PVP generally infers that there is a level playing field, some equality between the people playing that should isolate skill as the deciding factor.
MMO PVP does the exact opposite, it rewards level or gear advantages. To me this is simply not PVP, it is most usually ganking or cowardice...
MMO PVP is played by people who do not like PVP, who are so scared of losing that they need to give themselves unfair advantages before they even agree to play the game...
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Here, I will agree with you somewhat. Gear is too much of a deciding factor in many MMO's. The problem with many MMO's is that PVE is a gear grind, and the developers are so goddamn lazy that the only meaningful progression they can possibly conceive for PVP is another gear grind. In fact, PVE should be a gear grind and PVP should discount gear and be a game of dynamic, shifting territorial conquest a la Planetside.
You will find cowards and courageous people in any walk of life. If you give some people the possibility to have a competitive advantage, then they will abuse it. The cowards are generally easy to spot because they whine the loudest when someone finally kills them, while the courageous will say "Nice one mate!".
My last big alliance that I was in in EVE Online was Rote Kapelle and we had a standing 1v1 rule, where we honored all requests for 1v1 and we tried to be fair about it. I won and lost several 1v1 fights while all of my friends, who could have easily ganked the other guy, stood and watched me survive or die.
The last thing I will say is that in games like SWTOR, where I leveled several characters through nothing but PVP, some people get way too wrapped around the axle about dying. I mean, seriously, all you have to do is wait a few seconds and click the respawn button. It's not like you lose several hours worth of work when you die like EVE or Darkfall.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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My further opinion is that you should understand and accept the rules of the game that you're actually playing, and not get cross when other players don't restrict themselves to some other, imaginary rules that you think you might prefer.
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fix it for you
I agree dude, this is not my idea of pvp either.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I love it when i'm around lvl 30 or so and a high level enemy comes and ganks me, because i can ask a friend to come help me, the other guy brings more enemies and the low lvl quest zone becomes a battlefield.
Why should it be fair? it's a war, not a soccer game, the guy who has spent more time building his character, has an advantage, but if you're more skilled, you can still beat him, counters come in play too, terrain, etc.
I find MMORPG way more interesting and entertaining than Moba combat or Shooter combat, there's more strategy involved imo.
I've been playing Rogue, Thief, Asssasin, whatver you call it in different MMORPGs and i love Open World PvP, even if you call me a coward for being stealth, who's in the floor, dead? not me.
I know from when I used to play mmo back when there was more quality in those games, themepark or not.
There were 2 types of PvP:
1.Arena/Battlegrounds/GuildvGuild
2.Free Open world PvP
The first 1 usually had not much to do with gear, because you get the time to grind gear before you enter such fight. The second was very depended on gear. Now the reason thia system work(ed)(s) so well is because the second type of PVP has no influence on the actual game other than giving the players the opportunity to feel like they really are 'free' to do what they want, and for me that 'freedom' is what I'm missing in MMOS of today.
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It's one thing to take a game seriously, its another to take it so seriously that the game is a cheat because you were beat by a better player. Hence my signature below.
So why wouldn't MMORPGs follow suit? I remember ESO launching with many multiples of Cyrodiil campaigns only to quickly see the number dwindle to just a few. The RvR never quite took off as I hoped it might. Yet, highly structured PvP games have grown like wildfire. Does this not provide evidence that the tastes of the gaming population have moved on from the uneven field? If not, what other features about MOBAs/FPSs and MMORPG PvP systems do you think have caused the trend?
To take a step back, @MadFrenchie is absolutely correct. "PvP in MMORPGs [are] about war and nothing implies fairness." I'll go as far to argue that fairness is merely a perspective. Is a game fun if EVERYONE is literally on the same playing field? I would be bored to death of a game of stalemate only conditions.
Games are about losing, or winning. Can't have both.
- Albert Einstein
World of Tanks - Highly structured, but some tanks in each class are simply far superior to others. The Autoloading heavies for instance can murder another tank before it can shoot twice. Russian tanks in general are better than German simply because Russians had sloped armor in WWII and Germans preferred to face-tank enemy rounds rather than bounce them. Artillery can one-shot a tank from the other side of the map and it doesn't feel very fair when it happens.
Overwatch - Highly structured, but very rock/paper/scissors when it comes to character selection. My most played character, Junkrat, is easily countered by Pharah. If the enemy team has one, then it's hard to be effective. But if our team has a really good Soldier, then the Pharah will have a hard time being effective.
Call of Duty - People like to say that this game is all skill based, but I would beg to differ. There are certain loadouts combined with specific weapons that are far more devastating than other combinations. I remember in MW1/MW2 I would take a P90, with a skill that let me sprint twice as long and the skill that hid me from radar... I was banned from several servers because that combo is so powerful people thought I was hacking.
But the acronym MMMORPG now currently means Microscopic Multiplayer Online Role-Playing Game. Kappa.