Monday, August 22, 2011

Singular Thoughts - What I would include if I made a MMORPG : Final Part


Finally, for the PvP section of what I would include in my MMORPG if I were to make one.

Previous parts can be found here Part One  Part Two

Player vs Player (PvP) Main Points

-World PvP : The two main forms of “World PvP” I've seen that aren't completely random occurrences that also have developer involvement in some form, are the World of Warcraft way and the Warhammer Online (or Dark Age of Camelot supposingly) way, I'm sure there's more but I haven't really played enough MMOs to be a judge on that. While both ways segregate world PvP into one area, there are a few main differences. WAR's way gives players an incentive to go to them regardless of their level due to the way they balance PvP, it also helps that WAR is very much more known for it's PvP content rather than PvE content. WoW puts it's world PvP zone on a timer between “rounds” that starts at the end of a round as well as timing the amount of time a round lasts. That is mainly because WAR's world PvP can be whatever, it's just secluded in a small area whereas WoW's world PvP is always a form of attack and defend with players either on the attacking or defending side for a round depending on what faction controls the area from winning the previous round.

I personally like both forms of world PvP as both are successful and fun in their own right, so I would include both along with reward and balance systems that would encourage players to participate in the PvP.

-Focus on large scale PvP or medium sized group PvP : This point mainly means there would be no small organized battles of things like 2v2, or 3v3, or at least none that would give rewards. The reason for this is because I'm in favor of pugs in PvP as mentioned in one of my previous posts and I would like to keep my game along those lines. With that said, I wouldn't completely neglect small group battles and implement dueling grounds for people who would want to do that sort of PvP against others. The system for finding others would be a randomized system without matchmaking as including matchmaking would lean it towards the system being too standardized which is what I'm trying to avoid. If manual matchups are requested they would be possible as well.

With that said, I want to focus on large scale PvP because it somewhat causes the balance issues that are more apparent in smaller scale conflicts to disappear. That isn't to say things wouldn't be as balanced as possible, however I would balance things to be as balanced as possible for the minimum of 10v10 areas, but anything below that for things like dueling or small scaled PvP encounters would be somewhat sacrificed (if need be) in order to obtain that balance. However balance in the greater numbers would hopefully also bring things down to reasonable levels for smaller scaled PvP encounters as well. In the end, I would try to balance things but I still would want to get away from small incentive given PvP encounters in favor of more PuG friendly large battles.

-Group queuing system : When I thought WoW's rated battlegrounds would allow and limit players to join random groups in group of 1-5 I was really excited for it, you can imagine how let down I was when I found out that it had no random matchmaking system and it was purely a full group against another full group. I'll admit that there is a certain degree of MMORPG players who enjoy things that are more like tournaments rather than actual “just for fun” games, but I don't believe that style of play should be that widely and specifically introduced. The rated batteground (RBG) system was definitely geared towards the tournament liking players rather than the other way around. To resolve that, I would like to actually have what I thought would be the original way RBGs would work as my main system of queuing for any sort of rated instanced PvP. This system would allow people who are both confident that they are prepared enough to put a rating on the line to get in there and start fighting, but also allow people who want to queue as a group the ability to do that.
There are of course ways to work around that system that people have done or tried in the past such as getting multiple groups of 5 together and queuing together. To prevent a similar occurance, when joining, the system should ensure that at least 3 different servers are in one team or two or more depending on how large the PvP instance would be. If there is noone eligible to meet the requirements then the team that is already in the queue will be forced to wait until there is. This change would make it highly unlikely that two or more organized groups would be able to join the battle together and would result in a less coordinated but at the same time because of that, more balanced experience.

Types of PvP – World PvP (WoW and WAR style), Skirmish, Rated Skirmish, Dueling area

All of the types of PvP except dueling grounds would contribute towards rewards, and the only difference between rated skirmishes and skirmishes would be that involvement in rated skirmishes would affect a matchmaking rating.

-Reward System : Like the PvE rewards I would have enhancement conditions on items gained through PvP, unlike PvE all of the types of PvP would contribute towards being able to buy items, however the main source of progression would be through the enhancements. Besides needing certain conditions fulfilled to upgrade, the player would also require additional points.

A general idea of how the rewards would upgrade would be :

Level 1 (bought with points alone) → Level 2 (Fufilled the required conditions, and spent 2x as much points as the first level) → Level 3 (fulfilled the conditions and spent 4x as much points as the first level)

At the third level item enhancement would cease until further updates.

-Balance : I like the way WAR levels all players involved in a PvP area up to a certain level but still keeps their actual level and gear a beneficial factor and to facilitate world PvP areas I would also include this.

That about sums up how the PvP systems in my MMORPG would work, after writing about all of this I found out it was quite an experience to think about how to balance one thing or work in another thing, and this is simply all just concept ideas without any programming. I'm sure many of the things I would want to do would require a extremely high amount of programming. In any case, while it was a little bit iffy in places and it wasn't organized very coherently because I couldn't figure out a way to do that, I'm pretty happy with my list of ideas and I know a lot of them are borrowed from other MMORPGs. So while no single MMORPG has everything that I want, there are plenty of MMOs that come close.

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