So, a more serious look at Darkfall’s incipient release.
Most of the traffic on the boards and blogs recently seems to be doomcasting Darkfall pretty harshly. It’s not a AAA MMO, its ruleset is ridiculously hardcore, and it is doing its level best to minimize the number of people that actually *can* log in (no NA release, limited number of boxes sold, etc).
I actually disagree. I think it will have a groundswell of excitement, some people will be pumped about “a hardcore game not for carebears!!1!”, and we’ll see some ridiculous eBay auctions of Darkfall boxes.
For three months. Then… it will collapse upon itself.
Why this curve? Because every PvP-centric MMO released to date has seen this. Even PvP-specific servers, released to great fanfare with their users, see this curve. And the reason is pretty simple – because people enjoy hardcore PvP in the abstract. Or, to put another way, many more people believe they are ‘hardc0re’ than actually are. And they dislike being proved wrong pretty powerfully.
The best example of this in my experience were the free-for-all PvP servers in Dark Age of Camelot. They were eagerly anticipated. When the first one, “Mordred”, came out, it was the most popular server in the game. A second PvP server, “Andred”, was quickly pressed into service, which also was popular.
Then… they weren’t. Andred in particular became a ghost town and after a decent interval was merged back into Mordred. Mordred still exists, but only has a vestigal population at best.
Of course, if you talk to the players themselves, there were other issues. PvP in DAOC was an afterthought, levelling was too difficult, there were too many exploits, there were bugs, etc. etc. Much as in Shadowbane, one of the most highly anticipated MMOs ever judging from message board buzz – bugs, bad design, exploits, etc. etc.
All of which is true. But they are not unique to PvP servers, or PvP games. What *is* unique is the PvP ruleset – the sense of the hardcore. The Mordred problem is simply that a great majority of the people who believe they are hardcore are not, and after being violently disabused of the notion, will leave.
Thus, the curve. Servers that will be massively overpopulated one month, ghost towns the next.
Perhaps Darkfall’s developers are well aware of the Mordred problem, and are enforcing a rigid scarcity of availability to try to counter this. Personally I’m dubious of this, based on the PR coming from some of their spokespersons that would have made Todd Coleman in a GOD stripper booth blush. But in the end, it will definitely work in their favor. If they can ride that curve, they may find the true level of their niche.
And those people outside the niche will complain about bugs. And poor design. And poor polish. And a community of rabid weasels. And and and. All of which will probably be true. But very few will admit to a Mordred problem. And addressing that problem will be a key dilemma for any PvP-centric game.


#1 by D-0ne on February 19th, 2009
The problem with PvP is that it attracts sociopaths. Sociopaths don’t work and lay well with other normal people who attempt to tolerate them. Sociopaths love hurting people and normal people have a hard time understanding this behavior and are very forgiving of it and require several instances of bad behavior to be acted out upon them before they will give up.
When you fill a server with sociopaths well, you get the curve Lum described because, sociopaths really hate dealing other sociopaths and they have zero tolerance for their own behaviors when they are reflected upon themselves. A sociopath will tolerate sociopathic behavior upon themselves until they discover they can’t gain 10X revenge… Once they learn they can’t humiliate others and are in fact the humiliated, they quit.
#2 by DrewC on February 19th, 2009
I completely agree with your facts (three month popularity curve for PvP), but I disagree with your conclusion. In my opinion the reason that PvP games lose popularity so regularly is that it becomes impossible for new or casual players to compete.
Playing in the early days of Mordred, I got killed a lot. I knew I wasn’t a very good PvPer, but I still had fun, running around, getting killed, talking smack, and getting a few kills of my own. I didn’t play very much (I was working as a CSR at the time and Dark Age very much felt like Work to me, so I limited my play time) and after a couple of weeks everyone had out leveled me. And not just by a couple of levels, I mean massively. It became impossible for me to compete in any way. At that point the server stopped being fun.
Contrast that experience with Counter Strike. I have played Counter Strike on and off for years. I’m not very good at it, but with a little bit of luck I can get a couple kills in. Every once in a while I have a good round and feel like a badass. That keeps me coming back to play victim the 9 other rounds where someone shoots me in the head from across the map.
Yes, large numbers of l33t d00dz are not nearly as good as they think they are, and quit real PvP servers because they lose. But, there are plenty of casual players out there willing to die 4 out of 5 times, as long as they feel like they have a chance that 5th time. In a system that strongly rewards time played, that’s not really possible.
#3 by Takk on February 19th, 2009
Right now in Warhammer Online an open PvP ruleset server, Dark Crag is the most popular. Many players from my low population core server rerolled there. It’ll be interesting to see how the population trends in the coming months, especially as two MDPS classes that’d appeal to gankers are released with patch 1.2.
#4 by Syncaine on February 19th, 2009
How do EVE, Lineage, AC-DT fit into that curve? Especially AC-DT, considering it closely mirrors what Mordred tried to do?
I agree far more people ‘think’ they like a sandbox world (PvP being part of that) than actually do, but just like PvE MMOs have a long list of failures, PvP ones also have a history of success.
The other factor you seem to continue to ignore is expectations. If DF was expecting to hold 200k+ players, it would be easy to call it an upcoming failure. If DF can maintain a profit at 50k+, do you still feel it will ‘fail’?
#5 by Skystride on February 19th, 2009
Your argument doesn’t quiet make sense. You are saying all the complaints about FFA PvP are not unique to PvP games. PvP class balance is unique. If you design a PvE game and suddenly add a PvP server, it just doesn’t work. Will “Open servers” work in Warhammer which is a game that was designed for PvP? So far it’s the most popular server, we shall see what happens.
Shadowbane was more buggy than your typical MMO. It was so buggy that sb.exe has become a sort of meme.
#6 by yunk on February 19th, 2009
I am still waiting for an FFA Wizard101 server. I can’t wait to smack some little kids around, I mean hell when I play against my friend’s kids on his Wii they sure don’t hold back!
#7 by Yeebo on February 19th, 2009
I think a big part of whether the game crashes and burns will be how well a new player can compete with some-one that has more time invested. In a situation where a new player is utterly outclassed by a vet, not just in terms of skill but also in terms of statistical effectiveness, you absolutely have to have a “safe area” where new players can learn the basics and get up to par for the arena they wish to compete in. EVE certainly doesn’t have vast tracts of safe space by accident.
Put differently, if it is possible for a few idgits to ruin the experience of new players, they absolutely will. No question. So far I’m not seeing any systems in place in DF (based on previews) that will really prevent this.
Of course, if a naked newbie using their one unlootable weapon has a decent chance versus a well geared vet..then it’s not an issue. Once the game launches I’ll be waiting to see how that aspect plays out more than anything. None of the previews I’ve read seemed to reflect a mature (in the sense of fully developed) community.
#8 by Openedge1 on February 19th, 2009
You also do not mention the fact of alienating a large audience due to PvP centric play style with ZERO PvE…
I mean YOU make the game and not the company. Seems pretty cheap and lame, no matter how Indie you are.
If there was something else to occupy players during downtime (and I expect a lot of that in DF…and not servers down, but, dying, losing your gear and having to start over, empty zones to fight in, etc…), then maybe…just maybe it could get a respectable 50k subs.
This game is going nowhere in my opinion!
Good 10 year experiment though…
#9 by Cedia on February 19th, 2009
I agree with you, Scott. Aside from seeing Mordred/Andred rise and fall while you were there, I also blame this phenomenon a bit for Age of Conan’s failure. Namely, the only RP servers for North America were RP-PvP. We begged and pleaded with Funcom for just one RP-PvE server, but were rebuffed by Gaute and his skewed view of what RP really was, I guess. My husband and I gamely played along on the Cimmeria server, and it was okay at first, but then the jerks dug in their heels, and roleplayers left in droves. I think the same thing happened in WoW with their RP-PvP servers, but thankfully I never gave those servers a second thought.
#10 by chabuhi on February 19th, 2009
I am anything but hardcore – lucky to get two minutes playing time these days, and minute one is rarely hard, minute two … anything but core (sounded cooler in my head).
The kind of PvP that appeals to the “hardcore” we’re talking about here is really just chaos/anarchy. Really, if that’s all you’re after as a player, then why not just stick with the FPS fragfests? If killing other players and being uber is your goal, then why waste bytes on classes, races, story, loot, etc.
#11 by JZig on February 19th, 2009
I think DrewC is on to something. All of my friends who quit playing Shadowbane told me they quit because their guild got totally destroyed and had no chance of ever catching up to the established guilds. Power in PvP games tends to crystallize (in about 3 months) into a small set of powerful guilds, and the game mechanics often make rebellion impossible.
I think a good solution to the 3-month problem is world resets. Every 3 months or so, they need to reset the world in some way that kills off the established power structures and brings it back to the free for all it was at launch. Lots of web-based PVP mmos, like travian or Utopia, do exactly this and it keeps the community fresh.
After 3 months the PVP players not only realize they’re not hardcore enough to be awesome, they also realize that the game mechanics are such that they have NO THEORETICAL CHANCE of ever actually being awesome, because everyone else is too entrenched. World Resets break this vicious cycle.
#12 by Lee Quillen on February 19th, 2009
Free for all PvP servers do not generally handle churn well for many reasons already outlined. You could make a completely bug free, perfectly balanced, PvP FFA server… and still decline over time if you don’t have a stream of new players ready to replace those moving on.
Typically, most FFA PvP servers have not diffeentiated environments based on level. What you get at the start is an environment where the majority of the playe base is a particular level enjoying the game. As that average level continues to rise the barrier to new players rises as the things that decrease their fun grow, and the things that increase their fun decrease (number of like levelled opponents or places to travel with relative assurance of success).
Warhammer addressed some of these concerns with their “chicken”, and has been seeing fairly equal population changes across both types of servers (Core and RvR) from all indications. Would Wars more PvP centric servers be seeing the same steady population if level 40s were camping low level areas? There is no way of knowing, but I doubt so… and RvR servers aren’t nearly as unforgiving to new players as a FFA server is.
What has Darkfall’s developers done to solve this dilemna? well, basically nothing but idicate they aren’t concerned and want to make a server for those hardcore folks. Well that sounds good on paper, but like Lemm said, after a few months many will find out they ae not so hardcore and move on… and with high barriers to new subscribers it is extremely doubtful new subscriber retention will outweigh that of players leaving.
There are ways to addrss that issue beyond the “Chicken” of Warhammer, and you could argue all day about which method would be best. To do nothing at all though appears pretty ignorant of the basic business model of needing to retain as large a fraction as possible of new subscribers to maintain your game.
#13 by Jeremy Preacher on February 19th, 2009
Lineage 2 very much displayed this curve in NA/Europe – strong initial interest which dropped off fast, a long stagnant period until the developers made some changes to make it more noob-friendly and clear out some of the botting, and then a gradual rise to a more healthy plateau. I’m not sure what they’re up to now, but the above describes the first three years.
#14 by Freakazoid on February 19th, 2009
Outside of making it easy for new players to get into pvp, I don’t think there’s any clear-cut way to maintain a curve. You just gotta try something different and hope something about it sticks to people, like how EVE managed.
#15 by Banzai on February 19th, 2009
Putting SB and DAoC in the same category is silly – the goals for the games simply aren’t the same. SB was/is about building an alliance that would rule the world (and take down everyone else in the process), where DAoC open PvP was about…epeen maybe?
Darkfall will be like SB, and it will follow the same pattern of massive initial activity followed by guilds being assimilated into the growing blob until one blob is the biggest of all. Then most players will quit because a PvP game without PvP is boring as hell. Then the guilds that got eaten earlier will come back, be able to fight off the remnants of the blob, and something approaching stability will happen. That’s when the endgame will start for darkfall. SB would have been a much greater success if not for sb.exe, which prevented many players from playing. Darkfall, from all reports, has been very stable in beta, so I’ll keep my fingers crossed.
#16 by Paks on February 19th, 2009
@Cedia: You know one of the things I found really sad about all that was how Craig stated in a recent interview that RP was never a main focus of AoC. I followed the game since it was a pimple on the interwebs ass and remember how Gaute, LordOrion, their CM, and a couple devs who posted kinda regularly continually stated differently in posts, reviews, and in letters to the community.
And I was kneedeep in asking for an RP-PvE server for the US (Pakhet from the AoC forums). Their failure in that area played a big part in why I think their community relations sucks so bad and why I left.
On topic: I wouldn’t mind if DF succeeded, I just think AV’s track record with their long history of delays, the embellished comments from Tasos, having such a limited beta, the fanboi slaverings, the community their attracting, and this pre-order thing just makes the game ripe for many MANY problems.
I’m just gonna sit here and hold on to my red flag and some salty popcorn while this PvP model hits the fan. If nothing else it’ll be a good source of info for future games and discussions.
@JZig: SB tried a server that would reset after certain conditions were met. I’m not sure what the outcome was for that because I left soon after.
#17 by Vetarnias on February 19th, 2009
@JZig
As much as map resets can be a good thing, in the case of a grind-heavy MMO I think the result is just the opposite of what you seek. I don’t doubt that your friends left Shadowbane because of the loss of their city, and in fact it’s one of the major problems of that game: Once a guild starts winning the server, they’re unstoppable.
But with map resets you get something entirely different. The grind appears futile if the aim towards which it goes is to be wiped away, not by actual military defeat (even if it’s a ninja attack at 4 AM) but by a server reset. And I’m not sure the resets change anything, because all that it does is restart a race the same guy will end up winning anyway.
I did play Utopia, and stopped playing when I realized that the kingdoms themselves were two-tiered: First, the “old” kingdoms, made up of dedicated players who had been around the game for years, knew how to play, and certainly didn’t break up at each reset (because the makers gave kingdoms an option to remain together), and the “new” kingdoms, with new players who didn’t know how to play, thought the game was SimCity, or just bothered logging in on weekends for a month or two before going inactive. With the old kingdoms having the same dedicated members round after round, and new kingdoms having turnover rates to rival McDonald’s, guess which kingdoms always rose to the top, round after round?
And since the kingdoms were allowed to remain together, what was your chance, as a new player, of landing in one of the better kingdoms if a spot ever became vacant? (I’ve even heard of cases where such a person was immediately attacked by other members of the kingdom who didn’t want somebody inexperienced around.) That’s how that played. Worse still, the better kingdoms set up alliances between them that they kept going round after round.
Sure, everyone restarted from the same point after a reset, but guess who quickly rose to the top every single time?
I know what you’re going to say, build up your own kingdom, get your members together, start being dedicated to the game and you’ll rise through the ranks. I can tell you, it’s impossible, not when you have maybe 5 or 6 members who know how to play (and would rather leave you because they see how pathetic you are), and the rest who either can’t play, don’t care, or both. At one point I ended up being king, apparently strictly on the ground that I posted a lot in the kingdom forums, because nobody else wanted the job. As such I could see the activity of other members and set diplomacy. In a nutshell: complete waste of time.
A few weeks within the new round, the “old” kingdoms had so outgrown everyone else that they treated the puny kingdoms such as ours as their farms. Develop yourself just so that these guys can take it (a lesson even more apparent in Tribal Wars). Build your troops as much as you’d want, you simply can’t defend against a guy who’s 5 times your size.
Consider also Pirates of the Burning Sea, which works on a similar idea. Once a nation wins X number of points, it wins the map, and the ports are reset to their original owners. Fine in theory. In practice, on almost every server it quickly led to a legacy of one side always winning the map, to the extent that I do remember reading something from a server I didn’t play, where the winning faction decided to take a break just to allow for some competition. On other servers, you had a more despicable variant of the same idea: Because the map win is useless and only gives junk rewards (rewards can’t be meaningful lest they build up and give the victor an advantage in the next rounds), take the other sides’ strategic ports and sit on them, while making absolutely no effort towards winning the map. On one server in particular, this led to one faction holding all the ports in which ships of the line — the most powerful vessels in the game — could be built.
It also didn’t address the question: What am I grinding for if the developers make me lose the end result in a month or two?
So, the idea of resets keeps a game dynamic in that it restarts the race. When people start figuring out that the same guys always win, the result will be almost identical to having a permanent world a la Shadowbane. Nobody can be expected to be content as Sisyphus in the knowledge that the boulder will be rolling back down the hill — especially if you can’t win the consolation prize of knowing you’ve pushed it higher than anyone else before it rolled down.
#18 by Klaitu on February 19th, 2009
Am I the only person who has less than zero interest in Darkfall? From what I’ve seen of it, they’ve managed to design and produce the world’s crappiest MMO.
It actually reminds me a lot of shadowbane.. not neccessarily the actual game, but people were all “Shadowbane is for the hardcores and it will be awesome”
And we all know how awesome shadowbane turned out to be.
#19 by Akjosch on February 19th, 2009
Lineage II (I’m playing on the EU Teon server) is showing a steady decline in all established markets (NCSoft licensed out the server software for a localised SEA and RU versions, though, and those are still on the rise, more or less). That’s more or less expected of a game its age, and NCSoft Korea is both busy promoting its next big game (Aion) as well as putting ArenaNet’s people in charge of NCSoft US in preparetions for GuildWars 2 sometime in the next two years.
Having played the game for the last few years, the last two of them being in nearly-constant war against people who out-level, out-gear and out-number my own clan significantly, I don’t think it’s the self-proclaimed whiny “hardcore” crowd which is a PvP server’s worst enemy. Neither are griefers, scammers and general assholes. Instead, it’s the cheaters. With preservance, politics and organisation skill, you can beat even the worst odds eventually. The only way to beat a cheater is to cheat yourself, which makes the game meaningless and dull. Unfortunatedly (for L2), that’s something NCSoft still isn’t able to fully grasp. Let’s hope Darkfall fares better here.
Darkfall looks like it might be a good game, though some downright silly decisions (like … one character per server and account? That’ll make planting a spy in an enemy clan that much harder, which works AGAINST a significant part of what the high-level organised PvP typically looks like …) need fixing, of course. In particular, I like the fact there is no level or item creep (… yet).
#20 by Guido Jones on February 19th, 2009
Why is it everytime someone talks about griefers or hardcore PvPers someone always says they’re sociopaths? While I’m sure theres a few in there, I’m pretty sure you’d be surprised at how many normal people would be mixed in there too.
#21 by xzzy on February 19th, 2009
I’d like a pvp situation where the actual combat is a tool for when other methods of mediation fail. “I want this candy bar, you want the candy bar, can we work something out? No? Okay, let’s fight!”
But most people on “hardcore” pvp servers see it as a means to humiliate. Owning people is the sole motivation, the concept of glaring at each other from a distance never enters the equation. This is where I think the “sociopath” comments come from.
To me, the option to kill someone is far more engaging than actually doing it.. which is why I always sign up to new pvp servers and am later one of the people who disappear, disappointed that the thing has been reduced to a typical “king of the hill” scenario.
“You should play EvE” is the most common response to this type of comments, which I tried for a while, but it has the same basic problem.. enough of the population is there with the sole objective of humiliation that it saps all the fun out of it.
#22 by Michael C. Neel on February 19th, 2009
You could look at the same data and say the demand for a PvP server/mmo is high, but so far the industry has failed to deliver. The problem of what to do once the initial population has leveled can account for the curve since new players will have a much harder time to match level. ShadowBane was best in beta, when there were regular server wipes to reset the playing field. Also, to gloss over ShadowBane’s launch troubles is to use rose tinted glasses indeed, since it wasn’t so much of a curve as it was a cliff.
#23 by Apache on February 19th, 2009
pure pvp servers are best enjoyed in brief doses unless you’re a psychopath
#24 by Tremayne on February 19th, 2009
Would you say EVE has a Mordred problem? It’s a game with pretty free PvP… on the other hand the game doesn’t reward solo gankers (of the ‘true hardcore’ or ‘wannabe hardcore’ variety) all that well.
I only played a couple of months on EVE when it first launched, and in that time I saw players driven away by being ganked – but EVE has turned around and grown its player base. Maybe its possible for other PVP games to do the same thing if they can give some structure to the senseless carnage?
#25 by Rich Weil on February 19th, 2009
The Siege Perilous server in UO also had this dynamic. UO was a game that attracted “sheep” and tolerated “wolves”. But when there were no sheep, the majority of the wolves didn’t like playing solely with the other wolves.
#26 by lax on February 19th, 2009
If you look at eq1 pvp servers vallon zek and tallon zek you find (or would have found at least) two drastically different servers.
Vallon had pvp as a mean to an end – zone control and right to pve bosses. Very little random ganking coupled with player enforced policies of play nice.
Tallon on the other hand was a gankfest and completly retarded.
The difference? Beats me. Maybe Vallon was lucky….
#27 by Melf_Himself on February 19th, 2009
Hi,
Try not to illogically jump to conclusions. Here is my response:
http://word-of-shadow.blogspot.com/2009/02/pvp-qq-problem.html
All the best.
#28 by hitnrun on February 19th, 2009
I’ve noticed that too, and if memory serves it was the same line bandied about back in ‘00 when Lum ruled the world or at least a minuscule part of the Internet.
I see it sometimes in Olde Blogs like these, among people who clearly have never let their EQ1 or DAOC subscription lapse and are mildly resentful of South Park lampooning that new “flashy” MMO of Blizzard’s instead of their old-school haunts.
Speaking of which, this backward terminology and way of thinking is also what sabotages the PvP discussion in general. PvP is fine. PvP is great. PvP has won the great debate.
What people are talking about here – for the most part – is a different animal, what Syncaine (above) called Sandbox PvP. As a former member of the slavering Shadowbane forums in my youth, I look back and honestly have no idea what the heck I was thinking. The idea that you could mix MMO advancement mechanisms with the social rules of a FPS is nuts. No doubt it truly would be the Best Game Ever if executed properly, but that would require a level of limited release that would make it commercially unviable. Heck, maybe Darkfall has a chance after all.
#29 by Scott Jennings on February 19th, 2009
Your response illogically jumps to the conclusion that I asserted that “a PvP MMO can’t work”. Which, of course, I did not say, merely that there was a very specific bell curve of early adopters that flush early, and very specifically in reference to ‘hardcore’ ruleset PvP games.
Thanks for using the usual “qq go back to wow carebare n00b” retort, though. Well played, sirrah.
#30 by Scott Jennings on February 19th, 2009
You’re right! I still do have an open DAOC subscription! Mainly because it’s comped, because I worked on it. Which, ironically, was one of the most successful PvP-centric MMOs released to date. Go figure. I should hate it, by your logic.
#31 by Nerd Rage on February 19th, 2009
I have to agree with DrewC as well. I know from my own Mordred experience that the reason I stopped is not because I didn’t like it, but because I couldn’t play every day and eventually fell behind the level curve. Once that gap reaches a certain point it’s more trouble than it’s worth to try to close it. Continuing with DAoC as the example – sure the other guys cap out at level 50, but if I’m stuck at level 30 and have to fight those level 50 guys everywhere I go, I’m never going to get enough xp to make level 31.
Hardcore is not just about how you like your PvP rules, it’s also about how much time you spend maximizing your ability to take advantage of those rules.
I honestly wish the best for Darkfall and its players, but unless they’ve made the first RPG to effectively handle the issue of character skill (and equipment) vs player skill (and equipment), I probably won’t be one of them. Maybe a month or two just to check it out, but based on experience with other PvP games I doubt I’d stay. I just don’t have the time required to actually enjoy that anymore.
#32 by Viz on February 19th, 2009
Doesn’t the term griefer refer specifically to a person who in-game does things just to inconvenience other people?
#33 by Akjosch on February 19th, 2009
Yes, and passionate griefers are a great asset to any organisation when allowed to work according to their strength – that is, denying the enemy new recruits by destroying their will to fight, killing them early and often, while shielding and defending your own “newbies” from enemy griefers trying to do the same.
#34 by Lee Quillen on February 19th, 2009
“Why is it everytime someone talks about griefers or hardcore PvPers someone always says they’re sociopaths? While I’m sure there’s a few in there, I’m pretty sure you’d be surprised at how many normal people would be mixed in there too.”
Internet Syndrome. Anytime a polite discussion is started the thread does not last long. When it gets into a huge arguement involving the vocal minority from both sides of the issue (Anyone PvPing is a Sociopath! Anyone PvEing is a Carebear!) the thread gets huge and people start checking it out. The result most people only remembering the long, fairly pointless, insult laden, ranting of two groups with little interest other than insulting each other.
If most people start remembering only those rants, you start getting most people thinking PvPers are all anti-social/overweight/sociopaths and that all PvEers are lonely/nail polished 20 year olds living with their moms.
“Doesn’t the term griefer refer specifically to a person who in-game does things just to inconvenience other people?”
Depending on the gaming background, pretty much every term can have multiple meanings… though I agree with yours. Well, I probably think of griefers as players whose primary gaming enjoyment comes from inconveniencing others to be more specific.
For a better example of how differently a word can hold meaning to different crowds ask advice on how to make a macro from both the WoW and Asheron’s Call communities.
#35 by Saylah on February 19th, 2009
No big game thinker here but I’ve always thought the problem with hardcore PVP is that killers need to kill, not BE KILLED. When they have to assume the role as sheep (bottom performers within their own hardcore PVP society) then what? Well killers don’t wanna be sheep, they need other sheep and care-bares aren’t there to offset them being killed so they start leaving their hardcore PVP dream world. True hardcore PVP is definitely niche. Even in EVE Online only a small percentage of the players are out there roughing it up in 0.0.
#36 by Akjosch on February 19th, 2009
There are actually two kinds of “hardcore” PvPers: Those who want to kill, and those who want to fight. You want as many as possible of the latter, not the former.
#37 by Fraeg on February 19th, 2009
I am sure I am misquoting someone, but:
Hardcore pvp = 5% wolves, 95% sheep
And nobody wants to admit in the end that they are a sheep.
#38 by Arthur_Parker on February 19th, 2009
AC1 Darktide did quite well, numbers grew for a long time, EvE does quite well today. It’s not as simple as saying it doesn’t work for longer than 3 months, little things like item looting (too little is as bad as too much) and safe zones have a massive effect on how well the overall system works. Not to mention the whole levels being a stupid idea for a pvp game thing.
#39 by Merusk on February 19th, 2009
It’s amusing how the same old discussions always come back around. The faces change, but the arguments are always the same.
End result always winds up that the PKs are still out in the cold awaiting the light of the messiah MMO and really bitter.
#40 by Mist on February 19th, 2009
Darkfall has no content, horrible animations, horrible ‘Benny Hill’ combat, and the worst UI to grace an MMO ever since… ever. That’s why it will fail, not because its a PvP game. No one has ever really MADE a AAA PvP game since UO, so you can’t point to the failures of so called PvP games as anything other than the fact that non AAA MMos fail.
#41 by Viz on February 19th, 2009
Sociopaths can be organizationally useful. That doesn’t mean they’re not sociopaths.
#42 by Mist on February 19th, 2009
FFA PvP servers in games that aren’t built around FFA PvP do not count as AAA PvP games either, becuase those rulesets never have AAA polish. DAoC/Mordred would still be popular if they had supported and expanded the ruleset.
#43 by Arthur_Parker on February 19th, 2009
No harm to you all, but some of the comments in here are pretty embarrassing considering it’s 2009. If Darkfall only gets 3 months, let them have their fun, it’s 3 months more than anyone expected them to get.
#44 by Gx1080 on February 19th, 2009
The Mordred problem happened because of the fact that was a level based game, meaning that rewarded having no life and get experience as fast as possible. It was a f**ing race and people dont like to race like that (aka not having lives).
In a game where the high levels get more shiny stuff but arent much more powerful like EVE or Darkfall it can work. But Darkfall its going to have to adjust to the fact that most of their time will be eliminating exploits. If they dont they will FAIL. No one stay too long in a PvP game with “I Win” buttons. Period.
And, although i know that is a moot point saying it, gankers are the natural result of http://www.penny-arcade.com/comic/2004/3/19/ and carebears are the guys who take too seriously being ganked.
#45 by VPellen on February 19th, 2009
I strongly believe that trying to shoehorn PvP into a PvE game is just as bad as trying to shoehorn PvE into a PvP game.
#46 by EpicSquirt on February 19th, 2009
@Gx1080
Servers like Mordred died because the fresh blood could be and was ganked by one level 50 guy. Introduction of level caps in dungeons and later of instances was too late.
Every game where being slightly higher level means winning is just idiotic and everyone participating in the development of a game where the majority of the players levels to level cap first so that they can go and have end game PvP should be shot, hung and then decapitated; just to make sure.
#47 by UnSub on February 19th, 2009
UO’s FFA PvP model failed in the most important way: to keep players p(l)aying. Even when the option was play UO or play nothing else (sorry, all other MMOs that existed around the same time as UO), players preferred to play nothing else than get ganked, full-looted and have their house key stolen.
Darkfall is very much in this legacy, so it will be interesting to see if hardcore PvPers like being in a world populated entirely by people like themselves. Yes, the execution of the concept is one thing, but at some point the actual issue that hardcore FFA PvP doesn’t have a long shelf life has to be accepted.
#48 by Mist on February 19th, 2009
UO also had a huge lack of content, that’s something that no one seems to remember. A lot of people quit playing because there wasn’t much to do besides grind your skills up in the most boring ways possible.
EQ really invented structured content and somewhat by accident. Until WoW, no one really knew what well structured content should really look like. We haven’t really seen a game that has both decent PvP and AAA quality content since DAoC. EVE almost counts, but missions and plexes only barely count as quality game content.
I think Scott said it best a long time ago, one of the most important features of a PvP game should be that the game actually has fun things to do/fight over.
#49 by EpicSquirt on February 19th, 2009
And that would be what in DAoC? A keep/relic I snatch back at 5 am in the morning?
#50 by Bonedead on February 19th, 2009
You make me feel warm inside Mr. Jennings, I thank you for that.