Originally Posted by
Silirrion
Ok folks, firstly before I give a little bit of insight please take it in the manner in which it is intended. You will disagree with parts I am sure, but that does not mean you can start flaming and name calling, to us, or your fellow players.
Any PVP topic seems to bring out the worst in forum posters, and people seem to think they are obliged to flame and insult anyone who has a different opinion to their own. That will get this post closed very very quickly and maybe even earn you a forum vacation. So take this constructively as it is intended.
On the topic, first thing to clarify again, as we have said hundreds of times down the years. We never consider PVP balance in terms of 1v1. Never, its just not something that fits with a system as complex, flexible and open as we have in AO. It would be impossible to balance without destroying much of the flexibility that makes AO what it is, so we don't even consider that when working on PVP in AO. There will always be some professions stronger (or far stronger) then others in 'duel' situations. That wont change and we wont be trying to change it.
Ok, so that said, what do we consider?
We consider the situational PVP, namely tower battles and now battlestation combat.
What do we aim for?
What we try and aim for is that all professions have a viable role to play and can have fun in those scenarios.
Ok, so if thats the top level concern what do we currently look at more specifically ?
Roles in PVP....
We try and do this in a way that will promote more people to PVP and consider it something that is fun to do when they want to. They should also be able to participate (not necessarily excel) without needing to totally dedicate their character to it. (Tweaking your character for PVP should improve your chances in PVP, and allow you to take on lesser experienced PVPers better, but it should also not make you totally unbeatable to them)
Now what we saw was that clearly isn't the case in AO in the past, at least some professions clearly didn't have as much fun in PVP. I don't think anyone denies that. The problem was that we also have to always consider PVE alongside it and balancing abilities in one area so we don't unbalance the other is a key concern.
Now a consideration here is that players PVP and PVE for different reasons, what they can contribute in PVE might not appeal to them as much in PVP. At the end of the day everyone would like a chance to kill someone (even if its not as often or as easily as other professions ). That though isn't so easy to do without unbalancing other things so we had to think a little differently.
Undeniably the depth and flexibility of the AO skill system is its greatest asset and its greatest design difficulty at the same time. Balance in MMOs is usually about restricting effectiveness so that there is a more level play field, thats obviously something that is harder to do with a system like AOs that allows for such vast differences in player power based on equipment, implants, symbs, perks and abilities.
Therefore we took a different approach and introduced elements with Lost Eden that would be designed for just that purpose, to allow anyone to participate in PVP and feel that they were genuinely contributing to the PVP situation.
The mechs and turrets achieve this and allow people to take part in PVP and have some fun.
Debuffing....
Also we felt that players are generally a little too hard to kill in PVP, or to be more specific there are so many ways in the game to mitigate damage that it makes it hard to kill, so you have already seen some changes in that regard with the shield changes, and some of the new nanos and items coming up will build on debuffing opponents more effectively so that the support roles are more viable.
The problem in a historical context was that all the debuffs in AO were designed for PVE and many are quite powerful in a PVP setting due to their duration so ended up with high resist checks.
What we are moving towards is more debuffs with lower resist checks, but much shorter durations so that the support professions with debuffs can actually feel that their debuffs matter. Remembering that we are considering the entire situation, so maybe profession X can 'shutdown' profession Y for 15 or 30 seconds, but that will make them a quick target for profession Z etc or force people to watch for them and target them rather then ignoring them as someone who doesnt do enough damage to be a threat.
On the subject of death!
In many ways one of the biggest issues for PVP balance in AO, was that the PVP players had gotten used to being able to set up so that not dying was a primary concern. We want people to die in PVP, people should die lots in fact, its integral to a good fun PVP environment. A good build and PVP knowledge should help you die less often or be more difficult to kill, but people should die. In gameplay terms it's not something people should be afraid of (hey, thats what reclaim is for right ).
Times they are a changing...
We understand that all the changes to PVP for Lost Eden were always going to not be accepted by some people. Its been more of a relatively minority pastime for the last few years in the game, and in any situation where you bring something, anything, and make a concerted effort to make it more accesible or 'mainstream' then there will always be some compromises to the way it was before. We genuinely believe though that these changes are good for the long term appeal of PVP in the game, and we are seeing more people PVPing, and having fun PVPing.
Yes, it means that some elements of what composed PVP in AO before are changing, we are trying to make a more dynamic and fun PVP experience for players that allows people to participate and feel worthwhile.
There are sure to be some surprises too, if experience has taught us one thing its that players sometimes adapt in ways we would never have guessed and always get the absolute most out of any gameplay mechanics so I am sure there will be some further tweaks down the road.
In Closing
...I think thats a good overview of how we consider PVP and how we look to improve it. Will it ever be 'perfect'? No, I doubt that, as mentioned at the top the beauty of AO is its skill system but the trade off is that there will always be some imbalances.
What we attempt to do is manage those as best as we can so that in the overall scheme of things people still have fun in PVP. Of course for some people 'having fun' is clearly enjoying being the beneficiary of those imbalances so I guess its fair to say that we are trying to move towards a situation where that might be less of a factor. So we always try to level the playing field as much as we can, but of course its fair to say that given the complexity and flexibility available to players we wont always be successful and what we have to do is provide the PVP scenarios that allow players to participate and not feel marginalized in PVP because the 'experts' dominate.
Being an expert should give you an edge, not be an excluding factor from PVP for those who aren't.
We believe we are heading in the right direction, and for sure there will always be tweaks to be done and something that can be done to improve the situation. We just have to try and manage that within the confines of what all you guys enjoy about AO in the first place.
....and finally
Remember what I said at the top, keep it constructive or keep it yourself. You might disagree with some of the above, thats ok, its allowed, but please keep it constructive and flames and insults will be dealt with appropriately.