Diamondeye wrote:
In pretty much any MMO I've played, EVE included, PVE includes a lot of engaging relatively stupid opponents in large numbers, and staying power is paramount, where PVP is more ****!!!! and high alpha or DPS is paramount and defense focuses on either buffering or mitigating enough for your DPS to win before the enemy's does.
Changing player behavior is probably a total no-go, so the only thing I can figure is that PVE encounter design has to be such that the same setups that work for PVP work in PVE. I think that a lot more people would be willing to accept the risk of ganking if they knew they'd have a reasonable chance of fighting back.
What you say is true. However, I can't think of many attempts to take the PvP MMO thing outside the normal gear-and-ability based milieu typical of the fantasy MMO.
EVE isn't a fantasy MMO, but its combat is very much tab-targetted ability use, so it really falls into the same problem space. They've solved the problem (such as it is) by managing to shift player behavior via extreme selection bias, and being the only established game in town for the people who self-select as EVE players. This has created a critical mass situation for them that has monopolized the hardcore PvP-only tab-target combat demographic. The folks who aren't hardcore PvP-only stick around EVE because the hard-core PvP-only crowd, and their willingness to tolerate risk of property destruction has created the only fundamentally sound economy that can support the very awesome crafting market, essentially.
What I'm really hoping is that, by virtue of NOT being a tab-target-and-ability combat game, Star Citizen is able to just sort of bypass the whole player behavior thing entirely. Because you're right -- PvP, by its nature, highlights and rewards quick, lethal strikes over endurance-based slugfests. Wolfpack PvP tactics ensure that focused fire scenarios among coordinated PvPers will obviate any defense unless it's simply so broken as to be literally unkillable.
By creating a twitch piloted system with hitbox collision weapon systems, Star Citizen is creating a very different expectation of playstyle that may or may not make shifting the playerbase's behavior and philosophy on PvP easier to shift. That said, it could well be that the intent for the PvE content is to make them easy-to-hit (or easy to evade) bags of massive hit points, setting up a similar disconnect between PvP- and PvE-centric equipment. I'm hoping that's not the case, because twitch-based bot/NPC AI is, historically, certainly
good enough that one can create NPCs who use the same movement rules, weapons, and hit points for FPSes and the like.
So, really, that's what I'm hoping Star Citizen can deliver.