The character and nature of PvPing in WoW

The character and nature of PvPing in WoW

by Winterflaw » Wed Sep 09, 2015 8:11 pm

So, I've been on the server since day one.

I've only ever played Vanilla, retail or private.

Now, I may be wrong, but it seems to me there is one factor in particular which shapes the character and nature of PvP in WoW - and that is that it is impossible or nearly impossible to find someone of the opposing facton (Horde/Alliance).

As such, when someone kills you - that's it. *You can't get revenge*. They're gone, and you can't find them.

This impossibility, or near impossibility, of future interaction inherently removes from players any consequences to their actions. No one they harm is ever going to be able to act upon what was done to them.

I see two in-game consequences from this.

Firstly, sociopathic behaviour lacks consequence and so is more commonly expressed; high level players enter into low-level contested zones and sit around killing all the low-level greys around them, etc.

Secondly, there is a significantly tendacy for people who have been killed, where they cannot get revenge, to end up mis-directing their frustrated anger upon *all* players of the opposing faction. This of course perpetuates a cycle of violence.
Last edited by Winterflaw on Wed Sep 09, 2015 8:41 pm, edited 1 time in total.
Winterflaw
Sergeant Major
Sergeant Major
 

Re: The character and nature of PvPing in WoW

by konked » Wed Sep 09, 2015 8:40 pm

i have no idea why you made this thread
User avatar
konked
Sergeant Major
Sergeant Major
 

Re: The character and nature of PvPing in WoW

by Winterflaw » Wed Sep 09, 2015 8:43 pm

konked wrote:i have no idea why you made this thread


That's because it's about thoughtful discussion :roll:
Winterflaw
Sergeant Major
Sergeant Major
 

Re: The character and nature of PvPing in WoW

by Simonich » Wed Sep 09, 2015 9:00 pm

I brought some justice in stv and camped a lvl 60 that was killing lowbies. It was also a night elf female hunter which motivated me to camp her more. I swear as I wakilling her she kept shooting lowbies and ignore me till she dies.
Was good to have you all

Hail The Red Dawn <3
User avatar
Simonich
Legionnaire
Legionnaire
 

Re: The character and nature of PvPing in WoW

by gotmilk0112 » Wed Sep 09, 2015 9:06 pm

Winterflaw wrote:That's because it's about thoughtful discussion :roll:

Winterflaw wrote:thoughtful discussion


You're in the wrong forum if you're looking for "thoughtful discussion".
knotic wrote:wait this is 2015. blizzard didnt do this in 2015. year is non-blizzlike omg omg
gotmilk0112
Stone Guard
Stone Guard
 

Re: The character and nature of PvPing in WoW

by Winterflaw » Wed Sep 09, 2015 9:11 pm

gotmilk0112 wrote:You're in the wrong forum if you're looking for "thoughtful discussion".


Well, if there are no threads which allow for this, then there certainly will be none :lol:
Winterflaw
Sergeant Major
Sergeant Major
 

Re: The character and nature of PvPing in WoW

by Tecco » Wed Sep 09, 2015 9:18 pm

Winterflaw wrote:So, I've been on the server since day one.

I've only ever played Vanilla, retail or private.

Now, I may be wrong, but it seems to me there is one factor in particular which shapes the character and nature of PvP in WoW - and that is that it is impossible or nearly impossible to find someone of the opposing facton (Horde/Alliance).

As such, when someone kills you - that's it. *You can't get revenge*. They're gone, and you can't find them.

This impossibility, or near impossibility, of future interaction inherently removes from players any consequences to their actions. No one they harm is ever going to be able to act upon what was done to them.

I see two in-game consequences from this.

Firstly, sociopathic behaviour lacks consequence and so is more commonly expressed; high level players enter into low-level contested zones and sit around killing all the low-level greys around them, etc.

Secondly, there is a significantly tendacy for people who have been killed, where they cannot get revenge, to end up mis-directing their frustrated anger upon *all* players of the opposing faction. This of course perpetuates a cycle of violence.


Your mistaking ganking with pvp buddy, 2 completely different things.
User avatar
Tecco
Private
Private
 

Re: The character and nature of PvPing in WoW

by Diametra » Wed Sep 09, 2015 10:02 pm

The internet sociopath is alive and well on any site in any game at any time....thanks to anonymity. However, this server is setting up nicely for continual, never ending, high end world pvp.

High pop+long respawn times=well cultivated anger.

The resource wars are already underway in earnest. We have a slew of hated cross faction animosities that have begun and promise to get worse. Visit the plaguelands if honest world pvp with real hate is yer game.

We all know how to find each other because we all have the nodes marked. This is going on day in and day out. People are taking names for sure. There is a price to be paid in these circumstances which is unlike the low level ganking that the sociopaths enjoy.
User avatar
Diametra
Knight-Lieutenant
Knight-Lieutenant
 

Re: The character and nature of PvPing in WoW

by pmizz » Wed Sep 09, 2015 10:18 pm

Had some Wpvp in Tyr's hand last night.

Made me realize the next generation of mmo needs to be about like controlling an area by means of PVP to harvest a resource that sells for gold or creates items.

The area can be taken infinite amount of times and the more reinforced, the more resource you would establish in terms of efficiency (imagine international guilds, where you log on to take a shift defending something).

Not sure if RUST is like this but I am confident it would be a similar system only an RPG engine.


in response to your thread, 1.12 will never feel the same but it will always be fun
QG-Pmizzrym
SC2-Pmizz
ED-Gork,Pmizz
Nost-Pmizz<ThunderCats>
Kronos-Pmizzrym<TC>
User avatar
pmizz
Sergeant Major
Sergeant Major
 

Re: The character and nature of PvPing in WoW

by PhilipRed » Thu Sep 10, 2015 7:48 am

pmizz wrote:Had some Wpvp in Tyr's hand last night.

Made me realize the next generation of mmo needs to be about like controlling an area by means of PVP to harvest a resource that sells for gold or creates items.

The area can be taken infinite amount of times and the more reinforced, the more resource you would establish in terms of efficiency (imagine international guilds, where you log on to take a shift defending something).

Not sure if RUST is like this but I am confident it would be a similar system only an RPG engine.


in response to your thread, 1.12 will never feel the same but it will always be fun


That sounds like Guild wars 2 world vs wolrd.
User avatar
PhilipRed
Senior Sergeant
Senior Sergeant
 

Next

Return to Player Vs Player