Bagheera, on 18 August 2012 - 03:41 AM, said:
To the OP: Welcome to the wild and wacky world of gaming forums, and massive kudos on your well reasoned post. Especially since it's made 2 pages so far without much sign of trolling!
That said, I will be the dissenting voice against PvE in MW:O and here is why: First and foremost: I do not want MW:O to become this:
http://www.mcgamelan...997B8F91?id=148 Where big groups of enemy mechs stand around and wait for me to show up and harvest them for parts. Which is the hallmark of the MMO gameplay experience. WoW, CoX, SWToR, and pretty much every single one I have ever tried plays with exactly the same (imo boring and repetitive) gameplay. I do realize that this is not exactly what is being advocated, but I want to use this as a starting point. Second: If my MMO experience has taught me anythng, it is that MMO games with a PvE and PvP element cannot balance player abilities for both scenarios. CoX is the prime example of this. PvP as it was originally introduced into that game was rediculously fun. And it was the travel powers (flight, super leaping, super speeding, teleporting) that made it interesting and dynamic. However, as the developers attempted to respond to player complaints it was essentially ruined by adding all sorts of mechanics that were not necessary in the PvE game. For those familiar I am speaking of Travel Suppression, DR, and Heal Decay, among other tweaks that ruined PvP in that game. Third: MW:O is not targeting the MMO player market. It's just a different game. In order to appeal to the MMO crowd, we would have to introduce all sorts of things that would not fit here. For example, farming and crafting. Please, no. The day farming enters this game, I am gone. The MMO market is not going to accept (by and large, Planetside players excluded) a game where aiming is required and the RNG plays no part in combat. The market, by and large, will also not accept a game where player "level" does not equate to relative power. It's just the wrong market. We're not a shooter per se, but we are closer to that market than we are to the MMO market in game mechanics. The day that MW:O becomes the type of game where I cannot damage someone because they are level 50 and I am level 45, I am gone. Fouth: Taking an example from CoX that I actually thought was VERY cool, I would prefer to see the initial clan invasion driven by the developers, not an AI, and then handed to players after a certain point. As CoX fleshed out the relationship between competing dimensions there would be regular "Invasions" where a Dev driven team of characters (and AI driven allies) would show up in Zone and players would attempt to turn them back. Really fun stuff, and this could work well without the AI component (as AI opponents are always easy to defeat) since we are talking smaller matches rather than big open maps with potentially hundreds of players at a time. Finally: Developer resources. I would rather they make the absolutely best and most fully featured PvP game in their original vision than to have them spread their resources for both PvP and PvE, and excelling at neither. I understand the appeal for PvE, but I sincerely feel that MW:O is not the place for it.
I appreciate your argument. You raise some very valid points, and I do understand how the grinding driven and character level based systems would be an abhorration to this game. I looked at the linked picture you showed me, and I immediately understood where you were coming from. This is absolutely NOT what I would want to see.
Of course, now I am required by some code of honor to defend my position
:
Firstly, grinding in some form or another already appears to be part of the system in place. While I agree with another poster that (to paraphrase) 'killing mecho-boars' would not be an enjoyable aspect of the game, that is in a lot of sense where the strict 12v12 PVP is heading:
Teams rushing just to get a victory, without much need to actually destroy the opponent. Thereby getting the XP/cash to upgrade.
That sounds very similar to a grinding/level system. The beauty of the current system is that it is not a huge difference if you've upgraded everything vs nothing (I feel like I'm in Fight Club, not being able to directly bring up the examples... damn NDA). This is a good system, and not something I would want to see changed for anything, and would not need to be changed if PVE were added.
I also think that because of the nature of this game as a 'shooter', and I use that term loosely, there is no reason to think that skills/abilities in PVP would not translate to PVE without rebalancing. Or, for that matter, is there any reason to think that balancing any of your abilities VS an AI would even come up. The reason for this is because both modes can follow the same set of rules, where the only adjusting necessary would be to the AI and their Mechs/equipment.
What I mean by this is: There is no system, nor should there be for 'classes' beyond what we already have (scout, artillery, tank). We don't need healers, we don't need certain dmg types (physical vs magic), we don't need to be 'buffed/debuffed/enraged' or any other mechanic in place for this game to work in either PVP or PVE. And, because of this, the only thing that really changes is the fact that the Mechs you are fighting against are not being controlled by people, and your only objective does not have to be just to destroy them (escort 'quest' from above, was a good example of this).
I agree that I would like to see a very solid game come out no matter what, but I simply cannot see how neglecting to put some aspect of game besides me VS you, is going to help this franchise compete. You bring up the point that this is not an MMORPG, and that (based on the points you made) is true. There are certain things that we have become accustomed to in RPGs: the classes I mentioned above, the levels, and the grinding (oh, the grinding...).
Which is what could make this into a different genre altogether if you will, and one that I have yet to see a decent game take the reins on and do it right: a MMO-FPS-RPG.
Yeah, I know this is going to be the post that gets the flamming started...
But, here is why I think this game/franchise is capable of succeeding in this particular venture:
First, the doctrine and history of this universe is amazingly rich and deep. So deep, in fact, that I don't think there would even be a need to create scenarios/histories/justifications for any storyline/quest what have you, that don't already exist. This allows the developers to concentrate on building the script programmatically instead of having to worry about building a 'script' historically. By all rights, they wouldn't really need to follow ANY storyline/event, and it wouldn't cause any problems ('Escort this guy' ... 'OK, who is he?'... 'It doesn't matter, here's some money.'....'OK!').
Secondly, while I think your point was PVP will suffer if this is focused on, what will they do after PVP is 'perfected'? Where do you go from there? Look at a game like HALO2 for instance (loose comparrison bare with me). Once you beat campaign, there's not much left to do but PVP. Sure you can do Co-op, but how many people can be with you? Certainly not all 16 you have been PVPing with.
This game can handle that problem in a Co-op mode. This game has the potential for scaling levels of difficulty from a PVE system. The survive as long as you can examples some have brought up above are a good example of this:
'What you made it through 3 waves? OK, we're going to double the mechs and make them all heavy class.'
'Oh, last time you ran this escort it was just you and a buddy, but this time you have all 30 of your clan members... Yeah, you remember those Catapults you had to face before? They're still there, but now there's 10 times as many. Oh, and BTW they brought two Jenners and an Atlas each... HF GL!'
Perhaps I'm being naive, and it wouldn't be the first time, but it doesn't seem to be that something like this would be terribly complicated or resource intensive. And I especially don't see how it would affect PVP in any way, shape, or form.
What it would do is keep the developers interested. If the game gets to a good balanced point with PVP, then really what can you add to it? New mechs? Ok... wait i can only have 4... more slots? Ok... New skins? Ok... But, what has been added to the gameplay? I have a blue Mad Cat with a Yellow Smiley for a face...
SWEET! What am I going to do with it? Oh, the same thing I do every night Pinky...
On the flip side of this; If developers had the creative outlet via PVE, to create scenarios, missions, and dare I say it bosses (I know some have mentioned they don't like the idea of mecha-Godzilla in this game, but I gotta tell ya, that is content I would Pay 2 Play). It could only help keep the company interested, invested, and active.
TLDR; While I agree that this should not be WoW with Mechs, I still hold that PVE will add longetivity to the title, make money for the company, and make sure that in 2 years there are actually still more than 5 people on at any given time to play with, PVP or PVE!
Edited by Hennessey, 18 August 2012 - 03:09 PM.