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Best MMO PvP you ever played?

STAR WARS: The Old Republic > English > PvP
Best MMO PvP you ever played?

Yazule's Avatar


Yazule
01.26.2012 , 03:21 PM | #891
Quote: Originally Posted by Kardall View Post
Ultima Online

The fact there were no "factions" to begin with, and you would be 'good or bad' based on if you PK'd or killed PK's.

When the shrines started to get involved, and the gems and all that jazz... I lost interest personally. Stopped playing. Made free shards and tried to re-live the experience, but with only 150 people, it got boring fast.

I did like running tournaments. I found it quite enjoyable.

I never played DAoC religiously. I think only for a month or so, and I was back to other games. But from what I hear, the sieges were epic sauce.
/agree completely, trammel killed UO

oh but you didnt mention NO CLASSES, pick the skills you want and skill them up, no "class x is op" ... if you were OP then YOU were OP and that is 1337 before 1337 was leet
Remember this: Noobs have the most fun, they gain joy from things you disdain. They find value in that you find worthless. At the end of the day they have more fun per hour than any elitist I have ever known.

Gidoru's Avatar


Gidoru
01.26.2012 , 03:23 PM | #892
The ORIGINAL SWG was my first MMO and some of the most fun i had gaming. The PvP in the game, while flawed was amazingly fun.

rakhabit's Avatar


rakhabit
01.26.2012 , 03:23 PM | #893
Quote: Originally Posted by Yazule View Post
oh but you didnt mention NO CLASSES, pick the skills you want and skill them up, no "class x is op" ... if you were OP then YOU were OP and that is 1337 before 1337 was leet
This is one of the reasons I'm looking forward to The Secret World. No classes, take the skills you want.
Read
LVL 50 Operative
Crevasse City

Arrys's Avatar


Arrys
01.26.2012 , 03:25 PM | #894
Quote: Originally Posted by CelesWylder View Post
Don't forget Shadowbane. R.I.P.
agreed. But for the games stability issues....

Shadowbane and DAOC tops for me but missed UO and a few others I know would be contenders If I'ld played them.

Narcolepsy's Avatar


Narcolepsy
01.26.2012 , 03:43 PM | #895
I played Darkfall briefly but I absolutely loved it and the sandbox element; the ease to craft weapons and armor to counter the open looting. Also being in a guild ownign a castle working to strengthen it and upgrade it. Getting in to fights to stop raids or attempts to take it from you.

Lineage 2 for me as well. Aside from it being a Korean grind fest I felt the Castle and town control added a huge element to staying with a Guild. It gave you something to strive for and to protect as a group/team. I wish they had similar things in just about every game. That risk vs reward and gain/loss system adds more meaning to PvP (for me at least) than just grinding for gear.

And from everything I've heard from people that have played DAOC or Shadowbane I think I would have loved those games too, wish I had of gotten in on those at the time they were big.

hidy's Avatar


hidy
01.26.2012 , 05:44 PM | #896
Lots of ppl talking about DAoC. I might have to peep!

zaknaphein's Avatar


zaknaphein
01.26.2012 , 11:25 PM | #897
Quote: Originally Posted by xxdragonragexx View Post
Daoc pvp sucks actually. They have the best RvR or open world pvp but the pvp mechanics are stupid.

Group VS Group comes down to whoever gets the first Group Mez. It is a crowd control that incapacitates your chars for 20-30 secs. So when one group hits the other, they will start killing people one by one. If the others wake up, they get aoe stunned. Game over. So people have to use maphacks. if your group do not have maphack, they will get killed easily.

I just like fighting for the relics and trying to take/defend a keep.
A troll is a troll....Fyi thats what daoc was,yes first landing mezz, were you good and skilled at reacting, you had an advantage, were you slow and not skilled well you could have tried one of the carebear pvp games out there. And also it wasnt 100% win if you had the first mezz, but i'm sure with your experience you would know that there were mechanics to avoid this.
http://www.swtor.com/r/sd8PHh <--- Click the refer a friend link. You earn 7 days of subscription, I get some cookies. Both happy

Psyclosis's Avatar


Psyclosis
01.26.2012 , 11:27 PM | #898
daoc, enough said

wtb daoc 2

Scotro's Avatar


Scotro
01.27.2012 , 01:02 AM | #899
Here's my official list...

1. DAOC
2. Asheron's Call (particularly, Darktide)
3. WOW
4. EVE
5. Reminiscing about PVPing in the aforementioned games
6. SWTOR warzones with friends
7. Watching paint dry
8. Bashing head against brick wall, or some other form of self inflicted pain
9. SWTOR Ilum
10. SWG after NGE

Newsinz's Avatar


Newsinz
01.27.2012 , 01:04 AM | #900
Quote: Originally Posted by EasymodeX View Post
1: DAOC
2/3: Guild Wars (not really an MMO), Warhammer (the combat system was mostly good for most of the game's lifespan, despite the city / fort system being ****ed for equally as long)


DAOC commentary:

1. DAOC had an effective overarching system because there were 3 realms. Reasonably good internal balancing.

2. DAOC had good gameplay options because there were no "rails". The developers didn't add over-engineered microgoals here and tokens there to make you do specific things.

Look at how ****** Ilum is -- players want "TOKENS" and **** to drop in Ilum to make it "worthwhile". Players do Warzones only because they give commendation tokens. Everyone and their brother wants *********** tokens as a reason to PvP, instead of simply killing players because it's fun.

In DAOC, you simply got points for doing the one thing common to all PvP: killing *********** players. None of this clicking on chests in Tatooine ********. No retarded medal farming "hey let's stand in the acid pit more". No clicking gimmicky objectives on Alderaan.

You kill players, you get points. Period.

3. DAOC PvP had a greater purpose -- relics that mattered. No game since has implemented an overarching reason for your entire faction to cooperate to WIN THE GAME. Although it has to be said: relics had a significant impact on PvE. And this is probably why we will never see a similar system for WoW/Rift/SWTOR or any PvE-centric game.

4. Gear. DAOC gear, for a very long segment of its life, was easy as **** to get to a competitive level. During vanilla, you did your epic quest, gg. During SI, you talked to a crafter and paid a few hundred gold. During ToA (**** TOA) you ****ed your ******e with a sharp object. After they nerfed TOA, it was a short grind.



Additional note on #2: This is pretty significant IMO, because this may never change for MMOs in the future. Specifically, Mythic was lazy as **** and simply bad at making their "content". They were too haphazard to go and "MAKE RAILS" like Trion, BioWare, Blizzard.

Modern developers sink a lot of development and QA time into creating things like 47 different tokens, finely-tuned token acquisition rates and gear acceleration and titles and rewards and map markers and objective capture times and ... get the picture? Developers nowadays over-engineer the games.

They call it "features" and "content". What it does is force players to min/max their "TOKENS PER HOUR".

Back in DAOC's day, the devs were lazy *****es working out of their garage. Not really, but at that level. PvP in DAOC was barebones and simple: kill players, collect RP. Kill door, kill lord, take keep. Keep helps you kill players, collect RP. Did I mention killing players and collecting RP?

The system was absurdly simple. This means that players are the ones who decided how they wanted to play -- did they want to StealthZerg™? 8-man roam? Zerg that milegate? Camp Darkness Falls? Any of the above, because they all involved ... get this: KILLING PLAYERS, COLLECTING RP.

Nowadays, developers try to tune rewards for zerging, roaming, camping, ganking. If you played Warhammer, you saw this -- keep trading, because players try to optimize RP/hour. Because devs tried to "incentivize" keep warfare. What do we do in Ilum? Trade caps. What do we do in Huttball? Farm medals. We don't PvP anymore, because the developers give us "TOKENS" and micro-objectives, and zone quests.

None of which involve killing players.

Developers are trying too hard at all the wrong things.

Mythic didn't try hard when they made DAOC. They let the players try hard after they lucked out with a solid PvP system.

Sigh.
I didnt read all of this... but I saw GW up there and had to give props lol.