player-vs-player

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  • Lost Pages of Taborea: Runes of Magic's potential for EVE combat

    by 
    Jeremy Stratton
    Jeremy Stratton
    08.22.2011

    I've been thinking a lot lately on other ways that Runes of Magic reminds me of EVE Online. Not that any systems are exactly the same, but they have certain similarities. Wurm Online and Minecraft are arguably different in how they function, but they both scratch the same creative itch. RoM's gear-modification system lends itself to EVE-esque combat. Keep in mind we're not talking about how the mechanics or guts of the games are similar or different; we're talking about how the same itch is being scratched. In the case of RoM's PvP being like EVE, it's more like tickling the itch with a feather, which makes you want to scratch it even more. I want to scratch that itch with a Brillo pad by exploring how RoM's open-world PvP could function more like EVE's, thanks to the arcane transmutor. Let's start with how I think battlefields differ from open-world PvP.

  • SWTOR presents the next great galactic sport: Huttball

    by 
    Larry Everett
    Larry Everett
    08.19.2011

    Forget your regular PvP, in which the objective is to take down the other faction base or capture the flag. Star Wars: The Old Republic introduces us to a new way to face off against your enemies. Of course, we're talking about Huttball. Massively introduced you to this Nar Shaddaa sport earlier this week, but in this latest video, Director of Production Dallas Dickinson explains the rules and story behind this PvP arena. The highly lethal sport consists of two teams that each attempt to grab the ball from the middle of the Pit and cross that ball over the other team's goal line. It sounds a bit like soccer, but in this game of soccer, lethal force is encouraged. In fact, the Czerka Corporation has provided fire jets and acid pits just to make the game that much more dangerous. Beyond the break we've provided the full video introduction to this next sport sensation!

  • New ArenaNet dev diary outlines the making of the Battle of Kyhlo

    by 
    Matt Daniel
    Matt Daniel
    08.18.2011

    ArenaNet's last Guild Wars 2 blog post explained the ins and outs of the Battle of Kyhlo PvP map, which will be playable later this month at PAX Prime. The team is now following up on that with a new blog post that outlines what went into the creation of the capture point-based battlefield. The post notes that "collaboration and iteration are the keys to making good games," so with that in mind, we get to hear from a veritable legion of ArenaNet devs, each reporting on his or her role in the creation of the map. We hear from Jeff Grubb on the lore of the arena, we hear from Egan Hirvela on the process of map design, and Habib Loew tells us how the programmers make it work. Then it's up to designer Nick Mhley and his designers to say things like, "You know what's cool? When you shoot the [trebuchet] and blow stuff up. But you know what would be cooler? Blowing up even more stuff!" Outstanding. Then Peter Fries, Scott McGough, and the rest of GW2's writers whip up some dialogue for the announcer and oversee the recording of the lines. Lastly, it falls to Shen-Ming Spurgeon, Mclaine Diemer, Tirzah Bauer, Chuck Knigge, and the rest of the team's visual and audio artists to bring the area to life with their super-artistic magics, followed by Tyler Bearce and the other folks in QA to make sure it works as intended. Phew, what a crowd! At any rate, for the full, uncensored details on the process involved in bringing a map such as the Battle of Kyhlo to life, head on over to the ArenaNet blog.

  • PvP and Penny Arcade bring you to The Trenches

    by 
    David Hinkle
    David Hinkle
    08.10.2011

    Webcomics are a dime a dozen, but when doodling kingpins Scott Kurtz (of PvP fame) and Mike "Gabe" Krahulik and Jerry "Tycho" Holkins (of Penny Arcade fame) team up on a new project, you can bet we're gonna take notice. Enter: The Trenches. The Trenches is new (like, new new), so there's only one strip as of right now, and seeks to catalog "the tribulations of software testing with the precision tools of 'the office comedy.'" On top of each comic, the trio will publish stories from actual testers in the trenches -- anonymously, of course. The first story involves an individual who had to test Ken Griffey, Jr's Winning Run for the SNES. Yup, it's as bad as it sounds. The Trenches will be updated on the Penny Arcade off-days, every Tuesday and Thursday.

  • Lost Pages of Taborea: Comparing EVE's PLEX and PvP to RoM's

    by 
    Jeremy Stratton
    Jeremy Stratton
    07.11.2011

    I was prepping for a Guild Wars 2 comparison with Runes of Magic, but in light of the current buzz in the air, I'm moving my EVE Online comparison up. A couple of interesting blocks fell into place this week that fit well with a look at how EVE and RoM allow money to circulate through the economies, and how PvP works in conjunction with it. While there's no contest as to which MMO has the more robust economy, there are still similarities that fit the pay-to-progress comment Mr. Simon Ludgate made in a recent Gamasutra article. Swarming around the above topics is the question of how much it costs to stay competitive in RoM, which I've also been working on. What does Gamasutra's article have to do with RoM, how much does it cost to be competitive and how are economies similar in these two MMOs? You can also read my memorandum to all EVE PvPers. Set your jump-point past the break to see.

  • Encrypted Text: Rogue roles in PvP

    by 
    Chase Christian
    Chase Christian
    02.23.2011

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions! The rogue is the most feared class in player vs. player combat. While other classes may have had their 15 minutes of fame at the top, the rogue has been perennially powerful. In WoW, we were so hated that an entire video series was dedicated to how overpowered we must've been. In The Burning Crusade, the legendary Warglaive combo made us infamous in arena play. Death knights did dominate in the early stages of Wrath, but rogues came back strong throughout the patches. Cataclysm was the first time that I ever worried about the survival of the class in PvP. With health pools skyrocketing again and the much-maligned stunlock nerfed, it was obvious that fights were going to last longer than ever. Our energy system enables us to keep up offensively for an indefinite period of time, but our defenses typically gave out once our cooldowns had been consumed. Figuring out a way to stay alive throughout prolonged combat was going to be the key to success.

  • The Daily Grind: Is PvP a game for the young?

    by 
    Justin Olivetti
    Justin Olivetti
    02.07.2011

    We've often chewed on the subject of PvP in The Daily Grind, as it continues to polarize players between love and hate (or indifference) with little common ground. However, I've heard quite a few people say that they like and support the idea of PvP but prefer not to participate because they get their faces stomped on in two seconds flat. The blame? Age. As the average age of gamers (and MMO players) continues to rise, we're seeing more and more of the older adult crowd facing off against the younger set, and this could possibly have a profound effect on player-vs.-player combat. After all, in an arena where quick thinking, aggressiveness and lightning reflexes are the keys to victory, it stands to reason that younger players have the natural edge. So what say you, Mr. or Ms. Internet Sage? Is PvP a game for the young? Is this premise fundamentally flawed? Or have you seen evidence that supports this slant? 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!

  • Lost Pages of Taborea: Trouble with PvP

    by 
    Jeremy Stratton
    Jeremy Stratton
    01.03.2011

    Happy New Year everyone! I hope everyone had a safe and fun break. For my first article of 2011, I want to talk more about PvP. I've spoken about PvP before, but I want to look specifically at player-killer protection and the ability to instantly change PK status. There was also the slight change to a short-term criminal or hero status since Runes of Magic started. A lot of time has passed since Runewaker made the changes, but I still remember them. Long gone are the days of a forced 10-minute cooldown on PK status and no protection bubble. I'm not a huge PvPer myself, but I wanted to explain a little more about the changes and the way I felt about the system then vs. now. I think it would also be relevant to bring up how the overall system works -- or claims to work. If you're interested in what PvP was like in the early days of RoM and would like to voice your opinion on it, click past the break.

  • Lost Pages of Taborea: Siege war top 50

    by 
    Jeremy Stratton
    Jeremy Stratton
    10.18.2010

    One of the fascinating aspects of an MMO is its ability to spark creativity. With so much to do in these large virtual worlds, it's almost inevitable that players will create wikis, fan sites, addons and anything else they can dream up. Runes of Magic is no different, and its siege war has given way to the creation of Siege War Top 50. The fan-made website aggregates siege war scores from all guilds on North American servers and spits it out in various lists. It has been consistently popular on the RoM forums for many weeks now and is a testament to how popular siege war is. Let's take a look at this site and see what makes it tick. Along the way, I share commentary about the site and siege war in general, and you'll get to see which guilds are in the top bracket out of all the North American servers.

  • The Daily Grind: Which MMO has the best PvP?

    by 
    Justin Olivetti
    Justin Olivetti
    09.20.2010

    Player vs. player -- a phrase that strikes fear into the heart of some, indigestion into the hearts of others, and a rich sauce of adrenaline and righteous anger into the hearts of the rest. It's generally a love-it-or-hate-it feature, as gamers choose a side and demean the other crowd with kindergarten-level insults. Assuming that you appreciate PvP in some format or other, which MMORPG did it the best? Which tackled that complex equation of skill, objective, and faction balancing and came out on top? Was it Dark Age of Camelot's infamous three-sided feud? Are you partial to World of Warcraft's battleground and arena system? Is EVE Online all the hardcore PvP you'll ever need? Or do you love MMOs that are specifically designed to be PvP battlefields, like Warhammer Online and APB? So today, set yourself up as Judge Judy and executioner -- which MMO has the best PvP?

  • Lost Pages of Taborea: Low-level PvP alt

    by 
    Jeremy Stratton
    Jeremy Stratton
    09.13.2010

    I've been spending some time making a home for myself on Artemis. Yes, I've moved away from the PvP server, and I haven't regretted it. I've never really participated in open PvP, so it's not really a surprise. I've said before that I only started on a PvP server to have that extra option available to me and to have an added dose of excitement. Well, your unofficial ambassador to Taborea may be changing his tune. After I made the switch to PvE, I wasn't sure what to do. I already had a high-level character. I didn't feel ready to put my main to rest. It's been my dedicated character for over a year, and it does give me the advantage of accessing high-level content. With the limited time I have for Runes of Magic right now, let alone other MMOs, I was tentative about making an alt. I took the plunge, made an alt, and haven't looked back. Oddly enough -- or maybe not -- I'm enjoying PvP more on a PvE server. I've found that I like alt life, and it has me thinking creatively about what to do with each character. I've spoken about PvP culture; I've mentioned my idea for improving battlefields; and last week I spoke about siege badges that can help you in battlefields. This week, I want to cover building a low-level PvP alt. There's a lot to be done in prepping a low-level PvP alt, so let's get busy.

  • Lost Pages of Taborea: Badge of honor

    by 
    Jeremy Stratton
    Jeremy Stratton
    09.06.2010

    I've been spending a lot of time lately in Runes of Magic's battlefields and arena. There are a number of these instanced PvP areas and this crafter has been enjoying most of them. The battlefields, arena, and guild siege system all have tasty incentives in the form of points or badges. Basically operating as a form of currency, these PvP rewards can all be spent on a variety of items. If you thought gear grinding or buying purified fusion stones was the only way to improve your character, then think again. If you thought spending diamonds or exorbitant amounts of gold was the only way to improve your pet, then think again. If you thought Kipos had one ugly mug... well, you'd be right. In this article I take a look at a couple alternative forms of currency you can get your hands on and what you can do with them.

  • Lost Pages of Taborea: Building a rogue/priest

    by 
    Jeremy Stratton
    Jeremy Stratton
    07.12.2010

    One thing I've been slacking on is looking deeper into all the class combinations that Runes of Magic offers. I've tried rolling other characters before, but I've barely dinged 20/20 on any of them. They have been left collecting dust for too long. So, I've been rummaging through all the guides, asking questions in-game, visiting the forums, and playing alts to write on a specific class combo. As I'm always attracted to the weird and unusual, I had to start with a lesser-used pairing. I think the rogue/priest combination is one of the most intriguing classes in RoM. At first glance, it's a super-squishy pairing that runs out of energy fast. Looking a little deeper will show it to be a deadly mix of DPS, healing, and group support that allows a lot of freedom to how you prefer to play. It's a fun, funky combo with a lot of versatility for soloing through the game and partying in high-level instances.

  • Lost Pages of Taborea: PvP culture

    by 
    Jeremy Stratton
    Jeremy Stratton
    07.05.2010

    Even though I'm not a very competitive player, I sometimes like having the additional options found in PvP servers. In fact, my main character has been on one since Runes of Magic's open beta, and I've come to really appreciate the fun that can be had on it. Simply being a spectator of all the random and exciting fights has been enough to outweigh the annoyance of being a target for more than a few gankings. RoM's fully open PvP system makes for an interesting cultural perspective in which the players create the equilibrium of peace and conflict. It may be surprising -- or not -- given the somewhat harsh rules, but life on a PvP server is a fairly peaceful experience. This week I take a look at the past and present of RoM's PvP system. What are some of the system's implementations? How have players adjusted to self-govern? Why isn't there rampant chaos? It's an interesting learning experience if you're new to RoM or you've never played on a PvP server, but it's also a great retrospective for you veterans to get involved with.

  • Lost Pages of Taborea: Costume Killer

    by 
    Jeremy Stratton
    Jeremy Stratton
    05.31.2010

    If you play MMOs long enough, you may find yourself running across glitches or mechanics with interesting side effects. Sometimes these side effects can be beneficial to your gameplay because they circumvent difficult parts of a game. Maybe jumping at just the right spot lets you walk on air and cross a cavern, or maybe certain spells and items give beneficial effects which allow you to down the Lich King. These types of loopholes have always interested me from a psychological perspective. They present a moral gray area for players to make a decision. On one hand, nothing is being used that isn't already in the game. There are no outside programs or hacking of any kind, but the mechanics of these unintentional easter eggs seem to tiptoe around what are supposed to be challenges. Runes of Magic has its own gray area that affects the PK system on PvP servers. I'll give you the gist of it, what it results in, and my opinion on whether players should be using it or not.

  • LGJ: The new meaning of 'player vs player'

    by 
    Mark Methenitis
    Mark Methenitis
    07.01.2009

    Each week Mark Methenitis contributes Law of the Game on Joystiq ("LGJ"), a column on legal issues as they relate to video games: Terra Nova recently posted a note about a Craigslist case that could have some impact on the gaming space. It relates to theories about how players could sue other players, which is something that briefly came up in a World of Warcraft suit two years ago (which settled before going to court). The result of the case was, in no uncertain terms, that a lawsuit under a third-party beneficiary theory could be entirely blocked by a well written Terms of Use. That's not to say that all cases involving third parties are barred, as another World of Warcraft legal battle, the Glider case, was successful; though primarily based on tortious interference. So, while some potential sources of player-versus-player lawsuits may be now foreclosed, I still think there's a range of potential suits that could become prevalent.Of course, this theorizing requires a basic understanding of third party-beneficiaries, and that goes all the way back to the basics of contracts. In a simple contract, there are generally two parties. A basic sales transaction is probably the simplest contract. Say you go to GameStop to purchase inFAMOUS: You give the clerk your $59.99 plus tax, and he gives you the game and a receipt. That was a basic contract for the sale of goods, and the receipt is evidence of some additional terms of the contract for sale, such as the return policy.

  • Siege the shores of Agon with Darkfall's brigantine class ship

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.20.2009

    In a game like Darkfall, it's hard to get people to fess up to owning powerful weapons of war. But if you're Paragus, you'll find ways to get the information out to the public on some of Darkfall's coolest features. This time he's gotten to tour the deck of one of Darkfall's larger ships, the brigantine, thanks to the invitation of The Mercs and Rainbow Ninja clans.Equipped with 8 cannons, a small captain's cabin, and a crew of angry siegers, Paragus was able to see the ship in action from the main deck as the clans took on a shoreline city. The cannons, which hit with the damage of a handheld siege hammer but fire from a range greater than that of most defensive cannons, pounded the city from afar and wrecked defenses.Even if you're not a rabid Darkfall enthusiast, the look at naval combat presented in the article is a good read for anyone interested in general PvP warfare. For the full story, check it out over at Paragus's blog at MMORPG.com.

  • Anti-Aliased: You don't need PvP to be successful, honest pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.15.2009

    Screw PvP combat, we need PvP conflict The minute you hear about PvP, you know what it is. It's groups of people bashing each other in the face like cavemen. While that's all well and good, combat is only one part of a spectrum of player vs. player activities. We need to stop focusing solely on the idea of PvP combat and perhaps look towards the larger picture of PvP conflict. Final Fantasy XI proves this point through the use of the conquest system. Players weren't bashing each other's face in, yet were participating in a conflict that changed how the game played and simultaneously provided rewards. On the other side of the galaxy, EVE Online has become notorious for "trader combat." Where players go against one another in order to get goods out to the market and make a profit. Above those acts come social combat, where players make alliances and enemies as they participate in the other aspects of the game. Exploration could even go in this category, as players race through uncharted space to find caches of resources. These ideas aren't unheard of, but they are unexplored. One of the best examples of how we don't make full use of our genres is the infamous rogue class. Rogues, by definition, are stealthy, thieving, and full of trickery. Their original portrayal in the genre is mostly through non-combat actions, like stealing. Yet, rogues never steal in our online games. Even if they do steal, it's almost always from monsters and not players. "Once we evolve how we approach PvP, we can start truly integrating the system into our designs, rather than continually tacking on battlegrounds and combat objectives and applauding them as elegant design." So why not include pickpocketing? Is it because we don't want to limit it to one class or cause an uproar when one player can steal your stuff? Why not let all players have the option, and actually have a pickpocketing mini-game. Why not expand the concept of "illegal activities" and actually start to develop a justice system, where players can become guards and other players can attempt to get away with small crimes? Of course, we'll get to see an example of how well this will work when Realtime Worlds launches All Points Bulletin, but it is something to think about for our current line of MMOs. Past the legal system, there are other methods of conflict. Card games, price haggling at player run shops, even running an actual shop or a locale can give players a brand new perspective of conflict and simultaneously provide another sink for virtual cash in the economy. The synopsis Don't feel that a game needs to have PvP in order to be viable. Games that can level their challenges (like Final Fantasy's level capped bosses, which make them eternally challenging) and can also present strong, solid methods of entertainment (like Bioshock's emphasis on storytelling and single-player objectives, rather than splitting resources between single-player and multi-player.) But PvP as a concept needs to perhaps become broader, centering more on areas of dynamic conflict rather than stagnant combat situations. Even facerolling on your keyboard against someone else facerolling on their keyboard becomes old -- especially when gear differences lock out true, meaningful engagements. Once we evolve how we approach PvP, we can start truly integrating the system into our designs, rather than continually tacking on battlegrounds and combat objectives and applauding them as elegant design. Colin Brennan is the weekly writer of Anti-Aliased who knows people will scream about how much of a carebare he is in the comment boxes, just because they didn't read the whole article. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

  • Anti-Aliased: You don't need PvP to be successful, honest

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.15.2009

    Player vs. player combat has always been a double-edged sword, in my opinion. While it has the ability to be an amazing part of a game, I find that it usually falls flat thanks to a few loudmouthed jerks and people who exploit their way to "fame." Please note the use of fame in quotation marks, as fame through PvP isn't exactly fame as we understand it by dictionary definition. It is something far less desirable.So, I knew my stance on the issue. I like well executed PvP, but I don't like PvP in general. But I wanted your opinion, readers of Massively, and I got it thanks to a spot on The Daily Grind this week. What resulted from that story was a very interesting discussion on the place of PvP in MMOs, and if PvP is really the staple we think it is as a community.

  • Behind the Curtain: The spirit of competition

    by 
    Craig Withers
    Craig Withers
    12.27.2008

    I was going to write a little about the differences between making better games, and making games better. The more I thought about it though, the more I realised that a topic like that doesn't really have a place here at Behind the Curtain. You can take that statement either to mean that an intellectual, investigative piece doesn't really fit the mood of an opinion-based weekly column; or that an intellectual, investigative piece would simply be too hard. Your choice. Also, it's Christmas, I'm Scottish, so I've been drinking a lot. Instead, I got to thinking about competition. I'm not really competitive at all, you see, so most games (computer and real-life) which involve Vs. modes or PvP hold little appeal to me.