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Reader Comments (8)

Posted: Feb 4th 2008 11:17AM (Unverified) said

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I believe that Guildwars did a great job on this.

Posted: Feb 4th 2008 11:19AM (Unverified) said

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Guild Wars did a pretty good job with getting rid of the Gear Differences in PvP...of course they also allow you to create a PvP only character that you don't have to level up...it's a shame they really don't care about PvP in their game...it started out so promising.

Posted: Feb 4th 2008 12:22PM Scopique said

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You're getting screwed. The need to keep going after the better gear is what keeps people from canceling their accounts. I've got friends who are bored to death with WoW, yet keep playing because they've set up some arbitrary goal of keeping up with the Joneses as far a the gear goes. Considering that Blizzard really doesn't have to create CONTENT (outside of some new artwork for new gear) to get people to keep playing, I'm absolutly amazed at the cash-cow they have built for themselves. "World of Warcrack" indeed.

Posted: Feb 4th 2008 1:28PM (Unverified) said

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You make some assumptions and leaps of logic that don't really pan out.

-Not all games where gear can contribute to combat are of the same growing scale. Guild Wars, Lineage 2, Shadowbane, Dark Ages of Camelot (pre-ToA at least) all have both a smoother gear progression and one where the effects aren't as profound when there is a gear difference. In these games the gear differences have to be immense to significantly contribute to the battle's outcome.

-It's also relevant to mention that the point is largely moot. Anyone putting more time into the game is going to play better be it gear or skill. If you put in 80hrs and I put in 10 you're going to have a lot more knowledge on how to win and most likely will win. Regardless of if you are better ahead by skill or gear after the time you've invested you're better none the less.

The key to making pvp seem fair to all levels is accomplished best by:
1. Providing gearing up options for more casual players to stay near the hardcore players in terms of strength.
2. Providing larger scaled pvp encounters that diminish personal gear and skill differences while catering more to overall strategy and playstyle.
3. Providing ways for casual players to enjoy some pvp that isn't heavily populated by the hardcore players. For example a leveling up casual player can enjoy the pvp of the lower tier battlegrounds to avoid the massive gear differences the uber players will have.

Anyways the most important point is that time invested = success. It doesn't matter if it's from experience/practice or gear the result is the same and there's really not much you can do about the whole thing unless you reduce the skilled portion of the game down to a simple remedial task to push the result more towards luck (which would be boring for most players).

Posted: Feb 4th 2008 3:12PM (Unverified) said

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I understand the point your trying to get across, however, why should they level the playing field? One of the main points of a MMORPG is that you increase your characters skills AND your skills over time. They way that manifests itself is through achievements. Your character killed the big dragon and got the staff of beatdown. Mine didn't. And although we've been playing the same calendar year length you've put in twice the hours played I have. You should win.

This is not to say what you want couldn't be a viable game. However what your asking for seems like it isn't an MMORPG, it's an MMOFPS.

Posted: Feb 4th 2008 3:26PM (Unverified) said

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A casual player shouldnt be able to utterly destroy a hardcore player. The hardcore player will not only have more gear but skill and knowledge of tactics. They will know their class better then you know yours and theres a damn good chance they know your class better then you do. So dont start your little QQ about gear. If you cant beat an enemy because they have better gear then dont fight them.

Posted: Feb 5th 2008 11:48AM (Unverified) said

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I think you're discounting the fact that, at least in current FPS games, there is an element of 'gearing' and 'leveling up'. I know Battlefield 2142 and Call of Duty 4 both have perks you can get as you gain more experience - from better scopes to better guns to better grenades. Is this not like the gearing progression of World of Warcraft? I have a fairly tricked out WoW toon, but when I started up CoD4 at the behest of my brother-in-law, I was getting my face melted by Level 50 players with significant perks. I really don't see the difference.

Posted: Feb 6th 2008 11:30PM (Unverified) said

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I just hope that Mythic implement the best thing I remember from playing DAoC.
That is the hard caps to stats, resistances and +skill bonuses.
Level to 50, get a basic suit which caps your most needed stats and the most needed res's with a bit of +skill bonuses together and go kill some albs - if you're in a coordinated group(s) then you'll do fine and have a blast doing it too.

These caps meant that no one could be a god through gear alone, certainly having the relevant stats and things capped was a Good Thing TM but a person lacking in skill who is tricked out in gear is going to have a tough time beating someone who truly knows what they're doing in only average gear.

Skill and syngergy with your group mates became the factor that ultimately turned battles because it didn't take much to be at a decent gear level and I look forward to that being the same in WAR as well - working together to bring down those albs and hibs was so much more satisfying than one or two shotting someone because I simply have a bigger axe than they do because I spent more time raiding or glorified dueling (ie arenas).

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