Ask SOE #36
Sassee: With the announcement of Desert of Flames, the upcoming expansion pack, and the inclusion of Player vs. Player content contained in it, can you tell us a little more about PvP and the concepts behind making spells and combat arts PvP specific so that PvE balance is unaffected?
Scott Hartsman: One thing that we’ve learned from working on games in the past is that in a world where creatures and players have abilities and stats that operate on different scales, you can’t expect to launch a PvP game with the standard PvE ability set as-is and expect it to be fun.
We started internally playtesting the existing PvE ability set in PvP in months past, and that statement definitely held true.
When you have a world that contains creatures meant for groups, character abilities need to primarily be tuned to be fun in the PvE game. Obviously players tend to have fewer HP and taken individually do less damage than creatures.
One not-so-great answer is to change specific PvE abilities just so they make sense in the PvP game. Obviously, that’s not a good idea, because you then have PvP tuning affecting the PvE game, by (usually negatively) affecting player PvE power.
One of our takes on solving this problem involves making sure that we have the ability to set overrides for individual spells. For instance, a spell that is a 100 HP DD in PvE, may turn into something as different as a 10HP DD and a minor DoT, and a 1 second stun when used in PvP.
Obviously, that’s not the kind of scaling we’re going for, but it’s an example of the ability we have to set PvE abilities to do much saner things in PvP.
Sassee: Can you tell us anything more about the different kids of PvP that will be offered?
Scott Hartsman: Before Desert of Flames launches, we plan on having PvP dueling out on the live servers. (It’s on Test currently.)
At the moment, we’re focused on general PvP balancing and Arena Champions.
Once Arena Champions are out there, we’ll be able to do some more talking about what we’ll be offering for PvP-ruleset servers after Desert of Flames.
Sassee: While we are on the topic of PvP, it seems that duels are being added soon in the form of a live update. Can you elaborate on the death penalty issue with regards to dueling?
Scott Hartsman: For right now, we’re planning on going with penalty-free dueling in Arenas, but anywhere else, the standard death penalty will apply to the loser.
It’s definitely a bit more realistic than throwaway/timekiller dueling. If you want to duel to 20% with your friend, you can duel to 20% with your friend. But if your friend goes too far, you’re going to pay the price.
When there’s real risk, things are a lot more exciting.
Sassee: The first Adventure pack, The Bloodline Chronicles, focused on some of the Dark Elf lore. The announcement of Splitpaw Saga, the next adventure pack, raised a few questions for some players. One is whether or not there is any race you are concentrating on for history, lore, and new items, spells and recipes?
Scott Hartsman: Absolutely. The Splitpaw Saga tells the tale of the Splitpaw tribe of Gnolls, as seen through the eyes of the player fighting through some new dungeons, in a series of story-driven adventures.
These Gnolls, trapped for centuries in the collapsed ruins of their long-time home, split into different factions, with some of them even becoming cannibalistic.
The details are a little vague in the world at this point, but rumor has it that some of them have broken free from their prison, and some of the more vicious types have allegedly begun kidnapping overlanders. For what purpose, no one knows.
Of course, these tales always expand in the telling. It could all just be wild rumor and speculation.
Sassee: Can you elaborate more on the topic of instances scaling down to group levels in Splitpaw Saga?
Scott Hartsman: This is an interesting experiment for us, based on a similar theory to what worked out very well in EQ: Lost Dungeons of Norrath.
Many of the new areas in The Splitpaw Saga will be dungeon instances that let people from levels 20 through 50 enjoy the new tale.
These will be private instances that spawn creatures appropriate for the level of those who are going in to play. It should be an enjoyable challenge for many more people than an adventure pack that doesn’t make use of this level scaling.
We’re looking forward to seeing what people think.