PvP in WoW is not happy, part 2

EDIT- Reference also here.

I archive a post written by Tobold on his blog that connects with something I wrote in the past and another recent post:

Exploiting WoW PvP

I did a number of Warsong Gulch runs yesterday, all of which I either quickly won 3:0, or quickly lost 0:3. So I began to wonder where the balanced fights were. I noticed that the fights I won where always with the same people, the Horde PvP experts. And the fights that I lost were always against the same people, the Alliance PvP experts. Would be fun to see them fighting each other, experts against experts, wouldn't it?

No chance. Because then I finally realized how they were exploiting the system. On a busy evening there are several instances of Warsong Gulch running. So the experts sign up, and the moment they appear in the instance, they quickly click on the button which shows the names of the players of *both* sides. And if they are paired against the other side experts, the type /afk, which instantly boots them out of the instance, and then they sign up for the other battlefield.

If you think that PvP is a fight of Horde against Alliance, you are wrong. It is a competition of Horde against Horde, and Alliance against Alliance. To get to the highest rank in PvP, you need to make more points than the players on your *own* side. What points the other side makes is totally irrelevant to your progress. So chosing your enemy well, and only fighting disorganized pickup groups, is your quickest way to the top.

Now I want to offer my 2 cents to try to point out the actual design problem that is causing that mess.

The problem is similar to the critiques I wrote about the communal processes and goals. In WoW the PvP is faked because there aren't persistent elements (call them "consequences") beside the PvP rewards. The PvP rewards are all but communal and are filed in the category of the "bigger e-peen". Again communal processes (and not so much, in this case, since you can just go afk in Alterac and still farm honor/reputation) to reach egoistical goals. A duo that just doesn't work as I often tried to demonstrate in the past.

The fact is that the PvP in WoW doesn't exist. The war doesn't exist. It's all faked in a sort of detached arcade mode that roleplays itself, taking place somewhere else in the form of a detached, instanced zone. The PvP isn't consistent, despite the two factions are at war from the "lore" point of view, they aren't in the game. They don't fight over something. They don't conquer nor control (at least in the BGs, on the PvP servers the situation was better before they introduced the honor points). So it's obvious how the whole and only purpose of the PvP is just the personal gain. A personal gain that can easily be exploited since the "war" exists just as a false excuse. As a pretence.

Basically the problems Tobold noted are just the consequence of a system that is not consistent. It doesn't simulate what matters and the obvious result is about the players working around the faked war to reach the actual REAL, concrete goal: the personal reward. Once again the players outsmart the designers and show them where their ideas are broken and pretentious.

They made obvious how the "pattern" the designers assumed (a conflict between the factions) isn't the "pattern" that the game actually offers (get phat loot through the reward system and a self-competitive ladder). The players finally found the shorter path to reach the "carrot", which definitely isn't through the conflict but through the avoidance of it. Because the conflict, in this game, is only assumed and never actually delivered (again because there is no persistence and no true communal goals).

Since the game offers no real war, the players have learnt how to avoid it and be happy (reach the carrot=discover the true mechanic of the system).

In other games where the PvP works there has always been a persistent element. Just because the war needs to be concrete within the game-layer, or it becomes stupid and pretentious. Like WoW's PvP.

As I wrote in other occasions there is absolutely *nothing* to save in WoW's PvP system. Nothing.

--

Mist-Warsong:

(about PvP rewards)
Not only that, but they're infact anti-communal in that advancement is exclusionary to others, even others in your own guild. If you want to get to rank 14 as a guild, you each have to take turns playing one character a week to make up the last yard. The only thing 'communal' about PvP in WoW is that it takes an entire commune to play one char around the clock to get rank 14.

That's a good point.

I started the thread but I disagree with most of the comments here. WoW doesn't need harsher death penalties because, even if they could make the PvP more meaningful, they just aren't fun and only add frustration to the mix. We go from one extreme to the other and this brings nowhere.

Unfortinately the awful MMO development brought the players to expect the bare minimum, so when I say that the war needs to be more "meaningful" everyone thinks to the death penalty. Which is again a personal mechanic that doesn't really make the "war" more interesting, just more frustrating.

When I write that the game needs "persistence" I mean the persistence of the *world*. A war is never fought to just massacrate people, that's a consequence. A war is usually fought for the territory and conquest. This doesn't happen in WoW because the persistence of the territory and of the objectives is *volatile*. In Alterac you often fight the same named respawning evey few minutes. Nothing has effects and you can always switch to another instance.

In DAoC, beside the Realm Points, people fight for territory and keeps. If you go "afk" or you log out you won't find a brand new "clean" instance when you decide to go back. You cannot "reset" the RvR. You cannot flee from the battlefield and spawn another one if you don't like it. This makes the war concrete. The guilds have a role in the game and can conquer and upgrade their keeps and towers, the defence needs to be organized and if you want a bad situation to change you have to work for that change with the resources you have available.

In WoW there's no guild involvement. All the mechanics are solely focused on the single character and the persistence of the war is completely gone thanks to meaningless instances that spawn at will.

This is what makes the war faked. Noone is actually fighting for anything else than a power-up.

It's then not surprising if then the players find efficient shortcuts like going afk in Alterac or jump in and out instances in Warsong. That's what the game currently promotes.

Re: PvP in WoW is not happy, part 2

I understand your plight. But in my opinion the game is not a "PvP" game. Obviously, most developement processes for the game was directed towards game content, playablity, and a learning curve that does not kill you (anyone remember release day for SWG?). The game is not going to be able to accomplish all your hopes and dreams of the Ultimate MMO. Even if it did, players would still find work arounds for each new addition to the game. It's just something you have to face when you have MILLIONS of players on a platform.

Now, to address your comments about the "system" of PvP in WoW.
First of all, the fixed the afkers by adding a 15 min penalty if you afk out of a BG. That's not going to happen anymore. But when it did happen, the majority was because of the disadvantage of one team vs the other. How is a Pug suppose to fight BWL geared enemies?
Secondly, the BG's are a great way for somewhat casual players to be able to get decent stuff. This game is obligatorally based on Gear. No way around that. If a person has crappy gear, you basically know that they are not going to perform well in either PvE or PvP. The factional rewards, in my opinion, are the best part. It does not require you to play multiple hours a day, everyday. Simply build your faction up each time you log on. For instance, many guilds that run MC or BWL require you to raid 4-6 days a week. What if a player is not available that often? The BG's factional stuff is awesome way for someone to EARN their gear without having to run a big instance.
Lastly, sometimes people PvP for other reasons than the rewards. Myself for instance. I PvP with my guild on alts (there's no point on our mains cause we have BWL gear and the rank 14 stuff wouldn't be much of an upgrade if any). We've done everything else there is to do and it's a fun way to challenge ourselves in ways that PvE can't provide. I enjoy it more than I ever have in PvE or in World PvP. You have a goal, the enemy has a goal, and the people who use the best strategy wins. That's the fun part.
So you can sit around and gripe about why you don't have a non-existant PvP system. As for me, I gotta run... Warsong just opened!

Re: PvP in WoW is not happy, part 2

-------------------- this statment makes absolutly no sense if people are doing this they are not experts they just have money to buy better gear.......... "the honor system" based on gaining honor from pvp kills (hks) certain things decide how much honor you recive and how much you move up in rank........ you recieve more honor from killing oppoints with a higher rank then you do from oppoints with lower rank then you ..... so if your rank four and there is a rank 6 right infront of you it would benefit you more to kill them not the rank 1 that is running from you.... killing lower ranked people means you are just wasting time... this is the reason why a lvl 60 that has never pvped before can kill 25 people and hit rank 2 while a lvl 29 would need to 400 hks to acheve this rank. http://www.worldofwarcraft.com/pvp/index.html for and example. the point is that the "begineers" would be getting much more honor for killing a "expert" than the "expert" gets for killing them... yeah its easier but then again a waste of time. put it this way.... how much xp do you get for killing a mob your level or higher compared to a next to gray lvl? also ..... blizzard limits the honor gains ....(this is round by round) when you kill a enemy the first time you get full honor that they give the second time you kill the same enemy you get 50% honor then you kill them again 25% honor and so on... this stops the "experts" from not winning the round and "grinding" the lower ranked people. the point is find the biggest baddest mofo you can and knock his head of.

Re: PvP in WoW is not happy, part 2

WoW has no pvp. It has CTF...it has "ways of getting loot that can sometimes be classified as party being related to your killing the opposing faction" but in no way shape or form, does WoW have PvP. End of case.

Re: PvP in WoW is not happy, part 2

I think the PVP is fun, do we really have to go beyond that. Perhaps spending time doing more constructive things with your lives might be a better corse then crying about the imperfections of a video game that some of you obviously spend to much time in.

Re: PvP in WoW is not happy, part 2

so you're saying that in CTF the players are not fighting against eachother? (aka "PvP")

Re: PvP in WoW is not happy, part 2

I think you are loosing sight of the bigger design issues of an MMO. The way I see it you can make a PvE game with some PvP aspects to it, or you can make a PvP game with some PvE aspects. Let's say Blizzard were to change PvP as you have suggested to make the conflict 'meaningful'. First the focus of the game would have to shift almost completely away from PvE. Various factions, guilds whatever will dominate certain parts of the map effectively shrinking the world which players can explore for PvE. Second, the game becomes even MORE gear oriented; and certain guilds will almost entirely dominate certain areas. This would be anologous to how some ridiculously equipped linkshells in FFXI camp (and thus own) certain high level areas on certain servers. Also, the ability to solo quests, grind whatever would also be SEVERLY compromised as you would almost certainly have guilds, players camping certain areas. Like let's say you wanted to farm essences to make money or equips... in your world, I don't see how that can be done without having an entire guild helping you out (else you'd be getting ganked about every 10 seconds). So then, certain guilds/groups could then effectively monopolize certain items in the game... thus, they could then drive prices up of whatever. This is one example of how a seemingly great game tweak would drastically change the nature of the game. The appeal of WoW over other MMOs, is the ability for casual players to advance; what you're suggesting would inevitably kill this idea.

In the end, WoW is first and foremost a PvE game; and, from what I can see, that is also the way the game is advertised. If you want better PvP, go play a PvP oriented game and stop winging how a game designed for PvE isn't meeting your PvP expectations. WoW is designed to be accessible to all level/dedication of players; if you want to go hardcore gaming/guilding do something like FFXI (a game where soloing is all but impossible; how well your guild is equipped determines how much of the game you can do/which equips you can ever hope to get, etc, etc... and that game doesn't even have the PvP, but linkshells do compete for mobs/territory).

Lastly, please don't blast me for critiquing FFXI; I merely used it as an example as it's the other MMO I am most familiar with outside of WoW. I really liked FFXI (was a lvl75 Black Mage on Valefore for a long time), but after being a lvl 60 for awhile in WoW, I've come to see the strengths and weaknesses of both games. More importantly, I've seen that MMOs are like anything else: their design has to be a give and take. A game can't be all things to all players.

Re: PvP in WoW is not happy, part 2

I agree, pvp in wow is utterly rediculous.

I do agree there should be land control then even I might return to that Mmofodder. I mean even in games like Asheron's call - darktide, you cant really own any land. You basicaly have people there to defend it and claim its yours, but whenever you ask someone, "Who owns this dungeon?" people will most likely be able to tell you. Yet how often can you do that in WoW? Owell keep throwing your money to the steam engine, i'll be taking my time playing darkfall (www.darkfallonline.com)

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