free-for-all-pvp

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  • Warlords of Draenor: Highmaul Coliseum offers free-for-all PvP

    by 
    Anne Stickney
    Anne Stickney
    08.23.2014

    Warlords of Draenor certainly seems to be mixing it up on the PvP front, offering a lot of new options for players that enjoy PvP. Oddly enough, one of the coolest opportunities for PvP I've seen so far comes not in a battleground or even on the fairly addictive isle of Ashran, but from your garrison. While leveling through Gorgrond, players can choose to make one of two outposts, that will unlock the plans for one of two medium buildings -- the Lumber Mill, or the Gladiator's Sanctum. If you choose the Gladiator's Sanctum, you get a few nice perks for Gorgrond -- and you also get to build the Sanctum itself. Level 3 of the Gladiator's Sanctum unlocks the Highmaul Coliseum, shown in the video above. A solo scenario, the Coliseum places you in a pit with other players. Once the event starts, it's a free-for-all brawl, and the last person standing wins the spoils. What kind of spoils? PvP gear, of course! To unlock the level 3 blueprint for the Gladiator's Sanctum, players must first complete The Bone Collector, an achievement that requires players to collect 4,000 Broken Bones from PvP combat in Draenor -- any kill that awards honor also awards 3-6 bones. Once you've built the level 3 Sanctum, you gain access to Highmaul Coliseum, as well as a buff that reduces all damage in outdoor Draenor zones by 50% if you fall below 35% health. Take a look at the video for more of the Coliseum in action -- I particularly like how dead players are teleported up into the stands to watch the rest of the brawl play out, spectator style.

  • Working As Intended: The unfortunate conflation of sandboxes and PvP

    by 
    Bree Royce
    Bree Royce
    08.08.2014

    A certain perplexing belief about sandboxes pervades the blog comments, forums, and general chats of MMOs: All MMO sandboxes are free-for-all PvP games. If it doesn't have free-for-all PvP, it's by definition not a sandbox because sandboxes let the players make all the rules and decisions. Free-for-all PvP adds the necessary spice to keep you on your toes and keep a game fresh. Without it, you may as well be playing The Sims. All of these statements are wrong.

  • Introducing Das Tal, a PvP sandbox where players make the rules

    by 
    Justin Olivetti
    Justin Olivetti
    03.14.2014

    If your fun's been stunted by a sad lack of free-for-all PvP sandboxes, then might we suggest you're not looking very hard? Let us give you a start in this direction, at least, as Fairytale Distillery announced its upcoming project, Das Tal. Das Tal is a "fast-paced" sandbox that includes open PvP, full looting of players' corpses, a classless character system, and a constant struggle over resources and player settlements. Probably the most interesting aspect of this MMO is that each server will eventually reach a "climactic end event" and then restart, allowing players to vote on the rules and features for the next iteration. Das Tal is on Steam Greenlight, is currently in the pre-production stage, and will most likely be doing a fundraising campaign at some point. We've got a teaser trailer for you with the creepiest voice-over ever after the break. [Thanks to Skurvel for the tip!]

  • EVE Evolved: Designing EVE Onland, part 1

    by 
    Brendan Drain
    Brendan Drain
    12.29.2013

    When I'm not playing or writing about EVE Online, I can usually be found huddled over my computer typing lines of code into a compiler and chipping away at bugs that make varying degrees of sense. Designing my own hardcore space game is a really fun challenge and very fulfilling work, but I have a dirty little game dev secret: I've actually always wanted to make a fantasy game. While the budget and personnel required to take on a project the scale of an MMO remain quite far outside my grasp for the moment, it's still fun to think about how I might design such a game if the opportunity arose. The MMO genre seems to be heading for a sandbox revolution this year, and there's no bigger sandbox than EVE Online, but could all of EVE's gameplay translate to a fantasy game? EVE is probably the most atypical MMO out there, maintaining a subscription-based single-shard PvP sandbox in a genre that's typically headed in the exact opposite direction. There are several new sci-fi sandboxes on the way that may or may not qualify as massively multiplayer titles, but the vast majority of MMO gamers still prefer to keep their feet on the ground in fantasy lands. I often find myself wondering how much of EVE Online's core gameplay is possible only because of its setting -- and how much could actually be applied to a fantasy MMO. Not only should it be possible to adapt most of what makes EVE great to a modern land-based game, but many of the mechanics sandbox gamers now attribute almost solely to EVE actually started life in classic fantasy MMOs like Ultima Online. In this week's unusual EVE Evolved, I'd like to start a game design thought experiment as I delve into the hypothetical world of EVE Onland.

  • MMO Mechanics: Three fair ways to distribute loot

    by 
    Tina Lauro
    Tina Lauro
    12.25.2013

    I mentioned last week that players throw their precious characters into the MMO meat grinder in the pursuit of higher levels, new achievements, or shinier gear. We gladly jump on the seemingly endless PvE treadmill, cranking up the speed with each new patch in an attempt to catch the dangling carrot of character perfection. Of course, we don't just punish ourselves like this to say we overcame some previously impossible challenge; there's shiny new loot to be had! The best booty usually comes from completing group activities like dungeons and raids, but not everyone can agree on how to share the spoils of joint pursuits. Several different loot distribution methods have been devised over the years to solve the problem of fairly distributing the swag, with most methods starting life as player-made agreements that weren't officially supported by hard-coded game mechanics. Players have long since rolled for gear or took turns to claim items round-robin style, leading developers to implement the most popular methods as actual game mechanics to avoid ninja-looting and then the inevitable public pity parties associated with player-led arbitration. In this edition of MMO Mechanics, I'll break down three of the most equitable loot distribution systems used in MMOs today and look at why this age-old problem doesn't have a one-size-fits-all solution.

  • Rise and Shiny: Revisiting Salem

    by 
    Beau Hindman
    Beau Hindman
    03.31.2013

    A few months ago, I dived into Salem, a hardcore sandbox MMO that promises actual permadeath. That means if your character is killed while in game, he or she stays dead and loses everything. Not of your possible scores of skills are passed on, all items are lost and your homestead -- similar to a deed in Wurm Online -- can be destroyed. Heck, your homestead can be destroyed even if you're not dead. People can literally block your path, call you names, and attack you over and over. It makes me cry! Nah, it's not as bad as it sounds. It never is. If there is one thing I have learned over the years, it's that you should really try a game for yourself before you believe everything you hear about it. Don't worry about trolls or griefers because the worst that can happen to you is that you end up leaving the game to find a better one. That's why we're called gamers. Salem is actually about 50% killer and 50% silliness. I don't want to describe the killer part as "bad" because there is something the game is offering that so many others are not, and that's real danger and actual permadeath.

  • Should free-for-all PvP be applied to battlegrounds?

    by 
    Anne Stickney
    Anne Stickney
    02.14.2013

    Yesterday, I finished gathering valor points for Wrathion, and moved on to the next step of the legendary chain. Unfortunately, this included winning two battlegrounds. I say unfortunately because while I enjoyed PvP back in the days of vanilla and Burning Crusade, I really haven't focused on PvP all that much since then. In fact, other than some excursions into Wintergrasp and Tol Barad, I tend to avoid it altogether. It's not that I don't enjoy PvP, honestly -- it's that I know, deep down in my heart, that I'm not terribly good at it. So I stay out of the battlegrounds and let those that know what they are doing excel at it. But last night's excursion into the Temple of Kotmogu and the Silvershard Mines were eye-opening, to say the least. Temple of Kotmogu was an incredibly fun frenzy of grabbing orbs and killing players, and escorting carts in the Silvershard Mines was pretty entertaining, too. Still, sometimes I miss the days where PvP was all about killing other players. It turns out, I'm not alone.

  • Wizardry Online explains permadeath specifics

    by 
    Justin Olivetti
    Justin Olivetti
    11.29.2012

    Our knowledge of SOE's upcoming Wizardry Online is growing by leaps and bounds. A little later today, the official wiki will be rolling out a huge info update that will include specifics on many of the game's systems, including the ever-so-popular permadeath and PvP. Some of the interesting tidbits that we've learned include the fact that resting in inns is essential to leveling you up, enemies can and will attack specific parts of your body, the game has a pretty traditional skill tree, and you'll be unable to move if you exceed your carrying weight capacity. Permadeath can happen only if your character meets several criteria: You've reached soul rank two or higher and you've failed two revive attempts in a row. Likewise, the game's free-for-all PvP might not be as harsh at it initially sounds. If you're killed in PvP, you have a much greater chance of being revived, and player killers (PKers) will become criminals who can have bounties placed on their heads. If you're curious about Wizardry Online, why not read our hands-on with the title?

  • Rise and Shiny: Darkfall

    by 
    Beau Hindman
    Beau Hindman
    10.28.2012

    I've played Darkfall several times since launch, and each time I've remembered how good the game can be and how bad it sometimes is. Good and bad, I thought it a good idea to record the Darkfall that exists now so that I can compare it to the Darkfall that will be open after an upcoming relaunch, one that promises to change quite a few key features. Will it be a better game? I hope so. Either way, during my week with this free-for-all PvP MMO, I was able to hook up with a newbie-friendly clan relatively quickly but spent most of my time running to the city where the clan took up residence. Same old Darkfall, really, but there were some truly hilarious and truly fun moments all the same.

  • 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!

  • ArcheAge fan translates interview, analyzes new video to reveal siege details

    by 
    Jef Reahard
    Jef Reahard
    12.04.2011

    A fan translation of a Korean dev interview is our latest clue as to what ArcheAge siege PvP will look like. A thread on the ArcheAge Source forums analyzes the new CBT4 teaser video that XLGAMES released last week and concludes that the free-for-all nature of the game's third continent will lead to a lot of PvP action. As of now, there appears to be no real consequence or penalty for either death or inflicting death on other players, though there is an interesting mechanic relating to building or sieging castles. The construction process requires a "core" element called akium, and there's also a limited number of areas where this core may be used to control land (and subsequently build structures). The core element is carried by players and is dropped when they are either killed or log off, which may result in some fairly intense struggles for control of ArcheAge's PvP continent. It's worth noting that two of the game's three continents will still feature housing and PvE, but if you're looking to PvP or contribute to a castle, you'll need to brave the FFA continent and coordinate with your buddies to control the akium long enough to stake your claim.

  • SWTOR's Outlaw's Den is a hive of scum, villainy, and all-out PvP

    by 
    Justin Olivetti
    Justin Olivetti
    11.18.2011

    There's open-world PvP, and then there's open-world PvP that puts hair on your chest and then rips it out with a vengeance. Tatooine has the latter. At the recent fan site summit in Austin, TX, Star Wars: The Old Republic's Lead PvP Designer Gabe Amatangelo revealed nirvana for PvPers with Outlaw's Den. Outlaw's Den is a PvP free-for-all (FFA) area on Tatooine for players crazy enough to risk certain death to congregate, fight, and struggle for rewards. Because there are no rules in the area, members from the same faction can harm -- and kill -- each other, and there are no restrictions on what goes on in that space. Apart from the excitement of "anything goes" PvP combat, Outlaw's Den sports several attractive elements that make it worth visiting, including top-tier crafting materials, vendors that sell rare mounts and social gear, an auction kiosk, and a pit reserved for to-the-death duels. One of the most interesting aspects of Outlaw's Den is that even NPCs are susceptible to being killed, opening up the possibility for individuals and guilds to kill vendors in order to keep them out of others' hands. However, nobody can capture the zone, so the fighting will extend indefinitely.

  • Global Chat: To each his own edition

    by 
    Rubi Bayer
    Rubi Bayer
    06.05.2011

    Welcome to this week's Global Chat! We love hearing what you have to say at Massively, and we love it even more when we can share the best comments with all of our readers. Massively staffers will be contributing some of their favorite comments every week, so keep an eye out every Sunday for more Global Chat! We had our share of differing opinions this week on Massively! From business models to PvP, everyone had plenty to say. Follow along after the cut for some of the best of this week.

  • One life in the New World: Salem MMO to feature permadeath

    by 
    Justin Olivetti
    Justin Olivetti
    01.21.2011

    Permadeath is a topic that's brought up on a regular basis in MMO discussion circles, usually featuring a cast of characters that span the full spectrum of the debate. Is there a burning desire for the risk and finality of a permadeath system in MMOs? Would players flock to or flee from such a game? And how would it work in such a way to retain players instead of alienating them? Game Designer Bjorn Johannessen is working hard on the answers for those questions in his new MMORPG, with the working title of Salem. Developed by Paradox Interactive, this free-to-play title is set in New England during the early period of North American colonization and features players stepping off the boats from Europe to make their way in uncharted wilderness. Like Wurm Online and Minecraft, Salem will focus heavily on crafting as players forge the tools, buildings and weapons they need to survive. For Salem's aesthetics, Johannessen named H.P. Lovecraft and Tim Burton's gothic horror as sources of inspiration, and the MMO will include magic and witchcraft as potential paths. Over all of this is the specter of permanent death: "When your character dies, he stays dead," Johannessen said matter-of-factly. This is made even harsher by the fact that Salem will allow free-for-all PvP, which means that anyone can attack you without provocation. Player buildings can be razed and their corpses looted, but Johannessen hopes that the players will band together to protect each other and mete out justice. You can watch Bjorn Johannessen's introduction to the game after the jump.

  • The Daily Grind: Why don't you like PvP?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.05.2011

    When Ultima Online first launched, OSI understood that if you really want to give players a fully featured world, you have to give them the option to fight one another. Of course, that also resulted in players having (and exercising) the option to sneak up on defenseless players and introduce them to the world of recreational amputation. The past decade has seen almost every subsequent game try to find some balance between the dynamic world of PvP and the need to keep Lord New Player away from Geoffrey, Slayer of All and Bane of People Just Trying to Finish a Quest in Peace. But whether you're a dedicated duelist or a life-long carebear, there's got to be something you don't like about PvP. So what does it happen to be? Is it the chance for dramatically unbalanced matches? Is it the pressure of competing with another player without any sort of scripted AI to rely on? Or is it the simple fact that you can't solve all of your problems in Warhammer Online by slaughtering new characters on your Choppa? 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!