I didn’t mind playing the “evil” team so I could find an even fight rather than another walkover for the good guys.
about 3 years ago
Evangolis, speach-to-text being viable is still 5 years away. Easily. And well, Eve’s chat system uses tabs AND puts the output of what you type into that tab.
I mean, is looking at what IRC does so hard?
Tal, combat ops = no random voice chat, right (Also, you ARE all using noise canceling* mics with push to talk, bound to a mouse button…right? These things really, really help).
(*You have to TRY and find a mic these days which dosn’t do at least passive noise cancelation)
Also, note, in most cases there is NO requirement to *talk* on voicechat, only listen. Fleet commanders, target callers and scouts are the people who need to talk.
Your Bob can play maybe 5 hours a week, and he won’t be happy – IME – with Eve at all. This isn’t necessarily a problem… Eve is not DESIGNED to have mass appeal. It’s designed to have strong appeal to a certain market segment.
It’s less of a risk, but limits overall possible income. And Eve is doing very well for itself – it’s been in profit for quite some time now. And Eve’s far too big to be called niche (ATITD or Star Sonnata is niche).
about 3 years ago
Great discussion!
Most definitely! A strong economy, coupled with semi-limited resources and equipment that can be damaged or detroyed (ships in Eve, armor and weapons in UO) not only provides a reason for conflict, but also creates a hindrance as well.
To create meaningful, fun PvP, there has to be reasons to fight, AND reasons not to fight.
about 3 years ago
Two things:
1) It isn’t just “an economy,” and it isn’t just “item based.”
It’s *property*, and the ability to create, destroy, and most importantly, *fight over* property that makes for an immersive pvp world. If that’s what you’re looking for.
2) I think you’re basically talking about two different types of pvp, though. The sort of combat you see in eve is dramatically different from the sort of combat you see in WoW. WoW pvp is basically counterstrike with a fantasy skin on it. Nothing wrong with that. But there’s really little necessary reason for it to be in a MMO.
The real draw of MMO pvp is the opportunity to take part in fighting over the “ownership” and control of a persistent, virtual world. You have that in shadowbane and eve, and you don’t really have that in the other games you’re talking about. It’s a niche market, admittedly, but I don’t think it’s valid to compare it with wow-style instanced capture the flag games or whatever. It’s a fundamentally different type of game, and one only possible in a MMO format.
So I’m not sure it’s valid to draw inferences about WoW pvp from Eve, or vice-versa. The people interested in wow style pvp don’t want consequences, they want action. The people interested in Eve-style pvp are more interested in consequence, risk, and persistent control. Different gamestyles, different markets, different lessons.
about 3 years ago
[quote]People who lose outright at PvP MMOs quit, and that’s something as an alliance you have to sort of hope for because that’s the only way you can exterminate these fuckers once and for all.
[/quote]
It’s not just people who lose outright at persistent-world pvp who quit; people who win outright tend to quit as well, because the game gets too goddam boring. That’s why I left shadowbane, the game just got old when we were curbstomping everyone with no opposition.
Eve’s solution to this — and the place they went right where Shadowbane failed — was to simply make the world so big that it was effectively impossible for any one group to completely control it. Anyone who lost could always travel to another region of the galaxy and rebuild. The “lowsec” areas — areas where pvp is allowed, but the space isnt’ conquerable, and everyone can dock at the NPC stations — help with this, as it gives alliances kicked out of 0.0 an area they can’t get kicked out of but can still make some cash.
That said, yeah, it’s true that people who lose at persistent-world-pvp mmo’s like shadowbane or eve tend to quit. But the upside is that people who are interested in that kind of high-risk PVP will play your game in preference to a low-risk-pvp game like WoW. So if you’re developing a game in a market that has to compete with WoW, catering to a niche market that WoW doesn’t cater to can be a smart business strategy. Which is part of why Eve has continued to grow as much as it has .It’s a niche market game, but in a market dominated by 1000 pound gorillas, offering something different and unique can be a smart move.
about 3 years ago
And what else to SB and Eve have in common?
Both were dropped by their publishers early on because of lack of revenue!!
about 3 years ago
I’m not sure how many of you have had the opportunity to listen to multiple-input voice communication systems, but that’s part of my job.
An average person, with some training, can do about 2 full-scale conversations at once.
An exceptional person can manage 4 communication channels at once, tracking everything that’s happening on them.
Considering the speed of most people for type vs voice, even 2 channels provides far more data than trying to watch (and type) your conversations.
about 3 years ago
Slog – sure. And Eve’s how many times more popular than Shadowbane ever was? It’s interesting, actually, that Eve has succeeded in making a slow-burn game compared to the typical fast-burn MMO model.
about 3 years ago
Actually, I think SB sold over 150k boxes.
about 3 years ago
1. Accessibility. Whatever your PvP model is, I have to be able to get into it and out of it within a reasonable amount of time. This isn’t the hardcore vs. casual argument, this is the “my 5 year old needs me for 20 minutes – but I WILL be back”.
DAOC did this effectively with the zerg (you could leave without severely hamstringing your group – you could also rejoin with a minimum of waiting).
WOW did this with BGs (but broke this for all other end game content).
2. Balance. Your system needs to self balance the play given the numbers that are currently playing. In my mind, this isn’t ideally done as WOW did it (BGs of a limited number of players) but closer to DAOC – the side with the fewest players plays defense, and defense should be easier than offense. Perhaps toss some NPCs into the mix to keep things interesting.
3. Control. I should be in control of my PvP experience. If I want to PvP, it is there. If I don’t, I can get away from it. Once again see DAOC and WOW.
4. Equitability. Cannot be overstated. WOW broke this very badly – PvPing with raid level gear was a cruise control win against those without. If you are trying to get new players to PvP, a good introduction is not to tell them they have no shot until they have amassed items X, Y, & Z.
Other than that, I agree with the points in the main article. PvP SHOULD feel like you are playing against very intelligent NPCs.