DDOGamer Series: Saving PvP
Part One: We Need to Save PvP
Part Two: A Comprehensive Look at the Current PvP System
Part Three: How Will We Know When PvP is Fixed?
Part Four: Balance the PvP Contest, Not the Game
Part Five: Understanding PvP Hate
Part Six: PvP Dreams: 30+ Ideas For Saving PvP
We Need To Save PvP
Come at me bro
Player-versus-player (PVP) is the most polarizing aspect of DDO. A few people love it. A few more people tolerate it. And everyone else hates it. And I mean hate, HATE!
Post something about PvP on the forums, anything really, and your thread will be attacked as if it were some sort of personal insult, angry PvP haters tearing at your idea like a school of literary piranhas.
But we need PvP.
The hate comes from several ingrained prejudices: PvP players are seen as rude, to each other and to non-PvP’ers, something that is hard to refute if you’ve ever watched General Chat when there are PvP’ers in the Lobster pit.
PvP forum posters always seem to want the classes to be “balanced”, something that really annoys Dungeons & Dragons players as inter-class balance has never been part of the game, and cannot be achieved without changing (obliterating? See D&D 4th Ed.) the differing class structure that is inherently part of the appeal of the character generation system.
There is a contingent of DDO players who believe that any developer time spent on PvP detracts from time they could have spent on the rest of the game and will always vocally decry any effort applied to anything PvP.
But still, we need PvP. Really, we do. Follow the logic:
- Start with the assumption that we all want the game to continue, remain fun, and to receive a stream of new content.
- Then consider that the sole requirement for this assumption is that there are enough paying customers to justify additional investment.
- Now ponder the fact that PvP players are in fact, players, and therefore, potentially income producers. We can all agree that more players is better than less players.
- Now consider development efficiency: as a system, PvP does not require the same kind of monthly hand-crafted attention that other types of new content require. Get PvP right, once, and you can leave it be for awhile. Versus a new quest that will need to be replaced with an even newer quest in the next update.
- Finally, consider replayability. If PvP can be made fun, it will always be like that, replayable infinitely without further dev interaction.
See? For the good of the game, we need PvP.
Imagine a world where PvP is fun, something you want to do, that is rewarding, and always there. It would be a pretty cool world, right?
But what we have right now is not enough. Turbine has tried to walk a line between appeasing PvP’ers without losing/annoying/repelling the rest of their customers and it hasn’t worked. We end up with an unsatisfying PvP experience that only reinforces the prejudices against it.
I propose an update that is full of nothing but PvP enhancements; but it has to be the right ones. We’ll start talking about that tomorrow.
🙂 😀 🙂