player-vs-player

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  • Blizzard opens new dedicated Ashran forum

    by 
    Matthew Rossi
    Matthew Rossi
    12.22.2014

    If you have an opinion about Ashran, now there's a place for you to take it. Blizzard CM Kaivax posted that there's a new forum dedicated solely to Ashran. It's right here, although it doesn't appear to have a counterpart in Europe yet. Ashran's been a hot topic as of late for problems with queue times and difficulty in balancing it - with some players having used Ashran to gear up it's not not uncommon to see people discussing one faction utterly dominating the zone now. If you're interested in Ashran and possibly in contributing your voice to the discussion (you may have a good suggestion for fixing the issues, or just a perspective that hasn't been considered yet) then head over to the new official forum for the PvP zone and make your voice heard.

  • The Daily Grind: What's the silliest thing you've witnessed in PvP?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.22.2014

    PvP is not generally thought of as something that can be silly. It's serious. It's competitive. It's engaging. And sometimes, it's also something that involves a team running out on to the field wearing holiday equipment and hiding until the other team finds them. I've run several PvP nights with my current Final Fantasy XIV free company, and while some of them are serious matches, by the end of the night we're usually just having whatever fun we can think of. That's not even counting unintentional hilarity, like avoiding death by running in circles around a column for a minute (that happened) or watching a healer in high-end PvP gear do nothing for most of the match before soloing an entire enemy team (also happened). And sometimes it's even in your favor, like when you're running a battleground in World of Warcraft and the other team barely even manages to capture one objective. So what's the silliest thing you've witnessed in PvP? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • New Blade & Soul video goes to Hell

    by 
    Matt Daniel
    Matt Daniel
    02.11.2014

    NCSoft has released a new video featuring the latest addition coming to Blade & Soul Korea: a combination PvE and PvP zone appropriately named Hell. While you won't find any lakes of fire in this incarnation of Hell (they're more like puddles), you better believe there's going to be plenty of weeping and gnashing of teeth as players in the zone have to contend with the usual unholy abominations, malicious demons, missile-barrage-firing mechs (yes, really), and of course, nefarious schemes of opposing players. The full video features nearly seven minutes of shiny, explosive, and occasionally bizarre PvE and PvP combat throughout the new zone. They say diplomacy is the art of telling someone to go to hell in such a way that he looks forward to the trip, so if you're curious about how diplomatic NCSoft can be, click on past the cut for the full trailer.

  • Flameseeker Chronicles: Living on the Edge (of the Mists) in Guild Wars 2

    by 
    Anatoli Ingram
    Anatoli Ingram
    02.04.2014

    Regular readers of this column may have noticed that I spend very little time discussing Guild Wars 2's PvP scene. Some of you may have even jumped to the conclusion that this is because I suck at PvP and my only reason for even entering the Mists-based sPvP lobby is to try on clothes in the locker, so I'm here today to set the record straight: You are absolutely correct. I do enjoy World vs. World, both in spite of and because I am terrible at traditional team-based PvP activities -- unless you count some special event minigames, which I am inexplicably OK at. On the whole, ArenaNet has done a pretty good job in GW2 at giving someone who has no business trying to poke fancy cutlery at other players avenues through which to do it anyway without bringing the whole structure crashing down.

  • Hyperspace Beacon: The SWTOR year-end report on PvP

    by 
    Larry Everett
    Larry Everett
    12.17.2013

    In July, I took the famous Bartle Test and pitted it against the state of Star Wars: The Old Republic at the time. The test, based on the research of Dr. Richard Bartle, measures the types of activities within an MMO that players find fun. Of course, there is plenty of crossover, and very few people fit neatly into one category, but I believe that if an MMO hits all the categories well, it will be highly successful, at least from a player's point of view. In the research, player motivation is divided into four categories: Achiever, Explorer, Killer, and Socializer. I have never been a fan of the term Killer as used to describe the type of player who likes to compete directly with other players, but then, I didn't earn a PhD from the University of Essex, either. The Killer category has always been described as more than someone who likes to PvP in the sense that most MMOs provide PvP. A Killer likes to compete, plain and simple. He wants his skills pitted against the skills of other players, and he wants to be recognized for it. In SWTOR, many Killer-types will hang out on the steps of the Sith Academy on Korriban dueling, partially because they find dueling enjoyable, but also because it is in sight of many other players. (That's where recognition comes in.) In July, I gave SWTOR very poor marks in the Killer category. I wrote, "Later this year, BioWare plans on introducing a content specifically focused on PvP, but given the team's track record, I have my concerns," and then I gave the team an F in this category. Has BioWare been able to raise that grade? And how have things changed since mid-year?

  • Guild Wars 2 dev blog explains WvW matchup system changes

    by 
    Matt Daniel
    Matt Daniel
    12.12.2013

    There's been a small (but not insignificant) change to the way Guild Wars 2 determines world-vs.-world matchups. The official dev blog on the matter explains that, in the beginning, WvW matchups were chosen "by sorting all worlds in order of their Glicko rating, then counting off sets of three." As a result, matchups were often between the same three worlds, so ArenaNet introduced matchup variance to counter that problem. However, it appears that the devs have made an adjustment to the matchup variance formula that causes the range of worlds with which a given server can be matched to be "greatly reduced." The idea behind the new formula is that "There will be fewer matches where one or two worlds are potentially steamrolled, though it comes at the cost of seeing more of the same worlds." That's all that the average GW2 player needs to know, but if you're interested in the math and statistics behind the change, check out the full post at the game's official site.

  • Albion Online unveils Player-vs-Player and Guild-vs-Guild details

    by 
    Matt Daniel
    Matt Daniel
    11.21.2013

    Berlin-based studio Sandbox Interactive released a new dev blog today revealing a number of details regarding Player-vs-Player and Guild-vs-Guild combat in its upcoming title Albion Online. In Albion, much of the game world will be up for grabs, and guilds can claim territories in order to harvest their resources and build shelter for their members in the midst of Albion's wilderness. While guilds can capture as many territories as they like, they'll also be required to defend these territories from opposing guilds who would take their lands. In order to keep Guild-vs-Guild combat fair and balanced, each land-holding guild will be required to choose "a number of times during the day at which their territory will be 'open' to attack." At these times, both the attacking and defending guilds will field a team of five players who will act as champions in the battle, thereby ensuring that no one guild can ensure victory by overwhelming numbers. Those who wish to reap the benefits of holding land without getting their own hands too bloody can instead put a bounty on their enemies' heads and let mercenaries (presumably other players) do the work for them. To learn more about Albion Online and to sign up for the game's upcoming closed beta, head on over to the official site.

  • Tamriel Infinium: Does The Elder Scrolls Online revolve around PvP?

    by 
    Larry Everett
    Larry Everett
    10.25.2013

    At the conventions this summer, the ZeniMax staff gave us only a taste of what The Elder Scrolls Online will offer us in the PvE department. Massively's staff appeared to enjoy that PvE side of the game well enough, but why didn't ZeniMax show off PvP? Probably because that part of the game is not complete enough for public consumption. But if rumors are to be believed, beta testers have begun testing the PvP systems that will eventually appear in the launched game. And developers have begun to talk about the ESO PvP systems extensively, although we still don't know a whole lot. After examining our limited knowledge of ESO PvP, I have to wonder whether PvP is still the primary focus of endgame (though even if it's not the primary focus, it will likely consume a large chunk of development resources all the same). We already know many of the systems coming at launch and one that will be introduced shortly after, so let's break them down a bit.

  • Flameseeker Chronicles: A Guild Wars 2 anniversary wish list

    by 
    Anatoli Ingram
    Anatoli Ingram
    08.20.2013

    Guild Wars 2 is doing very well. Even setting aside ArenaNet's announcement last week that the game is officially the fastest-selling MMO ever, GW2 has enough players who are dedicated to it and spending money on it to justify a content patch every two weeks, and the development team is showing no signs of slowing down. It's a success story in an unforgiving industry where successes are few and far between; while many other studios are restructuring and redefining their games -- or even shutting games down altogether -- GW2 is holding steady a year after launch. Happy birthday, GW2! I love this game. If I didn't, I'd be nuts to devote time to writing a weekly column about it, let alone play it almost every day. Even though I had nothing to do with its creation, I'm proud of it in a way, and I'm happy for the people who made it because they deserve success. Based on what's been talked about, I feel pretty good about what's coming up in the second half of the year. There are a few lingering nitpicks I have, though, that run the risk of becoming so entrenched that they hang out on the back of the priority list for years -- and they're at the top of my wish list for things I'd like to see before GW2's two-year anniversary rolls around.

  • Hyperspace Beacon: SWTOR PvP solutions

    by 
    Larry Everett
    Larry Everett
    07.30.2013

    I will freely admit that I do not have all the answers. I also admit that I believe that BioWare is trying to change the face of PvP in Star Wars: The Old Republic. But I think it's safe to say that the vast majority of the efforts so far have failed to the point that I said it would be more worthwhile for the PvP team to just stop in its tracks. PvP needs a fundamental refocus almost from the ground up. If the team continues to build on the currently shoddy foundation, the whole game will fall under its own weight. Last week, I talked about some of these foundational issues, but I don't like presenting a problem without also representing possible solutions. But first, let's get an understanding of what players are looking for. I could present the things that I personally want, but that will help only those who play SWTOR for the same reasons I do. We wouldn't have 500,000-plus players in the game if everyone thought the same as I do. So let's take a quick look at player motivation before diving into the solutions.

  • Hyperspace Beacon: SWTOR PvP rant 2013

    by 
    Larry Everett
    Larry Everett
    07.23.2013

    I will not pretend that I see the whole picture. All I can see is the situation presented to me. And from my perspective, PvP in Star Wars: The Old Republic is broken. This decision doesn't come lightly. I don't believe that I'm making a hyperbolic statement, either. The flaws within SWTOR PvP exceed and trample on the positive parts of the PvP game. Despite being one of the most balanced and fun parts of the game in December of 2011, changes to the system have caused this part of the game to become less and less fun over time. What happened? If PvP used to be enjoyable and now it's just a drag, what changed? The unfortunate answer to that question isn't a simple one. We can't point to one action or one flaw that broke the system that everyone used to enjoy. I went so far as to say that the team at BioWare needs to stop working on PvP because it's taking the team away from expanding on the things that actually work. In fact, PvP changes ruined high-end PvE for some classes like Shadow/Assassin tanks. From my perspective, the team working on PvP is focused on the wrong aspects of the game. I will break it down the best I can.

  • WildStar's lead PvP designer on differentiation and dynamics

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2013

    Wildstar features a huge world, a variety of wildlife, an in-depth housing system, a variety of questing mechanics... but for some players that's just not the interesting part. No, the interesting thing is finding out how you can take up arms against a fellow player. A new interview with lead PvP designer Jen Gordy sheds some light on the game's PvP mechanics and how the designers are using this side of the game to continue encouraging players to play the game how they want. There will be two PvP-centric stats on the game, one to improve damage to other players and one to decrease it. The development team is also including features like the ability to minimize the duration of a stun once you've been hit to avoid having PvP matches boil down to a race to incapacitate the other side. But both PvP and PvE are meant to still work toward the same whole -- things that you get on one side will be useful on the other, freeing you to explore the game aspects you find the most rewarding. Read the full interview for more details on how you can cut down your fellow players for glory and (presumably) profit.

  • The Road to Mordor: Looking at PvMP from the outside in

    by 
    Justin Olivetti
    Justin Olivetti
    09.15.2012

    The other day I was making a mental list of aspects of Lord of the Rings Online that I generally avoid. Raiding was one, mostly because I don't have the time and the acquisition of gear isn't that important to me. Crafting was another because the end results have little personal appeal. But topping the list was LotRO's version of PvP, PvMP. I think I made a monster character three years ago and ventured out into the Ettenmoors once, but that's the extent of my adventures in that area of the game. As a result, PvMP has received very little coverage in this column during my tenure at Massively. For one thing, it's not a good idea to talk about something of which you have little experience in doing. For another, I'm fairly sure that the PvMP community, while dedicated, is a small minority of the game's population. It's always felt like a weird vestigial tail to me, an anomaly that exists within our game that many of us rarely mention or see. So today let's talk about it. I would like to, from the perspective of a player looking from the outside in. Why is PvMP so strange to me? What purpose do I think it has in the game? And how could it become more compelling so that I would actually want to engage in it?

  • Hyperspace Beacon: All SWTOR classes are useful in Huttball, part two

    by 
    Larry Everett
    Larry Everett
    08.28.2012

    A few weeks ago, after many weeks of seeing new players in Star Wars: The Old Republic warzones, I thought it would be a good idea to post a little guide on the basics of winning Huttball. Interestingly, that article birthed a conversation about how some classes were better suited for the game, but more importantly, some players had given up on the warzone because they felt that their particular class didn't work in Huttball at all. Admittedly, certain classes do have more utilities that make them a better fit for the game, but I believe every class has its role in this particular arena. And more importantly, I believe that every class can have fun and feel useful. However, some players need a bit of training. Two weeks ago, I covered the Sith Warrior, Jedi Knight, Imperial Agent, and Smuggler classes. In this week's coverage, I'm going to take a look at two SWTOR classes that seems to be built for this game and two others that have more surprises than you might think: the Sith Inquisitor, Jedi Consular, Republic Trooper, and Bounty Hunter.

  • Guild Wars 2 paves the way for e-sports

    by 
    Justin Olivetti
    Justin Olivetti
    08.21.2012

    What you'll see in Guild Wars 2's competitive player-vs.-player combat at launch is only the tip of the iceberg, says ArenaNet Systems Designer Jonathan Sharp. The PvP team has e-sports on the mind, according to Sharp, and the system's only going to grow from here. "We looked at sports when we were designing Guild Wars 2 from day one," Sharp said. "If you walk through the office on a given day, there are people watching streaming. We're watching and we have plans to do some of that stuff." The game will release with free tournaments but will soon have paid versions with gem rewards as well. "It's more of a case of putting money on the line and somebody's going to get some really cool stuff," Sharp said. The e-sports aspect of the game will be expanded into daily, monthly, and yearly tournaments as well as customizable ones. And yes, spectator mode is still forthcoming, although it's not quite ready for prime time. Even with the system expanding, ArenaNet wants to keep it simple and easy to understand for all. The team is striving to keep the rules of PvP consistent, giving players ways to express their personality during matches. The devs are hopeful that visual cues in combat will help players understand what's happening on the battlefield.

  • Hyperspace Beacon: All SWTOR classes are useful in Huttball, part 1

    by 
    Larry Everett
    Larry Everett
    08.14.2012

    I'm excited about this week's topic. It's not often that I get to put Star Wars: The Old Republic's misconceptions to rest. As I said last week, my guild does recreational PvP, which is to say that we do it for the fun of it and not because we have to be the best of the best. This helps us enjoy the sport of it without having the pressure of maintaining a ranked-PvP score. Unfortunately, that also means we run into a lot of other players who don't know exactly what they are supposed to be doing in games like Huttball. Those same complaining players are also the ones who claim that their particular class is deficient in one way or another based on the PvP map. The biggest cringe in SWTOR comes from Huttball. Naysayers complain that one class or another does something different or better than they do. Today, I'm going to break down a couple of the classes to show you how each of them can be more effective. Let's dive in.

  • Guild Wars 2 provides a visual overview of World vs. World

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2012

    If you felt disappointed that ArenaNet left Guild Wars 2's World vs. World out of its video splurge last week, consider this: Maybe the studio was saving the best for last. In any case, today we're finally treated to an overview of the WvW system in the game, narrated by the devs. World vs. World is arguably the centerpiece of PvP combat in the game. Taking place across four massive maps, WvW pits three factions of players against each other in an attempt to conquer keeps, control supply lines, and bring the pain to their fellow man (or Sylvari). You can check out the WvW video after the jump!

  • Lord of the Rings Online dev diary discusses 'reincarnation' of PvMP

    by 
    Matt Daniel
    Matt Daniel
    07.19.2012

    Today's Lord of the Rings Online dev diary begins by stating that "over the course of LotRO's lifetime, the Ettenmoors has been updated several times." It continues, "this is not one of those times. This is a new beginning; this is a reincarnation." Those are some bold words, so what about this new incarnation of the Ettenmoors is so revolutionary? Well, a number of things, according to the dev diary. The team is not looking for a "mystical silver bullet that magically makes everything better" but instead is looking at three primary areas to revamp. First, the team is taking a look at the many keeps, outposts, and the Delving. The current model rewards players for flipping control points to their faction's control, but there's no incentive to continue to hold them, so the studio aims to "shift the model to instead provide large benefits for having and keeping locations." Secondly, Turbine is analyzing Creep traits and skills for "usefulness, potency, and acquisition costs. Finally, all Creep classes will be receiving new skills and "an overall balance adjustment on... damage and healing" to ensure they are balanced with the Free Peoples. The full dev blog is far too in-depth to post the whole thing here, but if you're interested in the nitty-gritty of all the PvMP changes coming with Riders of Rohan, head on over to the full post.

  • MMO Blender: Jeremy's unholy MMO concoction

    by 
    Jeremy Stratton
    Jeremy Stratton
    06.22.2012

    Have you ever wished MMO developers could put away their checkbooks, pluck out the best bits of their respective MMOs, and weld them together to construct the megalopolis of MMOs? We do too! So today, we're launching a brand-new opinion column, MMO Blender, in which the Massively writers will mix and match their favorite features from existing MMOs for your amusement. But do our choices create a perfectly honed machine or a lumbering, speechless frankenstein of an MMO that deserves to be put out of its misery? First up: Livestreamer extraordinaire and Contributing Editor Jeremy Stratton with a potent, sandboxy blend of Fallen Earth, EVE Online, Lord of the Rings Online, and more. Wet your whistle after the break and look for more MMO Blenders from the rest of our staff in the coming weeks!

  • Star Wars: The Old Republic brings team ranked warzones back to the PTS

    by 
    Matt Daniel
    Matt Daniel
    06.19.2012

    BioWare has some good news today for the more competitive Star Wars: The Old Republic players: Team ranked warzones are back on the PTS. With this feature, players will be able to rally into groups of eight to take on opposing groups for honor and glory. Thanks to some newly implemented tech, players will remain in their premade groups even after the PvP match is over, which should make re-queuing after the fact considerably simpler. In addition, the studio has announced a feature known as dual queuing. With this feature, players will be able to queue themselves for both a ranked and an unranked warzone simultaneously. If a player in a normal warzone gets a ranked warzone pop, that player's spot in the ranked warzone will be reserved until she finishes the normal warzone match, which should help make the waiting time for ranked warzones pass a bit more quickly. For the full details on the upcoming team ranked warzones, check out the full post on SWTOR's official site.