This is why I'm not PvPing.
There is also three-dimensional thinking and planning that can be considered skill. In one of the few arena matches I got into, I managed to win it by using my toon's shift+click to teleport power to warp around while sniping the tank who was chasing me and could obviously bash my head in. I got a few shots before he figured out that he could use a nearby ledge to block attacks from a certain direction, forcing me to have to engage him in a more head-on manner.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
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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I don't PVP 'cuz it's way too hard to understand.
My postings to this forum are not to be used as data in any research study without my express written consent.
I was mostly referring to folks who don't like being competitive, or who are put off by trash talkers and "ganky" players, stuff like that. Things that nothing strictly mechanical is going to really sway one way or the other.
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Yes, some people no matter what will never try PvP. Samuel Tow said pretty much that (I believe).
Those other things will repell some players from trying pvp as well.
What we attempted to do with Boot Camp was to remove as many of those as possible.
It was made clear from the get go, that this was only for learning and having fun, rather than a true competition.
Trash talking was strongly frowned upon, pretty much every PvP event I have ever hosted on Victory has been free of Trash Talk.
Most of the reasons people dislike PvP is their experience with Zone play, that is really unforunate.
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. |
and there should have been a drinking game for whenever Crita would say "YOU'VE BEEN CRITA-KILLED!" ...if there wasn't one already <.<
Besides that, it's easy to say that it could be improved on just because other parts of the game were improved on. But the devil's always in the details. Exactly how is it supposed to be improved? The devs have already made several attempts to improve it and those have all pretty much failed. What more could they do? Give all PCs in PvP zones an equal number of hitpoints? I don't know!
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Anyone who's played an FPS knows that's the only way to truly have workable PvP. Even in games like Team Fortress 2 where you have classes, each class has one specific advantage and one specific detriment to balance things out. And then you have equal teams. When they become imbalanced, there's a feature that switches a player to the opposite side to even things out again. Everyone has to be equal individually and each team has to be equal.
Problem is, almost no one wants that to happen in this game. People would have a fit if a Stalker and Tank had equal hit points and did equal damage, and people would further lament over their hero being forced to switch to villain and vice versa. I would happily play that way, but I doubt many others would.
All of which is why I say PvP doesn't fit MMOs unless the game was designed for it from Day One.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
I know how to fix it and I've been saying it ever since PvP was first mentioned: everyone has to be equal. Full stop.
Anyone who's played an FPS knows that's the only way to truly have workable PvP. Even in games like Team Fortress 2 where you have classes, each class has one specific advantage and one specific detriment to balance things out. And then you have equal teams. When they become imbalanced, there's a feature that switches a player to the opposite side to even things out again. Everyone has to be equal individually and each team has to be equal. Problem is, almost no one wants that to happen in this game. People would have a fit if a Stalker and Tank had equal hit points and did equal damage, and people would further lament over their hero being forced to switch to villain and vice versa. I would happily play that way, but I doubt many others would. All of which is why I say PvP doesn't fit MMOs unless the game was designed for it from Day One. |
I was mostly referring to folks who don't like being competitive, or who are put off by trash talkers and "ganky" players, stuff like that. Things that nothing strictly mechanical is going to really sway one way or the other.
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That said, for those who love it, I hope it gets fixed. My buddy would love it and I know that many on this thread do as well.
It's kinda the same reason I don't like to lead. I have to make decisions and herd cats all day, at night I just don't want to be responsible for anybody but me. Maybe selfish, but very relaxing just to have somebody else do it and just bash bad guys.
I always wanted to try some sort of scenario based PvP myself based off of game missions
One Person is a Giant Monster and fights a team of players
Terra Volta Trial where one side spawns in as random Freakshow Lts and Bosses againt a team of heroes
One Person is fully powered Statesman and fights a team of villains
One side plays as the Shooting Stars against a villain team
The current PvP reminds me too much of chess nerds. If I go into PvP I will fight an uninteresting characters who is focused on game math. I don't feel like I am fighting a hero or a villain I feel like I am fighting a Math Teacher. It really ruins the moment.
I know how to fix it and I've been saying it ever since PvP was first mentioned: everyone has to be equal. Full stop.
Anyone who's played an FPS knows that's the only way to truly have workable PvP. Even in games like Team Fortress 2 where you have classes, each class has one specific advantage and one specific detriment to balance things out. And then you have equal teams. When they become imbalanced, there's a feature that switches a player to the opposite side to even things out again. Everyone has to be equal individually and each team has to be equal. Problem is, almost no one wants that to happen in this game. People would have a fit if a Stalker and Tank had equal hit points and did equal damage, and people would further lament over their hero being forced to switch to villain and vice versa. I would happily play that way, but I doubt many others would. All of which is why I say PvP doesn't fit MMOs unless the game was designed for it from Day One. |
MMOs are more like Battlefield than Call of Duty - there are character classes with their own strengths and weaknesses, and some classes won't be as well-equipped to deal with a situation as another class might be. Teaming solves those weaknesses in PvE as well as PvP. In a multiplayer, class-based game, it's nigh-impossible to have "perfect" PvP balance in 1 vs 1 encounters (or even small-team encounters) because everything has a counter. However, the picture of balance starts to become more clear once you factor in large-team PvP, which has, at least in CoH, generally been considered the pinnacle of organized PvP pretty much since PvP was introduced. A particular one of your characters might be at a disadvantage against another player's character, but odds are pretty good that you've got a character that would be at an advantage over that character, and so on. That's just the way class-based PvP works, whether it's in an MMO or an FPS. When you've got two full teams working together and communicating, you can make up for each others' deficiencies, allowing two roughly-balanced teams.
In short: everyone does not have to be equal for PvP balance to occur. Even if that were the case, the idea of balance you have would be impossible since it fails to take player skill into account, which is something you can't adjust for no matter how good you are at "balancing" - it's just too big a variable. Just as in the PvE game, Stalkers are good at doing lots of damage really fast to a single target, while Tankers are good at soaking up damage and managing aggro. What players fail to realize is that to an extent these roles carry over to the PvP side of the game (though to less of an extent than they did pre-I13), so they complain that X always beats Y so nerf X when really Z can beat X and A can beat Z and so on. Characters are designed to have weaknesses so they can't "do it all," nor should they be able to. To use the FPS example again, if I'm a medic going up against a sniper from hundreds of yards away, it doesn't mean the sniper should be nerfed, because that's the role a sniper excels at.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I know how to fix it and I've been saying it ever since PvP was first mentioned: everyone has to be equal. Full stop.
Anyone who's played an FPS knows that's the only way to truly have workable PvP. Even in games like Team Fortress 2 where you have classes, each class has one specific advantage and one specific detriment to balance things out. And then you have equal teams. When they become imbalanced, there's a feature that switches a player to the opposite side to even things out again. Everyone has to be equal individually and each team has to be equal. |
Sure, if people define "PvP" as one-on-one duels or deathmatch, then yeah, the only way to have decent PvP is if everyone is basically the same. But any time you have a team game, that stops being required to have "balance".
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
"Castle broke PvP"
1/2 truth- It was Castle's *work* that became I13 but if you are to believe what has been posted on other forums, the finished product was not how he envisioned it nor was it the actual "finished" product. Just like with most things I13 was suppose to be a work in progress, however, since his departure and the less than warm welcome to the changes, people just aren't willing to set up and take a swing at that hornet's nest. |
"The Dev's don't listen"
I13, actually came about due to the Dev's listening in my opinion *TOO MUCH* Pre-13, community reps got on vent with PvPers and had a meeting to talk about what changes were desired and what was a priority# |
But as your entire post laid out, this whole thing was way more complicated than an Us VS Them scenario. PvP has always been a series of complicated problems.
Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!
Vaguley on topic:
Hey TRT, I wanted to chime in about this.
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. |
As far as the t-shirts: http://www.guildportal.com/Guild.asp...9114598&Page=1
I was mostly referring to folks who don't like being competitive, or who are put off by trash talkers and "ganky" players, stuff like that. Things that nothing strictly mechanical is going to really sway one way or the other.
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