alternative-ruleset

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  • The Daily Grind: Do alternative server rulesets wreck PvP?

    by 
    Bree Royce
    Bree Royce
    05.01.2014

    A commenter conversation a while back got me thinking about how server rulesets can make or break the PvP in a game, and not in the way you might expect. I've found that when a game offers separate PvE and PvP servers (be those PvP servers factional or open), the middle-ground players are left without a home. My World of Warcraft guild, for example, was opposed to the idea of a PvE-only server where people could flag but rarely would do so, and so we ended up on a PvP server, where smallfry ganking, rather than the Dark Age of Camelot-esque RvR we'd hoped for, is tediously and irritatingly commonplace. Neither choice is ideal because the populations are split along too sharp a line. In Star Wars Galaxies, by contrast, the servers were PvE with factional-flagging consensual PvP, but because there were no full-PvP servers to bleed away the more hardcore PvPers, the population was mixed, and the PvP situation wound up being far more interesting for more players. PvE gamers who wouldn't dream of flagging for PvP in a game like World of Warcraft would see the Galactic Civil War being waged by PvPers all around them in SWG, and even though they could have stayed safely civillian and free from risk, that visible PvP made them much more likely to jump into PvP themselves willingly -- and isn't that exactly what MMOs should strive for? What do you think -- do alternative rulesets divide playerbases and wreck PvP? Are mixed-use servers a viable way to involve more players consensually in side activities like 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!

  • The Summoner's Guidebook: Part random, part mid, all LoL

    by 
    Patrick Mackey
    Patrick Mackey
    09.20.2012

    One of the most popular alternative gametypes in League of Legends is All Random All Mid, or ARAM. ARAM is a simple concept; it involves a single lane on which all 10 players must fight, rather than the three lanes of Summoner's Rift or two paths of Dominion. Additionally, all champions selected are randomized; you're never sure whom you'll be playing in an ARAM match until champion select begins. ARAM began life on Summoner's Rift, hence its name. The single lane used for ARAM was the middle lane, and traveling into the jungle or other lanes meant immediate disqualification of one's team. It was fraught with the normal trappings of an alternative ruleset; the rules for ARAM were not enforced by the game, so players were expected to play within the community-created rules. It evolved into ARAB, played on the Crystal Scar, with two teams fighting over the bottom capture points. ARAB proved to have its own flaws, most notably that games went on for a bit longer than normal, but the passive gold and experience as well as the health relic helped to add interesting spice to the game mode. Finally, ARAM became a more or less supported gametype with the addition of the Proving Grounds. That addition streamlined ARAM gameplay while keeping some of the elements of the Crystal Scar version of the game such as health relics and Dominion items. Today, while there is no matchmaking for ARAM, it is extremely popular in custom matches.