I just look at BDO - the whole game is focused toward gearing up for PVP and people are just not playing the PVP anymore (outside of streamers and 5 randoms) I’m wondering if I’ll get as much hate as you will for this video on this comment alone lol
21:43 Yes. That's why a majority of them will seal club the second they get the opportunity. Seal clubbers are the target audience of MMORPG PVP or really any other high-risk PVP game with no matchmaking. They don't care about getting an engaging fair fight, they just want to annihilate someone who has no idea what's happening so they can feel like their hours were worth it. That's why Git Gud is their go-to response.
As an OSRS player with a single character, knowing there’s people who have PvP specific alts whose skills are specifically built to pk for lower level areas is enough for me
That just sounds like a failure of the combat system tbh. Developers should make sure that every type of build is viable. And if it isn't, that's just poor balancing.
@@Trolldamere believe it or not they were viable in RuneScape classics where mage/range was more of support damage and you had three rounds combat system, which made pker/pure accounts weaker vs mains.
@@Trolldamere now they can't adjust because they will fuck up peoples combat levels. And if they adjust you will basically have all players as mains and no pk/pvp accounts. Runescape classics 3 round system along with range and magic just being support damage fixed all those problems. A lvl 75 main in runescape classics in pvp stre would be around lvl 62 if all the attack ,stre, def were about the same plus having 41 prayer aka the standard. He would be able to hit a 24 max damage with dragon battle axe and prayer and super str potion. Vs a pker account who could hit a 36 max damage. In a three round system the main account would have a chance as the attack lvls and def would wear down the pker account. And a pker account at combat lvl 75 would have about 85 hp vs the main account which would have about 72 hp. BOth players are combat lvl 75. 24x 3 is 72 36x3 is 108 all in combat the health pools the main has a decent chance to win the fight.
@@grandcanyon2 Look it's cool and all that you wrote a lil' phd dissertation over here, but my point is that the game just shouldn't BE like that in the first place. People like runescape because it's unique compared to other mmos in that you're not stuck with a choice you made on day 1. Every player is intended to be able to do all the content and train all their skills and experience *everything* the game has to offer on *one* account. But Andrew Gower fucked up on day 1 with the combat system, when people started figuring out that an account is better when you *don't* actually train defense. That is stupid, plain and simple. Andrew should have fixed it back in 2001. The game just should not be like that, period. People shouldn't be punished for training all their skills. But he fucked up, he didn't tweak the combat system when he had the chance, and now we're stuck with it. People only like it because they get to prey on noobs who didn't min-max their accounts in the wilderness. It's bullshit. That's my whole point.
"I think most pvpers would like to be challenged more" osrs wildy pk teams will disagree. They only thing they want is powertripping, because there isnt even alot of money to be made pking compared to pvm
Yeah, the fact that PVP has all these problems before mentioning the fact that beating people up for their lunch money is something only the shittiest people want to do, leading to the worst people imaginable flocking to a playstyle already disliked by the rest of the playerbase, really drives home the point.
@@Frommerman Yeah mmorpgs don't need to cater to all gameplays, if I want to pvp... I just go play cs2 or ow2 or literally any other game actually designed for pvp.
In my opinion its an unsolvable problem because the people that want mmo pvp don't want skill based combat, they want their infinite hours to give them free wins against others. Its the same logic that basically all open world pvp is just griefing instead of fair fights. PvP and MMORPGs are just wholly incompatible; PvP says "lets find out whos best on a level playing field" and MMORPGs say "lets reward players with power for their time". Like CoD and Fortnite would be unplayable if you got more hp and damage for each match you played, it would be a game only for those with no lives.
PvP lost a lot when it went from more or less a way to show off how powerful your items and character were to much more skill based systems most games have now. When you get killed by somebody who has the cool items you want you don't feel bad and understand why you got killed really easily. Their reward is the power flex and your penalty is basically nothing in a battleground or a couple of running back in the open world. Games and gamers now can easily get all the best and most meta items because times have changed. People used to guard secrets and strong builds back in the day because that was the most beneficial thing to do. Now with streams and socials it's way more beneficial to share that stuff so all the best info gets out there. He makes some great points about changing the focus to something else now, and I agree with him.
@@pulleyfm8585 Didn't notice or hardly notice a problem about the accessibility of open world PVP, I played MU private servers the longest out of any MMORPG's, cause you get stronger so quick there. And you can fight the like top 1% of players there, except the top 0.5 whales of course. The problem with pure PVP focused games(like battle royales) is the APM, you can't chill or take a piss or drink a coffee cause there's always action, not saying it's bad but you're not always on the mood to move all the time.
@@MangaGamifiedstarted playing mu myself on a private server in january, full pvp server, works out great with no cash shop. It's incredibly fun but there are always a couple people who play only to kill and inconvenience noobs who can not fight back.
I remember trying to use the fighter jets in Battlefield 3 as a kid and being upset because everyone else had homing missiles but I only had the machine guns, and you could only level up and unlock the missiles by getting kills with the jet. It felt bad to be losing at PvP not just because of skill, but because the other player had tools that I wasn’t allowed to try because I hadn’t played as much as them. Like you said, I think MMOs have a similar problem; it feels bad to lose because your opponent grinded for a better account, and it feels bad to grind for a better account if you can’t use it in PvP. You can’t easily please both players at once.
@@jacobmaruth3598 Talking about multiplayer in general, Unlocked all is not an all-in-one solution either, when some players get better and get pitted against better players, they'll just make a new account. They can keep repeating cause there's nothing to lose. In a perfect world in a controlled environment, unlock-all is obviously the better choice, but you know that's not the case. I think no multiplayer is perfect, publishers just has to pick the lesser evil.
As someone who was ganked for 6hrs on his first visit in STV on some private server I hate non-consensual PvP in MMO. I like to play shooters where it's main focus, but if I want to hit my "do this world quest 20 times" in WoW achievement I just do it in the dry seasons.
I've played MMOs since 2006 and I'm not an MMO PvP enjoyer. The appeal of MMOs to me always lay in the social aspects of the genre. Meeting new people, building social groups and doing fun activities together. To me PvP runs counter to that side of the game. The fact that PvP rewards are unlocked by reaching predefined milestones set by the developers tends to put players at odds with one another, and leads to players having to perpetually work at improving their skills. If a member of the group isn't as invested as the rest of the group they're likely to be ejected from the group because they're not good enough. That social dynamic is not very healthy, and I wish that more MMO players would take a step back and examine how they allow the game to shape their attitudes towards other people and the game. I've played thousands of hours in other PvP games like Dota, CoD and CS because those games facilitate PvP extremely well. It's a core element of those games. But MMO PvP could never hold my interest. It's just not the strength of the genre.
Wait, you're telling me that it's toxic to expect everyone else in the game should be doing the same 16-20 hour a day 3 month long PvP grind? How are they going to get the best gear then?? Honestly though, now that you mention it.. I realize my most fun times with PvP in MMOs was when it was darn near silly role play lol. Silly role play that was always eventually ruined by a giga sweat lord coming in and flexing their 5 million hour grind.
In fairness, at least with WoW, this same dynamic has happened in PvE. After seeing what has happened with Classic, it's clear that PvE content that's too hard also splits friend groups. While I do that that there needs to be some difficulty, I think it needs to be more what I call "RPG hard" where more stats will eventually win you the day. Not mechanically hard like they've made them. IMO, the hardest raids in WoW should be roughly the same as Sunwell.
I think that the main issue with pvp in a MMORPG also fails whenver devs try and make it because the pvp player in general does not want a fair fight, they want a fight that they have a massive advantage on so whenever a pvp mode comes out that that is fair it becomes dead content to any pvp player.
This reminds me of GW2. In it there's the fair pvp mode(Gear doesn't matter) known as PvP and its under populated and never has a queue to join. Meanwhile the open world pvp mode called World vs World (WvW) that makes gear matter and lets you effectively auto win by getting a massive hoard of teammates, is fair the more popular game mode. WvW also routinely gets long join queues for specific maps that they had to make a mini map known as the edge of the mists for the overflow players.
Yeah, the idea that pvp players want a fair and interesting fight is way off base in my opinion, most of the time they seem like they just want to prey on people unprepared to fight back. All the luring in RuneScape being a great example.
Exactly. Look at the fuss the Elden Ring PvPer's put up about not being able to invade people. Their fun is in ruining other's game experience, not in a test of skill.
Eso was not like that. The general pvp player wants there to be a skill cap. Which might make it unfair for the unskilled, but it is something that makes your time worthwhile.
The funniest part to me is that a lot of average PvP'ers will hyper fixate on those extremely rare moments where they overcame a single huge disadvantage, but then completely forget the 100 other situations where they brutally lost in the exact same, or worse, scenario.
Something to remember about Ultima Online the entire economy was based around open world pvp, so losing your gear meant the players who only played as a blacksmith would have income. Crafting was an entire template so they could really only make money off if other players purchasing gear multiple times. Also reaching "max level" was mostly trivial in the beginning because it was skill point based not actually levels. The best gear was also easily obtained so the accessibility was nearly instant even for high skill play. Power creep has set in fully with the retail release and pvp could take years before a player has enough gold to even attempt it now. A free version of Ultima Online called Outlands has done some pretty great things to return the game to a state where the original pattern is still recognizable as far as open world pvp is concerned. You are absolutely right that accessibility is the main key for pvp to be accepted by the player base. Reaching comparable level, getting multiple load outs of gear, and allowing players to keep jumping back in are things that can be achieved but the focus on pvp has to be there from the beginning. Mixing high end pve such as ,mega bosses, and increasingly powered gear with brutal pvp only works for a little while as players are learning the game and still trying to level up.
Something similar happened with destiny 2, there was 2 weapons that were exclusive rewards from hours of pvp, that were the best weapons in pvming, and so it resulted in a lot of pvmers just being angry and frustrated that they were forced to interact with the pvp. I believe the dev response was to just make the pvp weapons shit from then on.
Happened in WoW too, during Mists of Pandaria. The legendary cloak required several PvP wins, and the cloak was generally a PvE item. Which resulted in a lot of PvEers growing dissatisfied on the forums and other places. Only to be met with the oh-so-common "git gud". I was a PvPer at the time and had a lot of fun rolling over the inexperienced PvEers, but looking back I was probably being a jerk.
@oliverwilhelm6171 if anything it exposed that most pvpers get bis then don't touch rated until next season. Just stomping noobs or playing other games
Turns out, games that have you stand still to use half of your abilities that are just canned animations with damage properties and minute-long crowd control meant to fight bosses that take 50 people to defeat, and where your power level is based on how long you've spent grinding for gear with bigger numbers aren't that fun to fight other players in. Who would have thought?
I mean... having pvp zones genuinely is the best solution for mmorpgs lmfao. Like making sure to mark these zones and being transparent about the difficulty is perfectly fine. If that low lv player ignores then and gets fucked then honetlt thats on them. In an mmorpg people tend to not engage in pvp until "end game". Or like games will have a recommended skill level. Pvp will never be able to be full integrated into mmorpgs. Itll always be a opt in type thing.
Yup. I tried WoW for the first time with Season of Discovery. It was great until I hit the level 25 cap in phase 1, and tried raiding. I was raiding with a good group so it went smoorhly, but I didn't understand why I was doing anything and didn't want to have to do research to learn the meta. I've since quit because playing WoW as a new player is like showing up to the Tour de France with a cheap Canadian Tire bike. Everyone else has been training daily for 20 years and is wearing all the best biking gear.
@@GothixZa Why I don't watch all the tutorials/meta discussion and just mess around. Way better for my mental health, than obsessing over the latest "bests"
@@Doombringer55 well starting with Season of discovery is literally a recipe for confusion. Its like loading up an expansion pass before playing a base game and complaining its too complicated. Personally, as someone trying to get into RS in 2024, that feels much more like the Tour de France than learning what stats and spells to use and press in WoW. Literally cant do shit without a wiki open beside me.
A true fan falls asleep to Idyl's silky smooth voice, providing one entire uninterrupted view. And THEN rewatches later to actually absorb the information. And then comments for engagement.
Tbh this is why I loved PvP private servers in WoW, such as arena tournament, or battleground focused servers. Everyone started at max level and okay starting gear. You had progression, but a very skilled player in starting gear could still beat a bad player in maxed out gear. Had just the right balance of skill vs progression. If you lost a BG it was not the end of the world and you could still have fun. Nowadays everything has to be sweaty and ranked, which is such a turnoff when you just want to enjoy the game.
Not mentioning EVE kinda shows that he doesn't know anything about full loot PvP in MMORPGs. EVE is literally the best example of how to do open-world PvP properly. EVE has been around since 2003 and has nailed open-world PvP ever since. The open-world PvP of EVE is so good that Albion Online literally copied it, and thanks to this, Albion Online is now thriving. That's how you do open-world PvP, period.
The problem with EvE PVP, as I understand it, is its ubiquity. Players who enjoy that get to have it, but it drives off players who don't want all PvP all the time. So it works because everyone who doesn't want it is gatekept from thw game entirely.
Tried runescape as a teen looking for a break from wow. Spent a month farming a Robin hood set and finally found my first clue. It took me into the wilderness and right as I was about to finish it I got killed. That cause me to quit and never touch a pvp game again lol
I think your final message sums it all up really well, and does a good job representing my experience. When I was playing ffxiv, I enjoyed the pvp because it was a casual style of pvp in a casual kind of game, I was able to get decent and hold my own because the skill ceiling was an appropriate height to where the best players still had advantages, but every now and then I could get a run going. I also play osrs and the pve is open and lets me be a casual, but I won’t even go near pvp in that. I appreciate the skill set it takes to be good, but I want nothing to do with it
Hey mr. president. There was one game with a great PvP system - Lineage 2 (C6). Reason why you might not have known about it, cause it was more popular in Eastern Europe. Idea behind is simple, you can attack anyone, no factions, just free for all basically. You wouldn't lose any items, UNLESS you would kill someone without them hitting you back, in that case you'll end up getting "Karma" and would have a chance to drop random items from your inventory, but if he hits you back, no matter who wins, there were no penalty, well apart of losing a bit of exp. We would fight for farming spots constantly, sometimes there would be more PvP than mob killing, purely cause there were so many people there. You can look this system up, best PvP MMo/Rpg system I've ever experienced to this day.. and yes, this game is nearly 20 years old
PvP skill level is kinda set by the community around the activity. Even if a game has complex and difficult mechanics, PvP can still be easy if the playerbase are bad at it. The opposite also applies if the game is easy and simple, but the players are extremely skilled in it.
The most recent time I got pked in osrs was when I was 4-iteming a clue step and some sweat started freezing, vengancing, and like swapping overheads like a madman. I didn't even lose anything, but that experience just completely turned me off the the idea of pking in osrs. Ceiling is too high and I don't have time to learn all the tick perfect clicking required to get a good pk
I'm honestly shocked you didn't look into Elder Scrolls Online, as I think it's original PvP system of a war campaign map and the Imperial City/Sewers is a good take one open world PvP! Especially with certain campaigns putting everyone at the same level cap, forcing the game into a real test of skill and prep, as opposed to just having higher numbers!
I think the only reason I've always gravitated towards MMO's that have open world PVP, is because the extra added element of danger and the "social" aspect of making enemies/friends. That being said, my favorite MMO of all time FFXI basically had no PVP, and I didn't actually know that was a thing that people did until WoW came along. I hate first person shooters, but I love games like Chiv 2 and Mordhau which is where I believe "MMO type PVP" thrives.
Surprised and disappointed that you didn't talk about Albion Online, because I know you played it!! (stares in 34-minute Idyl review). I would honestly consider Albion the premier PVP MMO of today. Sure it hasn't solved every problem of open world PVP (which truly is a cursed game design problem), but it is the best blending of both PVP and MMO I've ever seen. For those that don't know, the game introduces PVP to new players gradually and in safe environments, gradually ramping up both the risk and reward until you're ready and _wanting_ to enter the full loot deathzones. And it addresses the issue of dying all alone by sectioning entire parts of the game as "solo PVP only", "small group PVP", and "massive siege battle PVP", each one with their own fleshed out mechanics and rewards. You get to be a lone wolf if you want, but you also get to choose when to group up, and are greatly rewarded for it by gaining access to whole new game experiences.
Something that resonated with me from the video was the mention of how battlegrounds have been optimized into being stomped by groups of coordinated players. I was wondering what made this new battleground mode in an MMO I like start to sour with time, and I see that the thing that has changed with time is that, as a solo queuer, I am increasingly faced with teams of 5 who use coordinated meta tactics that cannot be combatted with random teammates. It's taken a lot of the fun out of it, since a team of 5 is inaccessible to me, and the issue is compounded by the fact that all of the progression in the current seasonal event is tied to this battleground mode, forcing me into this pretty disheartening cycle.
Maps should have narrow corridors where people can only go in/out one at a time, allies also can't go through over/under their allies, if you had watched 300 Spartans you know what I mean.
@@Nipah.Auauau The downside is that you punish people queueing as teams with much longer wait times. Since it's 5v5, there's also the difficulty of whether a team of 4 should be in random queue or against 5 person teams, etc.
@@oposdeo I was more thinking of larger battlegrounds like Arathi Basin, but to answer your question whenever a designer is given an opportunity to make metaslaves suffer, they should always do so. There could also be a team-size limit on randoms so 2manning with your friend would still put you in the randoms queue. Also, doesn't arena have dedicated 3v3 etc. or did they get rid of those?
@@Nipah.Auauau I'm talking about some random MMO, I don't play any Blizzard games. On the subject, you DON'T want to punish 5 player teams, as that's the most desirable and intended way to play the game, not joining randoms. Nothing about having a team of friends to play with makes you a meta-slave or whatever, and in many cases, those players are the most engaged with your game. For team size limits, you still have a problem. If only 1 and 2 player teams can be in the random queue, what do you do about a 4 person team? They need a solo queuer to make 5, but you've segregated solo queuers from the team games. Same thing for a 3 pairing with a 2. It's not that simple. The game I'm specifically talking about already had pretty long queue times sometimes, so exacerbating the issue isn't ideal. There's some other downsides from segregating players in this way. As a solo queuer, I would definitely prefer to play with other solo queuers, but it's not always that simple, particularly when you want to encourage team play.
Sadly have to agree. When I started playing MMOs in Ultima Online, PVP was my driving force. Same thing when I went to WoW. Yeah, I raided, but it was because I wanted the best PVP gear. And then when arenas came out, that was my focus. Then around 2010 life happened and I stopped playing MMOs. Fast forward to Covid and WoW classic is out and I think oh yea let's relive those PVP days. Except.... it was never nearly as fun. It was already meta gamed. Everyone was way better than they used to be. No longer did I have a desire to pop into Warsong Gulch just because i had some time to kill and want to fight people, now the only reason to go in there is for the rewards. Pretty quickly I became a PVE andy. When TBC and Cata came out, I gave cursory attempts and trying to build arena teams, but it just was never 10% as fun as it was back in the day. Now I just don't really care for it. I would love to feel that feeling again, but just the way games are instantly broken down and meta gamed makes me also doubtful it will happen again in the setting of an MMO. Especially since, as you pointed out, there are now PURE PVP games that you can play to scratch that itch, and they are more varied than before. Back in the UO/EQ days, there was Counter-strike and that was about it. Now there's FPS', mobas, etc etc.
I think it’s possible but you need an indie dev to rethink what an mmo is supposed to look like. And mmo’s are not cheap, so it will take a while to trickle up from smaller indie titles to an actual big budget mmo
Early UO Days Full Loot PvP was just the standart. When MMOs changed to themepark ( and used gear as motivation and character progress) the formula didn't work because no one wants to loose weeks of time invested. Nowadays Albion does a nice job. With full loot and non full lot options. Also gear has the same value as Buff food in other games.
Using this audio in the beginning of the video while already reminiscing on early gaming memories is setting my nostalgia meter to levels I hadn't experienced since the re-release of OSRS lmao
@@Tranewrekk thank you! It was in my playlist somewhere but it's been so long I couldn't recall the name right away, but the heart recognizes these tunes immediately haha
As much as people love "open World pvp" The actual balanced and competitive pvp are things like wow arena. Sure a lot of it still comes down to repeating patterns, and playing the meta comps but that's kinda what happens anyways these days in optimized gaming regardless of the environment or scenario. People having egos and e-peens about mmorpg gameplay is kind of questionable as well when like said before it's mostly about learning certain patterns and metas, repeating them + time investment and game knowledge rather than actual "pure skill". Fps,strategy,star craft mobas or pure click challenge games require more "pure skill" than mmorpgs that's the truth. Open World pvp is much more of a scenario of a bandit, or group of bandits preying on easy victims. Kind of hard to call that true pvp or competitive or a challenge. It just so happens that people that engage in these activities still think of themselves as Achilles reborn instead of the level 5 mugger that they actually are. The worst example of this environment is runescape/osrs for sure. The pvp community being inherently dishonest is another big problem. They claim to want all this great pvp and competition and stuff but their actions say otherwise. They go even farther than that in fact. Not only do they try to portray this fake image of a honourable gladiator of sorts, then they also complain and cry about their victims and demand them to have even more risk and not sufficient protection aka easier victims and more rewards and goodies for them, while they are just allowed to maintain the same bare minimum effort and risk themselves. In runescape the pvpers cry about things like dragonhide or bulwark being too strong, while they themselves keep using the bare minimum gear just as well and maybe even teaming on top of that. I don't think they really have a leg to stand on and to complain about things when they do worse themselves while not putting any more effort either. Neither Have i ever seen any genuine attempt of "truly reviving or fixing or elevating the state of pvp" At the end of the day most of these people just want the same predator vs prey dynamic and easy victims and more loot for themselves. That's it. TLDR: They are dishonest about their intentions and wants and lie. A special case can be made for games where the whole game is about full loot,full risk pvp but that is kind of a own niche and genre of its own compared to mmos in general. Though i might add even in that environment there are still problems. It Still comes down to basically the biggest groups and most toxic people bullying/overpowering the rest so even there for the smaller or more average player it's still kinda cooked. Unsurprisingly those games never last since majority of people are put off by them, and the toxic people can't carry the games by themselves. What a shocker.
That's just a plain preference, not a take let alone a hot take. You need some assertion to turn an opinion into a take. _"X is Y"_ or _"IMO X is Y"_ etc.
26:49 Yup, kinda like Asura Strike in Ragnarok Online. I mained a champ but NEVER used asura strike when dueling since I like challenges (even if another monk/champ was using it on me). Though in WOE it was perfectly fine since, though it is a one hit KO if your build was done right, it hits only one target and in WOE you had swarms of other players.
What I like about stand in pvp is that it allowed me to get comfortable with the idea of getting attacked and it game me the skill to win against bad opponents and survive against good ones all that while being the best way for me to get arrows Also dumping dds specs at the chaos altar in the face of an ironman trying to get 43 prayers is hella funny
As a PvPer of 20 years you hit the nail on the head wpvp is what is good about mmo PvP I expected to be mad at this video but you nailed it. Most people looking in from the outside fail to get this point
Great video Idyl! I think that pvp with default gear sets or loadouts often results in a complete detachment to your character- I agree. At the same time, pvp systems without this "equalize the playing field" results in unfair situations where now, to even engage in PvP, you have to grind for the optimal gearing to even attempt to learn PvP. A compromise has to be in order and I haven't seen many games try to implement something like removing enchantments, consumables, and other "extra" factors in order to make gearing necessary but not overly tedious. Elder Scrolls Online, for example, runs into the issue that you really need to grind quite a bit to get pvp gear sets with the optimal traits (that require time to research), and enchants. In this case, a good idea would be to disable enchants and traits and make gearing necessary, but not extremely tedious. I also do think that, this combined with a PvP arena (like 1v1, 3v3, 5v5, etc) would be a good way for players to learn to play PvP without the barrier of entry being too large and at the same time, still preserve that attachment to one's character. It's not a perfect solution, but it's something. PvP is incredibly hard to incorporate in an MMORPG and I think to do so requires some serious creativity on the developer's part. Ashes of Creation is trying to handle open world PvP with their Karma system but I'm not sure how that can work.... Another issue with open world PvP that you touched on is emergent behavior. Developers cannot predict how players, on mass, will behave over time. This is the issue with emergent gameplay that inherently involves disruptive player to player interaction.
MU online solves PVP by disallowing quick/instant travel, be attacked by powerful guards(or something like towers) that bypasses resistances and is a percent of max HP. and most if not all NPC won't do business with them, tho to remove "phonomania" status you have to pay a really huge sum of gold, even higher than crafting the best weapons. I don't play wow so don't quote me on that, but it's such a simple and if I dare say genius way of making people 2nd guess of killing other players.
In relation to the pvp being so unoptimized in runescape back in the day, i remember when dungeoneering came out i made a killing on f2p honour deathmatches because they released an attachment to maple longbows that awarded them something like +125 accuracy, making the maple longbow the best dps in f2p pvp even when wearing full rune plate.
I feel like with PVP you can't have rewards that make you stronger over time or it's no longer about skill. Pretty much every successful PVP game starts everyone out in a match with access to the same things. Which is like the opposite of being high level in an MMORPG
Yeah, I definitely felt this in Destiny 1 & 2. The first especially when the Thorn was a thorn in everyone’s backside and you literally couldn’t compete without it along with it being a grindy PvP exclusive quest too lmao
There is a way to make PVP very fun in MMO’s, but it’s very counter intuitive. WoW figured it out with Epic BG’s such as Alterac Valley back in Vanilla. Basically, you need heavy PVE elements (such as a raid boss, NPC castle guards, etc) and you need to make it not overly competitive in the sense that class balance is pursued at all cost. An MMO cannot have perfect PVP, the genre is not PVP friendly. But it can have fun PVP.
I think the natural progression out of pvp in MMOs are the newer pvp focused games, such as Dark and Darker and Escape from Tarkov. Not MMO's but still offer lots of player interactions while delivering a sense of exploration. Dark and Darker also really taps into the RPG experience with the class system. As much as I love osrs pvp I can agree it's not growing, the barrier of entry is just way too high to attract new players. The latest Deadman mode, however, was a ton of fun, so hopefully they keep doing those as it can be a good entry point to learning the mechanics without risking losing anything on your main account. Either way I really liked the video, and am hopeful that PVP won't ever go away entirely from MMO's because I'd stop playing them at that point. For me it's an important reason to play them, once I've saturated the PVE content I want to progress to the big leagues, and I can't imagine anything will ever be more challenging than facing other players.
DMM is as it has always been. A massive joke full of cheaters and degens who will sleep 3 hours a night and have a clan of bots muling for them. It is nothing and noone cares about it. I never cared about it only saw the drama and think Jagex should stop flogging the dying horse that is pvp. PvPer's want walking cash stacks they do not attack fair fight opponents.
I love the idea of open world pvp in wow specifically but it's almost completely based on just who has better gear and as of late wow moves so fast you never bump into other players anymore
More like death of PVP in established publishers, when there's surging emotions(like looking for something) + a gap in the market = someone would eventually makes them.
I think the only time I really had fun with PVP in an MMO was hunting cursed energy bots in RS3. Killing them, getting 200k worth of cursed energy, then trying to escape back to Edgeville without getting killed by someone else doing the same thing was a lot of fun - though it was more "very risky PvE" than true PVP.
PVP was popular back in the day because of two reasons... the gamer age was younger and we were angsty teens / young adults needing an outlet for our frustrations with lots of free time. Number two is that actual games that are just pvp didn't really exist.. no League of Legends or Dude Shooter 12: Battle of Duty. MMO player average age has progressed to a point where very very few of us want to pvp for any reason at all.. no reward will ever make us feel like doing it. Those who still crave it are probably already invested into something like Shooting Bros 7 or Legends of Overdots.
Whenever someone talks about how great open world PvP is, I think of the first week of the PvP system implemented in WoW Classic. Just full armies camping flight points. And full armies randomly murdering every individual they see. Super fun. Top tier gaming. Peak skill. Stuff we'll be talking about as peak gaming in 20 years.
Risk vs Reward is s super overrated incentive system that everyone seems to think they want. People are way more risk adverse, they will remember the losses way harder than the potential rewards. Risk vs Reward does not create a healthy PvP environment.
@@CouchWarrior561 nice post, believe or not runescape is the most dangerous pvp type game, its one of the few games where if you kill someone you get the majority of their stuff. Healthy pvp to these folks is pvp where you don't risk anything at all and just fight. Folks think osrs pvp is dangerous in multi/single zone, in RUNESCAPE classics it was multi everywhere and protection prayers only worked if a person ranged you. Thats what makes runescape pvp exciting you can die or kill other for loot. But what you have is folks want to go in a pvp environment in a game, and then have the pkers leave them alone so they can get cool gear/loot or kill bosses. This how games dies when companies lisent to these types of players, they ruin their game, then these players flood other games almost like a virus. Mind you its peoples opinion and they have a right to voice the changes they want to game. But in most cases their not practical or care about the health of said game. And i quote- @Kngofkngs 6 months ago LMS is great PvP in OSRS. It’s nice being able to participate in PvP without the risk of losing my shit. PvP in its current state should be limited to PvP worlds only. Forcing PvPers to play against PvPers instead of preying on players just after the cool items the Wildy has to offer.
i actually made designs for some good new battleground minigames for osrs and rs3. like for example in rs3, have a lvl system, everyone starts at lvl 1. and you can mine recourse, smith items, make potions, while another team kills ,monsters, takes control of control points (like in dawn of war) and prepares defences. while the other side uses the items to gear up, uses the slain slayer monsters to attack these control points. if you win, you get more points, but you can't hold out for long, you cant restock in the other persons area. the moment a team is "engaged" both teams can't get new items, if the enemy team wins, this system stays, so you need to go back and forth to gather your supplies back. the fun idea I had with this WAS the chaos, you can have everyone gather resources and just a few overpowered guys take control piints and that is fine. you can have the entire team fight with almost no resoucrs, and thats fine, you can steal them from the other team. there is no wrong way to play it, all you do is to play. the reason why everything is lvl 1 at the start is because you do have limited weapons and specials (rs3) you need to find your way, use range to ensare and get them, or magic to be powerfull, but slow. or melee, be tanking, but your damage can only be done one on one. and then I found out, that doing ALL OF THIS, and maintaining ALL OF THIS, is an entire game on itself, which is why for a lot of games, pvp is dying, it is just too much to make, maintain and handle. just look at osrs, they spend YEARS and it just did not work out. the concept of playing it for fun is gone because a couple of perfect players just decimate anyone trying to learn. groups of clans just go and mess your shit up before you could leanr, you need so many plugins that there is no hope for you to even try. it took me MONTHS to learn how to kill bosses in rs3, i am lovin it. but damn, i would hate to learn it, by dying, because I did not have the right plugins, wrong stats (oeps) or a new item that just came out that takes another acount to GET, because buying it will cost you a new morgage. a fix thou, for osrs, might be to focus on how to make it hard, for strong players to be in the field. maybe have them tagged. instead of tagging EVERYONE, as soon as you get a couple hundred kills, you get tagged, people can find you. this is resert every couple of months, call it an (event) or something.
So the conclusion you came to here is the conclusion I also came to. It's all its own thing. And that's fine! Pvp is great, but it usually deserves to be it's own game to really do it justice.
@@IdylOnTV you made great points on the pvp concept, it truly sucks that it did not work. and just like players, companies re not going to invest millions into fixing it anymore. it truly is dead, no mather how many concepts and fixes I can think of XD
Open world PVP is mostly fixed by Private servers(with high rates) being able to max out quicker than your average game. If one of the gatekeepers was being high level and gear, your average private servers resolves that
@@tottorookokkoroo5318 Friend what game shot you up to the highest level instantly? basic private servers has multiplied XP gain for starters, so I technically played through them. Even private servers cared for longevity. What private servers did u play? You're starting to sound sus knowing very little if not none about private servers. What PS did you ever played?
@@MangaGamified Dude i have played tons of different mmos and even with regular xp rate you often have to skip leveling zones. If you increase the exp by 2x or 5x or 10x obviously you can do just a fraction of the zones before you are overleveled. This is just such a basic thing you would understand even if you have never played an mmo. Sure you can do level scaling of the content but that sucks. This idea of just rushing into end game to play the "real" game is ruining mmos, most of the game and fun is typically in the leveling process so speeding it up is just not a good idea.
This is actually one of the reasons I dropped out of MMORPGs entirely. See I came to a realization: Ultimately MMORPG PvE always ends in Raids. I. Hate. Raids. Loathe them, with a burning passion. I don't mind small scale group dungeons (one squad dungeons from WoW for example), but trying to deal with the herd of cats that is a raid group? Forget it, no thanks. Unfortunately, the best gear in MMOs is always in the Raid battles or (usually) a PvP equivalent. So I PvPed for my end game loot, but as years go on, as you point out, the PvP side of things becomes more and more unhinged and disconnected from the rest of the game. This not only ruins the fun, it ruins the immersion. Eventually I asked myself if I can't stand the end game of MMO PvE and the PvP is essentially doomed to failure why am I playing these things? The answer was "for no reason" so I stopped. Haven't touched one since despite the fact I have come to enjoy normal RPGs more then any other game genre. I think the last one I really played was City of Heroes and when it shut down I never picked up another.
8:54 we left because were pushed out man. WoW ditched us which is where most of us were, gw2 was good but not sustained, and every other gados pvp has always been lackluster. Its not that we arent around, its that we have been pushed our and ignored by MMORPG devs for almost a decade
I’m surprised so many og RuneScape players/content creators have never played Tibia. Please give it a try one day! Granted I haven’t played it in a couple of years but it was my first mmo I played back in like ‘99.
One thing to remember about pking in 2007 is that things like pathing were really different from modern OSRS. I have a feeling it would take a little adjusting to go back to those servers.
I'm a very casual OSRunescape player who only uses the wildy when I really need it. I appreciate that the wildy has some nice rewards at the risk of being PK'd.
If I want PvP I load up Mordhau, Elden Ring, any one of a massive list of fighting games. The Wildy is just stressful, especially as I play an Ironman. The risk is huge, the reward is middling, and no amount of rskill can make my account benefit from getting jumped.
I think pvp has a place in battlegrounds and arenas in World of Warcraft. Depending on the pop and the community of certain realms wpvp can be more acceptable than what was described here about many other games.
The problem is that youre "building" a pvp system to a mmo with solo play as a focus. The other end of open world pvp that balances it is having a group, is asking for help, its to actually engage with the community of tge game in order to have sucess
I think the best open-world PVP MMORPGs will be sandbox niche games, and that's ok. The private shard Ultima Online:Outlands has done it the best in my opinion, as it has an extremely robust PVE/roleplay world, but also open world FFA PVP. All towns are completely safe from PKs, and it's open world FFA PVP everywhere else. However if you attack an innocent players and get 5 kills, you become "red" and can be attacked freely by anyone without any repercussions and you can't go in cities. You also have a stacking penalty for each kill, where it becomes more and more expensive to rez if you die, and your killer gets part of that gold (nice gold sink too). You also can't commit any criminal action for a good while in the region you were in if you get killed. There's also a ton of organized PVP events, although I never participated in any of it. I just enjoy the dangerous world, even though I know i'm far from the majority. It also has an extremely robust PVE system with incredible build depth in a classless game, but almost all of it doesn't work in PVP, so you're never really "outleveled and outgeared" in PVP, which is amazing. Although you do drop everything that's not blessed on death, you do keep the important PVE stuff (codexes, spellbooks, skill progress). Almost all the PVE power you have comes from these personal skill systems that you level up over time, so what you drop is mostly the basic consumables and loot you got so far in your run. The player crafted gear is also excellent, and although you can risk it by buying the more expensive materials, the cheaper ones are almost as good and orders of magnitude cheaper (think 10x cheaper, but maybe 5% less good). So dying and dropping stuff isn't the end of the world. Despite all this, it's of course still an extremely niche game and it's not for everyone. But is that really a bad thing? The server has been going strong for 5 years now, and more popular than ever. Devs are absolutely amazing, the community is for the most part great and very supportive of new players, of which there's a surprising number. The second expansion is about to come out. When you have 2-3k players logged in at all times and the server has players everywhere playing in all sorts of different ways, that's all that matters to me as a player. It looks like Ashes of Creation is going for a somewhat similar system to manage PK penalties and i'm very curious to see how it'll unfold. As for more mainstream MMORPGs, I prefer when there's just a handful of always-on FFA PVP servers where you can just go nuts in an unbalanced environment. Again it's a niche playstyle, but that's why everyone that doesnt like PVP can play on PVE servers (possibly with a PVP toggle on/off). I would have loved New World to release at least one FFA, always-on PVP server. I'd go back and start again at lvl 1 in a heartbeat if they released one. Maybe one day :)
When I think about what I want out of pvp in mmos I think about what I liked doing in WoW. Which was guild based open world pvp. We had a chat that we used to keep track on Horde settlements that were being attacked or to call out specific Alliance players with their flags on. We also spent time planning attacks on the capital cities. One time we snuck a warlock into the tram tunnel between the two big Alliance cities and left him there for a week or two. Then we had him summon in the raid parties and attacked from the trams. There were also parties who raided from the front gates. What I want out of pvp are things like that. But I'm not into full loot pvp mmos because that's just too punishing. I liked it in WoW because the consequences were just time and money. Not literally all my gear. As WoW got more focused on battlegrounds and the arena I got less and less interested in pvp. I wasn't out there for rewards or fair fights. I was out there just for player driven fun like playing Hillsbrad pingpong for hours. It was definitely frustrating at times. But that frustration I think helped fuel the desire to partake in it. The fun was seeing a high level Alliance guy destroy my little starting area and kill my quest npcs. Only for some high level Horde guys to come in and stop that nonsense. I could go and play other genres of game that are better suited for pvp, but while I like fighting games a lot a fighting game doesn't provide me what those days sacking towns in WoW did. The one thing that comes kind of close is invasions in Dark Souls. Especially Dark Souls 2. I loved the bell towers and being a rat bro and I've done blueberry work extensively.
The clans died. I was part of that scene all the way until eoc dropped. We did like 2 fights in eoc and everyone promptly quit. I can't speak for osrs, but my understanding is that clan pvp simply never recovered from it.
The wilderness in OSRS frustrates me, because the PvP community tends to be fairly toxic. This is a combination of the PvP community being most tied to 2006 (including its culture which does not translate well into the modern age at all), as well as the completely misaligned playstyles between PvP and non-PvPers. I simply put, do not enter the wilderness. Even for relatively safe content. I don't care about the financial risk, because the risk to me is and always will be that of being frustrated and annoyed. Simply put, no amount of reward save for BiS that can be got 100% that is basically just a one off task (MA2 cape) is enough to make me go in there. Having a giant dead zone of functionally no content take up a huge space of the map is also frustrating. I have PvPed in WoW, in battlegrounds back in wrath. It was alright, but never particularly fun. I have PvPed in FF14, where I got to the highest rank (crystal) with relative ease. I'm not opposed to PvP in an MMO, but I just don't think it works. Simply put: You can't have an even playing field AND have PvP be where you get to slam your character and its progress against others AND reward the people dedicated to PvP AND make complete newbies able to go toe to toe. Those are two sets of mutually opposed goals. You hit the nail on the head when you said those who want PvP, will just go play a game based around it. I've said this for a long time now for my own play patterns, and it holds true. I unironically think that OSRS would be better if the wilderness had its pvp, and its huge loot bonuses, be opt-in. Make the wilderness only a pvp zone on a select few worlds. You are unable to hop worlds to or from these worlds while in a wilderness area. You enter on one of these worlds, and you leave by teleporting, walking out, or dying. No hopping. The chaos altar is nerfed to be equal to a gilded altar unless on these worlds. Wilderness slayer is heavily nerfed except on these worlds. The wildy bosses basically only drop uniques unless on these worlds. You can only open larrans chests on these worlds. All the +risk +reward aspect of the wilderness is condensed onto a few worlds. This condenses the pkers, and the pvmers who feel like being spicy together. And if you don't want the risk, then you lose the reward too. I think this would genuinely be better for everyone except for the PKers looking for free kills.
I think it is entirely possible, but we need to be honest: almost NONE of the developers in this genre know or care about it, and almost zero dev time (aka money) is spent on it. Heck, I could take something like some version of WoW and steal a few ideas from other MMORPGs and it would be considered revolutionary even though most of the ideas came around the time of the Wrath expansion. 1) Boy did SWtOR screw up their "resolve bar" but no one has built a better mousetrap for CC effects and it should be the standard. Instead of a nerf bat, developers would have a surgical toolkit that could be tailored for each spec and each individual CC in the game, and best of all, has ZERO impact on PvE. You don't have to worry about the number of CC tools classes get, or CC chains, or overall percentage of time someone can be CC'd, because setting up this system properly once (hint hint SWtOR) solves for all of them. Even better, you don't need addons to track any of it, it would make more comps viable, and removing confusing DR categories makes the game easier to understand and spectate even for people who don't do PvP. 2) Tanks don't have an actual role in most of these games and WoW is a great example. Hey, you know how one of your three roles doesn't have a role in PvP for 20 years? Yeah let's do that. Basically, you are going to steal the general ideas from Warhammer Online: Age of Reckoning (still going on a private server Return of Reckoning). TLDR: tanks have an actual role and they are fantastic. You take all the "PvE only" tools that don't do squat in PvP (like taunts) and give them additional functionality when used against players, redirecting a percentage of that damage to yourself. Some of the mechanics would need to be altered to fit the mold of WoW, but it isn't rocket science. You reduce incoming damage to players close to you and behind you with abilities, meaning we don't need the insane amount of defensive CD trades like we see in retail WoW. It also solves the problem where certain casters that are not mobile suffer in small scale fights (like 2v2 arena) as well as how it is terrible to be a melee in a large scale fight (like AV). You just pair them with a tank and it just works. If you don't believe me go play RoR; for all the complaints everything just works out... like really well. Seriously I don't know why more people don't try it, they solved this problem decades ago. 3) Scaling or "Bolstering systems". Both RoR and SWtOR have systems that allow anyone who isn't level cap to have decent enough battles with each other, which is great as it lowers queue times and prevents gankers from being able to reign freely. Pretty much it's only at end game when the gear grind is a big deal. Heck, even WoW got a version of this. In addition you have games like GW2 where you can just go to an instanced PvP area from the start and have access to all spells like a max level character and grind out the leveling process on an equal playing field. There are enough examples of these sorts of mechanics that you can find something that works. But wait, you might say as a hypothetical person, won't I not care about gear? Well, go play RoR and realize that not keeping up with your gear negatively impacts you and see just how good it feels. I care about every upgrade I get in that jank, old game and it feels great. 4) Opt in is possible if you give enough rewards. Instead of the "hardcore PvP" where you drop gear and lose experience, you can just have certain items that can be collected in PvP zones, and only those can be looted by killing another player. TA-DA! That way you can have your risk vs. reward and still be able to f up the economy like other games! Seriously though, look at how Warhammer Online has keeps you can siege and imagine that with resources that can be gathered and traded that others care about ala Ashes of Creation that will never release. There is potential there and again we are just stealing what works. Revamp rewards in general. Copy/paste what you do with PvE rewards and make a version of that for PvP one by one. Heck, even just do a recolor of mounts FFS, we're not asking for a huge effort, just SOME effort. Remember all those PvP objective places you put all over the map that no one cares about? Well if there are actual rewards people will care. You just have to not underestimate the amount of reward that is needed. It's... a lot. 5) Hey remember that mechanic that Priests in WoW used to have where they would get a stacking buff that reduced incoming damage? Take that and now it stacks based on the unique number of enemy players attacking you. Then do the same for the amount of healers currently healing you, and also have a separate one to track when you are getting off heals by a DPS. Congratulations, those are the tools you'd need to balance different sizes of battles, all the way from duels to large scale battles. This is entirely possible, and if retail WoW can check the insane amount of modifiers for every tick of every dot in real time, you can't tell me this isn't possible to do. None of these have to be visible to players either. Done right and PvP just... works. It would just feel balanced regardless of what you are doing. This is the only brand new thing, but you've had mechanics that were similar enough before and even the combat log could be used to determine this. It gives you another dial for PvP combat that doesn't effect PvE and between this and the other changes can have a huge impact. 6) Remember the Timeless Isle and how everyone liked that? Where the mobs actually had unique abilities? Ok, so just take all the usual tools classes would use in PvP (Charge, Death Grip, Interrupt, etc.) and put those onto mobs. That way, instead of PvP being a cluster f of new concepts, you are introducing them to players one by one as they level. Gee, almost like how games used to teach people about how to play the game through playing the game. This isn't just limited to the first level of Mario Bros and the intro level to Megaman X. You can literally teach them how to use things they will be doing in PvP and not only does that make leveling more fun, it makes PvP more "accessible" without dumbing it down. With this one you are literally stealing your own ideas so it's almost impossible to f up and most of the work is already done for you. There we go. If you can steal flappy bird and Pokemon and GW2 mounts and put them in WoW, there's no reason why you can't just steal all the best ideas for PvP. It's not that PvP CAN'T work in these games, it just doesn't get the attention it would need.
Not really a PvPer but was wondering when you'd talk about Arena mode in WoW at least as it's the main PvP scene and has a good amount of players, felt like it covers objections like build and being full pvp and wished you covered what else you think about it on the video, so at the end just felt like an oversight.
1st, no one has ever tanked in WoW bgs, unless they forgot to switch specs or really, really new. Maybe classic idk. It made me giggle. 2nd, You can get a good pug in a bg every day of the week in WoW. I did it for years and years, and I'm done. Possibly the era's over. It's sad, but it happens.
To be fair, flag carriers in WSG sometimes are actual tanks and/or just very mobile people. But otherwise, lol - I agree, tanks aren't really a thing in battlegrounds or pvp in general.
Your take about pvprs not enjoying a free kill is dead wrong. I challenge you to go to multi in the wildly and not get curbstomped by teams that take a 3 way split on 50k loot.
The biggest thing with games in general is trying to have pvp AND pve. You have to balance classes for both game types and it's just not good. WoW has done a good job overall by differentiating how stats and abilities work in PVP and pve, but most games don't do that. Balancing one will undo balance for the other and one side will always be disappointed.
The MMO with the healthiest relation with PvP is GW2 (I love the game but even if I didn't I would say it). You can get PvE rewards from playing both sPvP and WvW. sPvP gear is also completely equalized and pretty easy to find casual matches. WvW uses your own gear but its not hard to get a good build going..
I remember back in 2006 or '07, my friends would get me supplies to level up my smithing to the point where I could smith full steel, equip that with our rune scimmies and just go to town in f2p lol
Part of the problem with PVP in mmos nowadays is that honestly, if you want to opt in to a pvp experience, you're much better off just logging in to a different game where pvp is the ONLY focus. MMO's like WoW succeeded on this front so well back in the day because there was no other games that did pvp as well as it. At least that's how I feel now.
Getting gear and experience points doesnt have to be the point of a rpg. Ultima Online (and in its current form, Outlands) is amazing because they understand it. Full loot pvp makes the economy functional as it drives down the price of gear enough to keep people in the action. It makes crafters worth having and rewards knowledge of mechanics and systems in the game, because if you can't fight back you need to have a plan to deal with reds/pks or to mitigate the loss when you inevitably get jumped/killed. When I'm farming in Outlands and get a good drop I know that I have a choice to make: keep grinding and risk losing it for more efficiency or run to bank it. If I'm on my way to the bank and I see a pk popping up my heart will be racing and I'll know that I have something that I dont want to lose and that's awesome. It adds a lot to the experience that the casual snoozefests of pvm mmos simply do not have. Losing something is not fun, but it makes not losing said thing worth more. For the other half of your points, skill issue.
Optimizing the fun out of PVP can't be understated as a reason for its death. Scrapping with randos back in the day was fun precisely because neither player really knew what they were doing. It felt like a genuine brawl with relatively even odds. Nowadays it's of course completely different. Unless you're geared for PVP and also know the right rotations, tactics, matchups, etc you realistically have a near 0 chance to win against a player who does have all of those things. I think of it like button mashing in a fighting game. If both players are mashing, the game is fun. But as soon as a guy who can do combos shows up he's completely untouchable. Of course, if both players can combo the game becomes fun again. The problem is that the combo-ers gatekeep the button mashers such that becoming good is an extremely arduous process. There's no training mode in MMOs, only the meat grinder.
Idyl is pretty smart but his world view is severely limited by the fact that he's only played Runescape and WoW for any significant amount of time, and it really shows in his videos. Especially in this one; there are so many more arguments for and against MMO PvP that he could've made had he been familiar with games like UO, DAoC, Lineage II, Eve, Albion, SWG, etc. There's also the issue where he openly admits he isn't good at certain kinds of gameplay like PvP, either from his own personal limits or just refusing to dig into the systems. So it comes off like someone who hates spicy food reviewing Thai cuisine as "bad" and that they "should just stop trying to make Thai food work".
before you leave that mean comment remember i am attacking YOU PERSONALLY if you enjoy PVP.
As someone who enjoys pvp, I’m unfortunately going to have to take this L as I cant make a response video nearly as high quality as this
Im just here to let everyone know its not gay to kiss the homies goodnight.
you have interesting ideas on game design, I think that runescape is limited by its mechanics on why it cant have good PvP like you said
Everything is a personal attack thats why you cant call jews genociders
I just look at BDO - the whole game is focused toward gearing up for PVP and people are just not playing the PVP anymore (outside of streamers and 5 randoms)
I’m wondering if I’ll get as much hate as you will for this video on this comment alone lol
8:01 "I did like the video, because I do hate school"
That's a bold thing to admit when you are being sponsored by a school.
Everything balanced, as it should be.
Let the man make his bag. At least he's not plugging shitty rapper earbuds with no midrange
I was literally coming here to say that exact thing lol
The real PvP was the battle between PvE- and PvP-fans all along.
21:43 Yes. That's why a majority of them will seal club the second they get the opportunity. Seal clubbers are the target audience of MMORPG PVP or really any other high-risk PVP game with no matchmaking. They don't care about getting an engaging fair fight, they just want to annihilate someone who has no idea what's happening so they can feel like their hours were worth it. That's why Git Gud is their go-to response.
As an OSRS player with a single character, knowing there’s people who have PvP specific alts whose skills are specifically built to pk for lower level areas is enough for me
That just sounds like a failure of the combat system tbh. Developers should make sure that every type of build is viable. And if it isn't, that's just poor balancing.
@@Trolldamere believe it or not they were viable in RuneScape classics where mage/range was more of support damage and you had three rounds combat system, which made pker/pure accounts weaker vs mains.
@@grandcanyon2 Yeah. That sucks. Lol. They had 20+ years to fix it and just sat on their hands the whole time. It's embarrassing.
@@Trolldamere now they can't adjust because they will fuck up peoples combat levels. And if they adjust you will basically have all players as mains and no pk/pvp accounts. Runescape classics 3 round system along with range and magic just being support damage fixed all those problems.
A lvl 75 main in runescape classics in pvp stre would be around lvl 62 if all the attack ,stre, def were about the same plus having 41 prayer aka the standard.
He would be able to hit a 24 max damage with dragon battle axe and prayer and super str potion. Vs a pker account who could hit a 36 max damage. In a three round system the main account would have a chance as the attack lvls and def would wear down the pker account.
And a pker account at combat lvl 75 would have about 85 hp vs the main account which would have about 72 hp. BOth players are combat lvl 75.
24x 3 is 72
36x3 is 108
all in combat the health pools the main has a decent chance to win the fight.
@@grandcanyon2 Look it's cool and all that you wrote a lil' phd dissertation over here, but my point is that the game just shouldn't BE like that in the first place. People like runescape because it's unique compared to other mmos in that you're not stuck with a choice you made on day 1. Every player is intended to be able to do all the content and train all their skills and experience *everything* the game has to offer on *one* account.
But Andrew Gower fucked up on day 1 with the combat system, when people started figuring out that an account is better when you *don't* actually train defense. That is stupid, plain and simple. Andrew should have fixed it back in 2001. The game just should not be like that, period. People shouldn't be punished for training all their skills. But he fucked up, he didn't tweak the combat system when he had the chance, and now we're stuck with it. People only like it because they get to prey on noobs who didn't min-max their accounts in the wilderness. It's bullshit. That's my whole point.
The nostalgia flashbang of using that old free license song that was insanely common in like 2010 era youtube tutorials
"best royalty free song" search did not let me down
Holy fuck indeed, the nostalgia hit I did not know I wanted that much^^
Does anyone know the name of the 8-bit song at 19:48?
@@erules7701 Undertale OST - Fallen Down
Timestamp for the track you're all talking about plz? :)
"I think most pvpers would like to be challenged more" osrs wildy pk teams will disagree. They only thing they want is powertripping, because there isnt even alot of money to be made pking compared to pvm
When the 3 "R"s came up i was definitely expecting racism as one of them.
Your thinking of king Condor
Yeah, the fact that PVP has all these problems before mentioning the fact that beating people up for their lunch money is something only the shittiest people want to do, leading to the worst people imaginable flocking to a playstyle already disliked by the rest of the playerbase, really drives home the point.
@@Frommerman Yeah mmorpgs don't need to cater to all gameplays, if I want to pvp... I just go play cs2 or ow2 or literally any other game actually designed for pvp.
I was thinking "retard" because of the wildy clans 😅
that's R zero
In my opinion its an unsolvable problem because the people that want mmo pvp don't want skill based combat, they want their infinite hours to give them free wins against others. Its the same logic that basically all open world pvp is just griefing instead of fair fights. PvP and MMORPGs are just wholly incompatible; PvP says "lets find out whos best on a level playing field" and MMORPGs say "lets reward players with power for their time".
Like CoD and Fortnite would be unplayable if you got more hp and damage for each match you played, it would be a game only for those with no lives.
PvP lost a lot when it went from more or less a way to show off how powerful your items and character were to much more skill based systems most games have now. When you get killed by somebody who has the cool items you want you don't feel bad and understand why you got killed really easily. Their reward is the power flex and your penalty is basically nothing in a battleground or a couple of running back in the open world.
Games and gamers now can easily get all the best and most meta items because times have changed. People used to guard secrets and strong builds back in the day because that was the most beneficial thing to do. Now with streams and socials it's way more beneficial to share that stuff so all the best info gets out there. He makes some great points about changing the focus to something else now, and I agree with him.
@@pulleyfm8585 Didn't notice or hardly notice a problem about the accessibility of open world PVP, I played MU private servers the longest out of any MMORPG's, cause you get stronger so quick there. And you can fight the like top 1% of players there, except the top 0.5 whales of course.
The problem with pure PVP focused games(like battle royales) is the APM, you can't chill or take a piss or drink a coffee cause there's always action, not saying it's bad but you're not always on the mood to move all the time.
@@MangaGamifiedstarted playing mu myself on a private server in january, full pvp server, works out great with no cash shop. It's incredibly fun but there are always a couple people who play only to kill and inconvenience noobs who can not fight back.
I remember trying to use the fighter jets in Battlefield 3 as a kid and being upset because everyone else had homing missiles but I only had the machine guns, and you could only level up and unlock the missiles by getting kills with the jet. It felt bad to be losing at PvP not just because of skill, but because the other player had tools that I wasn’t allowed to try because I hadn’t played as much as them.
Like you said, I think MMOs have a similar problem; it feels bad to lose because your opponent grinded for a better account, and it feels bad to grind for a better account if you can’t use it in PvP. You can’t easily please both players at once.
@@jacobmaruth3598 Talking about multiplayer in general, Unlocked all is not an all-in-one solution either, when some players get better and get pitted against better players, they'll just make a new account. They can keep repeating cause there's nothing to lose. In a perfect world in a controlled environment, unlock-all is obviously the better choice, but you know that's not the case.
I think no multiplayer is perfect, publishers just has to pick the lesser evil.
PVP players: "Lol git gud scrub."
Also PVP players: "OMG I'm sick of waiting in a queue! Why don't more people PVP?!?!"
As someone who was ganked for 6hrs on his first visit in STV on some private server I hate non-consensual PvP in MMO. I like to play shooters where it's main focus, but if I want to hit my "do this world quest 20 times" in WoW achievement I just do it in the dry seasons.
I've played MMOs since 2006 and I'm not an MMO PvP enjoyer. The appeal of MMOs to me always lay in the social aspects of the genre. Meeting new people, building social groups and doing fun activities together.
To me PvP runs counter to that side of the game. The fact that PvP rewards are unlocked by reaching predefined milestones set by the developers tends to put players at odds with one another, and leads to players having to perpetually work at improving their skills. If a member of the group isn't as invested as the rest of the group they're likely to be ejected from the group because they're not good enough.
That social dynamic is not very healthy, and I wish that more MMO players would take a step back and examine how they allow the game to shape their attitudes towards other people and the game.
I've played thousands of hours in other PvP games like Dota, CoD and CS because those games facilitate PvP extremely well. It's a core element of those games. But MMO PvP could never hold my interest. It's just not the strength of the genre.
Based take ❤️
Wait, you're telling me that it's toxic to expect everyone else in the game should be doing the same 16-20 hour a day 3 month long PvP grind? How are they going to get the best gear then??
Honestly though, now that you mention it.. I realize my most fun times with PvP in MMOs was when it was darn near silly role play lol. Silly role play that was always eventually ruined by a giga sweat lord coming in and flexing their 5 million hour grind.
PvP is the social aspect tho. Me standing around following ikea directions with my friends is boring.
In fairness, at least with WoW, this same dynamic has happened in PvE. After seeing what has happened with Classic, it's clear that PvE content that's too hard also splits friend groups. While I do that that there needs to be some difficulty, I think it needs to be more what I call "RPG hard" where more stats will eventually win you the day. Not mechanically hard like they've made them. IMO, the hardest raids in WoW should be roughly the same as Sunwell.
I think that the main issue with pvp in a MMORPG also fails whenver devs try and make it because the pvp player in general does not want a fair fight, they want a fight that they have a massive advantage on so whenever a pvp mode comes out that that is fair it becomes dead content to any pvp player.
This reminds me of GW2. In it there's the fair pvp mode(Gear doesn't matter) known as PvP and its under populated and never has a queue to join.
Meanwhile the open world pvp mode called World vs World (WvW) that makes gear matter and lets you effectively auto win by getting a massive hoard of teammates, is fair the more popular game mode. WvW also routinely gets long join queues for specific maps that they had to make a mini map known as the edge of the mists for the overflow players.
Yeah, the idea that pvp players want a fair and interesting fight is way off base in my opinion, most of the time they seem like they just want to prey on people unprepared to fight back. All the luring in RuneScape being a great example.
Exactly. Look at the fuss the Elden Ring PvPer's put up about not being able to invade people. Their fun is in ruining other's game experience, not in a test of skill.
Eso was not like that. The general pvp player wants there to be a skill cap. Which might make it unfair for the unskilled, but it is something that makes your time worthwhile.
@kristoferprovencal3608 you're taking a vocal minority and generalizing to a bigger group.
I can't believe you only have ~45k subs. You've been coming out with some absolute bangers! Keep up the great work
Just wait for that Asmon reaction
Surely he already has lmao
Hes branched into wow dives a few times now @userdata5023
@userdata5023 yeah then he will gain ~5 subs lmao
When it feels like the channel has less subscribers than it deserves, it's a good sign.
The funniest part to me is that a lot of average PvP'ers will hyper fixate on those extremely rare moments where they overcame a single huge disadvantage, but then completely forget the 100 other situations where they brutally lost in the exact same, or worse, scenario.
Because all their ego needed was that one little boost
Something to remember about Ultima Online the entire economy was based around open world pvp, so losing your gear meant the players who only played as a blacksmith would have income. Crafting was an entire template so they could really only make money off if other players purchasing gear multiple times.
Also reaching "max level" was mostly trivial in the beginning because it was skill point based not actually levels. The best gear was also easily obtained so the accessibility was nearly instant even for high skill play.
Power creep has set in fully with the retail release and pvp could take years before a player has enough gold to even attempt it now. A free version of Ultima Online called Outlands has done some pretty great things to return the game to a state where the original pattern is still recognizable as far as open world pvp is concerned.
You are absolutely right that accessibility is the main key for pvp to be accepted by the player base. Reaching comparable level, getting multiple load outs of gear, and allowing players to keep jumping back in are things that can be achieved but the focus on pvp has to be there from the beginning. Mixing high end pve such as ,mega bosses, and increasingly powered gear with brutal pvp only works for a little while as players are learning the game and still trying to level up.
Being ganked is not fun .
ganking the person that ganked you is an unmatched high
Something similar happened with destiny 2, there was 2 weapons that were exclusive rewards from hours of pvp, that were the best weapons in pvming, and so it resulted in a lot of pvmers just being angry and frustrated that they were forced to interact with the pvp. I believe the dev response was to just make the pvp weapons shit from then on.
Happened in WoW too, during Mists of Pandaria. The legendary cloak required several PvP wins, and the cloak was generally a PvE item. Which resulted in a lot of PvEers growing dissatisfied on the forums and other places. Only to be met with the oh-so-common "git gud". I was a PvPer at the time and had a lot of fun rolling over the inexperienced PvEers, but looking back I was probably being a jerk.
@oliverwilhelm6171 if anything it exposed that most pvpers get bis then don't touch rated until next season. Just stomping noobs or playing other games
Turns out, games that have you stand still to use half of your abilities that are just canned animations with damage properties and minute-long crowd control meant to fight bosses that take 50 people to defeat, and where your power level is based on how long you've spent grinding for gear with bigger numbers aren't that fun to fight other players in.
Who would have thought?
Yeah, WoW is for nerds.
I mean... having pvp zones genuinely is the best solution for mmorpgs lmfao. Like making sure to mark these zones and being transparent about the difficulty is perfectly fine. If that low lv player ignores then and gets fucked then honetlt thats on them. In an mmorpg people tend to not engage in pvp until "end game". Or like games will have a recommended skill level. Pvp will never be able to be full integrated into mmorpgs. Itll always be a opt in type thing.
"The fun was optimized out of the game"
Yeah, that's what MMO's feel like a lot of the time nowdays, especially older ones like WoW.
New World is a fine example of a new MMO that was optimized before it even launched!
Yup. I tried WoW for the first time with Season of Discovery. It was great until I hit the level 25 cap in phase 1, and tried raiding. I was raiding with a good group so it went smoorhly, but I didn't understand why I was doing anything and didn't want to have to do research to learn the meta.
I've since quit because playing WoW as a new player is like showing up to the Tour de France with a cheap Canadian Tire bike. Everyone else has been training daily for 20 years and is wearing all the best biking gear.
@@GothixZa Why I don't watch all the tutorials/meta discussion and just mess around.
Way better for my mental health, than obsessing over the latest "bests"
@@Doombringer55 well starting with Season of discovery is literally a recipe for confusion. Its like loading up an expansion pass before playing a base game and complaining its too complicated.
Personally, as someone trying to get into RS in 2024, that feels much more like the Tour de France than learning what stats and spells to use and press in WoW. Literally cant do shit without a wiki open beside me.
@@Doombringer55 Wait what's the problem? It sounds like the raid went well.
A true fan falls asleep to Idyl's silky smooth voice, providing one entire uninterrupted view. And THEN rewatches later to actually absorb the information. And then comments for engagement.
"How am I supposed to have fun if I can't stop OTHERS from having fun!?" - PVP'ers, definitely.
Tbh this is why I loved PvP private servers in WoW, such as arena tournament, or battleground focused servers. Everyone started at max level and okay starting gear. You had progression, but a very skilled player in starting gear could still beat a bad player in maxed out gear. Had just the right balance of skill vs progression. If you lost a BG it was not the end of the world and you could still have fun. Nowadays everything has to be sweaty and ranked, which is such a turnoff when you just want to enjoy the game.
Im supprised you didnt mention EVE Online. since they have a neat balance of PvP.
"How do I avoid PVP in EVE?"
"Don't log in."
Not mentioning EVE kinda shows that he doesn't know anything about full loot PvP in MMORPGs. EVE is literally the best example of how to do open-world PvP properly. EVE has been around since 2003 and has nailed open-world PvP ever since. The open-world PvP of EVE is so good that Albion Online literally copied it, and thanks to this, Albion Online is now thriving. That's how you do open-world PvP, period.
The problem with EvE PVP, as I understand it, is its ubiquity. Players who enjoy that get to have it, but it drives off players who don't want all PvP all the time. So it works because everyone who doesn't want it is gatekept from thw game entirely.
@@Frommerman Hmm so people who don't like the premise of the game are not playing it? Wooow!
probably because this guy has only played osrs new world and wow since every single point he has made applies to them and not acutal pvp mmos lmao
Tried runescape as a teen looking for a break from wow. Spent a month farming a Robin hood set and finally found my first clue. It took me into the wilderness and right as I was about to finish it I got killed. That cause me to quit and never touch a pvp game again lol
I think your final message sums it all up really well, and does a good job representing my experience. When I was playing ffxiv, I enjoyed the pvp because it was a casual style of pvp in a casual kind of game, I was able to get decent and hold my own because the skill ceiling was an appropriate height to where the best players still had advantages, but every now and then I could get a run going. I also play osrs and the pve is open and lets me be a casual, but I won’t even go near pvp in that. I appreciate the skill set it takes to be good, but I want nothing to do with it
Hey mr. president. There was one game with a great PvP system - Lineage 2 (C6). Reason why you might not have known about it, cause it was more popular in Eastern Europe. Idea behind is simple, you can attack anyone, no factions, just free for all basically. You wouldn't lose any items, UNLESS you would kill someone without them hitting you back, in that case you'll end up getting "Karma" and would have a chance to drop random items from your inventory, but if he hits you back, no matter who wins, there were no penalty, well apart of losing a bit of exp.
We would fight for farming spots constantly, sometimes there would be more PvP than mob killing, purely cause there were so many people there. You can look this system up, best PvP MMo/Rpg system I've ever experienced to this day.. and yes, this game is nearly 20 years old
>Blizzard's Plunderstorm BR
>high skill combat
Best joke of the week.
i'm kind of a jokester
Yea right up there with yet another inane dig at Plunderstorm.
@@wolfspirit12223fellas, we found the one plunderstorm enjoyer
@radthepaisley it seem like plunderstorm enjoyers are the majority
PvP skill level is kinda set by the community around the activity. Even if a game has complex and difficult mechanics, PvP can still be easy if the playerbase are bad at it. The opposite also applies if the game is easy and simple, but the players are extremely skilled in it.
The most recent time I got pked in osrs was when I was 4-iteming a clue step and some sweat started freezing, vengancing, and like swapping overheads like a madman. I didn't even lose anything, but that experience just completely turned me off the the idea of pking in osrs. Ceiling is too high and I don't have time to learn all the tick perfect clicking required to get a good pk
I just bought my rune pouch at the GE, instead of grinding Last Man Standing 😅
i see idyl video, i click like button
i see positive comment, i click like button.
U bot
I recently found the channel and I've developed this mindset sp im still up at 6am to watch new idyl video lol.
I just miss spamming random battlegrounds in WoW sooo much bro. 😭
You still can?
@zoonal-gg too many pre-mades these days
I'm honestly shocked you didn't look into Elder Scrolls Online, as I think it's original PvP system of a war campaign map and the Imperial City/Sewers is a good take one open world PvP! Especially with certain campaigns putting everyone at the same level cap, forcing the game into a real test of skill and prep, as opposed to just having higher numbers!
Hey how did you not mention Albion online? That game has the healthiest pvp pve balance and the only mmo I play due to that balance
I think the only reason I've always gravitated towards MMO's that have open world PVP, is because the extra added element of danger and the "social" aspect of making enemies/friends. That being said, my favorite MMO of all time FFXI basically had no PVP, and I didn't actually know that was a thing that people did until WoW came along. I hate first person shooters, but I love games like Chiv 2 and Mordhau which is where I believe "MMO type PVP" thrives.
Didn't expect to hear a song from Pokemon XD Gale of Darkness at 4:10. You just brought me back to my childhood with that banger
I agree with the title. PvP shouldn't be forced, it should be a curated experience
Surprised and disappointed that you didn't talk about Albion Online, because I know you played it!! (stares in 34-minute Idyl review). I would honestly consider Albion the premier PVP MMO of today. Sure it hasn't solved every problem of open world PVP (which truly is a cursed game design problem), but it is the best blending of both PVP and MMO I've ever seen.
For those that don't know, the game introduces PVP to new players gradually and in safe environments, gradually ramping up both the risk and reward until you're ready and _wanting_ to enter the full loot deathzones. And it addresses the issue of dying all alone by sectioning entire parts of the game as "solo PVP only", "small group PVP", and "massive siege battle PVP", each one with their own fleshed out mechanics and rewards. You get to be a lone wolf if you want, but you also get to choose when to group up, and are greatly rewarded for it by gaining access to whole new game experiences.
Something that resonated with me from the video was the mention of how battlegrounds have been optimized into being stomped by groups of coordinated players. I was wondering what made this new battleground mode in an MMO I like start to sour with time, and I see that the thing that has changed with time is that, as a solo queuer, I am increasingly faced with teams of 5 who use coordinated meta tactics that cannot be combatted with random teammates. It's taken a lot of the fun out of it, since a team of 5 is inaccessible to me, and the issue is compounded by the fact that all of the progression in the current seasonal event is tied to this battleground mode, forcing me into this pretty disheartening cycle.
Maps should have narrow corridors where people can only go in/out one at a time, allies also can't go through over/under their allies, if you had watched 300 Spartans you know what I mean.
An obvious fix would be to have separate queues for randoms and groups. But of course the obvious fix is something that will never occur to Blizzard.
@@Nipah.Auauau The downside is that you punish people queueing as teams with much longer wait times. Since it's 5v5, there's also the difficulty of whether a team of 4 should be in random queue or against 5 person teams, etc.
@@oposdeo I was more thinking of larger battlegrounds like Arathi Basin, but to answer your question whenever a designer is given an opportunity to make metaslaves suffer, they should always do so. There could also be a team-size limit on randoms so 2manning with your friend would still put you in the randoms queue.
Also, doesn't arena have dedicated 3v3 etc. or did they get rid of those?
@@Nipah.Auauau I'm talking about some random MMO, I don't play any Blizzard games.
On the subject, you DON'T want to punish 5 player teams, as that's the most desirable and intended way to play the game, not joining randoms. Nothing about having a team of friends to play with makes you a meta-slave or whatever, and in many cases, those players are the most engaged with your game.
For team size limits, you still have a problem. If only 1 and 2 player teams can be in the random queue, what do you do about a 4 person team? They need a solo queuer to make 5, but you've segregated solo queuers from the team games. Same thing for a 3 pairing with a 2. It's not that simple.
The game I'm specifically talking about already had pretty long queue times sometimes, so exacerbating the issue isn't ideal. There's some other downsides from segregating players in this way. As a solo queuer, I would definitely prefer to play with other solo queuers, but it's not always that simple, particularly when you want to encourage team play.
Sadly have to agree. When I started playing MMOs in Ultima Online, PVP was my driving force. Same thing when I went to WoW. Yeah, I raided, but it was because I wanted the best PVP gear. And then when arenas came out, that was my focus.
Then around 2010 life happened and I stopped playing MMOs. Fast forward to Covid and WoW classic is out and I think oh yea let's relive those PVP days. Except.... it was never nearly as fun. It was already meta gamed. Everyone was way better than they used to be. No longer did I have a desire to pop into Warsong Gulch just because i had some time to kill and want to fight people, now the only reason to go in there is for the rewards.
Pretty quickly I became a PVE andy. When TBC and Cata came out, I gave cursory attempts and trying to build arena teams, but it just was never 10% as fun as it was back in the day. Now I just don't really care for it. I would love to feel that feeling again, but just the way games are instantly broken down and meta gamed makes me also doubtful it will happen again in the setting of an MMO.
Especially since, as you pointed out, there are now PURE PVP games that you can play to scratch that itch, and they are more varied than before. Back in the UO/EQ days, there was Counter-strike and that was about it. Now there's FPS', mobas, etc etc.
I think it’s possible but you need an indie dev to rethink what an mmo is supposed to look like. And mmo’s are not cheap, so it will take a while to trickle up from smaller indie titles to an actual big budget mmo
24:00 reminded me of Albion online you're farming mobs then 10 massive large men try to smack you to death 😂
That day gave my PTSD 😂
Early UO Days Full Loot PvP was just the standart. When MMOs changed to themepark ( and used gear as motivation and character progress) the formula didn't work because no one wants to loose weeks of time invested.
Nowadays Albion does a nice job. With full loot and non full lot options. Also gear has the same value as Buff food in other games.
Using this audio in the beginning of the video while already reminiscing on early gaming memories is setting my nostalgia meter to levels I hadn't experienced since the re-release of OSRS lmao
if you didnt know the name its called Trance - 009 Sound System Dreamscape
@@Tranewrekk thank you! It was in my playlist somewhere but it's been so long I couldn't recall the name right away, but the heart recognizes these tunes immediately haha
"Are you saying you'd rather be dead than bald" That had me laughing. Maybe it's true
"The R is silent, shut up"
lmao got me good.
i actually play a runescape priavte server that has open world pvp called darklands and its actually alot of fun n balanced
Of all the idyl videos out there this is one of them
As much as people love "open World pvp" The actual balanced and competitive pvp are things like wow arena. Sure a lot of it still comes down to repeating patterns, and playing the meta comps but that's kinda what happens anyways these days in optimized gaming regardless of the environment or scenario. People having egos and e-peens about mmorpg gameplay is kind of questionable as well when like said before it's mostly about learning certain patterns and metas, repeating them + time investment and game knowledge rather than actual "pure skill". Fps,strategy,star craft mobas or pure click challenge games require more "pure skill" than mmorpgs that's the truth.
Open World pvp is much more of a scenario of a bandit, or group of bandits preying on easy victims. Kind of hard to call that true pvp or competitive or a challenge. It just so happens that people that engage in these activities still think of themselves as Achilles reborn instead of the level 5 mugger that they actually are.
The worst example of this environment is runescape/osrs for sure. The pvp community being inherently dishonest is another big problem. They claim to want all this great pvp and competition and stuff but their actions say otherwise. They go even farther than that in fact. Not only do they try to portray this fake image of a honourable gladiator of sorts, then they also complain and cry about their victims and demand them to have even more risk and not sufficient protection aka easier victims and more rewards and goodies for them, while they are just allowed to maintain the same bare minimum effort and risk themselves.
In runescape the pvpers cry about things like dragonhide or bulwark being too strong, while they themselves keep using the bare minimum gear just as well and maybe even teaming on top of that. I don't think they really have a leg to stand on and to complain about things when they do worse themselves while not putting any more effort either. Neither Have i ever seen any genuine attempt of "truly reviving or fixing or elevating the state of pvp"
At the end of the day most of these people just want the same predator vs prey dynamic and easy victims and more loot for themselves. That's it.
TLDR: They are dishonest about their intentions and wants and lie.
A special case can be made for games where the whole game is about full loot,full risk pvp but that is kind of a own niche and genre of its own compared to mmos in general. Though i might add even in that environment there are still problems. It Still comes down to basically the biggest groups and most toxic people bullying/overpowering the rest so even there for the smaller or more average player it's still kinda cooked. Unsurprisingly those games never last since majority of people are put off by them, and the toxic people can't carry the games by themselves. What a shocker.
Hot take: i always hated pvp xD
noob
Same, pvp is the worst. I play rpg mmo’s for the story, not the pvp. PvP is awful!
That's just a plain preference, not a take let alone a hot take. You need some assertion to turn an opinion into a take. _"X is Y"_ or _"IMO X is Y"_ etc.
26:49 Yup, kinda like Asura Strike in Ragnarok Online. I mained a champ but NEVER used asura strike when dueling since I like challenges (even if another monk/champ was using it on me). Though in WOE it was perfectly fine since, though it is a one hit KO if your build was done right, it hits only one target and in WOE you had swarms of other players.
What I like about stand in pvp is that it allowed me to get comfortable with the idea of getting attacked and it game me the skill to win against bad opponents and survive against good ones all that while being the best way for me to get arrows
Also dumping dds specs at the chaos altar in the face of an ironman trying to get 43 prayers is hella funny
As a PvPer of 20 years you hit the nail on the head wpvp is what is good about mmo PvP I expected to be mad at this video but you nailed it.
Most people looking in from the outside fail to get this point
bro the music right at the start really set the vibe
Great video Idyl! I think that pvp with default gear sets or loadouts often results in a complete detachment to your character- I agree. At the same time, pvp systems without this "equalize the playing field" results in unfair situations where now, to even engage in PvP, you have to grind for the optimal gearing to even attempt to learn PvP. A compromise has to be in order and I haven't seen many games try to implement something like removing enchantments, consumables, and other "extra" factors in order to make gearing necessary but not overly tedious. Elder Scrolls Online, for example, runs into the issue that you really need to grind quite a bit to get pvp gear sets with the optimal traits (that require time to research), and enchants. In this case, a good idea would be to disable enchants and traits and make gearing necessary, but not extremely tedious. I also do think that, this combined with a PvP arena (like 1v1, 3v3, 5v5, etc) would be a good way for players to learn to play PvP without the barrier of entry being too large and at the same time, still preserve that attachment to one's character. It's not a perfect solution, but it's something.
PvP is incredibly hard to incorporate in an MMORPG and I think to do so requires some serious creativity on the developer's part. Ashes of Creation is trying to handle open world PvP with their Karma system but I'm not sure how that can work.... Another issue with open world PvP that you touched on is emergent behavior. Developers cannot predict how players, on mass, will behave over time. This is the issue with emergent gameplay that inherently involves disruptive player to player interaction.
MMO-RPGS are about increasing your character power, if you cant do that in pvp then there isnt even a reason to have pvp in there either.
MU online solves PVP by disallowing quick/instant travel, be attacked by powerful guards(or something like towers) that bypasses resistances and is a percent of max HP. and most if not all NPC won't do business with them, tho to remove "phonomania" status you have to pay a really huge sum of gold, even higher than crafting the best weapons.
I don't play wow so don't quote me on that, but it's such a simple and if I dare say genius way of making people 2nd guess of killing other players.
In relation to the pvp being so unoptimized in runescape back in the day, i remember when dungeoneering came out i made a killing on f2p honour deathmatches because they released an attachment to maple longbows that awarded them something like +125 accuracy, making the maple longbow the best dps in f2p pvp even when wearing full rune plate.
I wish discord would get this video a billion views
Fine I'll just make my own massively popular chatting app i guess 🙄
Dogs go "bark"
cows go "moo"
MMORPG players go "the pvp is unbalanced!"
I feel like with PVP you can't have rewards that make you stronger over time or it's no longer about skill. Pretty much every successful PVP game starts everyone out in a match with access to the same things. Which is like the opposite of being high level in an MMORPG
Yeah, I definitely felt this in Destiny 1 & 2. The first especially when the Thorn was a thorn in everyone’s backside and you literally couldn’t compete without it along with it being a grindy PvP exclusive quest too lmao
There is a way to make PVP very fun in MMO’s, but it’s very counter intuitive. WoW figured it out with Epic BG’s such as Alterac Valley back in Vanilla. Basically, you need heavy PVE elements (such as a raid boss, NPC castle guards, etc) and you need to make it not overly competitive in the sense that class balance is pursued at all cost. An MMO cannot have perfect PVP, the genre is not PVP friendly. But it can have fun PVP.
I think the natural progression out of pvp in MMOs are the newer pvp focused games, such as Dark and Darker and Escape from Tarkov. Not MMO's but still offer lots of player interactions while delivering a sense of exploration. Dark and Darker also really taps into the RPG experience with the class system. As much as I love osrs pvp I can agree it's not growing, the barrier of entry is just way too high to attract new players. The latest Deadman mode, however, was a ton of fun, so hopefully they keep doing those as it can be a good entry point to learning the mechanics without risking losing anything on your main account. Either way I really liked the video, and am hopeful that PVP won't ever go away entirely from MMO's because I'd stop playing them at that point. For me it's an important reason to play them, once I've saturated the PVE content I want to progress to the big leagues, and I can't imagine anything will ever be more challenging than facing other players.
DMM is as it has always been. A massive joke full of cheaters and degens who will sleep 3 hours a night and have a clan of bots muling for them. It is nothing and noone cares about it. I never cared about it only saw the drama and think Jagex should stop flogging the dying horse that is pvp. PvPer's want walking cash stacks they do not attack fair fight opponents.
I love the idea of open world pvp in wow specifically but it's almost completely based on just who has better gear and as of late wow moves so fast you never bump into other players anymore
More like death of PVP in established publishers, when there's surging emotions(like looking for something) + a gap in the market = someone would eventually makes them.
Having a sensible chuckle at Idyl casually showing one of the most spoiler-ridden fights in FFXIV as he talks about general PvE
I think the only time I really had fun with PVP in an MMO was hunting cursed energy bots in RS3. Killing them, getting 200k worth of cursed energy, then trying to escape back to Edgeville without getting killed by someone else doing the same thing was a lot of fun - though it was more "very risky PvE" than true PVP.
PVP was popular back in the day because of two reasons... the gamer age was younger and we were angsty teens / young adults needing an outlet for our frustrations with lots of free time. Number two is that actual games that are just pvp didn't really exist.. no League of Legends or Dude Shooter 12: Battle of Duty.
MMO player average age has progressed to a point where very very few of us want to pvp for any reason at all.. no reward will ever make us feel like doing it. Those who still crave it are probably already invested into something like Shooting Bros 7 or Legends of Overdots.
Whenever someone talks about how great open world PvP is, I think of the first week of the PvP system implemented in WoW Classic. Just full armies camping flight points. And full armies randomly murdering every individual they see. Super fun. Top tier gaming. Peak skill. Stuff we'll be talking about as peak gaming in 20 years.
Risk vs Reward is s super overrated incentive system that everyone seems to think they want. People are way more risk adverse, they will remember the losses way harder than the potential rewards. Risk vs Reward does not create a healthy PvP environment.
Heathy PvP🤣 that's exactly why every modern MMO boring af
@@CouchWarrior561 nice post, believe or not runescape is the most dangerous pvp type game, its one of the few games where if you kill someone you get the majority of their stuff. Healthy pvp to these folks is pvp where you don't risk anything at all and just fight. Folks think osrs pvp is dangerous in multi/single zone, in RUNESCAPE classics it was multi everywhere and protection prayers only worked if a person ranged you.
Thats what makes runescape pvp exciting you can die or kill other for loot.
But what you have is folks want to go in a pvp environment in a game, and then have the pkers leave them alone so they can get cool gear/loot or kill bosses. This how games dies when companies lisent to these types of players, they ruin their game, then these players flood other games almost like a virus. Mind you its peoples opinion and they have a right to voice the changes they want to game. But in most cases their not practical or care about the health of said game.
And i quote-
@Kngofkngs
6 months ago
LMS is great PvP in OSRS.
It’s nice being able to participate in PvP without the risk of losing my shit.
PvP in its current state should be limited to PvP worlds only. Forcing PvPers to play against PvPers instead of preying on players just after the cool items the Wildy has to offer.
i actually made designs for some good new battleground minigames for osrs and rs3. like for example in rs3, have a lvl system, everyone starts at lvl 1. and you can mine recourse, smith items, make potions, while another team kills ,monsters, takes control of control points (like in dawn of war) and prepares defences. while the other side uses the items to gear up, uses the slain slayer monsters to attack these control points. if you win, you get more points, but you can't hold out for long, you cant restock in the other persons area. the moment a team is "engaged" both teams can't get new items, if the enemy team wins, this system stays, so you need to go back and forth to gather your supplies back.
the fun idea I had with this WAS the chaos, you can have everyone gather resources and just a few overpowered guys take control piints and that is fine. you can have the entire team fight with almost no resoucrs, and thats fine, you can steal them from the other team. there is no wrong way to play it, all you do is to play.
the reason why everything is lvl 1 at the start is because you do have limited weapons and specials (rs3) you need to find your way, use range to ensare and get them, or magic to be powerfull, but slow. or melee, be tanking, but your damage can only be done one on one.
and then I found out, that doing ALL OF THIS, and maintaining ALL OF THIS, is an entire game on itself, which is why for a lot of games, pvp is dying, it is just too much to make, maintain and handle. just look at osrs, they spend YEARS and it just did not work out. the concept of playing it for fun is gone because a couple of perfect players just decimate anyone trying to learn. groups of clans just go and mess your shit up before you could leanr, you need so many plugins that there is no hope for you to even try.
it took me MONTHS to learn how to kill bosses in rs3, i am lovin it. but damn, i would hate to learn it, by dying, because I did not have the right plugins, wrong stats (oeps) or a new item that just came out that takes another acount to GET, because buying it will cost you a new morgage.
a fix thou, for osrs, might be to focus on how to make it hard, for strong players to be in the field. maybe have them tagged. instead of tagging EVERYONE, as soon as you get a couple hundred kills, you get tagged, people can find you. this is resert every couple of months, call it an (event) or something.
So the conclusion you came to here is the conclusion I also came to. It's all its own thing. And that's fine! Pvp is great, but it usually deserves to be it's own game to really do it justice.
@@IdylOnTV you made great points on the pvp concept, it truly sucks that it did not work. and just like players, companies re not going to invest millions into fixing it anymore. it truly is dead, no mather how many concepts and fixes I can think of XD
For me, PvP was the reason to play through these games. WIthout PvP, the PvE serves me no purpose and the game is no longer enjoyable
Open world PVP is mostly fixed by Private servers(with high rates) being able to max out quicker than your average game. If one of the gatekeepers was being high level and gear, your average private servers resolves that
Well now you have just removed most of the pve content in the game by skipping leveling.
@@tottorookokkoroo5318 That's only subjective, everyone's not you and everyone's not the same. You can still explore low level maps.
@@MangaGamified Sure but "exploring" them is completely different than playing through them. And nothing i said was subjective.
@@tottorookokkoroo5318 Friend what game shot you up to the highest level instantly? basic private servers has multiplied XP gain for starters, so I technically played through them. Even private servers cared for longevity.
What private servers did u play? You're starting to sound sus knowing very little if not none about private servers. What PS did you ever played?
@@MangaGamified Dude i have played tons of different mmos and even with regular xp rate you often have to skip leveling zones. If you increase the exp by 2x or 5x or 10x obviously you can do just a fraction of the zones before you are overleveled. This is just such a basic thing you would understand even if you have never played an mmo.
Sure you can do level scaling of the content but that sucks.
This idea of just rushing into end game to play the "real" game is ruining mmos, most of the game and fun is typically in the leveling process so speeding it up is just not a good idea.
This is actually one of the reasons I dropped out of MMORPGs entirely. See I came to a realization: Ultimately MMORPG PvE always ends in Raids. I. Hate. Raids. Loathe them, with a burning passion. I don't mind small scale group dungeons (one squad dungeons from WoW for example), but trying to deal with the herd of cats that is a raid group? Forget it, no thanks. Unfortunately, the best gear in MMOs is always in the Raid battles or (usually) a PvP equivalent.
So I PvPed for my end game loot, but as years go on, as you point out, the PvP side of things becomes more and more unhinged and disconnected from the rest of the game. This not only ruins the fun, it ruins the immersion. Eventually I asked myself if I can't stand the end game of MMO PvE and the PvP is essentially doomed to failure why am I playing these things? The answer was "for no reason" so I stopped. Haven't touched one since despite the fact I have come to enjoy normal RPGs more then any other game genre. I think the last one I really played was City of Heroes and when it shut down I never picked up another.
I loved your “messsage”
8:54 we left because were pushed out man. WoW ditched us which is where most of us were, gw2 was good but not sustained, and every other gados pvp has always been lackluster.
Its not that we arent around, its that we have been pushed our and ignored by MMORPG devs for almost a decade
I’m surprised so many og RuneScape players/content creators have never played Tibia. Please give it a try one day! Granted I haven’t played it in a couple of years but it was my first mmo I played back in like ‘99.
One thing to remember about pking in 2007 is that things like pathing were really different from modern OSRS. I have a feeling it would take a little adjusting to go back to those servers.
I'm a very casual OSRunescape player who only uses the wildy when I really need it. I appreciate that the wildy has some nice rewards at the risk of being PK'd.
If I want PvP I load up Mordhau, Elden Ring, any one of a massive list of fighting games. The Wildy is just stressful, especially as I play an Ironman. The risk is huge, the reward is middling, and no amount of rskill can make my account benefit from getting jumped.
I think pvp has a place in battlegrounds and arenas in World of Warcraft. Depending on the pop and the community of certain realms wpvp can be more acceptable than what was described here about many other games.
The problem is that youre "building" a pvp system to a mmo with solo play as a focus. The other end of open world pvp that balances it is having a group, is asking for help, its to actually engage with the community of tge game in order to have sucess
I think the best open-world PVP MMORPGs will be sandbox niche games, and that's ok.
The private shard Ultima Online:Outlands has done it the best in my opinion, as it has an extremely robust PVE/roleplay world, but also open world FFA PVP. All towns are completely safe from PKs, and it's open world FFA PVP everywhere else. However if you attack an innocent players and get 5 kills, you become "red" and can be attacked freely by anyone without any repercussions and you can't go in cities. You also have a stacking penalty for each kill, where it becomes more and more expensive to rez if you die, and your killer gets part of that gold (nice gold sink too). You also can't commit any criminal action for a good while in the region you were in if you get killed. There's also a ton of organized PVP events, although I never participated in any of it. I just enjoy the dangerous world, even though I know i'm far from the majority.
It also has an extremely robust PVE system with incredible build depth in a classless game, but almost all of it doesn't work in PVP, so you're never really "outleveled and outgeared" in PVP, which is amazing. Although you do drop everything that's not blessed on death, you do keep the important PVE stuff (codexes, spellbooks, skill progress). Almost all the PVE power you have comes from these personal skill systems that you level up over time, so what you drop is mostly the basic consumables and loot you got so far in your run. The player crafted gear is also excellent, and although you can risk it by buying the more expensive materials, the cheaper ones are almost as good and orders of magnitude cheaper (think 10x cheaper, but maybe 5% less good). So dying and dropping stuff isn't the end of the world.
Despite all this, it's of course still an extremely niche game and it's not for everyone. But is that really a bad thing? The server has been going strong for 5 years now, and more popular than ever. Devs are absolutely amazing, the community is for the most part great and very supportive of new players, of which there's a surprising number. The second expansion is about to come out. When you have 2-3k players logged in at all times and the server has players everywhere playing in all sorts of different ways, that's all that matters to me as a player. It looks like Ashes of Creation is going for a somewhat similar system to manage PK penalties and i'm very curious to see how it'll unfold.
As for more mainstream MMORPGs, I prefer when there's just a handful of always-on FFA PVP servers where you can just go nuts in an unbalanced environment. Again it's a niche playstyle, but that's why everyone that doesnt like PVP can play on PVE servers (possibly with a PVP toggle on/off). I would have loved New World to release at least one FFA, always-on PVP server. I'd go back and start again at lvl 1 in a heartbeat if they released one. Maybe one day :)
When I think about what I want out of pvp in mmos I think about what I liked doing in WoW. Which was guild based open world pvp. We had a chat that we used to keep track on Horde settlements that were being attacked or to call out specific Alliance players with their flags on. We also spent time planning attacks on the capital cities. One time we snuck a warlock into the tram tunnel between the two big Alliance cities and left him there for a week or two. Then we had him summon in the raid parties and attacked from the trams. There were also parties who raided from the front gates.
What I want out of pvp are things like that. But I'm not into full loot pvp mmos because that's just too punishing. I liked it in WoW because the consequences were just time and money. Not literally all my gear. As WoW got more focused on battlegrounds and the arena I got less and less interested in pvp. I wasn't out there for rewards or fair fights. I was out there just for player driven fun like playing Hillsbrad pingpong for hours. It was definitely frustrating at times. But that frustration I think helped fuel the desire to partake in it. The fun was seeing a high level Alliance guy destroy my little starting area and kill my quest npcs. Only for some high level Horde guys to come in and stop that nonsense.
I could go and play other genres of game that are better suited for pvp, but while I like fighting games a lot a fighting game doesn't provide me what those days sacking towns in WoW did. The one thing that comes kind of close is invasions in Dark Souls. Especially Dark Souls 2. I loved the bell towers and being a rat bro and I've done blueberry work extensively.
WTF HAPPENED TO CLAN WARS (Purple Portal) we used to have so many clans and had wars regularly….
Clan wars back in the early 10s was legendary
The clans died. I was part of that scene all the way until eoc dropped. We did like 2 fights in eoc and everyone promptly quit. I can't speak for osrs, but my understanding is that clan pvp simply never recovered from it.
Bro nothing beats being told at school to go to clan wars when we get home and a good 20/30 of my class was there on like level 20-50combat
People became to sweaty all the regular players got bored
The wilderness in OSRS frustrates me, because the PvP community tends to be fairly toxic. This is a combination of the PvP community being most tied to 2006 (including its culture which does not translate well into the modern age at all), as well as the completely misaligned playstyles between PvP and non-PvPers. I simply put, do not enter the wilderness. Even for relatively safe content. I don't care about the financial risk, because the risk to me is and always will be that of being frustrated and annoyed. Simply put, no amount of reward save for BiS that can be got 100% that is basically just a one off task (MA2 cape) is enough to make me go in there. Having a giant dead zone of functionally no content take up a huge space of the map is also frustrating.
I have PvPed in WoW, in battlegrounds back in wrath. It was alright, but never particularly fun. I have PvPed in FF14, where I got to the highest rank (crystal) with relative ease. I'm not opposed to PvP in an MMO, but I just don't think it works. Simply put: You can't have an even playing field AND have PvP be where you get to slam your character and its progress against others AND reward the people dedicated to PvP AND make complete newbies able to go toe to toe. Those are two sets of mutually opposed goals.
You hit the nail on the head when you said those who want PvP, will just go play a game based around it. I've said this for a long time now for my own play patterns, and it holds true.
I unironically think that OSRS would be better if the wilderness had its pvp, and its huge loot bonuses, be opt-in. Make the wilderness only a pvp zone on a select few worlds. You are unable to hop worlds to or from these worlds while in a wilderness area. You enter on one of these worlds, and you leave by teleporting, walking out, or dying. No hopping. The chaos altar is nerfed to be equal to a gilded altar unless on these worlds. Wilderness slayer is heavily nerfed except on these worlds. The wildy bosses basically only drop uniques unless on these worlds. You can only open larrans chests on these worlds. All the +risk +reward aspect of the wilderness is condensed onto a few worlds. This condenses the pkers, and the pvmers who feel like being spicy together. And if you don't want the risk, then you lose the reward too. I think this would genuinely be better for everyone except for the PKers looking for free kills.
I think it is entirely possible, but we need to be honest: almost NONE of the developers in this genre know or care about it, and almost zero dev time (aka money) is spent on it. Heck, I could take something like some version of WoW and steal a few ideas from other MMORPGs and it would be considered revolutionary even though most of the ideas came around the time of the Wrath expansion.
1) Boy did SWtOR screw up their "resolve bar" but no one has built a better mousetrap for CC effects and it should be the standard. Instead of a nerf bat, developers would have a surgical toolkit that could be tailored for each spec and each individual CC in the game, and best of all, has ZERO impact on PvE. You don't have to worry about the number of CC tools classes get, or CC chains, or overall percentage of time someone can be CC'd, because setting up this system properly once (hint hint SWtOR) solves for all of them. Even better, you don't need addons to track any of it, it would make more comps viable, and removing confusing DR categories makes the game easier to understand and spectate even for people who don't do PvP.
2) Tanks don't have an actual role in most of these games and WoW is a great example. Hey, you know how one of your three roles doesn't have a role in PvP for 20 years? Yeah let's do that. Basically, you are going to steal the general ideas from Warhammer Online: Age of Reckoning (still going on a private server Return of Reckoning). TLDR: tanks have an actual role and they are fantastic. You take all the "PvE only" tools that don't do squat in PvP (like taunts) and give them additional functionality when used against players, redirecting a percentage of that damage to yourself. Some of the mechanics would need to be altered to fit the mold of WoW, but it isn't rocket science. You reduce incoming damage to players close to you and behind you with abilities, meaning we don't need the insane amount of defensive CD trades like we see in retail WoW. It also solves the problem where certain casters that are not mobile suffer in small scale fights (like 2v2 arena) as well as how it is terrible to be a melee in a large scale fight (like AV). You just pair them with a tank and it just works. If you don't believe me go play RoR; for all the complaints everything just works out... like really well. Seriously I don't know why more people don't try it, they solved this problem decades ago.
3) Scaling or "Bolstering systems". Both RoR and SWtOR have systems that allow anyone who isn't level cap to have decent enough battles with each other, which is great as it lowers queue times and prevents gankers from being able to reign freely. Pretty much it's only at end game when the gear grind is a big deal. Heck, even WoW got a version of this. In addition you have games like GW2 where you can just go to an instanced PvP area from the start and have access to all spells like a max level character and grind out the leveling process on an equal playing field. There are enough examples of these sorts of mechanics that you can find something that works. But wait, you might say as a hypothetical person, won't I not care about gear? Well, go play RoR and realize that not keeping up with your gear negatively impacts you and see just how good it feels. I care about every upgrade I get in that jank, old game and it feels great.
4) Opt in is possible if you give enough rewards. Instead of the "hardcore PvP" where you drop gear and lose experience, you can just have certain items that can be collected in PvP zones, and only those can be looted by killing another player. TA-DA! That way you can have your risk vs. reward and still be able to f up the economy like other games! Seriously though, look at how Warhammer Online has keeps you can siege and imagine that with resources that can be gathered and traded that others care about ala Ashes of Creation that will never release. There is potential there and again we are just stealing what works. Revamp rewards in general. Copy/paste what you do with PvE rewards and make a version of that for PvP one by one. Heck, even just do a recolor of mounts FFS, we're not asking for a huge effort, just SOME effort. Remember all those PvP objective places you put all over the map that no one cares about? Well if there are actual rewards people will care. You just have to not underestimate the amount of reward that is needed. It's... a lot.
5) Hey remember that mechanic that Priests in WoW used to have where they would get a stacking buff that reduced incoming damage? Take that and now it stacks based on the unique number of enemy players attacking you. Then do the same for the amount of healers currently healing you, and also have a separate one to track when you are getting off heals by a DPS. Congratulations, those are the tools you'd need to balance different sizes of battles, all the way from duels to large scale battles. This is entirely possible, and if retail WoW can check the insane amount of modifiers for every tick of every dot in real time, you can't tell me this isn't possible to do. None of these have to be visible to players either. Done right and PvP just... works. It would just feel balanced regardless of what you are doing. This is the only brand new thing, but you've had mechanics that were similar enough before and even the combat log could be used to determine this. It gives you another dial for PvP combat that doesn't effect PvE and between this and the other changes can have a huge impact.
6) Remember the Timeless Isle and how everyone liked that? Where the mobs actually had unique abilities? Ok, so just take all the usual tools classes would use in PvP (Charge, Death Grip, Interrupt, etc.) and put those onto mobs. That way, instead of PvP being a cluster f of new concepts, you are introducing them to players one by one as they level. Gee, almost like how games used to teach people about how to play the game through playing the game. This isn't just limited to the first level of Mario Bros and the intro level to Megaman X. You can literally teach them how to use things they will be doing in PvP and not only does that make leveling more fun, it makes PvP more "accessible" without dumbing it down. With this one you are literally stealing your own ideas so it's almost impossible to f up and most of the work is already done for you.
There we go. If you can steal flappy bird and Pokemon and GW2 mounts and put them in WoW, there's no reason why you can't just steal all the best ideas for PvP. It's not that PvP CAN'T work in these games, it just doesn't get the attention it would need.
Not really a PvPer but was wondering when you'd talk about Arena mode in WoW at least as it's the main PvP scene and has a good amount of players, felt like it covers objections like build and being full pvp and wished you covered what else you think about it on the video, so at the end just felt like an oversight.
1st, no one has ever tanked in WoW bgs, unless they forgot to switch specs or really, really new. Maybe classic idk. It made me giggle. 2nd, You can get a good pug in a bg every day of the week in WoW. I did it for years and years, and I'm done. Possibly the era's over. It's sad, but it happens.
To be fair, flag carriers in WSG sometimes are actual tanks and/or just very mobile people. But otherwise, lol - I agree, tanks aren't really a thing in battlegrounds or pvp in general.
The intro to this video is Top tier.
Your take about pvprs not enjoying a free kill is dead wrong. I challenge you to go to multi in the wildly and not get curbstomped by teams that take a 3 way split on 50k loot.
Protoss vs Protoss. Back in Wings of Liberty, that used to just be whoever executed a 4-gate build better.
Remember that playing monopoly during your christmas gathering is undoubtedly pvp, and will do nothing but make your gathering "better"!
The biggest thing with games in general is trying to have pvp AND pve. You have to balance classes for both game types and it's just not good. WoW has done a good job overall by differentiating how stats and abilities work in PVP and pve, but most games don't do that. Balancing one will undo balance for the other and one side will always be disappointed.
HAHAHA the barny64 reference at the start was gold
The MMO with the healthiest relation with PvP is GW2 (I love the game but even if I didn't I would say it). You can get PvE rewards from playing both sPvP and WvW. sPvP gear is also completely equalized and pretty easy to find casual matches. WvW uses your own gear but its not hard to get a good build going..
28:03 wait your huge old school RuneScape player??? Not only the president of MMOs but also a huge osrs player. What a legend
I remember back in 2006 or '07, my friends would get me supplies to level up my smithing to the point where I could smith full steel, equip that with our rune scimmies and just go to town in f2p lol
Part of the problem with PVP in mmos nowadays is that honestly, if you want to opt in to a pvp experience, you're much better off just logging in to a different game where pvp is the ONLY focus. MMO's like WoW succeeded on this front so well back in the day because there was no other games that did pvp as well as it. At least that's how I feel now.
Getting gear and experience points doesnt have to be the point of a rpg. Ultima Online (and in its current form, Outlands) is amazing because they understand it. Full loot pvp makes the economy functional as it drives down the price of gear enough to keep people in the action. It makes crafters worth having and rewards knowledge of mechanics and systems in the game, because if you can't fight back you need to have a plan to deal with reds/pks or to mitigate the loss when you inevitably get jumped/killed. When I'm farming in Outlands and get a good drop I know that I have a choice to make: keep grinding and risk losing it for more efficiency or run to bank it. If I'm on my way to the bank and I see a pk popping up my heart will be racing and I'll know that I have something that I dont want to lose and that's awesome. It adds a lot to the experience that the casual snoozefests of pvm mmos simply do not have. Losing something is not fun, but it makes not losing said thing worth more. For the other half of your points, skill issue.
Optimizing the fun out of PVP can't be understated as a reason for its death. Scrapping with randos back in the day was fun precisely because neither player really knew what they were doing. It felt like a genuine brawl with relatively even odds. Nowadays it's of course completely different. Unless you're geared for PVP and also know the right rotations, tactics, matchups, etc you realistically have a near 0 chance to win against a player who does have all of those things.
I think of it like button mashing in a fighting game. If both players are mashing, the game is fun. But as soon as a guy who can do combos shows up he's completely untouchable. Of course, if both players can combo the game becomes fun again. The problem is that the combo-ers gatekeep the button mashers such that becoming good is an extremely arduous process. There's no training mode in MMOs, only the meat grinder.
Idyl is pretty smart but his world view is severely limited by the fact that he's only played Runescape and WoW for any significant amount of time, and it really shows in his videos.
Especially in this one; there are so many more arguments for and against MMO PvP that he could've made had he been familiar with games like UO, DAoC, Lineage II, Eve, Albion, SWG, etc.
There's also the issue where he openly admits he isn't good at certain kinds of gameplay like PvP, either from his own personal limits or just refusing to dig into the systems. So it comes off like someone who hates spicy food reviewing Thai cuisine as "bad" and that they "should just stop trying to make Thai food work".