i didnt see a topic for this so forgive me if i missed it.
one thing i have always noticed about MMO's is that the makers try to balance powers in PVP and make the powers suck in PVE or the other way around and everyone ends up getting upset and rage quitting the game. (a good example is in CO the passive power "Regen" was perfect when the game came out it really made you feel like a Regen hero. but in PVP it was way over powered... so they nerfed it and changed it to try to balance it.... now i don't know anyone that can use it effectively at high levels and even at low levels it is almost useless even vs NPCs its useless now.)
what i say might make it more simple on the DEV's or harder i dont know. but if they simply made the same powers for both but they perhaps do completely separate things in PVP then in PVE... so in a way you have a file for the PVP powers and another file of powers for PVE. this would allow for a player to have a build for PVP and a build for PVE you can make that maybe even have different powers selected. in turn it would make it easier for the DEV's because they would only have to modify the PVP version of the powers and not mess with the PVE ones that might already be perfectly balanced for PVE.
this would be a way to appease both the PVPer's and the PVEer's and keep it still balanced and fun for both. (as a good reference WoW did a good job on this ,in a way, having 2 different builds you can switch between them quickly and easily so you could have a pvp build and a pve build ... or even a healing build and a damage build ect..
Moogoth!
The multiple builds thing would be one good way to balance it but I don't like the idea of a pvp version of powers doing different things unless in the character selection it also displays what it does on the pvp side.
It's also possible to have one build that is good for pvp just by making the interactions of powers the same for NPCs as for players. Too many times have I seen powers that will immobilize or root and it wont work the same on a player character for some reason or another, they will just jump out of it or something.
20041004-20120910
Sounds more like a post about dueling than PvP in general.
And the problem has never been about balance, the problem has been about people whining when they lose. You can't balance around that. :p
I cannot count how many times powers in champions online had been nerfed to literal uselessness over whiny pvpers losing in duels :). In fact, "balance" crybabies are perhaps CO's biggest enemy, to the point it's actually very, very sickening. Anytime something is useful, it gets nerfed, and consequently CO's popularity has come to an all-time low. Now the devs in CO are trying to buff some things, vehicles atm, due to how unpopular vehicles had become due to the sheer imbalance vehicles in that game are against one another(only 3 weapons are any good, the rest are crap, and many vehicles are underslotted). It gets just as bad for actual powers, archery is utterly ignored due to being underpowered, force is considered a 1-trick pony(even more-so with the latest alert).
I think the goal is that mobs in pve, numbers wise, would be similar to players, but I would try to keep pve and pvp power balance separated, The lack of separating them in CO meant that you ended up with a lot of things and a lot of powers in CO just being useless, lets not forget that CO has a lot of tools asking for nerfs to the only good powers in that game.
I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.
My goal, as I've stated before, is to have NPCs emulate player behavior. The days of fighting stationary HP sacs are over. Give us some intuitive enemy AI and have the rules be universal between players and NPCs.
One example: the same way a tank generates threat and forces enemies to target them in PvE, the taunting ability should work similarly in PvP against players by forcing players to target the tank for a short period of time.
The biggest problem with PvP for the majority of the playerbase is that when they go from PvE to PvP they have to learn a whole new game, mechanically. The more we can avoid this happenstance the more popular PvP will be in the longrun.
Crowd Control Enthusiast
Let's not even mention how pitiful my chains are compared to everything *cries*
Let's just NOT do PvP and say we did. And that it failed. Horribly.
I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!
To late on that. Already mentioned there would be PvP. Best to have it done in the beginning rather than later.
Crap.
I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!