Let’s discuss things that turn people away from Player vs. Player and potential ideas of how to improve the situation. How do we keep new players interested and still able to compete against veterans? How do we keep veteran players interested without completely eliminating skills and rewards?
One of the main issues of other MMOs is time investment required to even stand a chance in PvP. The time investment being spent in PvE.
Standards of Entry Equipment, Level, Endgame Abilities
Usually, you need some form of “gear” in order to compete. Gear is composed of various equipped pieces that provide bonuses that which influences your character – overall improves your abilities’ effectiveness. In order to obtain each piece, you must farm, grind, raid, craft – the lot. The “best” pieces are usually only obtained through the most difficult of content. The “average” gear is sometimes leagues behind those wearing the “best” suits. Acquiring all of these items requires an immense time investment. In the end – it’s PvE in order to PvP.
What if there was a point where your PvE-gear stopped being influential in PvP?
What if your PvE suit had absolutely no effect in PvP – rather you had a completely separate suit for PvP bonuses?
What if you could only acquire PvP gear through PvP content?
What if the “best” gear was only slightly better than average?
Most MMOs only offer PvP content late, toward the end of the game, or that’s the only place players bother to PvP. This is particularly due to lack of access from PvP, which also brings up other issues such as time investment requirements, PvP hunger, and experience in how to PvP. Yet another “PvE in order to PvP” point.
I’ve read that there may be multiple instances of each zone – each containing a PvP version. Expanding on that, what if each zone had a “maximum level”? Those players higher than the maximum level will automatically drop to the highest allowed level upon entry. So if you are level 48 and enter Titan City between levels 1 and 10, you will automatically drop to level 10. This would allow players to PvP from the get-go, allowing players to get a taste of PvP, and get some PvP experience at an earlier level.
Sometimes, there are special abilities players may obtain after the maximum level to further progress. Correct me if I’m wrong as I did not play during this era of City of Heroes but, weren’t Incarnate abilities only available to obtain through PvE content at level 50? And they could be used in PvP? If so, that’s yet another time-investment – very much like Dark Age of Camelot’s Trial of Atlantis expansion which basically killed the game at it’s prime. It required players to endure 10 trials, completing a single trial could take ages and sometimes required a massive raid of 30+ players. It was also required to PvP. Without the special abilities and gear found in Trials of Atlantis you were at a disadvantage so massive it was hopeless to PvP.
Add up the above: Gear requirement, Level requirement, and Endgame ability requirement - all only obtained from only one place: PvE. This all together could take months! What if you discover you don't like to class you are playing in PvP, even after all of that PvE content? What if after acquiring all of those items, you have no knowledge on how to PvP?
The typical MMO has the requirement “PvE in order to PvP”. My proposal is, to have two separate reward systems between PvE and PvP. Rewards obtained under one system will have no effect in the other; some things (such as leveling experience) may be excluded from this rule. This should help lower the standard of entry to PvP.
So what turns you away from PvP?