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Good day to all. Here's a common question one could come up with:
Why does PvP gain so much popularity? Why PKing is so important (and vital for some) that almost every online game has to include such settings?
I'm only asking because I can't find a true reason that makes sense, other than the feel of superiority, reigning, and all-might.
n/a
Comments
Because simply it is fun to kill other people and have the competition of some kind to be the best (if the game allows it) it also adds things to do in the game in general and even gives it more realism. Back in the old fantasy days there where always murders and great battles happening, a game is just bland without having those elements in most cases.
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There is a difference between PvP and PKing (griefing)
Do you mean PvP like DAoC and WoW in battlefields or open FFA PvP like in Lineage 2 and Shadowbane? (or any PvP server in just about any game)
Games with consequenses for PKing like L2 or truely open ones like Shadowbane that have no penalties?
You ran all the types together but they are completely different.
As far as my opinion. I have no idea why people feel the need to PK or "grief" either, I guess just to be arses.
PvP with purpose like Sieges, capture the flag style, battlegrounds is simply far more exciting and challenging then grinding on A.I. controlled, respawning, always the same, mobs.
Some people PK people because they're bored and they want some kind of activity. They might even get equal-level/skilled opponents coming out in response to their 'griefing'.
Some people PK people as part of roleplaying. They might only deliberately grief one race say,or people from one guild.
But most of all,people PK people because they can. There's no rule against griefing someone. Unless it's verbally racist or otherwise.
PvP provides us with competition. When the PvE runs a bit thin,it's nice to know we can go out and hunt people.
Why must a game have pvp? Well just like chess, monopoly, the olympic games, counterstrike... well just like any other game, a mmorpg (g = game) should have players competing, and as a result have winners and loosers. Why should mmorpgs be any different? Why do some braindead devs think they can call their pos treadmills for games?
The best mmorpgs I've played in the past (UO + AC/DT) and the only kind I will play in the future (Darkfall) are built after the sandbox model, where devs create a world and a toolset, then let us players play the game any way we like. It's all about freedom, pvp combat, politics, world conquest, intrigues, or whatever we as players decide to do. And no instances ffs (it's not a frickin LAN game), it's supposed to be a living breathing thriving massive world,
The alternative that has become the standard now a days is the linear mmorpg - dumbed down so any 5-year old can play. Devs have created a linear story line, and you follow the same line as the millions others playing the same game (in reality a singleplayer game with some extra options). And when you are done with your singleplayer game (hit level 60), then what? Thats the tricky part.. devs need you to keep playing and paying your monthly 15 dollars.
I won't get into detail about how this is done, because then I'll get too pissed off, but if you played EQ, DAOC, or WOW you know how... basicly you are put in a treadmill where you can keep upgrading your equipment month after month, year after year doing the same boring fight vs the same boring monster, in your own little lan game instance where you are not disturbed by the rest of the world.
Khael[SUN]
SUN - peekayin since pong
Webdeveloper on:
http://www.guildofsun.com
http://www.bloodmonarchy.com
Well i see one thing as the main driving power:
recognition
they want to be payed tribute fot their "ubber skilz"
i mean its all about recognition why do they want the bigass armor?
couse they want the people to go whoaa about them
they want glory!
and pvp is a good way to get it
----------------------------------------------
first you force the people who lose to you
to see that you are better -at least as long as you do "fair fights"
(mostly not really fear but appearing so)
second they are rankings were the people can see how good you are
and at least coming again to my comment about the armor:
its not in all games but in wow for example you get really good equipment for winning in pvp
so when you are in the top ranks all people can envy you becouse of your shiny armor
well at least the freak whos at the highet rank gets
with his golden shiny armor for sure a lot of recognition
and sometimes you even can get real prizes for winning tournaments -something that should
be able to get a broad mass of people excited
also gotta aggre with the comments above :
the computer ai sucks
so you look for a better enemy
who can only be found in another player
Pi*1337/100 = 42
Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Archeage, Kingdom Under Fire 2
KUF2's Official Website - http://www.kufii.com/ENG/ -
Well thats a mistake by the game developers, making a lvl 60 so much more powerful than say lvl 40 or a lvl 10. On AC/DT for examples a skilled lvl 100 mage can kill most people, even if they are lvl 200 or above. Mmorpg developers need to make level differences more subtle, letting lower lvl players have a good chance vs a higher lvl player. But games like wow and the other eq clones are made for PVE and PVP is an afterthought at best, therefore this stupid system where player skill means nothing. Upcoming Darkfall seems to be getting this right, here player skill will mean more than your equipment, level, etc.
Khael[SUN]
SUN - peekayin since pong
Webdeveloper on:
http://www.guildofsun.com
http://www.bloodmonarchy.com