GrizzlyViking, on 03 June 2012 - 05:06 AM, said:
My best solution would be to have two games...MWO-PvP and MWO-PvE and never the two shall meet. Simply because what we have here already is the same thing that happened in all games like these. We have the PvP camp and the PvE camp. The problems with most multi-player games like MWO is that they get conflicted by trying to appease two separate audiences within the confines of a single game. I have never seen a game that could find a balance to please both types of players, so why try? The simple solution is to make a PvE version that has no PvP and have the PvP version with no PvE. People can then choose the version that they like most and all of the drama between the two sides is eliminated. PvE for PvEers and PvP for PvPers and the people who like both could simply play both. Problem solved!
That would be incredibly boring. It doesn't have to be all or nothing, since there
is a middleground. It's called graduated PvP, which means allows players to choose their risk of PvP via their actions, based on their comfort level, rather than turning it on or off, accepting duels, or joining a dedicated PvP server. As the risk of PvP increases, so does the reward. There are many players that prefer PvE, either due to temperment or lack of free time, but don't shy away from PvP, either because they feel the risk adds spice to the game, or they enjoy the challenge when the
do have free time. Likewise, there are many players that prefer PvP, either due to temperment of sufficient free time, but don't mind PvE, either because it adds texture to the game, or because sometimes they just don't have the time to devote to it, and just want to play a quick game.
When I found out about MWO, I was hoping for a game like my current online game: Battlestar Galactica Online. It's an excellent example of graduated PvP, since the game has unrestricted PvP, but also contains PvE. The way the game works is that each faction, Colonial and Cylon, has a home system which doesn't allow players opposing factions to jump into. The game is strictly PvE in these worlds, which gives new players opportunities to get used to the controls, how the game works, and to practice their skills. The only threats are computer-controlled AIs that occasionally jump into the system. Both computer opponents and resources are scarce in these worlds, so most players will leave the safety of these systems for others.
Around the home system are the core systems that are permanently controlled by one faction, but allows players from other factions to jump into it. Opposing factions that do so will find themselves facing
both other players, as well as AI opponents, so only the most ardent PvPers dare raid there. In addition, some players also patrol there. These systems are heavily populated, so you can often play there for hours without ever facing an opposing player, but again both computer opponents and resources are scarce, but not as scarce the core systems.
The vast majority of systems can be controlled by either faction, and in these systems offer the best opportunity for PvE players to find both computer opponents and resources. If a faction can hold the system, they can build a base there to make it easier to hold the system, where ships can be repaired, as well as launching computer controlled ships, but the opposing faction can destroy that base if they bring enough force. As a result, generally those systems closest to their core systems are controlled by the faction, and are generally "safe," but raids by the opposing faction are always a threat. Because of this, faction holdings aren't quite as profitable as they could be, since there's quite a bit of competition.
Between faction holdings is a "no man's land" where neither faction can hold a system for long. PvP is common here, so PvE players generally won't enter these systems without PvP players as escort. Battles are frequent as both factions fight over establishing/destroying a base, or fight over control of resource rich asteroids.
For the more ardent PvPer, entering an opposing faction's holdings,
can be quite profitable, since these systems offer a "target rich environment." Of course, the easier targets tend to scoot towards their base when you arrive, and you often find yourself outnumbered two to one by the more experienced or aggressive players, but then the AI is rather lame, isn't it?
And for the most adventurous PvPer, there's jumping into an opposing faction's core systems. Target rich environment, maximizing profitability? Check. Patrolling AI fighters and warships to distract you? Check.
When I started reading about community warfare, this is what I'd hoped we'd get. New players and PvE players defending the core systems from 'Mechs controlled by the AI for little reward, faction players can face either other players or AIs (or a mix of both) as they fight over worlds, with rewards scaling with the amount of PvP, with mercenary corps being purely PvP, for maximum rewards. Instead, this game will be
pure PvP. About the only thing keeping my interest in this game right now is the fact that a) This
is Battletech, and I love the universe and I don't get to play in it nearly enough, and b ) that PvP in this game will be
meaningful.
If this game simply offered pointless fragfests, I wouldn't be nearly as interested. And quite frankly, I have my doubts about the meaningful PvP.
Edited by Dragon Lady, 03 June 2012 - 07:27 AM.