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Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
But the acronym MMMORPG now currently means Microscopic Multiplayer Online Role-Playing Game. Kappa.
You stay sassy!
- Consented Open World PvP
Generally, for a MMORPG I do prefer the idea of an immersive world with pvp that makes sense for the setting that the game takes place in and without it being too disruptive for other activities. So for that, flag based open world PVP works best imo. You could even combine it with certain conflict zones that automatically flag you for PVP.
undebatable
I'd have voted for Battlegrounds.
People not interested in PvP can avoid it except in a few small areas, enough to get the blood pumping but not too much.
Also, the mechanics that made you drop an item every third or so time getting killed made things interesting, passing mobs picked up stuff lying around and added it to it's loot table if no player picked it up.
And it was really fun to have enemy guilds, made things close and personal. Of course you also could pledge your guild to another one which made alliances fighting eachothers as well.
Flagging is way more annoying, people go on and off all the time. In a pledgewar you are always on edge but it is still completely voluntary. There is a reason Lineage still is the second largest sub game and one of the top earners even if it is on it's 18th year and it certainly ain't for the PvE.
What i dislike in all forms of PvP is the % chance modifier.
Skill becomes luck on those, so the ideal PvP in MMORPGs is either based on equal stats that everyone can reach with certain effort, or its another gamble like ArcheAge ruined their whole game with it.
Ban all RNGesus from futher games with PvP and the PvP model will always be right.
Its skill then.
You are right of course that meeting opponents very close to you in power is the only way to have a fun and interesting PvP fight and the huge powergap both in level and gear means most fights are pointless, either you win or lose no matter what you do.
The hard thing is to have a good progression while still having all or most fights interesting. I would say that if a lousy playing person in good gear and max level/power just barely get beaten by a very well playing person on a newly made character you have the perfect progression for a PvP game.
The real problem is that most MMOs both have PvE and PvP but use the PvE mechanics for both, PvEers generally like outpowering mobs as they progress but that makes PvP really boring.
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