Post by komissar on Oct 4, 2007 10:58:54 GMT
CONTROLLED Players vs. Player (PvP)
Absolute Fair Play
As of today, there are three types of MMORPG in respect to PvP:
1. Open PvP. Good example is provided by the Ultima Online, as well as dedicated PvP servers on the World of Warcraft and Dark Ages of Camelot etc. In this case the game control over PvP is virtually nonexistent. As the result, we get a huge number of children, beginners or happy serial killers that kill adversaries just for the heck of it. Criminals themselves run no risk in such cases and impair the user experience of more constructive players. In such cases players themselves have to invent the systems of controlling raging murderers.
2. Limited PvP. Examples: wars of Realm vs. Realm type. Here PvP exists only in designated areas or within very narrow limits. A winner gains nothing but glory, and a loser, accordingly, loses nothing. This is better, but still not very exciting.
3. Controlled PvP. There are no examples to it among modern MMORPG's as yet. The point of this principle is that PvP is allowed but it always affects all parties to the conflict. PvP relations in the W.E.L.L. Online are based on precisely this principle.
Why have we chosen the controlled PvP?
The logic is simple. Limiting PvP to an arena or a frontier area means not using in full all the advantages that one-to-one combat gives to the game. Actually, the only argument against allowing PvP is the so-called Senseless Player Killing, that is, the meaningless murders described above. In all other respects this is one of the most compelling aspects of the game, and excluding it would deprive players of a certain (and rather substantial) pleasure.
What is the way out? A COMPETENT PvP CONTROL SYSTEM. This gives us access to a huge layer of gaming action.
In our case this control looks as follows. Any killing automatically creates an object-evidence visible only to expert detectives. Jointly with the police they catch the criminals, and if the latter's guilt is proven, they will spend some time in penal labor, moving giant boulders and rocks. The players, who kill by the rules, that is, within the framework of their organizations' quests, are not penalized by the detectives or the police. Thus, anyone willing to match their martial skills is free to do that. While thugs not accustomed to fair play shift rocks in prison camps. Their playing time is wasted meanwhile, and they will think twice next time before attacking in violation of the rules of engagement.
Absolute Fair Play
As of today, there are three types of MMORPG in respect to PvP:
1. Open PvP. Good example is provided by the Ultima Online, as well as dedicated PvP servers on the World of Warcraft and Dark Ages of Camelot etc. In this case the game control over PvP is virtually nonexistent. As the result, we get a huge number of children, beginners or happy serial killers that kill adversaries just for the heck of it. Criminals themselves run no risk in such cases and impair the user experience of more constructive players. In such cases players themselves have to invent the systems of controlling raging murderers.
2. Limited PvP. Examples: wars of Realm vs. Realm type. Here PvP exists only in designated areas or within very narrow limits. A winner gains nothing but glory, and a loser, accordingly, loses nothing. This is better, but still not very exciting.
3. Controlled PvP. There are no examples to it among modern MMORPG's as yet. The point of this principle is that PvP is allowed but it always affects all parties to the conflict. PvP relations in the W.E.L.L. Online are based on precisely this principle.
Why have we chosen the controlled PvP?
The logic is simple. Limiting PvP to an arena or a frontier area means not using in full all the advantages that one-to-one combat gives to the game. Actually, the only argument against allowing PvP is the so-called Senseless Player Killing, that is, the meaningless murders described above. In all other respects this is one of the most compelling aspects of the game, and excluding it would deprive players of a certain (and rather substantial) pleasure.
What is the way out? A COMPETENT PvP CONTROL SYSTEM. This gives us access to a huge layer of gaming action.
In our case this control looks as follows. Any killing automatically creates an object-evidence visible only to expert detectives. Jointly with the police they catch the criminals, and if the latter's guilt is proven, they will spend some time in penal labor, moving giant boulders and rocks. The players, who kill by the rules, that is, within the framework of their organizations' quests, are not penalized by the detectives or the police. Thus, anyone willing to match their martial skills is free to do that. While thugs not accustomed to fair play shift rocks in prison camps. Their playing time is wasted meanwhile, and they will think twice next time before attacking in violation of the rules of engagement.