[MUD-Dev] Summary of PvP attempts?

Trump trump at vividvideo.com
Wed Jun 13 09:44:26 CEST 2001


On Tuesday 12 June 2001 04:00 pm, Brian Hook wrote:
> At 09:34 AM 6/12/01 -0700, Trump at vividvideo.com wrote:

>> against a level 12 player.  None.  Even avid PvP/PK players
>> choose
>> to go "carebear" because the system is so utterly broken.

> The system isn't broken, it's simply a by-product of trying to
> extend a single-player advancement mechanism and making it
> relevant in a competitive multiplayer environment.

> Maybe it's time to coin the term "CvC" for
> "character-vs-character", because that seems to be a different
> concept than PvP and mixing the terminology really gets things
> confused.  Effectively, you're saying that PvP aficionados dislike
> games that emphasize CvC competition where character attributes
> matter more than player skill.

Yeah, broken is the wrong word, but still with respect to PvP it
doesnt work well at all.  Class/levels are great for PvM.  Horrid
for PvP.  Perhaps calling the EQ system "out of place" in a PvP
environment would be better verbage.

> This is probably the same thing as a skilled Quake player
> complaining that he should be kicking everyone's ass in Everquest,
> which demonstrates that they completely miss the point of that
> game's advancement dynamics (i.e. YOU don't matter, your character
> does).

It's always a combination of the two.  If you've ever seen a
character recently purchased off ebay it becomes obvous that the
player does matter to some extent.  The trick, it seems, to a good
pvp system is the middle ground.  A game like EQ where it is 80%
character and 20% player PvP isnt fun for those who dont play 24/7.
And Quake wouldnt make a good RPG.  UO, is about 40% character and
60% skill, it makes a decent PvP RPG.

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