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@PvPer: since you all don't like Gear progression, what substitute progression system(mechanics) app

MMOExposedMMOExposed Member RarePosts: 7,400

I noticed a lot of PvP MMO fans, tend to be against gear progression specifically when dealing with PvP MMOs.

so that has me curious. What's the ideal progression or progression mechanism for PvP fans in a PvP MMO? 

 

Philosophy of MMO Game Design

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Comments

  • zzaxzzax Member UncommonPosts: 324
    What about no progression? PvP itself is fun and rewarding enough (in my opinion).
  • DavisFlightDavisFlight Member CommonPosts: 2,556

    Small perks and horizontal progression.

     

    You can unlock a ton of different skills and abilities, but only use a certain number at any given time.

    Gear progression is stupid beyond a certain point even in PvE games. I'd rather have my access to a raid be determined by my player skill, not an endless treadmill.

  • KyleranKyleran Member LegendaryPosts: 44,069
    Realm abilities, see DAOC.

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  • sunandshadowsunandshadow Member RarePosts: 1,985
    Not a PvPer here but, in theory progression inherently screws up PvP because the best PvP occurs when everyone has a chance of winning, which is when everyone is about the same level.  That pretty much leaves aesthetic-only rewards as progression.  Like in GTA V Online the major progression is being able to earn a garage full of tricked-out cars.
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  • doodphacedoodphace Member UncommonPosts: 1,858
    Originally posted by zzax
    What about no progression? PvP itself is fun and rewarding enough (in my opinion).

    Ill use first person shooters in my analogy here.....

    PVP with no progression = Unreal Tournament/Halo

    PVP with progression  = Call of Duty

    There is a reason Call of Duty completely anahilated UT and Halo in the Online FPS world.

    PVP with no progression is "fun enough"....PVP with progression is "more fun".

  • Loke666Loke666 Member EpicPosts: 21,441

    Well, there are a few possibilities, like Realm abilities that Kyleran pointed out.

    Another thing is guild progression, where the guild can unlock things (in some cases castles, guild cities and halls). Allowing the guild to progress is good since it means that the players have something to work together for.

    And you can of course allow more customization to the player, like Guildwars does. It is not enough in itself but together with a fun game and a few other ways of progressions it works.

    But the best PvP tend to occur when a newly made character with crap gear played by an expert just barely can beat a really crappy playing vet with good gear.

    And good PvP is a reward in itself, that is the reson people actually still plays counter strike. 

  • jusomdudejusomdude Member RarePosts: 2,706

    They should just do it like the FPS method. Unlock guns aren't really better, they just give you more playstyle options.

    I think only items that are better in one area but are worse in another would work.

  • H0urg1assH0urg1ass Member EpicPosts: 2,380

    None.

    Gear and progression are not the goal of PVP.

    PVE is a gear treadmill and should be entirely about progression.  PVP should be a game of dynamic territorial control.  The territory that you and your guild/outfit/faction hold should be the reward itself.

    I.E. Planetside 1

  • DauntisDauntis Member UncommonPosts: 600

    No progression? Twitch combat? Gear doesn't matter?

    Then you don't want nor need an MMO space... you already have Halo, COD and a billion other PvP games.

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  • KanethKaneth Member RarePosts: 2,286

    DAoC realm abilities, GW2 wvw perks are a good progression system.

    Unlocking new weapons and components to those weapons are good progression systems (Battlefield and CoD did this well).

    New skins for weapons, facepaint, cosmetic changes can be fun things to strive for. (TF2 hats anyone?)

    Achievements for doing this in the wvw world are neat little things to work towards (like the season achievements for GW2 wvw seasons).

    However, most pvpers seem to have fun just playing the game and don't always need to "progress". Nuketown from Black Ops is a great example of a specific map from a specific game that was probably the most popular of it's time, and is still enjoyed by many. PvP in itself is fun because no matter how many times you play the exact same map the individual match will never play out the exact same way.

    In WoW, if they got rid of gear progression, but had a selection of different set bonuses, I'd be pretty happy. Some minor advantages for a specific type of playstyle.

  • Beatnik59Beatnik59 Member UncommonPosts: 2,413

    My model for progression is what I call 'the three Cs' :

    1)  Currency (gold, plat, silver, credits, etc.)

    2)  Commodity (raw materials, trinkets, precious stones)

    3)  Crafting (manufactured items produced by an expert and bought with currency)

     

     

    To me, gear isn't a good lootable.  There ought to be some process in between the fight and gear.

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  • mithrillionmithrillion Member Posts: 37

    Specialization instead of pure progression. kind of like EVE. You need a variety of roles in a PVP team. The longer you play, the more fancy roles you can get into, but you will always need a few basic roles which new players can play just as good as veterans. "high-level" characters are invaluable, but newbies can always join as auxiliary roles and contribute to the fight (e.g. making it hard for enemy to escape or increase their miss rate but not really adding much to the dps) rather than just feeding the enemy. Technically there is still a "progression", but you don't progress from weak to strong, from useless to viable, but from sidekick to the hero.

  • d_20d_20 Member RarePosts: 1,878

    No gear progression, no levels, no pre-set classes.

     

    Instead more flexibility. I like the concept of the skill wheel in TSW and the skill points in ESO. I also like original Darkfall's concepts about leveling up skills as you use them. I'm not saying any of these games got it just right. But there are principles that should be able to work.

     

    For example, you earn skill points that you can put into certain skill lines to make certain skill more powerful. You can choose to be a jack-of-all trades but master of none, or you can choose to specialize and be uber in whatever your focus is. So if you want to make a dedicated healer, tank, or support player, you can. If you want to make a glass-cannon you can. If you want to have multiple specialties, you can, but it will take a long time. So there can be continuous carrots to strive for, but they come as milestones in gaining skills, allotting points, and designing your character.

     

    Also, there should be a significant cost to respec. It doesn't have to be gold (it probably shouldn't be), but maybe a quest chain or something.


  • NordiqueNordique Member Posts: 14
    Originally posted by Kaneth

    DAoC realm abilities, GW2 wvw perks are a good progression system.

    Unlocking new weapons and components to those weapons are good progression systems (Battlefield and CoD did this well).

    New skins for weapons, facepaint, cosmetic changes can be fun things to strive for. (TF2 hats anyone?)

    Achievements for doing this in the wvw world are neat little things to work towards (like the season achievements for GW2 wvw seasons).

    However, most pvpers seem to have fun just playing the game and don't always need to "progress". Nuketown from Black Ops is a great example of a specific map from a specific game that was probably the most popular of it's time, and is still enjoyed by many. PvP in itself is fun because no matter how many times you play the exact same map the individual match will never play out the exact same way.

    In WoW, if they got rid of gear progression, but had a selection of different set bonuses, I'd be pretty happy. Some minor advantages for a specific type of playstyle.

    ^this. Gear progression/treadmill is a Blizzard time sink creation. One that needs to go away IMO.

     I would also add that DAOC pre TOA which had no gear progression had possibly the best PVP of any MMO ever made. Partly because the realm abilities which allowed players to customize their chars to suit their playstyle but also due to the competitive balance. The gear you wore had little to do with winning fights. The fancy realm titles were nice too. As well as the notoriety of being on the top 10 list on the Herald which was a huge epeen stroke for players and guilds alike.

     

  • LoktofeitLoktofeit Member RarePosts: 14,247

    Any of the below are more to my liking than gear progression. 

    • Skills
    • Wealth
    • Assets
    • Territory
    • Fame/Infamy
     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
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  • DamonVileDamonVile Member UncommonPosts: 4,818
    Originally posted by Loktofeit

    Any of the below are more to my liking than gear progression. 

    • Skills
    • Wealth
    • Assets
    • Territory
    • Fame/Infamy
     

    I think that is the big one. Meaningful territory control is endless content in pvp. For as long as you're going to enjoy playing the game fighting over land that actually matters is the best reason that doesn't have anything to do with power creep or progression. Both are huge negatives in pvp.

    How you give it meaning really depends on the game and what else there is, but when the combat is fun it really doesn't have to be that big of a bonus.

  • NordiqueNordique Member Posts: 14
    Originally posted by DamonVile
    Originally posted by Loktofeit

    Any of the below are more to my liking than gear progression. 

    • Skills
    • Wealth
    • Assets
    • Territory
    • Fame/Infamy
     

    I think that is the big one. Meaningful territory control is endless content in pvp. For as long as you're going to enjoy playing the game fighting over land that actually matters is the best reason that doesn't have anything to do with power creep or progression. Both are huge negatives in pvp.

    How you give it meaning really depends on the game and what else there is, but when the combat is fun it really doesn't have to be that big of a bonus.

    agreed.

  • evilizedevilized Member UncommonPosts: 576

    your assertion that gear progression doesn't matter to pvpers is 100% wrong.

     

    there's nothing better than beating all of the easy PVE content to get the best gear in the game and blowing up noobs who have no chance of survival. im not even joking, 100% serious here.

  • blurtblurterblurtblurter Member Posts: 25
    The idea MMOPVP games huge 3D game if Risk, it is fighting over resources, territory, logistics, politics, preferably no classes or levels, just a lot of skills to with a skill pool so toons can not be masters of everything, they have to pick and choose a combination that suits them best allowing for more of a tailor made creation. Skills are more horizontal in nature perhaps having max of pre-req skills of 2 tiers.

    There is a growing concern developers of new games are forgetting a games not a story and a story is not a game, people want to integrate with the environment presented, they want to be the heroes or anti-heroes in that environment, what a gamer does not want is to sit in front of a computer and watch a story of someone else's perceived idea of what a game is. We just want the frame and we build in the flesh.
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  • fineflufffinefluff Member RarePosts: 561
    Wealth to use for pve stuff
  • Tyr216Tyr216 Member UncommonPosts: 168
    In my opinion, real PvP'ers don't need any form of progression mechanic. We thrive on competition. When our personal skill level advances in the face of tough competition, we feel rewarded for our efforts. To draw a parallel, I'm a martial artist but I didn't attend a class for years on end just so I could be handed a black belt which isn't even good enough to hold up a pair of pants. I trained for years so that I could be better than I was the day before. If you want your stupid participation trophy so you feel like you've gotten a consolation prize for your shortcomings, good for you. I'm sure there's some local Karate school that would love to trade your cash for an entire rainbow's collection of belts. Real fighters don't care about superficial rewards. Victory through superior skill is the real reward.

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  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Nordique
    Originally posted by DamonVile
    Originally posted by Loktofeit

    Any of the below are more to my liking than gear progression. 

    • Skills
    • Wealth
    • Assets
    • Territory
    • Fame/Infamy
     

    I think that is the big one. Meaningful territory control is endless content in pvp. For as long as you're going to enjoy playing the game fighting over land that actually matters is the best reason that doesn't have anything to do with power creep or progression. Both are huge negatives in pvp.

    How you give it meaning really depends on the game and what else there is, but when the combat is fun it really doesn't have to be that big of a bonus.

    agreed.

    That's my favorite out of that list, too. I'm looking forward to the upcoming changes in Mortal Online for exactly that reason. 

     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Tyr216
    In my opinion, real PvP'ers don't need any form of progression mechanic. We thrive on competition. When our personal skill level advances in the face of tough competition, we feel rewarded for our efforts. [some kind of chest-beating or something] Victory through superior skill is the real reward.

    If most MMOs were based on player skill progression that would be relevant. However, most aren't, so it's kind of apples and oranges. A PVPer is playing an FPS or Madden or outdoor sports or whatever for rewards other than character progression. He isn't playing an RPG - a predominantly stat-based progression genre - for it. 

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • WizardryWizardry Member LegendaryPosts: 19,332

    MMO now a days means almost nothing,merely have internet will play.So it comes down to pvp and i have been doing it since before my MMORPG days.What i played for was the FUN and the challenge needed nothing more to satisfy me.The FUN part only comes when you know the design leaves almost everyone equal aside from latency of course.

    As to progression i simply like progressing as a knowledgeable player,it should ALWAYS be about the player and not the gear.However leave it up to a few devs like Blizzard to make it more about the gear and less about the player and of course that model will be popular because people hate to lose.

    A game should have good enough Ai that it forces players to make decisions so they have to react and play with several different styles instead of one repeating one that always works.

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