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Topic: Player versus environment


  
  Player versus player - Wikipedia, the free encyclopedia
Player versus player, or PvP, is a type of combat in MMORPGs, MUDs and other computer role-playing games pitting a player's skill against another's, where the goal is ultimately the death of the opponent's player character.
It is the antithesis of combating mobs, known as player versus monster (PvM) or player versus environment (PvE).
Player versus monster or PvM is the traditional system used in most MUDs (as opposed to player versus player, which focuses primarily on combat between human players).
en.wikipedia.org /wiki/Player_versus_environment   (4302 words)

  
 Player versus Environment - GuildWiki
Player versus Environment (short: PvE), is a gameplay distinction, in contrast with Player versus Player (short: PvP) gameplay.
Player versus Environment is a type of gameplay common to RPGs in general.
In PvE gameplay, your primary purpose (aside from fun, obviously) is to "grow" your character, gain experience, learn skills, acquire better weapons and armor, etc. This is done mainly by completing quests and missions, by venturing into explorable areas to fight monsters.
gw.gamewikis.org /wiki/PvE   (131 words)

  
 RPG Vault: Online Worlds Roundtable #2, Part 2
Player versus player (PvP) combat in persistent state role-playing games is a topic that draws a lot of attention.
Player versus player, though often politically charged and frequently maligned, is indeed a powerful feature to include in massively multiplayer games.
Player versus player combat is a very convenient and intuitive way for the designer to take advantage of the medium of online gaming by utilizing players to create a level of interest for other players.
rpgvault.ign.com /articles/386/386745p1.html   (1040 words)

  
 Everquest 2 OGaming - The New PvP   (Site not responding. Last check: 2007-11-03)
Simply based on the fact that there is a poll on the official boards asking the player base on whether they want a new system gives credibility to the argument that the developers intend, with their customers consent, to build a new and better player versus player dynamic.
With that said, even before we talk about whether this new player versus player systems should be available on all servers, or just special rule sets, I am ready to dismiss it right away: there is simply no use for it, lore wise.
Put aside the players distaste for player versus player, no matter what system is brought into EverQuest II, because it is a primarily player versus environment game, MMORPGs that are focused on the player versus player aspect (like World of Warcraft, Lineage II, Dark Ages of Camelot) will always be superior.
eq2.ogaming.com /info/Editorials~21.php   (2124 words)

  
 Hands On: Fury > Preview
Players will need to help out the new players on their server, even if they don’t belong to the same guild, because every loss counts for the rankings.
Players will have a single avatar per account, but the only constant will be the name and sex.
Players will be able to dress up their character in any way they choose, so it will be possible to find an absolute tank of a character dressed up in a frilly dress that might denote a healer.
www.dignews.com /preview.php?story_id=18644   (709 words)

  
 Player versus Player - GuildWiki
While in PvE human players fight cooperative together against computer-controlled foes, or they can also compete in the PvP arenas, as long as they have access to the area where the arena is hosted.
Losing players are sent back to the lobby area, while the winning team awaits the next opposing team for the next match.
It is generally considered polite for players to say "good game" or "GG" after a match (although sometimes it is taken as sarcastic).
gw.gamewikis.org /wiki/Player_versus_Player   (790 words)

  
 Just RPG - Reviews, PC and PS2 Walkthroughs, Previews, and RPG News!
Players will be able to fight all members of the opposite faction, but not members of their own faction.
Each player will be able to have one home, and characters of the same faction on one account will all use the same house, sharing storage space and leading to the easy transfer of items between a player’s different characters.
This means that the players will truly be able to see the consequences of their actions in the unfolding storyline, unlike other games where the storyline may not correspond to the particular events on any one server.
www.just-rpg.com /default.asp?pid=1053   (2357 words)

  
 Editorials : On Afterthought : Brought to you by MMORPG.COM   (Site not responding. Last check: 2007-11-03)
Players that live and die by PvP conflict find themselves faced with promises of satisfaction at the hands of competent teams of developers that swear that they will deliver.
What those players find instead is often a watered down version of what they had hoped for and that’s IF their favorite game gets PvP at all.
Players must make judgments based on what they need or want most and make sacrifices based on those judgments.
www.mmorpg.com /showFeature.cfm/loadFeature/562/page/1   (1460 words)

  
 Player vs Environment - WoWWiki
Player vs. Environment is the dominant form of MMORPG game.
PvE also refers to PvE Realms, which are Realms where "Consensual Combat" generally prevails.
This means most players will only engage in PvP combat if they choose or do some action that enables their PvP flag.
www.wowwiki.com /PvE   (253 words)

  
 GameDaily: Expert review for PC EverQuest II   (Site not responding. Last check: 2007-11-03)
Even housing is handled in an alternative and intuitive manner: every player gains a hotel room of their own soon after hitting mainland, and may customize this home with hundreds of pieces of furniture and more.
EverQuest II brings players into its world with a powerful epic storyline and gives them the power to be the hero or villain in their personal adventure.
Players enter this world by creating their own unique character, choosing from 16 races and 24 classes.
pc.gamedaily.com /game/review/?gameid=2984   (1100 words)

  
 EQII Stratics - Stratics - EverQuest II Interview with E.J. Moreland, Mechanics Lead
The player cannot alter the composition of the package, but they can decide where the focus is in their version of the package by using these discretionary points.
The player is then allowed to spend the discretionary points on the skills/abilities they wish to specialize in or gain that are outside their default role.
The first style is the very social and motivated merchant-type player; the ones who create their own customer network, etc. The second style is the more introverted player who thrives in more of a single player environment for achievement.
eq2.stratics.com /content/interviews/firsteq2.php   (2846 words)

  
 Guild Wars - Windows Review
Players will also be able to choose a secondary position, which is a nice addition for creating a unique and well-rounded character.
One of the nicest things about the PvE environment is that whenever a group enters the wilderness, the game generates a private gaming zone for the group.
Of course, players can take their chances with a random group by entering a town or outpost, accessing the chat box and stating something to the effect of “14 w/m lfg for ashes quest”.
www.netjak.com /review.php/928   (1723 words)

  
 Xbox.com | Personalities - MMO Games   (Site not responding. Last check: 2007-11-03)
Players still quest, monsters spawn, auctioneers hawk their goods, battles are waged, characters are created, etc. It is quite literally a virtual world.
PvE: This stands for Player versus Environment, which means you're primarily concerned with battling game-controlled monsters and playing through quests.
For example, on PvE servers you may be able to travel through enemy territory unharmed unless you decide to attack a non-player character (NPC, controlled by the game) or PC (Player Character, controlled by another person), whereas on a PvP server, when you enter enemy territory you're fair game to everyone.
www.xbox.com /en-US/community/personality/ryan/20060130-mmogames.htm   (1375 words)

  
 BBC News Online | Technology | Gamers explain Warcraft's appeal
We do not exclude players based on their level, but we encourage players to reach 60 because that is where most of the guild activities take place.
Overall, most players are enamoured by the game because Blizzard focused on making a good game first, and let the graphics and sound come after.
Player versus Player content exists throughout the game in the form of the Warsong Gulch and Arathi Basin Battlegrounds, or out in the wild on PvP-format servers.
news.bbc.co.uk /nolpda/ukfs_news/hi/newsid_4337000/4337600.stm   (913 words)

  
 RPG Vault: World of Warcraft - Realm Types, Postal System Et Al
Players have the ability to attack almost all opposing faction NPCs including vendors and quest givers.
Whenever an NPC is attacked, players who share the same faction as that NPC will receive a system message indicating that a specific town is under attack.
Players will also have the ability to enable PvP on their own by using the /pvp command.
rpgvault.ign.com /articles/522/522988p1.html   (363 words)

  
 Gamasutra - Interview - "Evolution and Risk: CCP on the Freedoms of EVE Online"
Player alliances, player economies and player wars have emerged in EVE since the earliest weeks of its launch, and with CCP's most recent content patches, which allow for mass player-organization and the creation of player-owned structures, these socio-political machinations have reached a new intensity.
It's also part of player behavior, we see that even the most hardcore PvP players want some form of PvE experience, destroying huge NPC installations or working for an NPC faction to be able to buy faction-specific equipment from them.
We get a lot of players that now have played another MMO before that want to try it out in space, earlier it was mostly newcomers to the MMO's that were more looking for a sci-fi space games.
www.gamasutra.com /features/20050923/rossignol_01.shtml   (2233 words)

  
 Mallok Zek - The Safehouse Forums
Once a player's team faction reaches a certain point, that player is able to complete team-specific quests.
Use of the "/rankings" command will provide information regaring a specific players number of kills, the number of times that player has been killed, and the average level of that player's pvp opponents (both victories and losses).
Players will be able to /con other players as follows: "Green" means that the considered player is more than 5 levels lower than your level.
www.thesafehouse.org /forums/showthread.php?t=7587   (1055 words)

  
 Databank - Glossary
Refers to a style of combat in which a player continually stays out of the combat range of an enemy, usually by running from it, while simultaneously causing damage to it.
A game environment in which players are permitted to attack and kill one another's characters.
A player character that takes the brunt of attacks from an enemy for his or her party.
members.cox.net /core-resources/Db_SWG_Glossary.htm   (1320 words)

  
 GameRifts.com - Travelling the Rifts in Online Gaming.
Examples of this would be Tabula Rasa's method of managing player housing in which every player starts the game with their own personal home, an "island," that is only accessible by the player and their friends.
AutoAssault takes it a step further in a game where the entire environment is interactive and destroyable by designing their instanced content to stay the same between a player's sessions within the instance.
An era where games will focus more on providing the player with readily available action, enjoyment, and fulfillment is at hand, and players who hate the concept of spending their gaming time traveling or resting will find these new games tailored to their tastes.
www.gamerifts.com /sections/rave/instanced_content.shtml   (1201 words)

  
 Auto Assault - Scorch on Auto Assault - The Gamers Temple - Page 2
All players are part of one of the three races or factions.
Players can also form clans which are similar to guilds in other games.
Players can also select various armor, weapons, and other equipment to specialize the vehicle’s statistics to best fit their goals.
www.gamerstemple.com /games5/000766/000766p102.asp   (421 words)

  
 Coldfront POTBS :: Come ye in and feel yonder Chill, yarr! - Pirates of the Burning Sea Preview
The amount of player skill required in the kinds of game I’m describing here is usually limited to picking what ability to use and when, as well as the roll of the die.
The player needs to steer their vessel, set sails and choose when to fire and at whom, and it’s those actions that will have most bearing on how you fare in combat.
A cohesive relationship between the player versus player and the player versus environment gameplay is something that is oftentimes missing from games.
potbs.coldfront.net /index.php/content/view/156/1   (1251 words)

  
 World of Warcraft Community Site -> Support
The Player versus Player (PvP) servers are specifically designed to allow open combat between members of the Horde and the Alliance factions.
As such, players on these servers have a greater ability to resolve cross-faction disputes on their own.
Although there will still be opportunities to occasionally test your PvP mettle on PvE servers, it is in a much more structured environment and you can more or less choose when you wish to participate in PvP combat.
www.blizzard.com /support/wowgm/?id=agm01654p   (651 words)

  
 VR Comic - 027 - PvE vs PvP   (Site not responding. Last check: 2007-11-03)
I have recently had the fortune of playing WoW on a PVE (player versus environment) server.
I have been playing on PVP (player versus player) server since beta.
It amazed me that on a PVE server the same animosity towards the other side would grow, and often I got caught up in arguments I probably shouldn't have.
www.vrcomic.com /027.htm   (388 words)

  
 DH Gaming : MMORPG
Team battles are usually limited to fights between the various factions the players belong to and to battles between player guilds.
Role playing in its purest form means that players not only act their roles in combat (a mage casting spells of a fighter fighting up close for example) but also act as if they were the character they control.
The interaction with the environment was rather simplistic, but the interface was very user-friendly as it imitated the interface found in other graphical adventures of the time.
www.driverheaven.net /gamingreviews/MMORPG/index.htm   (2080 words)

  
 IGN: Pre-E3 2006: Huxley Interview
In our PvE, cooperation is important and provides a different kind of suspense from PvP's competitive play.
There are some transportation spots ready to take a player to battle areas from small scale PvE to massive PvP battle fields.
The player basically has to choose which battle they want to engage in and move to that area.
pc.ign.com /articles/704/704745p2.html   (790 words)

  
 Player versus player - YPPedia
The term Player versus Player, or PvP, refers to multiplayer activities in Role Playing Games against human opponents.
Some players are "PvPers" who actively seek out other player-controlled ships to attack, but players who focus on trade will usually try to avoid such encounters.
The opposite of PvP is player versus environment game design, where players compete against computer-controlled opponents.
yppedia.puzzlepirates.com /PvP   (315 words)

  
 Matrix Online - Discussion Boards
The Player Versus Environment Feedback forum is for discussion of combat between players and NPCs under Combat Revision 2.0.
The Player Versus Player Feedback forum is for discussing combat between players under Combat Revision 2.0.
The Player Versus Player forum is for discussions of PvP combat and tactics.
forums.station.sony.com /mxo/forums/list.m?category_id=23   (512 words)

  
 Diminishing returns - WoWWiki
Certain spells and abilities are less effective against player characters if they are used frequently within a short period of time.
Diminishing returns also occur in PvE versus creatures, opposed to the explanation that it only affects PvP combat.
Diminishing returns does not count per player but per creature, so every creature has its own Diminishing returns for each group of stuns and all players in your party / raid will by affected by that Diminishing returns.
www.wowwiki.com /Diminishing_Returns   (304 words)

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