Re: Playerkilling
Posted: 09 Mar 2010 17:32
PvP has always been a touchy subject in the realms. I remember back in the day when I first started playing when there was a huge war going on. All the good guilds fighting all the bad guilds. I remember as a young knight back then joining in a player fight with allies against a group of vampires. Vampires would create darkness in the room, and Mystics would create light then try and block exits with their rainbow spell. Knights would rescue, Rangers would heal, Glads would berserk. Each guild had their own advantage or disadvantage. MM were king back then, but it was hard as heck to get into the guild. The Nazgul numbered 9 back then, so if you were part of the guild, you had to wait for someone to leave before you advanced. I remember one who advanced himself when a Nazgul met unfortunate death, only to be punished for his insolence. I remember those days, and recall them very fondly.
But then I think back and ask what has changed? PvP is much different these days. For very simple reasons...
1. Back in the days I rememeber, the playerbase was much larger. Those were the days of the queue, where only 100 players were limited. Any more and you had to queue. I remember some days when more than 20 players were waiting to enter the game. This large base means more players to team with, more players to fight against, and if you didn't want to PvP, you would hide in relative obscurity. Actually, usually those teams who wanted blood, would ask the smaller players to leave, as they would be in danger not only during the attack but also in the future (as a common courtesy).
2. Size differential. Max stats weren't as crazy large as they are today. This complaint isn't about the size itself, but the size differential it creates. This means a titan with descent equipment couldn't probably even scratch a well equipped myth today in one on one combat. This doesn't even begin to take into account the guild specials. Back then you could be a champ, and there would be always someone, or enough of someones to get together to kill you. Even Bebop, who was the insane mud addict, could be brought down with enough force. Monika from the day still had to be careful when hunting as she could be killed if she wasn't careful.
Today, the largest of the player killers are are few of the largest players in the game. Just their size alone makes it difficult to kill, and there are not many others who are of the same size that have the same vigor or desire to PvP. Then add the fact that they are very skilled in PvP. Their tactics make it harder to escape when they are trying to kill you, and make it harder to trap when you are trying to kill them. Lastly, add the occasional new guild ability or new weapon that makes them even more lethal, and you have a virtual I-win button.
Add to that the fact that there isn't much of an active player base, most of us won't be able to get a posse to track down and police them. Even then, with the small player base, if a player killer sees a huge group of goodies in the realms all out for their blood, they can simply leave or start playing a second char.
3. New guilds and abilities does create inequality in the realms, even for a short time. I used to play magic the gathering alot, but I got sick of it after a while. I saw that it was a virtual arms race created by the card makers to make you keep buying the cards. At first, they had the concept of flying. Creatures could only block creatures with flying with other creatures who could also fly. Then the next card set would have a fear ability, where creatures who had fear could only be blocked by other creatures with fear. So if you didn't have the latest card set, you would always be decimated by others who did.
When a new guild ability is added, and the counter abitilty isn't added at the same time, then this causes the situation I describe above. On top of all the disadvantages that are out there in PvP, usually its the most powerful players that get into these guilds and the most powerful players tend to get more powerful. Good or bad, it really doesn't matter. The inequality is created, and thus causes a problem.
Before balance was done between guilds, and to a certain extent it should, but in the rock, paper, scissors metaphor I've seen, rock is only countered when there is a paper around, and scissors only when rock is around. With our small playerbase, the chance that you will find a rock to help you when you are a paper being chased by scissors, is very slim. And thus another virtual i-win button.
I'm very wary of the new changes in magic coming up because of this fact. Those in the guilds with magic will decimate those without magic, until something can be done where non magical guilds can have a defence against magic without the aid of someone else with magical abilities. This is why MM have been so powerful since the beginning. The certain ability they have (trying to be nonspecific so I won't get edited) affects a whole area over a long period of time, for which there is only one resistance that the guild itself controls and the counter ability is contained in a guild with inactive players that can cancel the effect one player at a time. Hmm...seems like if one of them wanted to cause troubles, they could. They just wait until the game contains none of the counter guild in the realms, then attack.
I am not trying to pick on one guild. Most guilds have some kind of ability that they can use, but some are more counterable than others. I just wanted the admin to think about this. Having a counter ability in just one other guild is very limiting in the sense of balance because of our small playerbase.
Still, I believe that balance in a tricky thing, and the admin tries very hard to establish balance, but I believe in the end, until we can solve some other issues in the realms, true balance won't really be gained.
Any thoughts?
But then I think back and ask what has changed? PvP is much different these days. For very simple reasons...
1. Back in the days I rememeber, the playerbase was much larger. Those were the days of the queue, where only 100 players were limited. Any more and you had to queue. I remember some days when more than 20 players were waiting to enter the game. This large base means more players to team with, more players to fight against, and if you didn't want to PvP, you would hide in relative obscurity. Actually, usually those teams who wanted blood, would ask the smaller players to leave, as they would be in danger not only during the attack but also in the future (as a common courtesy).
2. Size differential. Max stats weren't as crazy large as they are today. This complaint isn't about the size itself, but the size differential it creates. This means a titan with descent equipment couldn't probably even scratch a well equipped myth today in one on one combat. This doesn't even begin to take into account the guild specials. Back then you could be a champ, and there would be always someone, or enough of someones to get together to kill you. Even Bebop, who was the insane mud addict, could be brought down with enough force. Monika from the day still had to be careful when hunting as she could be killed if she wasn't careful.
Today, the largest of the player killers are are few of the largest players in the game. Just their size alone makes it difficult to kill, and there are not many others who are of the same size that have the same vigor or desire to PvP. Then add the fact that they are very skilled in PvP. Their tactics make it harder to escape when they are trying to kill you, and make it harder to trap when you are trying to kill them. Lastly, add the occasional new guild ability or new weapon that makes them even more lethal, and you have a virtual I-win button.
Add to that the fact that there isn't much of an active player base, most of us won't be able to get a posse to track down and police them. Even then, with the small player base, if a player killer sees a huge group of goodies in the realms all out for their blood, they can simply leave or start playing a second char.
3. New guilds and abilities does create inequality in the realms, even for a short time. I used to play magic the gathering alot, but I got sick of it after a while. I saw that it was a virtual arms race created by the card makers to make you keep buying the cards. At first, they had the concept of flying. Creatures could only block creatures with flying with other creatures who could also fly. Then the next card set would have a fear ability, where creatures who had fear could only be blocked by other creatures with fear. So if you didn't have the latest card set, you would always be decimated by others who did.
When a new guild ability is added, and the counter abitilty isn't added at the same time, then this causes the situation I describe above. On top of all the disadvantages that are out there in PvP, usually its the most powerful players that get into these guilds and the most powerful players tend to get more powerful. Good or bad, it really doesn't matter. The inequality is created, and thus causes a problem.
Before balance was done between guilds, and to a certain extent it should, but in the rock, paper, scissors metaphor I've seen, rock is only countered when there is a paper around, and scissors only when rock is around. With our small playerbase, the chance that you will find a rock to help you when you are a paper being chased by scissors, is very slim. And thus another virtual i-win button.
I'm very wary of the new changes in magic coming up because of this fact. Those in the guilds with magic will decimate those without magic, until something can be done where non magical guilds can have a defence against magic without the aid of someone else with magical abilities. This is why MM have been so powerful since the beginning. The certain ability they have (trying to be nonspecific so I won't get edited) affects a whole area over a long period of time, for which there is only one resistance that the guild itself controls and the counter ability is contained in a guild with inactive players that can cancel the effect one player at a time. Hmm...seems like if one of them wanted to cause troubles, they could. They just wait until the game contains none of the counter guild in the realms, then attack.
I am not trying to pick on one guild. Most guilds have some kind of ability that they can use, but some are more counterable than others. I just wanted the admin to think about this. Having a counter ability in just one other guild is very limiting in the sense of balance because of our small playerbase.
Still, I believe that balance in a tricky thing, and the admin tries very hard to establish balance, but I believe in the end, until we can solve some other issues in the realms, true balance won't really be gained.
Any thoughts?