PVE vs PVP Balance - how will it be done?

Post » Sun Jul 29, 2012 10:34 pm

In mmos there are normally issues regarding balance. This is compounded by having PVE & PVP on the same server and then something is 'balanced' to make an ability work appropriately in either PVE or PVP. Once that ability is balanced for one or the other it changes it's dynamic for the opposite gameplay type. In a number of cases it can hinder or decrease the effectiveness for the opposite play type.

How would this be resolved?
Incorporate into the game the ability to have two builds, one for pvp, one for pve. Therefore when balancing happens it happens based on PVE or PVP and alters that ability for the intended play type.

I can not see any negative to have this type of thing happen for the players and it should make balancing abilities easier for the Devs. This would obviously add more into the development of skills/abilities as you'd likely have Skill X that has 2 versions, one for pve, one for pvp.

Thoughts?
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emily grieve
 
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Post » Sun Jul 29, 2012 10:15 pm

I honestly don't even believe that will be an issue. One of the reasons I am excited for this game is because ZOS is trying to make PvP and PvE seamless. There won't be different armor sets for both game types and combat is ideally going to work the same way in both disciplines. ZOS has been working really hard with their AI to make NPCs work strategically and as a unit in ways that resembles players. If they are actually able to make this a reality, balancing the two will be much easier as the differences between PvE and PvP will almost be eliminated. We'll have to see if they can turn their rhetoric into reality, but balancing could very well be easier than in most current generation MMOs.
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Allison C
 
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Post » Sun Jul 29, 2012 7:13 pm

i think servers are balance enought, i mean if you go to a PVP sever you basically know what your getting yourself into...

But for ganking thats always a problem, maybe limit ganking and add a debuff or informous rep if the player ganks too much or too harshly
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Scared humanity
 
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Post » Sun Jul 29, 2012 10:34 pm

I honestly don't even believe that will be an issue. One of the reasons I am excited for this game is because ZOS is trying to make PvP and PvE seamless. There won't be different armor sets for both game types and combat is ideally going to work the same way in both disciplines. ZOS has been working really hard with their AI to make NPCs work strategically and as a unit in ways that resembles players. If they are actually able to make this a reality, balancing the two will be much easier as the differences between PvE and PvP will almost be eliminated. We'll have to see if they can turn their rhetoric into reality, but balancing could very well be easier than in most current generation MMOs.
Certainly if they can make them more seamless compared to other mmos, then yes, I can not see much of an issue with balancing between the two game types. Will be good to find out more specifics, in time.


i think servers are balance enought, i mean if you go to a PVP sever you basically know what your getting yourself into...

But for ganking thats always a problem, maybe limit ganking and add a debuff or informous rep if the player ganks too much or too harshly
Certainly, if you're going to be on a PVP server then you know what to expect. My point was not in regards to that. My point was in regards to balancing between both PVE & PVP. So, if you are on a PVE server (assuming there will be server types based on PVE & PVP rulesets) and balancing happens to bring an ability into balance with other abilities for PVP it may very well reduce the effectiveness of said ability in a PVE environment. Again I am assuming there will be PVE servers with the option to PVP.

As for ganking, in my opinion only limited restrictions can really be implemented like having safe zones for respawning. If you are out the world on PVP server or in a PVP zone, gank or be ganked. It's the nature of the beast.
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SiLa
 
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