This is why I'm not PvPing.
Regarding PvP,
Zwill, you think we can set up an event?
I was thinking 1v1, 2v2 and 8v8. Have each server hold one of these, and then have the server champs battle it out with each other.
i remember a few years ago that this was held as a 1v1 event, but since there are no more PvPReps, these events are not being planned.
If needed, i can volunteer as one of the helpers.
Dark Energon, Founder of the Freedom Legion SG on Guardian server.
(SG founded on 12-08-'09, Top100: 08-17-'10, Top50: 12-23-'10, Top25: 12-11-'11)
Crab Spider Nephila on Titan Tracker
Weekly events on Guardian: W.A.V.E. & FNFN
Stop hating on Zwill please.
If i have an issue that something isn't working correctly i tend to take action. I look at what i can do on my end to fix it, if not, i send a petition, if that doesn't help, i ask to go higher up in CS rank. If that doesn't help, i'll voice my opinion and frustration on the forums. The fact that CS is pretty darn helpful and willing to go the extra mile meant that so far out of the real big issues i had, only a few made it to the final stage tells me a lot. And one made even the best of GM's heads spin, and did their best trying to help me. Spending a few hours with me in game going over all my stats, writing said stats down and making sure that QA would know what to look for, means that they care. It wasn't something they could fix, like fixing 'Sending Tells'. Zwill isn't Quality Assurance, nor is he a Customer Support Rep who can look at your issue and help out. He'll do the best he can, but do not blame him for something he can not help that you yourself should have been fighting for since you 1st encountered this issue.will is a great Community Rep, the bridge between the players and the Devs, the one who actually made it easier to see what is going on with the team. . |
BTW, Zwill... Kudos for bringing the players closer to the Devs!
Since you have been Community Manager the bridge between these two groups has been closed to a point that imo, sets an example to all other games.
Dark Energon, Founder of the Freedom Legion SG on Guardian server.
(SG founded on 12-08-'09, Top100: 08-17-'10, Top50: 12-23-'10, Top25: 12-11-'11)
Crab Spider Nephila on Titan Tracker
Weekly events on Guardian: W.A.V.E. & FNFN
Dark Energon, Founder of the Freedom Legion SG on Guardian server.
(SG founded on 12-08-'09, Top100: 08-17-'10, Top50: 12-23-'10, Top25: 12-11-'11)
Crab Spider Nephila on Titan Tracker
Weekly events on Guardian: W.A.V.E. & FNFN
Regarding PvP,
Zwill, you think we can set up an event? I was thinking 1v1, 2v2 and 8v8. Have each server hold one of these, and then have the server champs battle it out with each other. i remember a few years ago that this was held as a 1v1 event, but since there are no more PvPReps, these events are not being planned. If needed, i can volunteer as one of the helpers. |
Well, we already have that to a degree with the customization options in the Arena.
As to the other idea, we did something like that: Supergroup/Villaingroup bases. It almost melted the servers. |
Edit: To add my limited PvP experience...
The only real time I ever entered non-arena PvP was to go badge hunting. Most the time it was fine as I did so on my dark/dark scrapper and was generally ok defense wise. What became a problem was when one or more (what must have been) Hard Core PvP'ers (IE: that's probably all they really did from my perspective) decided to camp and play the "Shoot the Ducks as they fly by" game one normally plays in a carnival. Then there was the zone-in timer clears == TP to immob + gangbang thing that seemed to be popular. Worse over was the time I went for a badge and (yes I realize what I'm saying) was being repeatedly killed (nomatter how much I tried to bargan/reason) until I got fed up and called every SG member from a multi-SG group I'm part of to go help said player see the "errors of their ways". I found out in the process of requests for assistance at the time that said person was notorious for being a general...particular type of not-so-nice guy and to try to avoid them from then on.
Having competed in tournaments of other games payouts is a huge issue for me. Doesnt matter if its a coffee mug or money. Its a matter of principle.
You dodging it here and on another forum where you got asked about it in a polite way sends the wrong signals. Why would i want sponsorhip of anything if it wont happen. Simply giving the e-mail link then could have helped alot but here we are and people who was promised rulu-shin codes still havent received them. And you had to be backed into a corner before you responded. |
I don't dodge around an issue I've got an easy solution for. If I don't notice something, that's different than being evasive.
Please don't expect answers to questions asked on other forums about official game matters. I focus my primary attention to the official forums.
Andy Belford
Community Manager
Paragon Studios
I wasn't backed into a corner, it's simply the first time I've noticed a comment about it.
I don't dodge around an issue I've got an easy solution for. If I don't notice something, that's different than being evasive. Please don't expect answers to questions asked on other forums about official game matters. I focus my primary attention to the official forums. |
I love PvP in any game that isn't an MMO.
I've played a ton of MMO's. And what I've seen in MMOs is that to be able to compete in PvP I have to grind to get the best gear.
I hate to grind.
I love PvP.
I don't PvP because I refuse to grind to get all purpled out with PvP IOs, and be uber leet.
Right now there is a 100% PvP FPS game (that recently just launched) that is taking at least 50% of my gaming time.
There is no grinding. And while there are different options, there is no uber leet gear. Everyone is even. The game is "balanced". And is crazy fun.
When I want PvP I'll find a good FPS that does it well. I can't imagine MMO PvP ever being worth my time.
Thats why I don't PvP.
You were asked about it in game as well. As for not answering on other forums i can understand that. But can you blame someone who cant really contact you in matters like these since they have no access to pm's?
|
I understand the frustration about not having access to PM's.
Andy Belford
Community Manager
Paragon Studios
I love PvP in any game that isn't an MMO.
I've played a ton of MMO's. And what I've seen in MMOs is that to be able to compete in PvP I have to grind to get the best gear. I hate to grind. I love PvP. I don't PvP because I refuse to grind to get all purpled out with PvP IOs, and be uber leet. Right now there is a 100% PvP FPS game (that recently just launched) that is taking at least 50% of my gaming time. There is no grinding. And while there are different options, there is no uber leet gear. Everyone is even. The game is "balanced". And is crazy fun. When I want PvP I'll find a good FPS that does it well. I can't imagine MMO PvP ever being worth my time. Thats why I don't PvP. |
City of Heroes has too many working parts to balance. You're locked into an Archetype. You're locked into a Primary and a Secondary. After that you can pick which abilities you want, and choose from a large number of game changing support pools. And all that's just considered "spec."
Instead of using maybe twenty pieces of gear, most of which only provide small or predictable bonuses for specific classes, "Equipment" in City of Heroes consists of a little over 90 relevant slots to place equipment in, nearly all of which are accessible to any Archetype. And those slots aren't in predictable places either; you can rearrange them in all sorts of ways.
If they want to really make PvP in this game more than "that thing that a couple of people did more than a few times," nearly all of what makes this game what it is would have to be stripped away the moment you become targetable by another player.
Personally, I'm not a fan of the Zone PVP, hate steping in there only to be destroyed in seconds by some purpled-up Defender, very embarrassing
I do enjoy the Arena matches though. Anyone else in the EU base that remembers to S4 tournament, was about 5 or 6 years ago, organised by Bridger?
Was a massive amount of work, but damn, was amazing fun
We built this city on Rock and Roll!
I've said this several times before on similar threads but one of the best PvP experiences I ever had on this game was when Recluse's Victory was on the test server. I guess that makes it the beta test for I7. All existing characters were wiped and new characters were given enough XP and Inf to level up to 40 and equip it with SOs.
While it took a few minutes to set up, once you got in to RV you would see all kinds of powersets being used. There is no need to worry about having a flavor of the month since anyone could turn around and make one for themselves in a manner of minutes.
IOs had not been released yet. There were no I-13 mechanics that made PvP different than PvE. No one had multi-billion builds filled with procs. That placed everyone on relatively equal footing as far as build. What was left was inspiration usage, teammates, skill, and luck to determine winners and losers.
People weren't emotionally attached to their characters since they had just made them. So being predator or prey didn't seem to matter as much. There was some banter but I didn't hear any of the over-the-top trash talking.
And since it was something new there were lots of people buzzing about.
That brief little window in time is the closest I have seen to balance in CoH PvP.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
I've tried PVP a few times over the years, and decided it wasn't for me. The primary reasons are:
1. I don't want to have to learn a whole new game basically. SO many things work differently in PVP that I feel like it's not something I can do casually. I either spend quite a bit of time mastering the different system, or I'm not good enough to enjoy it.
2. I don't like the changes to PVP. My characters that are super-awesome badasses in PVE are considerably less so in PVP, and I don't enjoy that.
3. The amount of immature vitriol spewed by the PVPers. Yes, there is some of this in PVE content as well, but it's much more prevalent in PVP, and I don't particularly enjoy spending my time being insulted by 13 year olds on the internet.
Pre-I13 pve knowledge was the same as pvp knowledge and if you knew any sort of fps tactics on top of the basics of coh pve you were golden. Dont try to make pvp out to be some secret society that only the anointed ones could understand, that only happened post-I13 and the convolution caused by TS/HD/DR. The mindset that pvp was so hard and had to be formally taught is arguably what got us I13 in the first place.
Also, if you actually knew Con you'd know he pretty much pvp'd for the lulz that could be had. He was never all that competitive but he made pvp enjoyable mostly from his personality. His test league team came after I13 because there was a vacuum and we knew pvp was beginning to circle the drain. |
My post about extensive knowledge was pure sarcasm.
The point I was trying to make was simply that someone was speaking about PvP from an authoritative position when that person had minimal if any PvP experience.
At the point where someone speaks based on second hand knowledge or information you really lose the validity of that information, because now you are accepting as fact whatever personal opinions or biases that person has formed about the data/experience they have collected (rather than forming your own).
You are 100% right, I don't know Con, I only have heard some of the Justice PvPers talk about him and read some of his posts. So if I claimed to be an expert on Con I would be as guilty as the next guy of talking about something I had no real experience with.
My point was:
Some people left CoX after i13. Some people came back. However, Pre i13 pvp was just as broken as post i13 pvp.
I think everyone who states otherwise is focused on TS/HD/DR while missing that the very things we (as the pvp community) asked for in our top priority demand list we got.
Do you remember when arena was almost unplayable because you had to keep resetting to get a "playable" map? that was a simple fix but it was huge.
That is/was my point.
Even with community rep backing it failed. There are people havent received codes for the last league an a lot of people cant get one since they only distribute the codes via pm's so people with premium accounts wont get one. When people try to talk to Zwillinger about this he just dodges the the issue entirely.
Hell there are people in u2bg who still havent received their t-shirts and other stuff they were promised for winning. What happened to the stuff promised for the Champion pvp league? I mean i can understand not wanting to be associated to anything with Budweiser involved but still. |
In all honestly, Z has been really great about getting prizes for PvP events getting costume codes for that many players was a huge deal, considering in the past we had to beg and plead for getting like 5 to 10 codes for an event.
Avatea and Ocho were also both great in this aspect, they got the prizes with minimal reminding/harassment and actually wrote us back if there were any issues with obtaining the requested swag.
I don't know if its legal to talk about this but (and I forget where I read this- either the PvPEC boards or the PvPEC GP site). Part of the issue with the T-shirts for U2BG was that people were requesting XS or 4XL t-shirts which Paragon Studios (idk if they were called that back then) didn't even have access too. I don't know what ended up happening but I'm sure communications broke down.
The champion league, Bud told me (while we were still both on Sporks) that he was pulling all the prizes and telling paragon studios that he didn't want any swag for the event. That is why if you look at the rules now on the GP site there is no mention of prizes nor were any of those "full sets of pvp Ios" given to team captains after the 2nd week.
When I talk about lack of support I'm talking about when I was leading PvPEC and was told "no we can't get you any swag". We then went almost 4 months with no communication with that rep, we couldn't add anyone to the hidden PvPEC forums nor remove people who had left/quit. The fustration was tremendous, and I was personally funding all the events with my own "swag", this actually was a common practice for PvPEC, the leader prior to myself would actually buy time cards or DVD box sets and offer them as prizes, because there was a lack of support from the devs at that time.
So to go from that to what we have now, where I could talk to Avatea or Z and get 20 codes with no issues is amazing. For Kat to get the, idk, 30+ codes he got is unheard of.
The point I was trying to make was simply that someone was speaking about PvP from an authoritative position when that person had minimal if any PvP experience.
|
What, exactly, was your experience with pre-I13 PvP? Discussing this thread with people in global channels who are still around and who did PvP back then, the opinion expressed was that you don't sound like someone who experienced it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Sigh, it sucks that you are asking me to repond when im not at home, my choices are type on my phone or use my laptop that drops the connection.
You sure are tenacious, I will give you that. However, I thought the issue you had was your misconception of my definition. Of balance, I've already showed that it was some elses definition that I was responding to as well as at least one other poster staating that they viewed balance in the same way as perhaps that first poster.
Now you want my pvp cv because I question you pvp experience... I guess that is fair.
I didn't join this game till whatever issue rv opened. I played the first year with minimal pvp play. I think I buffed in sirens call a few time. Idk what year would that have been...2006? This would be much easier if I wasn't on my phone.
I met putz, vv, w ed and some others while pveing with them. They tried to get me interested in pvping but for the most part I just empped while putz pled.
Finally after trying villians 2007 maybe? I started pvping on a stalker, sirens and rv. Base raiding with some fun villian groups on victory.
A trio of us moved to infinity because it was "the" arena pvp server. I became friends with players in the dUmb channnel and had my @$$ handed to me by shu and stella.
I did mostly zone RV on infinity for maybe a year with the occasional duel against critakill, warlust and such. I believe but don't quote me that tpvpl season 1 was about this time, or perhaps just prior.
I was drafted by ed for lazer city jesus eyes, and we were horrible.
I joined pvpec and ran all of the pvp evens on victory except maybe 1 lvl 5 event for idk..3 years?
when raid left pvpec he asked me to run it but due to lack of communication and seeing the direction some people wanted to take pvpec I stepped down and ck and peril took over.
So my experience pre i13 was mostly zone play with some dueling and minimal team arena.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
Zwillinger, I recently found something that broke during issue 13. Domination for Dominators isn't working properly, and there are easy fixes and suggestions on how to fix it here. I've tried to get some attention to it, but have 0 idea whether someone is taking it seriously or not.
http://boards.cityofheroes.com/showthread.php?t=287947
Even if you could assure me it's been written down somewhere where someone will see it, that would be very nice. Bookmark it and look at it when you're free if you have to. Thank you.
EDIT: ^ This is PvP related ONLY
As to PvP balance? I always point people to the original Super Smash bros game. It has a tier list, meaning some characters are -typically- better than others, just like every other fighting game.
At the same time, the top player (Isai) can beat -every- other player in the world with -any- character, usually winning by a mile as well (worldwide).
For me, that is balance. It means that regardless of the character, the amount of skill can -always- overcome that, through tactics and build strategy.
We have that to a certain degree, but honestly, the "skill" that can make any character good is knowing how to IO it properly, and while that does indeed take skill, it can also be passed over to someone who knows nothing about the game.
This is why people rarely share their own builds on the forums.
It also makes me hate how set bonuses are listed. Especially with big PvP bonuses showing. Give me 30 minutes and I can reverse engineer someone's build almost entirely. This means if someone else does this, they could have most of my builds, or something very similar to it. Wish they could be disabled in PvP zones like they once were.
If you wanted this game to be more based upon skill that isn't IOing properly, the only way I see it is to make it similar to how it was pre-i13. Some good changes have been implemented since then, but make PvP -faster-, so that reaction time and knowing your stuff is what makes you survive and get kills.
At the time being, people can take their time and relax while PvPing, because fights take a long time and both sides are constantly being slowed down. I'm never shaking because of the intensity of CoX PvP like I used to. The appeal to PvP is the adrenaline rush.
I've never tried to create a list to fix PvP, but I wouldn't mind these changes implemented, given other changes that are affected by them or affect them were also changed with them.
-Take out inherent +res in PvP
-Take out DR (This system is too complicated, Devs cannot balance things they don't fully understand, and players have no idea how to build their characters)
-Maybe give everyone a +100% dmg buff (things die faster) to counter the survivablility power creep since i13 (Incarnates)
-Lose TS/HD
I cannot stress how complicated PvP has gotten with DR and other mechanics. I -know- it's too complicated because I find mistakes in the coding on a weekly basis, and have a list right now open on my screen of over 20 PvP exploits that wouldn't exist if the programmer understood DR and PvP completely.
Anyone can take a look at the thread I posted.
PvP is so complicated these days that nobody had noticed their inherent power didn't work for 3+ years. That would get picked up before it even hit live if Dominators PvE had Domination stop working for them.
I don't even mind throwing away the years of experience I have dealing with DR. It definitely gives me an edge, an edge I shouldn't have, but I would prefer PvP without it.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
So, I finally have time to sit down and write a long response.
I never said that balance was achievable, only that its the same in PvE as it is in PvP.
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Perhaps you missed Coyote_Seven's post |
This is what I responded to with: <snipped>
Quote:
Therefore you are either being disingenuous by stating that balance does not mean what *I* think it means, or you simply didn't really read the posts. |
There is no such thing as balance in any competitive game. If there was there would no point in playing. If there was a 50/50 chance of me winning in a fight no matter what, then why would I even want to compete. |
You desire a better balance, and I believe I asked (perhaps it was in a draft of my post) what would you do to create this balance you think is the only way to have viable pvp in this game? Honestly, have you even considered what you are asking for? Or because PvP isn't really up your alley do you instead just buy into what your "friends" told you? |
And I'd like to point out at this point how childish the "*friends*" thing was. I'm amused you think you might have hurt my feelings. I didn't ask about it so I could know whether or not to be mad at you. I asked about it so I could point out that only people with crappy arguments resort to attacking the arguer. You're someone I don't know spewing text at me on the internet, so don't kid yourself into thinking you can make me care what you think of me as a person.
Yet every league we get old school PvPers back who join and then leave again once the leagues are over. |
I watched an episode of CSI once, but I don't think that qualifies me as a forensic scientist. |
I also spend a lot of my time talking to surgeons, that doesn't mean I'm going to pick up a scapel or tell one how to do sugery. |
Are you going to be an expert? No. Guess what, I never sold myself as an expert on PvP. I sold myself as someone who had some actual experience. I sell myself as someone very knowledgeable of the game's mechanics, who's pretty good at extrapolating what those mechanics mean for practical play before even trying them out, and who had people with more experience that I could bounce those extrapolations off of. (I was good at that extrapolation in PvP pre-I13. I haven't cared enough about post-I13 PvP to hone up on its special mechanics to do so any more.)
I just do not understand how you can ride your high horse and lay judgement on an aspect of the game which you by your own admission have never really participated in. |
Maybe if you did, you would realize something can be fun without having to be 'balanced'. |
They exist now. |
... So, like, you read the video poster's own comments on that movie, right?
i think the point? of this video just flew right over the heads of all the n00bs crying about 8 reds for 30 sec in a 10 min match.....come on guys even with 8 reds popped Full Auto didnt kill anyone..... think about it ......, but keep posting you are very amusing |
Just because Aracana says it, doesn't make it true. Just as Z saying Masque is right (sort of) doesn't make my points valid. |
You think that everything should have a place- that every power should be desirable in some situation. I get your idea of what balance means to you. However, my point is, that isn't a PvP phenomenon (oh btw Aracana also said something similar to this). Its a CoX phenomenon. |
So saying that PvP isn't viable or is broken because of this is pretty rediculous. |
I think PvP here is no longer viable because the I13 changes gutted the PvP community, and made PvErs even less likely to venture into PvP zones than they were prior. That is not directly a comment about post-I13 "balance".
If that is what makes PvP so unplayable and that is why people don't PvP then wouldn't everyone also not PvE? |
There is also the argument that its wildly unbalanced PvE is part of the game's overall attractiveness, but that severely hampers PvP when the thing on the other side of the screen is another human being, and not a critter.
|
I did post the link to what you are talking about here it is again: http://boards.cityofheroes.com/showthread.php?t=122744 I will also post what Putz listed under Power Balance Issues and Suggestions: Look over those points, honestly, almost all of those have been addressed post I13. |
Even for the things they did get, saying they got what they wanted is like saying someone who asked for a face and boob job got what they wanted over four surgeries, during the first of which the doctor cuts off both their legs. What do you think they'd ask for after you cut their legs off? Do you think maybe their list of requested changes might be a little different after that? You think that chin tuck is still the priority?
Just looking at the priority list.
1. People often have to reset matches multiple times to get an acceptable map. Add selectable arena maps, as well as the ability to eliminate maps from the selection while still having a random pick.I think they got most of this one, though I don't recall if it was in I13.
2. There aren’t any meaningful rewards to encourage participation in PvP.Still true. Drop rates for actual PvP play are very low. PvPOs are not universally considered meaningful rewards. PvPOs did not appear until I14.
3. The Only Affecting Self timer in the arena has two big issues: its wide variability, and the ability to affect people who are in OAS. This videoNo idea about this one.
shows how to trick the OAS timer. Additionally, the OAS timer itself lasts between 0 and 20 seconds, a world of difference in an arena match. Consider decreasing the range, normalizing the timer to a set value, or switching it to the PvP enabled mechanic that exists in zones.
4. Villains have no ally grantable source of +perception in Sirens Call. Consider switching the order of clarity and sonic repulsion, adding +per to the /cold shields, or adding it to thaw. This in itself could go a long way towards fixing balance issues.How long did this take to change? Did it change before side switching?
5. Instanced PvP missons are a highly requested feature. Many people would like to PvP, but would like a story or different tasks other than just “kill the most people on the other team.” Hero vs. villain safeguard/mayhem missions are the most popular request, but king of the hill and capture the flag are also frequently mentioned.Never happened.
As far as the dogma of blaming the devs/castle for DR/HD/TS. I hate to point out since I consider Putz to be a friend but here is the suggestion that was taken out of context and all of PvP was painted by too broad of a brush stroke:
Quote:
|
So yes the suggestions were listen too, and unforunately, taken TOO far, rather than the popular belief that our voices were ignored. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
*sits down in his armchair*
The only way I can see to possibly achieve anything even coming close to balanced enough to not matter anymore is to put two or more characters of opposing factions in the room with the exact same abilities, exact same attributes and exact same weaknesses. The environment must be completely symmetrical with zero variation at any point. Both players must be of exactly the same skill level (ratings systems do not accomplish this since they can be gamed) and all players must be playing on the exact same system with the exact same technical specifications on a connection that operates at the exact same speed/latency. Or it can be turn based. |
There's an interesting thing I've heard said about PVP design as it pertains to balance: If everyone is complaining that the other person is too strong, then we're successful. If one particular segment of the community isn't complaining (i.e.; a particular class/archetype) we should probably look at them.
Personally, I don't think it's possible to ever get it "close enough" because even "close enough" is entirely subjective. "Close enough" for who? And by what yardstick are you measuring it by. Off topic: I do appreciate the genuine conversation happening in this thread about design theory and principals. It's nice that we're able to discuss this without it becoming heated . |
The devs *pick* the metric for balance. Its not the one every player would choose. The question is does it matter?
So getting back to your conjecture that the only way to make PvP fair is if all the circumstances and abilities are exactly identical. Proof by counter-example:
Suppose there are two characters, identical in all respects except for the following:
1. Character A has twice the health of Character B
2. Character B has twice the damage modifier of A
That's fair, because the amount of time it takes A to deliver enough damage to defeat B is identical to the amount of time it takes B to deliver enough damage to defeat A. QED.
Its a trivial example, but its upon seemingly trivial relationships like this that complex balanced PvP systems can be balanced. I said there were three other ways besides making everything exactly identical. This is one: normalization. The tactic is to make the numbers look different but the critical relationships between them identical for opponents.
The other two methods which are not mutually exclusive and can be used jointly are factorization and non-transitivity. With factorization, you break down the abilities of the combatants into smaller subparts and then remix them, so that different characters have the same net strength but broken up into different powers in different ways. Exploiting non-transitivity attempts to create chains of superiority that are cyclical. For example consider three characters A, B, and C. A has high damage and low defense. B has moderate damage and high defense. C has moderate damage and high mitigation debuffing. These can be constructed so that C beats B, B beats A, and A beats C. If this is done at a complex enough level, you can end up with a hundred options, any one of which is beaten by about half the others and beats about half the others. It would then be impossible to select a "best" option.
If you mix these three options up in a complex enough way, you can make the system impenetrable to most computation analysis. Players would have to judge by experience and instinct more than calculation. And that's *very* possible. Its easy to overestimate the ability for players to quantify game systems, but six years after they were introduced there's still no generally accepted model for the value of the SR scaling passives, and even the quantitative estimation for the strength of Scourge is incomplete.
The biggest question when it comes to PvP balance isn't PvP balancing mechanics. The biggest question is what is the definition of fair? And its not proper to say its impossible to say. If you're the game designer, its your responsibility to say, no different than when you decide the definition of fair in PvE is equal opportunity to earn rewards at comparable rates. You shirk your responsibilities when you decide you can't define fairness.
How do you define fairness? You define fairness by asking what choices should be neutral, and what choices are allowed to be consequential to the outcome of a PvP match. Working from the fight backwards, most people would say every tactical decision in a fight should be consequential: what powers the player uses and in what order and in which situations (as well as the counter moves by the opponent) should greatly determine whether they win. That's how most people would define "skill."
Your statement that everyone must have the same skill in order for PvP to be fair really contradicts most people's definition of fair. By that definition there exist no fair games in the universe except for ones based solely on random chance. That's really conflating the notion of a fair game with an equal outcome. An equal outcome is where both sides win equally often. A fair game only offers them the same opportunity to win, given certain limiting conditions. In basketball you can put a taller team on the court than your opponent. That's fair. You can't put eight guys on the court. That's unfair.
As you progress backwards, should the build decisions you made before you entered the fight matter, and in all cases to the same degree? That lies at the heart of what PvP balancing means for a game with PvE. One of the first choices we make is what archetype to play. This is considered a defining choice for the character: its defining enough that its immutable: you cannot change it by respec. So the question is: should some archetypes be better at PvP than others in general? This is a dev decision: the devs can choose to make a game in which all archetypes have the same opportunity for success in PvP, or the devs can decide some are better at it than others, and warn players about that fact when they make their archetype decision. But they have to decide.
The same goes for powerset decisions: these are also immutable, so the devs have to make a decision here as well. But when you start getting to individual powers and slotting, that's entering grey areas for which the decision is different. Since you can have multiple builds, the meta question is whether people should be required to make a PvP specific build to get "fair" performance. If so, then all you need to do is make sure every powerset *can* be built equally valuable for PvP: you don't have to make sure every possible build can be equally strong in PvP. That's not a reasonable definition of fair in that case. Conversely, if you believe every possible randomly generated build should have the same chance for success in PvP, you're essentially either committing yourself to make the most complex advantage/disadvantage system in the history of gaming, or you are intending to decouple the actual character builds from PvP performance altogether (like by forcing players to PvP with gladiator builds that are pre-balanced or something). But either way this is a grey area not because the devs can't decide, but because the way the powersets and powers themselves are constructed depends on this decision and vice versa. This decision constrains how you make things work, and how you make things work constraints this decision. And this is probably the critical moment when the wheels fall off the wagon for PvP balance in most MMOs. These two things are decided independently. Its right here that what I've been saying for years - that mechanics and design have to meet in the middle for PvP balance to be possible - either occurs or fails.
In either case, however, this only shows what the challenges are in doing it right. It is not a justification to claim its impossible to do.
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You dodging it here and on another forum where you got asked about it in a polite way sends the wrong signals. Why would i want sponsorhip of anything if it wont happen.
Simply giving the e-mail link then could have helped alot but here we are and people who was promised rulu-shin codes still havent received them. And you had to be backed into a corner before you responded.