PvP design philosophy

Discussing on the forums the Factional Warfare concept that I criticized here revealed something rather important: I'm ranting about a game that I don't play.

Moreover, I'm ranting simply because CCP design didn't follow my own expectations and desires. And obviously CCP isn't my property and what I personally think doesn't matter.

So: I'm ranting because an hardcore game is made for its audience, and not for me.

Sure. I anticipated this and explained my reasons on the first post I wrote recently. Where I wrote that my opinion is that Eve-Online has reached its critical mass and if they now want new players they need to start open up their systems. Bridging the early (and dull) game to the more deep stuff.

Factional Warfare isn't doing that, and I ranted.

This also raised again the idea of a PvP design philosophy. A concept that I would like to see in at least ONE game. But that right now is completely absent from the market.

Which would be then meaningful only if there would be a big market for it. I believe there is. And that it is commercially BIGGER than what we have currently (for PvP). So: design philosophy and personal opinions. Personal opinions that matter not because *I* write them, but because when I write them I also *motivate* them.

This PvP design philosophy is about the progression system. Every decent system needs a progression. And every decent progression needs to be accessible. So that everyone can move through. More slowly or faster, but still move through.

Translating this to PvP simply means: PvP will NEVER be accessible and widespread if it works at a loss. So this is how it should work: if you want a system where PvP is more frequent and fun, then you need a system where people can participate without losing more they can gain.

In a system where the experienced players are MUCH, MUCH powerful than new people who enter for the first time, you need some mechanic to leverage them. Especially in the longer term, when people who are already inside become more and more powerful and the wall to climb for the new players higher and higher. In Eve it doesn't matter if there's a corp who decides to take over, new players won't have a chance if they enter a system where EVERYONE is more powerful than they are.

For PvP to work and be popular and widespread entry costs need to stay low. As low as possible.

In Eve-Online and other "hardcore" PvP games the costs are instead higher to the lower end than the higher end, where you can develop a fair margin of wealth to stay safe. Noobs pay higher costs than veterans. And this creates a gap between players that is harder and harder to fill, in a similar fashion to what happens with PvE raiding endgame. The game becomes increasingly specialized and less and less appealing and accessible for new players. That for a MMO equals to a progressive, unavoidable decline.

So: a PvP system with very low entry costs and at a gain. Where you gain through participation. Progressively.

In EVERY game and PvP systems you die a lot when you enter for the first time. In Eve-Online not only you would die a lot, but you'll also PAY a lot. So a lot of players shy away because the game isn't for them, while a smaller subset cling to the mechanic and find an exponential success, because once you climb the wall you can look down at things from far above. And it is rewarding.

But it's also an overall mechanic that is divisive and that works only toward a minority. A minority that will be eroded over time.

This means it is a choice, and that there's nothing wrong to make a game that aims at a niche. But you also have to recognize and admit what you're doing.

I'm not fighting against the idea that hardcore players shouldn't have their game. But that PvP can be both deep and accessible. And I want to play that game. And I believe it would be extremely successful.

I don't like the idea that I have to grind boring PvE missions for a week so that I'm able to participate in PvP for an hour. PvE should never be a requirement so that you can enjoy some PvP. I want a PvP system where participation costs are LOWER than the rewards. So that I can stick to it and continue to play and have fun. Without punishing mechanics to push me to the lowest risks.

These are the points I've offered for Eve:
* Open/factional PvP should be limited to SPECIFIC battleground systems tagged for Factional Warfare. While secure space should stay secure even if you are signed in.
* Within these tagged systems NPC factions should provide you the "gear" to use. Gain ranks to get access to better gear/PvP sets. If you blow up, you get replacements. As long you fight for them. (free participation costs)
* Forbid players to bring NPC-rented equipment outside battleground systems. So that the gear you gain can only be used inside this system. (not disrupting the current game)
* Forbid you to swap sets. So that you are only able to fly in NPC-rent sets, and not bring a goddamned Titan to a noob battleground.

The last point would allow these battles to be accessible to everyone, both noobs and hardcore, and yet provide equal opportunities as no one gets access to more powerful stuff.

That's how you "train" people to PvP. By making it fun, accessible and frequent.

To these proposals some players replied that the PvP would lose all "meaningfulness" if you don't risk to lose anything anymore. To that I replied that for me "meaningful PvP" is about communal objectives. Conquering and holding public space, expanding the empire.

I don't intend and don't like "meaningful" as a personal cost.

With that, I hope the argument is exhausted in all its points.

- lowering entry costs
- provide plenty of targets
- create a convergence
- add a strategic communal layer (conquest mode)

Re: PvP design philosophy

Perhaps EVE's system would be better if they tweaked weapon systems on larger ships to have trouble against smaller ships. For instance, a battle ship would for the most part not be able to hit ships two class sizes smaller and would require it's own force of small ships to protect it. You end up with the big ships shooting big ships, and the smaller ships going after everything.

Noob can shoot big guy, big guy can't hit noob. Big guy gets his own noob to fight the other noob.

Re: PvP design philosophy

Perhaps EVE's system would be better if they tweaked weapon systems on larger ships to have trouble against smaller ships.

It already happens to an extent.

Re: PvP design philosophy

Yeah to a rather large extent.

But just because you are a vet doesn't mean you always fly a battleship, ships in EVE are kinda like spells in WoW. They all have their uses and they all are better for some things rather than others.

Re: PvP design philosophy

I really think this guy has completely missed the point of EVE. For what this guy wants the game mechanics already exist! However, EVE is a sandbox - if you want this entry level pvp, you need to create something within the New Eden universe to do that yourself. Take for example the Red and Blue corporations in Gallente space - they do exactly this! Low cost, entry level pvp, with lots of targets - and yes a gang of these noobs could take down a 68mil sp vet in a battleship. Again, the skill system within the game limits anyone being too powerful - take the 68mil sp veteran in his battleship: To fly that battleship to its maximum potential he would only be using a tiny fraction of his overall skill points. A level that a new player can obtain in a few months with the correct skill specialization.

Im a rookie pilot myself - ive lost ships, carelessly going into low sec, ive been podded, i lost 4 destroyers in a day trying to kill the 1st pocket of Recon lol, completely bankrupting me. No-one is denying Eve has a steep learning curve, and your actions have major consequences that could set you back weeks. Personally, i love this aspect of the game, it encourages co-operation, it makes you think, it adds to the excitement and the frustration - everything is played at much higher stakes. The game is actually pretty casual as well if you want it to be, and that does not hinder your progress or development, simply because of the nature of the skill system.

Re: PvP design philosophy

The Red and Blue corporations are permanently War Decc'ed against one another, and in a few isolated systems they battle corporation against corporation. Few simply rules of engagement to keep it clean, like no podding, a limit of ship size. The corporations are aimed at teaching new players how to pvp as part of a fleet.

With less than a days skill training, i could be in a destroyer, with a destroyer, you can do all lvl 1 and 2 missions. In 4/5 hours you can make 10mil easy on level 2 missions (if you get salvaging early on, this can add dramatically to your income). With that 10mil i can buy 50 Incurses frigates to fight in the Red and Blue corp battle.

Seriously, what on earth is difficult about this? Low cost, entry level pvp, low risk, lots of targets, constantly available. I really just get the impression the OP of this blog hasnt really played Eve to any extent, and when he did, he didnt bother to do any research into the game.

Re: PvP design philosophy

Finally, i just want to talk about your... "strategic communal layer". It exists, but isnt obviously accessible to a new player. But again, if that new player spends 5 minutes with google and does a bit of research, that new player will quickly realise, they can have a use in 0.0 space. Alliance vs alliance in an attempt to gain control of systems in deep space, controlling resources, trade routes etc etc. Its all there, and its way more dynamic than any other pvp system out there...

Once again, has the OP even played EVE? i have my doubts :S

Re: PvP design philosophy

I have played eve for quite a while and I have to say that this guy has more of a point than the comments here suggest. I love pvp in eve but to be brutally honest I enjoy myself more when flying a small ship than a battleship in a fleet. I know a lot of people play for the metagame and all but ccp could make pvp a lot more fun for the newer players (who incidentally tend not to be on the forums so much and therefore get ignored by the rest of the more experienced playerbase) if they made it possible to earn a decent income whilst doing FW. No where near as much as missioning I think but maybe put a sort of bounty on all players of the opposing faction determined by how well they are doing in FW. This could be shared when there are multiple participants in the killmail.

Re: PvP design philosophy

People propose this sort of system frequently as though it's something revolutionary.

Not to say that it's something that shouldn't be discussed, but it IS something that's been done before.

- Buy Guild Wars.
- Do a little research into PvP builds.
- Create a PvP character (this whole thing is a bit easier if you level a character to 20 in PvE first, but it's not necessary)
- For additional options, create a PvP char of each profession to unlock the default PvP skills
- Pick the starting build and equipment (which is competitive for most professions) for your class, and refine it by picking a few skills from your secondary profession
- Play PvP to get faction points (win or lose)
- Decide on the character build you want to try out first
- Spend faction points on skills to tune your build and unlock specific item components to reinforce your build

I estimate that you can go from total newbie to having a single full-power build including skills, an elite skill and equipment tuned to your build within a few hours - and you're not necessarily going to be losing the whole time until that point.

You can give yourself a head start by playing a PvE char to 20, which will help with player skill and will incidentally unlock a lot of skills and equipment for use by your PvP chars.

Also, in Guild Wars you can go from log-in to commencing a PvP match within 30 seconds. Having a short time from getting the PvP itch to scratching it is critical for this in my opinion.

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