PvP Mentality

formerdc81

Chieftain
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Nov 19, 2018
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Every single game I've played, I've noticed that the PvP crowd always creates tension with the PvE crowd.

Essentially, the PvPers begin to see their PvP experience as a special skill, a way of seeing themselves as superior to normies (PvE players). As a result, players with this mentality tend to justify the existing imbalances in the game as simply "the right way to play", or at best, form a tier/ban list. In many communities, they are either outright hostile to modding or even when they accept it, it's still to legitimize whatever playstyle is dominant. Also, for some reason, they always try to remove the RNG aspects of the game and usually prefer solo play to team play.

Has anyone else noticed this?
 
Welcome to Off Topic!
 
PvP is the best part of any game. My favorite form of PvP is FFA.

One thing I like about civ's pvp is that there's a lot of RNG.
 
I heavily dislike any RNG in games and generally just want an immensely mechanically and mentally challenging game where I can humiliate my opponents and spit on the corpse. You know, like really **** on them. So pretty much WoW PvP and League. Yeah, needless to say I don't PvP much anymore. Mental health and all that. And real health, actually. ****.

Essentially, the PvPers begin to see their PvP experience as a special skill

yeah, it's called having skill m8. git gud :mischief::mischief::mischief::mischief::mischief::mischief::mischief::mischief::mischief::mischief::mischief::mischief:
 
I've noticed it. The game aspect aside, the people who manage to be vaginal cleansing products about how others play a game are generally the sort that can't manage to turn that off at any point. It's just what they are. I wouldn't worry it. At least they're using the internet to piss in stranger's eyes, so it's the appropriate venue.

There is something to be said of fundamentally cooperative vs competitive mindsets. League, if you bring your own friends instead of picking up random arsewads does a good job of being both. MMOs would, if MMOs weren't fundamentally flawed at open PvP.
 
There's a lot more nuance to this than OP implies, and some substantial differences between communities. There are a few things to consider:

  1. In most strategy games, the AI can't perform at the level of good human players.
  2. The AI is not adaptive, so in PvP there are often strategies that are viable or are threatening that do not turn up in SP.
  3. Similarly, some tactics that are routinely strong in SP are easily countered by other players.
  4. Games like Civ and Paradox titles have an extra divide in that SP and MP are designed fundamentally differently despite identical game rules. While this creates friction in the community, it is an objective flaw in design and I pin the overwhelming majority of the blame on developer dishonesty in this case.
  5. "Imbalances" are not an agreed-upon detail. Not in SP, not in PvP, and not even within these respective communities. I've seriously had someone try to claim an in-game action the game itself specifically says you can do by investing a resource is an "exploit", completely in a SP context. MP players are no better; if it is something the player didn't expect and they lose there's a good chance it's suddenly "imbalanced" or exploitative...
  6. In contrast, MP tendency to be hostile to mods has a sound basis. Namely, mods greatly complicate the basic logistic process of getting a group of players together to play. For large groups it's a real pain, even if you get everyone to agree on which mods to use which is non-trivial. On top of all that, in multiple games (including TBS) mods can have a detrimental impact on the stability of the MP session. These factors combine to have a tendency to add a whole lot of "not playing" to MP sessions, and people didn't join up to "not play".
  7. MP players tend to remove RNG because most RNG is a noise factor in terms of "the person who plays better during this session wins". You want outcomes determined by player choices/execution, it's the point of competing. RNG can be something that adds to a game, if there's incentive to invest against it/counterplay. Often in practice this doesn't exist and it just makes someone win or lose because reasons, and if we're going to call something "PvP", that sort of RNG has no place. IMO it's trashy even in SP, a dev cop-out in place of a mechanic that could have offered meaningful choice.
 
RNG is harmful to us PVE players as well. When I play CIV I do so to enjoy the strategic depth of it. And sure, the AI isn't that much of a challenge to me mentally. But I don't need a challenge. I need a victim to be the recipient of my well laid plan. And it sucks to have that ruined because the dice decide I have to lose. Especially in games where I know the dice are loaded to favor the AI.

Imagine how infinitely superior CIV4 would be if 80% combat odds actually meant your unit would win 100% of the time but lose 20% HP as opposed to it meaning you have a 1 in 5 chance of loosing the unit entirely. And that's civ. A game where loosing one unit, or a dozen does not really matter that much as you're wielding stacks of doom.

There are plenty of games where every unit matters.
 
My viewpoint is probably a strange one, because I am not a pure PvP or PvE player.

1. I like difficult games but my first PvP online game was chess. In chess, the AI is definitely stronger than any human because the concept of advantage can be expressed mathematically, which allows AI to learn from the past and analyze with precision. Google's latest AI is so advanced now it can self-learn without seeing any human games. In chess, there doesn't exist a PvP and PvAI distinction. I think a game like Civ could definitely benefit from machine learning.
2. My second hobby as a gamer was not a digital duelist, but a modder/designer. My dream has always been simple, make (or remake) a complex, turn-based PvP videogame where PvP and PvE would have no distinction, like chess. Obviously, this means the AI and player should play under the same ruleset. Obviously, in games of reaction times and micromanagement (like Starcraft or Dota2 or Street Fighter/Super Smash Brothers), this is clearly unfair, but I always liked turn based games more due to my first game being chess. I wish to go one further than chess, and try to minimize as much as possible the impact of opening theory (meaning a veteran's advantage is only in the experience afforded by game sense rather than repetition or memorization of specific openings or endings). This means game mechanics should be intuitive, strong play should be obvious even to new players, and the best move should be objectively so and not contingent on whether or not the opponent is a player or an AI or a noob or a veteran or whether or not the move is "safe" or "risky".
3. Of course, my last sentence is seemingly impossible. So long as a game has interest, people and AI will do analysis and summarize their experiences. This means there will always be a "meta" or an "opening theory". Again, chess provides many good answers. One is a "deep" game, or one where any attempt to create general principles to understand the game will always yield counterexamples where playing "by the book" leads to losses. This means even if the game rules are not patched, the meta will be in flux for a very long time. Second is the idea of "checkmate", or that (all) the win condition(s) should be discrete and discontinuous. This makes machine analysis hard and forces players to constantly pay attention because even if the game contains numbers or easily quantifiable or continuous elements, these things are only correlated to victory but do not directly cause it (i.e. the enemy can comeback if not completely squashed). Furthermore, it encourages asymmetrical play rather than the boring match-up of strength vs. strength and allows for players to make sacrificial play that can essentially give up continuous and quantifiable (often long-term) advantages for the immediate win. Third is the idea of "draw" and "stalemate", where both players can agree to a tie if it's obvious neither can force victory and the attacker can blunder away a victory and be forced to settle for a draw if he is careless. This is helpful because it creates more space for game mechanics and incentivizes good defense (because you no longer need to ensure parity with the attacker, you just simply need to make his life sufficiently difficult). Of course, as children of the computer era, we cannot hope such a game will forever resist the analysis of keen minds and computers. This is where I think DotA2 under IceFrog has the right approach, though of course, the profit motive of Valve restrains his hand. Namely, game depth must be maintained in an environment of iconoclastic patching. What do I mean by iconoclastic? I mean that no game mechanic is sacred and that whatever is currently most dominant in the meta is what will be nerfed the hardest in the next patch. Players should not grow too personally attached to any strategy or skill emphasized by the current patch because it will be gone in X months. Nor should players constantly expect any given faction/hero/playable character or playstyle/item/unit to be permanently enshrined or retain its current role. Veterancy must be constantly re-proven and re-earned. The game should actively punish the kind of "specialist gamers/one-patch wonders" who refuse to learn or adapt beyond a comfortable subset of the skills needed to be top-tier, preferably by never creating such imbalanced, over-centralizing things to begin with.
4. IMO, the whole point of PvP, besides the competitive drive and stress relief, is to practice mastery. Mastery is the ability to rationally analyze the cost-benefits of a situation, come up with the best choice, and then execute it with discipline, under all conditions. By definition, that is risk-neutral, not risk-averse. This is why I find the objection to RNG to be ridiculous.

Of course, many existing PvP games are not of this mold, which probably explains the opposition I get from many PvP players. They mostly play "systematic" games where building up small advantages is the only way to play. Civ and Advanced Wars certainly are of this type, as is Pokemon VG, and most TCGs. In those games, the winner/loser of the game is known before the final victory, usually at the halfway point of the game, or sometimes at the start. Every opening is usually some form of delayed gratification that leads to some power spike and it's usually strength vs. strength or strength vs. direct counter, hence the creation of tier lists. Stratego or 军棋 is more fun that that because at the least, there's more mind-games involved, and the best unit in the game actually dies to the worst unit in the game. Maybe it's just me, but even PvP games are supposed to be an escape, and there's no fun when the same optimal strategy in real life is also the best (or only) strategy in video games, especially when creating the optimal fighter required grinding IRL that was very esoteric or expensive (in time or money) for PvE players. Quite often, my modding suggestions make these players feel like I'm taking their fun away, even though many times, their idea of "competitive fun" was based on the banning of in-game mechanics designed by the creators to check their "setup and sweep" style. (To be fair, I agree that some of the attempts by creators to check the dominant style were very poorly implemented or did not work as intended.) That's why I made this thread, for those of you who enjoy playing such games, what do you get out of it?
 
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To crush noobs, see them driven before me, and to hear the lamentation of their mothers!

Spoiler :
I would love to see a game as you envision it, so far, to my knowledge, none has been made. I have a game in my head, too, which is constantly popping up. small ideas I cannot ignore. but I don't have the knowledge nor experience to actually mod a game to be the way I want, sadly, and I have the sad feeling I will never actually get to see another videogame I enjoy. the last one was probably civ 5, even though I only really enjoyed play. check it out!

https://forums.civfanatics.com/threads/what-makes-a-great-rpg.636501/

 
I'm so sorry, I'm not really sure what you mean by RNG and how it affects games? If you mean like you have probabilities, and your game randomly generates a number to compare to your statistics to determine hits and things, well I personally really rather quite enjoy that myself. I like how you have a little bit of luck involved, it means sometimes you might look like you're at a disadvantage and then you can get lucky and still manage to win. That sort of reminds me of old board games where you have to roll a die or dice, you know? I think I'd feel rather bored if you knew what your outcome was going to be for certain every single time.

I never play against human opponents, I just don't enjoy those types of games, and I'm also confused why people who play that way can seem so hostile sometimes. I play games for fun just to enjoy them, and I don't want to make someone else lose, and I don't like thinking someone's trying to make me lose also. I prefer working together for our goal, and I don't feel it has to be terribly challenging, just a little challenge, and for me the fun is in working together so we can celebrate victory.

I think a big thing is you see so many people thinking things like "My way to play is the only way and everyone should think the same as me," and I feel that's what causes a lot of problems, and you see people putting down people who play differently. Up in our Civ 6 forum I saw people saying things like "a blind dog could beat the AI on Deity", and that really bothers me.
 
4. IMO, the whole point of PvP, besides the competitive drive and stress relief, is to practice mastery. Mastery is the ability to rationally analyze the cost-benefits of a situation, come up with the best choice, and then execute it with discipline, under all conditions. By definition, that is risk-neutral, not risk-averse. This is why I find the objection to RNG to be ridiculous.

RNG can make the entire practice of mastery irrelevant to the outcome of a game. Bad RNG does that. Well-implemented RNG does not, and can instead be part of the mastery actions.

Compare something like hit point damage variance in civ 5 or 6 to a 1% chance you just get "game over" each turn. These are both RNG, but they should not be considered the same thing from a design perspective. Too many dev decisions result in the latter type of RNG, albeit (usually) less extreme.

Up in our Civ 6 forum I saw people saying things like "a blind dog could beat the AI on Deity", and that really bothers me.

It's certainly an exaggeration, since I have friends who actually lose to the AI on emperor. Deity in Civ 6 is indeed far easier than it was in Civ 4 BTS, which was itself arguably easier than Civ 4 Warlords (BTS reduced deity bonuses). This doesn't mean Civ 6 deity wins are free.

That said, a big part of the frustration with Civ 6 AI is that it doesn't try. Not only is it challenging to make a good AI in a game like this in the first place, but devs also make it play poorly on purpose (Soren stated this outright in Civ 4, but it has held in the newer games). Since a purported competitor is being intentionally programmed not to try to win it's not surprising players don't respect it. That the devs feel the need to do this says a lot about the design of their mechanics and how the incentives (don't) work, too.
 
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WoW had a really intricate procc system where any action (usually attacking, either auto attacks or with an ability) had between a 0.x and 5% chance to procc either a helpful effect (increased damage for example) or a negative effect for your opponent (stunning them). In order to not only do damage, but have enough damage for kill potential: killing someone through defensive cooldowns, healing and shields, you would have to try and make your proccs line up with your offensive cooldowns and on-use trinkets, weapons, etc. Almost all proccs had an inbuilt cooldown that you would have to subconsciously manage in order to have maximum burst damage potential. That, I thought, was one good way of implementing RNG, even if some things were screwed up (like TNT stun). It was to some degree predictable, and forced you to actually make use of it.
 
Although RNG itself should not be manipulable, using RNG to balance the game can create interesting strategic choices. However, many designers are naive in the design of RNG.

My response to PPQ is that there's a clear strategic distinction between a unit that does 8 damage 100% of the time vs. a unit that does 10 damage 100% of the time but always takes 2 damage in return vs. a unit that does 10 damage 80% of the time and 0 damage 20% of the time. Each one of these units have different situations where they are favored. Mathematically, in a balanced game, the following should all be worth the same amount of hammers:
If I'm attacking or defending with elite forces (i.e. I have highly promoted units / stronger units, but fewer of them), I need to deal consistent damage. I cannot afford to take unnecessary damage nor can I afford to deal no damage per attack. Hence, the first type of unit is preferred.
If I'm attacking by zerg rush (i.e. I have more units, but on a per unit basis, they are weaker than the enemy), I need to maximize my damage. Since many of my initial wave of forces are going to die anyways, I might as well deal as much damage as possible before dying.
If I'm defending by wearing out the enemy by attrition (i.e. I have more units, but on a per unit basis, they are weaker than the enemy), I need to maximize the ability to hold my ground and counterattack. The third type of unit is preferable because I have a chance of causing extra damage and my units will not self-harm. Even though my firepower is less than the second type, an attrition strategy need not win every counterattack, simply win on average.

When I complain about risk-aversion, I'm saying that no one who considers himself a master of the game should emotionally object to the third or second type of unit simply because it has an obvious downside (on top of the existing opportunity costs).

Another example would be in MOBAs. LOL infamously remade all the RNG-based skills that existed in DotA1, but I honestly don't see RNG as a problem (I could be biased though, since I prefer DotA2). However, it is true that RNG poses a design problem in MOBAs because the usual mathematics does not apply. Since hero kills create tactical advantage in MOBAs, which then leads to strategic advantages, an ability that has a 10% chance of dealing 1000 damage is far more valuable than an ability that deals 100 damage 100% of the time even though they are mathematically equivalent because the former causes a hero kill 10% of the time in the early to mid game, whereas the latter might net a hero kill 5 or even 1% of the time.
 
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What matters is not the math behind it, but which of those feels more like a cheap shot when you lose. And loosing to the RNG is always going to feel cheaper than loosing to someone elses mastery or your own mistakes.

In my view, an example of a game series that gets it perfectly is Dark Souls. You die in that game, a lot. But playing it I newer once felt cheated. Not once. Every single time I suffered a loss, no matter how catastrophic I always could look back and know it was my own fault. And that is what made the defeats bearable and the victories all the more sweeter.

CIV4 straddles the line. It's not so much RNG that I would mind. It doesn't ruin the game for me or anything. But it's still enough that you don't ever really get that feeling of pride even in defeat.
 
In my view, an example of a game series that gets it perfectly is Dark Souls. You die in that game, a lot. But playing it I newer once felt cheated. Not once. Every single time I suffered a loss, no matter how catastrophic I always could look back and know it was my own fault. And that is what made the defeats bearable and the victories all the more sweeter.

Bit of a nitpick, but Bed of Chaos is a cheap fight in that game and stands out particularly sorely because it's unique in that regard compared to the rest of it.

I'm also not sold on how it "feels" being the true important piece, because player feelings are biased and different between each other. In a game the player's outcome should be reasonably determined by their actions, otherwise there's not much point in playing it over rolling dice aside from pretty pictures.

CIV4 straddles the line. It's not so much RNG that I would mind. It doesn't ruin the game for me or anything. But it's still enough that you don't ever really get that feeling of pride even in defeat.

Civ 4 RNG is actually pretty bad, especially if you leave events on. It's very front-loaded and can be outcome-changing without agency. While the "oops, 4 archers spawn before you can make 2 warriors, you lose" got patched out, you still had events that could badly cripple early game progress at no fault or counterplay for the player.

Then there was early game battle odds. This is one of the few areas where Civ 5 and 6 are strict improvements over 4. If you rolled poorly enough, you could lose outright or be game-long crippled in the opening 50 turns. Even very reasonable investments could see you lose two 99% battles in a row and then a city, despite that the mathematically best play by a wide margin was actually *less* military investment. Opponents could make low-odds, terrible strategy attacks and win.

What's bizarre is that the game *did* implement mechanics to hedge against RNG, namely numbers and collateral damage. And as you get further in the growth curve, an event hitting one city would be far less significant to overall progress. Even so, these factors pushed things like events/barbs to have no place in a legit competitive setting. The latter actually remains true in Civ 6, since you can still get scouted on turn 4 before you can possibly build a 2nd military unit, and flooded with barbs. You can defend that and survive, but in a *competitive* game a similarly-skilled opponent who doesn't get that RNG can easily parlay it into a game-winning advantage. Meanwhile it contributes nothing to the game's decision making process...yet you still see players defend this sequence of events.
 
Bit of a nitpick, but Bed of Chaos is a cheap fight in that game and stands out particularly sorely because it's unique in that regard compared to the rest of it.
I get your point although honestly I've newer gotten that far into the game. I am mostly a DS2 fan on account of the fact that it's the most playable using a keyboard. So that's the one I actually got furthest into. Something my next paycheck is hopefully going to correct.

This being said...

I'm also not sold on how it "feels" being the true important piece, because player feelings are biased and different between each other. In a game the player's outcome should be reasonably determined by their actions, otherwise there's not much point in playing it over rolling dice aside from pretty pictures.
How it feels is the only important thing. You can craft all your mechanics beautify, spend countless sleepless nights laboring over your assets and polishing your engine but if in the end the game does not feel fair and fun it was all for nothing.

Civ 4 RNG is actually pretty bad, especially if you leave events on. It's very front-loaded and can be outcome-changing without agency. While the "oops, 4 archers spawn before you can make 2 warriors, you lose" got patched out, you still had events that could badly cripple early game progress at no fault or counterplay for the player.
Absolutely true.

Then there was early game battle odds. This is one of the few areas where Civ 5 and 6 are strict improvements over 4. If you rolled poorly enough, you could lose outright or be game-long crippled in the opening 50 turns. Even very reasonable investments could see you lose two 99% battles in a row and then a city, despite that the mathematically best play by a wide margin was actually *less* military investment. Opponents could make low-odds, terrible strategy attacks and win.
Have not touched anything past BTS. I am a square grid elitist.

What's bizarre is that the game *did* implement mechanics to hedge against RNG, namely numbers and collateral damage. And as you get further in the growth curve, an event hitting one city would be far less significant to overall progress. Even so, these factors pushed things like events/barbs to have no place in a legit competitive setting. The latter actually remains true in Civ 6, since you can still get scouted on turn 4 before you can possibly build a 2nd military unit, and flooded with barbs. You can defend that and survive, but in a *competitive* game a similarly-skilled opponent who doesn't get that RNG can easily parlay it into a game-winning advantage. Meanwhile it contributes nothing to the game's decision making process...yet you still see players defend this sequence of events.
And in a non competitive PVE setting it's still no fun to have your game screwed over because of a single unlucky dice roll.
 
I get your point although honestly I've newer gotten that far into the game. I am mostly a DS2 fan on account of the fact that it's the most playable using a keyboard. So that's the one I actually got furthest into. Something my next paycheck is hopefully going to correct.

It's one of those "puzzle bosses" they do now and then. Except for this one you just have to memorize where the floor will cave into instant-death pit after hitting each side of the arena. Once you have memorized where is safe to run the fight is trivial and you can beat it by punching it naked a few times at level 1 trivially. Though given the floor falling patterns, you will have an easier time if you bring a bow (which will work in this case even if you don't have the skill for it).

Truly an underwhelming boss in an underwhelming area. Later on the devs actually admitted that they ran out of time to finish that area/that it was rushed and that they regretted it.

How it feels is the only important thing. You can craft all your mechanics beautify, spend countless sleepless nights laboring over your assets and polishing your engine but if in the end the game does not feel fair and fun it was all for nothing.

Dev would wind up chasing a ghost on this one. Even very fair games (including objectively fair) have players complain that they're unfair. That's not a winnable objective for a dev. Maybe for a majority of a fanbase or something, but even then you're estimating and one of the best practices to have people think it's fair is to actually make it fair.

And in a non competitive PVE setting it's still no fun to have your game screwed over because of a single unlucky dice roll.

There I agree, but I've seen players argue this is fine because the game also helps them out similarly. They feel rewarded over that, even though the success was just as RNG as the failure. I don't understand the rationale that feels that way, but I do understand that it happens.
 
It's one of those "puzzle bosses" they do now and then. Except for this one you just have to memorize where the floor will cave into instant-death pit after hitting each side of the arena. Once you have memorized where is safe to run the fight is trivial and you can beat it by punching it naked a few times at level 1 trivially. Though given the floor falling patterns, you will have an easier time if you bring a bow (which will work in this case even if you don't have the skill for it).

Truly an underwhelming boss in an underwhelming area. Later on the devs actually admitted that they ran out of time to finish that area/that it was rushed and that they regretted it.
I am familiar with the boss just not though personal experience and thus can't comment. I'll take your word for it therefore as it correlates well with what I've seen of it on youtube. This all being said: Favorite DS2 weapon? Mine is the Ultragreatsword called Greatsword.

Dev would wind up chasing a ghost on this one. Even very fair games (including objectively fair) have players complain that they're unfair. That's not a winnable objective for a dev. Maybe for a majority of a fanbase or something, but even then you're estimating and one of the best practices to have people think it's fair is to actually make it fair.
That's because they don't feel fair. You can make a perfectly fair game that just isn't fun. And you can make a very broken game that just feels right. That's why one round of play testing is worth more than a year of math. Remember, your players (well most of them anyway) won't actually crack open the EXE to figure out the math behind your game. All they know is how the game feels subjectively.

This is why games such as Dark Souls 2 are so super rare. It's a rare example of a game that is both fair AND feels fair.

There I agree, but I've seen players argue this is fine because the game also helps them out similarly. They feel rewarded over that, even though the success was just as RNG as the failure. I don't understand the rationale that feels that way, but I do understand that it happens.
I am familiar with that line of thought and I think it basically boils down to the fact that some people enjoy gambling.
 
I am familiar with the boss just not though personal experience and thus can't comment. I'll take your word for it therefore as it correlates well with what I've seen of it on youtube. This all being said: Favorite DS2 weapon? Mine is the Ultragreatsword called Greatsword.

Close between estoc and bandit axe. I'd take the former in PvP, but the latter in PvE.

That's because they don't feel fair. You can make a perfectly fair game that just isn't fun. And you can make a very broken game that just feels right. That's why one round of play testing is worth more than a year of math. Remember, your players (well most of them anyway) won't actually crack open the EXE to figure out the math behind your game. All they know is how the game feels subjectively.

I've not seen any examples of broken games that "feel right" consistently to the wider audience. A subset of the population still likes them, and how large that subset is depends on how broken we're talking and what else it offers.

I am familiar with that line of thought and I think it basically boils down to the fact that some people enjoy gambling.

That might really be it, even if they don't realize it. Loot boxes and grinding mobs for gear are kind of like this too.
 
i would argue that all people enjoy gambling to some degree. especially if it involves money that is not yours!
 
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