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#121 | |
Join Date: Sep 2004
Posts: 221
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Re: Do we really need PvP?
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Chef: "It changed while you were ordering sir. Now everything comes with peanuts." Spod 1: "Well, I'm not eating any." Spod 2: *Eat tons of peanuts* "Hey that's great, you must eat them!" Spod 1: "No Way!" *try to remove as much as peanuts from his curry, eat, swallow some leftover peanuts and choke a bit* Spod 2: "Ah well sorry dude, but you'll have to get used to..." What PvP will add to non-PvP playerbase ? - trouble to wander/hunt/dig safely when not in their homeland - tougher PvE hunts - yammers in region chat. |
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#122 | |
Join Date: Sep 2004
Location: lala land
Posts: 1,887
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Re: Do we really need PvP?
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umm not sure what yammers are though, so at least the first 2 are good right ![]() |
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#123 | |
Join Date: Sep 2004
Posts: 2,786
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Re: Do we really need PvP?
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Part of the reason I chose peanuts is because they contaminate anything else that comes into contact with them... |
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#124 | |
Join Date: Mar 2005
Posts: 34
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Finally, something me and the french fry can agree on! |
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#125 | ||||||||||||
Join Date: Sep 2004
Location: points de vente habituels
Posts: 1,458
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Re: Do we really need PvP?
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Whether you want it or not, Nevrax has bee railroading you for one year through defined events. Players are more and more excited about what will happen and are asking the next plot. In terms of Game Design, if you have the chance to once study Game Design, you'll see the error of many MMORPG is to let the players do whatever they want to. I won't explain you by writing a whole book on this topic, but to sum it up, the players ask for freedom and freedom looses them. Linearity in a game is the best way to please the players even if they yell they want freedom. It's not from me, you can ask Gamedesigners. And in MMORPG, if you let players do their own adventures, a lot of them will be very annoyed. You have to give them a story, an adventure by yourself. Quote:
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Let's take an example so you stop the paranoia: Ultima Online. It started with full PvP. At the beginning it was rather good, but because of PKs, more and more RPers began to leave. A mirror of the world has been created with consentant PvP (Wars between guilds). RPers took it as a chance. RP in Ultima Online without PvP? that's only gossiping at the tavern (quickly boring) and monster bashing (same on the long run... UO is 8 years old). RP PvP as it is called in Ultima Online has rules that everybody agrees in order everybody has fun. I've never been ganked, never seen anyone cheating. I've seen great battles and exciting skirmishes. PvP at the service of RP. That's possible, that works. If you don't believe me there, we can stop the discussion. Quote:
I know that in MMORPG, players tend to gather to defend their world. But how sad would be the world if we would be all friends against the evil kitins. That smells big time and I wouldn't play. ![]() Quote:
![]() Seriously, if the game gives Joe Schmoe a feeling of recognition (through missions, event, whatever), the player won't search for glory by the sword. That's how the game rewards players that makes players want to be a hero or not. Well that's another topic. Quote:
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Thank you for your reduced vision of PvP = gankers and griefers. Quote:
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![]() In a real RPG you can kill others, you are not swinging in the wind in front of someone that insulted you. Oh, by the way... in T4C, PvP servers were the best for RP, and non-PvP servers were soiled by griefing. Aw, that breaks some rules... |
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#126 | |||||||||||
Join Date: Sep 2004
Posts: 2,786
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Re: Do we really need PvP?
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I can say it is a mistake because I am a roleplayer of 20+ years experience and a professional RPG designer, because of direct experience, knowledge and understanding. Linearity is the reason Adventure Books sell poorly, it is the number one reason for the failure of campaigns (GMs forcing players to play a certain way and using deus ex machina to do so). This is why it has the term 'railroading' attached to it. The GM has a vision and you are not really guiding your own way through the world, you are just acting out the role assigned to you. This is thought of as a bad thing in almost all cases. It is possible to railroad invisibly, to create the illusion of choice while still restricting people to moving in the general direction you want but this takes considerable skill. Standard computer games are only capable of extremely basic tricks in terms of non-linear play. Of those games Arcanum, KOTOR, Fallout and Deus Ex are the only ones to really manage it successfuly and, even then, the choices are still fairly basic. In the 'RPG' games mentioned your choices are good/evil, light/dark, Magic/machines/good/evil and their effect on the overall story is minimal. Standard computer games lack the ability to craft plots on the fly, to react to unexpected player actions (or to allow them) and this is why TTRPGs remain superior in many ways to any computer game - simply because of the freedom. This will remain the same until AI comes along and, even then, it'll likely have better things to do than run games for people. MMORPGs exist somewhere between TTRPGs and computer RPGs. In a lot of ways they are like large scale LARPS (live action roleplay games) which I also have 10+ years experience in. They have many restrictions due to the nature of computer games but they also have a lot of freedom since they are constantly developing over time and the developers and GMs _should_ have the opportunity to react to player's desires and actions. Within individual events this may be reduced to a binary win/lose situation but over time the accumulated effect can be considerable. Quote:
Utterly and completely wrong. All RPGs basically feed on the thought one can have watching a movie, you see the hero do something stupid and you say to yourself "I would do it differently." In an RPG, you can. The widest freedom to act possible is the best hook you can have. Linearity is the death of roleplaying, particularly in an MMORPG where the expectations are different. Ryzom Ring _will_ be letting people craft their own content and there lies the true hope or damnation of Ryzom depending on the quality control and the emerging modding community. I _am_ a game designer, albeit in a related field - there is a ton that MMORPGs could learn from 30+ years of TTRPGs to get them out of the rut they're in. To make TRULY interactive fiction you _cannot_ and _must_not_ tell a story, you absolutely must make the players, the _communuty_ (Important word) part of the process. They must make impact, they must leave footprints, they must craft their own legends. Only in the broadest sense can you 'tell a story' and that is largely made up of events which may or may not be changed, defined, diverted or overcome by player efforts. One such event in Ryzom terms could be the coming of Jena. What if the Matis people COULD reject the Karavan religion, depose their king and stand against the Karavan? How much more interesting would that be? We've been told we can make an impact in the next episode, I remain slightly skeptical as CRPGs are always disappointing on the depth of effect you can have, but we'll see. Quote:
Or, perhaps they have some use for us we can't envision, perhaps the resurrection has nothing _directly_ to do with either faction, perhaps they hope these people's minds can be changed. Quote:
The announcements, the commandments of each race contradict you. Personally I find such permadeath in events counter to the lore as given but make the mental step in my head that the killer has somehow destroyed the nanoseed or used some manner of special weapon to excuse the lack. Quote:
Heh heh, they consider THEMSELVES that way, but it isn't bourne out by the actions of the race in the lore. They are the violent expansionists. Fyros may be individually brutal and they may call themselves an Empire, but the lore doesn't bear them out as a brutal _society_. Quote:
The Matis enslaved the Tryker you'll find. If you can give me a website reference for the above it'd be appreciated. Needless to say, the Matis enslavement and invasion of the Tryker homelands makes their alliance with the Matis somewhat bewildering in the context of the lore. If those two can kiss and make up then ANYONE can - which supports the hominist perspective. Quote:
In the end that IS what it boils down to. The strong killing the weak with no chance of failure due to level based systems. Players going for the most effective character build for PvP (Cheating the system, Min-Maxing it is called in TTRPGs). It encourages bad behaviour and causes OOC disruption in the community - the most important part of the game. Your examples are idealistic. The honour system - expecting everyone to behave - doesn't work. Even with the limited PvP in game we have already seen recriminations in the forums, bad behaviour, ganking, threats, nastiness and an overabundance of one 'build' of character that has, up to this point, been most effective at PvP (and everything else). You have had a few isolated good experiences with PvP. So have I but overall I still believe its effect to be negative. My best example? For the greater part of a decade I was part of a large international LARP organisation called The Camarilla, running monthly, sometimes weekly, live-action roleplaying games set in the continuity of White Wolf's World of Darkness (old edition). Basically, imagine a world-scale MMORPG played out in real life at scheduled meetings as well as over IRC, e-mail, phonecalls etc with full PvP (subject to clearance through GMs) and almost complete freedom within the ability of your character. These games stem from TTRPG games so everyone involved is a roleplayer, the Storyteller series of games by and large encourages a more story and interaction style of play than - say - D&D as well, everyone involved was a roleplayer. Imagine such an ideal situation in an MMO! What tore it apart so much that I eventually left? The fallout from PvP actions and the OOC politiking resulting from that. And that's in a theoretically 'ideal' situation! It was worst in the game setting of the mileu that most encouraged the PvP action (Vampire), it was least bad in the games that discouraged PvP the most (Mage, Werewolf). And the worst plots? The deus ex machina handed down from on high, unaffectable and unchanged no matter what you did. People making the same classic mistake, TELLING stories, not crafting them with people. Here we don't have an ideal situation, not everyone is a roleplayer (even those who consider themselves to be!) but, for an MMORPG we have a great community, the BEST community of any MMORPG I've even seen or heard about. We're risking what, at the moment, is the killer asset of Ryzom on the dubious promise of PvP - something that many of us KNOW will have a deleterious effect on the community and the game. Quote:
It would strengthen the community enormously and make for a far more enjoyable experience overall. Indeed, that was what a great many people were mostly expecting when they joined Ryzom - the Kitin being the great threat. As I said before, nothing unites people and makes them tolerate each other like a common enemy. Quote:
Everyone is the hero of their own personal story, mess with that and you mess with their enjoyment of the game and they lose interest. Everyone must be given as engaging a story as possible. Not be belittled by a 15 year old powerleveller taking time off from script-attacking IRC rooms. Quote:
Board games are limited and finite games that determine a winner and losers. They do not have the investment of time, energy and emotion that goes into an RPG nor do they have the attachment to characters that RPGs have. Getting upset because your boot went to jail in monopoly is silly, getting upset because your Warrior you've been playing since high school got crushed by a rockfall and killed isn't. There ARE P&P games where you can play a traitor, well, one Paranoia. But in that that is the whole point of the game, it is a comedy, you get clones and it is not designed for sustained play. Having traitors in the player party in other RPGs is always risky and, most often, done at the GMs behest with strict controls and oversight on what the GM's 'stooge' is doing. It is not the default style of play which is cooperative rather than competetive - something that is a major strength of TTRPGs. People do exploit the lack of PvP response to act like nuggets, dancing naked in front of guides when they're trying to deliver lore information and so on, but I'd rather watch someone dancing naked than put up with random PvP going off everywhere. Most people AREN'T ROLEPLAYERS. Even here where we live in a relative bliss of maturity and pro-RP. PvP is not going to help, really, honestly, truly, I mean it, I speak with the voice of authority and experience on this matter. Thank you ![]() Quote:
Look a little harder. ![]() And sorry about having to flop out the game designer/experience credentials at the start, but you sort of forced my hand there. |
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#127 | |
Join Date: Jul 2005
Posts: 185
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Re: Do we really need PvP?
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Because UO's Pkers A LOT of people did leave UO. They did go mostly to PvE game called EverQuest. Some still says the PvP was good before Pkers ruin it. But it did has VERY high cost with the innocent (PvErs) blood. Problem was that PvP playing style was forced to PvErs, what does not work. When consent PvP did come to UO, most of the player base did move those consent areas. Yes, a lot of good RPer was and still is there. But it's very close roleplaying circle. Basicly I would even say that a lot of UO's players never even did know that there is/was these RPer PvP guilds. Then UO did also has faction wars, what was very ugly. Based by You choosing side and those sides have opens wars between of them. Ganging and so on... don't even wanna go there... Ok, back to guild consent PvP wars. Guild could declare of wars between guilds, but also so that You don't have to accept the wars. What did made it consent. Problem here is that this is/was all private, what means majority of player base was not part of it. That is the cost of someting to be consent. This same is happening here in Ryzom. They can create same kind of consent outpost wars. Problem is that, it's all, take or leave situations. It requires that You play by rules set by someone, because without it, it can't work. Also it require You to be part of PvP, wanted or not. Other ways You are droped out. So this consent wars, will help some people to play how they wanna, but could leave majority of player base cold. Not because they choose, but because they don't have other choises. This also means that this nice Ryzom story will be design for people who support the correct playing styles. I don't mind if there is consent wars, but how can they give content to PvErs, if the other content isn't safe. You can't give two same option, safe and not safe. It will never work, people will always choose the safe one. If they don't give same content both playing styles, then the other side is unhappy. What I'm saying is that it does not matter how or what they do, someone will be always unhappy. It's just question, how many and what did it cost for Ryzom. That is the cost when You start playing with PvP and PvE possibilities on same game. Last edited by sofiaoak : September 14th, 2005 at 07:03 AM. |
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#128 |
Join Date: Sep 2004
Posts: 677
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Re: Do we really need PvP?
Could someone please close this thread: it's making me look for an other game to play...or better still remove it. Oh and something else: I've just read through this outpost thingy on the main site and guess what? you can keep em!
![]() p.s. you can disregard my sig it does NOT apply to this post |
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#129 | |
Join Date: Jan 2005
Posts: 890
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Re: Do we really need PvP?
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Wow, some of you ppl know a lot about games. Not me for sure. But from my view it should be possible. Why not design new elements for both, PvP and PvE. Outpost could have both. An outpost can be a fortress to defend against PvP challanges but they could also be farms with Kitins/Bandits coming from time to time for the farmed produce. As long as a group (guild) owning an outpost can decline a PvP challenge this concept seems to be suitable for PvP and PvE players. This also would give PvE players the possibility to accept "sometimes" a PvP challange. Off course should a guild loose one chance of decline when they attacked another outpost earlier. |
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#130 |
Join Date: Mar 2005
Posts: 855
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Re: Do we really need PvP?
PvP lalala PvP lalala
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