The Rock-Paper-Scissors Model of PvP Balance
#2
Good support of your argument there.

These are the problems I want to see approached in WoW PvP:

[1] Rock-paper-scissors is extremely boring in one-on-one duels.

[2] Mass combat in general is boring when the outcome is pre-ordained. (That is, if the enemy has 20 rocks, 3 papers, and 2 scissors, and your side has 20 scissors, 3 rocks, and 2 papers, there’s not much point in showing up.)

[3] Player skill, experience level, and class should be roughly equal in importance. When in doubt, give the advantage to player skill.

[4] Mass combat is boring when there is no game-world effect on the results.

[5] The Dead Horse Issue: Non-consensual PvP is game-breaking for many players.

[6] Chat during mass combat needs to be ally-only, as all you’re likely to hear from the enemy are expletives and teenage trash-talking.

And drum roll …

[7] Most players have too much investment in their characters to offer fair approaches to PvP balance; 99% of the people out there will advocate their own class, and say that their class’ nemesis is overpowered.
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The Rock-Paper-Scissors Model of PvP Balance - by Cryptic - 07-13-2004, 02:15 PM
The Rock-Paper-Scissors Model of PvP Balance - by Guest - 07-13-2004, 04:01 PM

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