[MUD-Dev] A Question on PvP and PK
Vladimir Cole
vladimir_cole at yahoo.com
Mon Jul 15 12:46:27 CEST 2002
Ron Gabbard <rgabbard at swbell.net> wrote:
> Why is it that 5% of the EQ players (slightly more for AC) want to
> participate in PvP combat while 95% of the DAoC players want to
> participate in PvP combat when the games are pretty similar with
> similar customer bases?
I don't think that the games ARE that similar and can't give you
that assumption for free. Having played on several blue (non-PVP)
and red (pvp) Everquest servers, I think that Everquest's game
mechanics result in imbalanced and poorly executed
player-versus-player gaming. It seems that Everquest's designers
added PVP as an afterthought. They continue to make changes and
tweaks that are tested on red servers only after they've gone
live. This is not to say that EQ isn't a well-designed game, just
that it's not designed for PVP.
DAoC, on the other hand, committed to the Realm-vs-Realm idea from
the get-go.
I think a more appropriate question to be asking is, "Assuming
similar player-base demographics, what is it about Everquest's PVP
system that pales in comparison to DAOC's PVP system?" (Which is
really what you're getting at...)
Everquest PVP:
1. Game balance changes are made first to blue servers and are
tested on a blue-server environment, often with catastrophic
effects for red servers.
Example: One of the most frustrating and demoralizing changes
for PVP players on red servers is the introduction of one-shot
kills. Wizards (and necromancers to a lesser extent) can now
one-shot kill any opponent on a PVP server with a new ability
that was granted with the release of the "Shadows of Luclin"
expansion pack. I don't have the data to back myself up on this,
but I am willing to bet that there's been incredible attrition
in the high-end player base on Everquest's PVP servers as a
result of this.
2. Classes are Balanced versus NPC encounters, not versus
eachother in a PVP environment.
Examples: Assuming equivalent gear and player ability, at
certain levels of play one class is immensely more powerful than
another class in PVP combat. Mages at level 8. Wizards and
Necromancers at level 12. Shaman at 34. Wizards at 49. Wizards,
Monks, Shadowknights at level 59-60. Because of these imbalances
classes that are given short-shrift tend to become discouraged
and drop out of the game to play a "powerful" pvp class. The
result: A server full of wizards, shadowknights, monks and
shaman is not going to be able to access end-game content that
was designed around the Warrior-Cleric and complete-heal
rotation paradigm.
3. Verant/Sony enforce play nice policies on blue servers but let
red servers run amok (game design bias for blue-server play means
that red-server play requires higher-touch customer service and
that cuts into profit margins). When play nice policies are out
the window, griefing becomes prevalant, driving many away.
Example: The newest PVP server (Sullon Zek) had the highest
population at launch. Today it has the lowest population of any
of the PVP servers. A large part of the reason is that training
(pulling dangerous NPCs onto an enemy in order to cause the
enemy to die), bind-point-rushing (repeatedly killing a naked,
defenseless players at their bind-points before they've even got
full control of their characters), corpse camping (keeping a
naked player from recovering his corpse by guarding the corpse
and killing the player as he approaches), faction exploits
("bard-burn" tactics that exploit faction design) and so on have
turned the majority of players away from the Sullon Zek
server. As a result of these griefing activities and the huge
experience loss from dying to NPCs on Sullon Zek, it's not
uncommon for less-skilled and less-experienced players to lose
5, 10, 20 or even 40 hours-worth of experience during a brief
encounter with a griefer.
There are many more reasons... but I've gone on long enough in my
first post ever to the list. ;)
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