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Best MMO PvP you ever played?

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

RadehX's Avatar


RadehX
01.26.2012 , 11:05 AM | #821
1. EVE ONLINE
2. EVE ONLINE
3. EVE ONLINE
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89. Take your pick.

Nothing comes even close to open world PVP in EVE. It's the only game where getting killed actually results in you losing something. Tried WoW, DAoC, Rift, UO (lol), and SWG. Nothing comes even close to EVE in terms of PVP.

The developer is also one of the most responsive developers I ever came across. They are continually tweaking the game in a good way (overall).

Having said that, SWTOR is probably the first non-EVE MMO that I genuinely enjoy and the only one I see myself playing for more than 1-2yrs. Playing EVE since 2004, and can't see myself unsubscribing because it's the only MMO with great PVP.

Vant's Avatar


Vant
01.26.2012 , 11:12 AM | #822
Quote:
-Stealthers served no purpose other than their own "stealthwar" that didn't bother other people actually playing a class that served a purpose. And no, any decent player doesn't play a stealther because there is NO counter to being invisible. period. It just shouldn't be in a game at all. SWTOR's Camouflage is an entirely differnt matter since it's more like a "purge"....the stealth-classes are just as in every other mmo, you can't avoid them because you can't see them and when they "pop" you're dead because they are walways too powerfull when they can pick their battle. Same DPS in open fight, i'd never complain...in DAoC, they couldn't pick on anything from their stealth attacks, maybe 15% of someones life on the opening - just how it should be. (late daoc, not talking about first 2 years where it was more like 50%)

You lost me with this. The first two years of DAoC were the best. After Shrouded Isles was released the game became entirely too gear dependent. In the first two years on my Scout I was unstoppable.

Elyree's Avatar


Elyree
01.26.2012 , 11:23 AM | #823
Quote: Originally Posted by Vant View Post
You lost me with this. The first two years of DAoC were the best. After Shrouded Isles was released the game became entirely too gear dependent. In the first two years on my Scout I was unstoppable.
Balance was horrible the first two years of DAoC.... Stungard? Rangers/Scouts/Hunters owning the realm ranks.... Thanes sitting in a corner crying because they couldn't kill anything.

goxwerd's Avatar


goxwerd
01.26.2012 , 11:33 AM | #824
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.



best analysis of MMO PVP i have read in awhile.

Centaurius's Avatar


Centaurius
01.26.2012 , 11:36 AM | #825
havent read past the first page but to the OP SWG base wars pre-NGE were amazing server wide events that were lag-filled slideshows but were still the BEST pvp i've ever played.

Avindra's Avatar


Avindra
01.26.2012 , 11:46 AM | #826
Quote: Originally Posted by Asmerroth View Post
RF-Online hands down. 3 Factions, not this 2 Faction Crap, every 8 Hours the Factions would fight over an Objective to get Resources for your Faction and the good old fight for leveling spots.....aaaah how i miss the PvP from this.
I remember that game, you didnt even need to be at the keyboard to play it.
My brother and I could just rest something heavy on the keyboard like a cup or mobile phone and it could harvest all day long to make us money or to help us win the warzones.

Tulukord's Avatar


Tulukord
01.26.2012 , 11:47 AM | #827
Ilum would be loads of fun if it didn't look like a slideshow when they're more than 40 people on the screen. Even with shadows off.

Tooslick's Avatar


Tooslick
01.26.2012 , 11:48 AM | #828
No wonder the pvp in this game is trash...the community is all over the place on what actually constitutes good pvp. Now I understand why devs can't figure out how to make a good pvp based mmo - way too much difference of opinion here.

caultonpos's Avatar


caultonpos
01.26.2012 , 11:49 AM | #829
I loved the massive battles in Aion - 100 vs 200 usually lol.

Dharagada's Avatar


Dharagada
01.26.2012 , 11:58 AM | #830
Quote: Originally Posted by Tooslick View Post
No wonder the pvp in this game is trash...the community is all over the place on what actually constitutes good pvp. Now I understand why devs can't figure out how to make a good pvp based mmo - way too much difference of opinion here.
Not entirely true, sure there are varieties of games being mentioned but...

A lot of people seem to like the idea of more Realm vs Realm type PVP (large scale clashes over objectives that matter).

A lot of people like the idea of an odd number of factions (generally 3) in order to help prevent one faction becoming overall dominate due to population imbalance (hello fellow empire players).

Sadly the chances of some third faction being added in, even at this early stage are slim to none.

It's not to late for some really nice RvR combat BUT it's going to be hard to make it work well with the faction imbalance.