The Myth of the PvP Holy Grail

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fangblackbone's picture
Location: bay area

PvP as a means to add longevity to MMO is flawed. Its a design nightmare.

MMO PvP is patterned on gameplay types mastered in FPS multiplayer games. The level styles, pacing and objectives are identical to those of popular FPS games over the years. Since PvP is so close to multiplayer FPS and since weve had more experience with FPS than MMO PvP, and MMO's have had more data regarding PvE over PvP, its natural to compare the 2 with the most history.

The fact that the classic PvP maps appear to have longevity as they keep being ported to newer engines is misleading. Sure if you look at day totals the comparison between the handful of classic FFA FPS maps looks to be on par with MMO content. So lets look at some generalizations of how people play each type of games.

MMO's are typically played 3-5 hours per day with expanded sessions on weekends. The zealous players who have pulled allnighters and even multiday sessions typically dont take more than 15 minute breaks. I have personally played an MMO nonstop for 8 hours. It is not uncommon to hear of 10-12+ hour continuous stints.

Multiplayer FPS games are typically played 2-3 hours a day. If you play longer, usually a 30-60 minute break happens at the 2-3 hour mark and extended play usually doesnt last for more than another hour. I have never played and FPS nonstop for longer than 4 hours and 10-20 minutes. After that I didnt play until the next day at a minmum of a 10 hour break.

So lets do an initial comparision. MMO = (3-5)x5 = 15-25 hours plus another 14-20 hours on weekends. Thats 29-45 hours a week. After a year that is 1508-2340 hours.

FPS = (2-3)x5 = 10-15 plus another generous 18 hours (3x3hrs, for sat and sun= a lot). Thats 28-33 hours per week. After a year thats 1456-1716 hours.

So even though the number of days is equal, the slower paced nature of the MMO means it can be played longer and with less breaks.

So what's with the pacing anyways? MMO's have longer "levels". FPS levels are not only run through faster, they are 1/4-1/10th the size of a typical MMO area or dungeon. So playing an MMO and an FPS for equal amounts of time will net in 4-10x more repetition on FPS maps or balance that with 4-10x more quality content required.

Lastly, even the most popular FPS maps despite being ported to new engines get long in the tooth long before the number of years they have been popular. We cant forget that these ports happen on perhaps a yearly schedule. The flavor of the month multiplayer FPS game typically sees a drastic decline after 3-4 months. So even the most popular maps are only played for 3-4 months a year. This would break any MMO and with a monthly fee it would be even worse.

But is level repetition the only reason for the decline? No. Believe it or not, playing against real people can get repetitive over time. At some critical juncture, everyone knows the map, knows the strategy, knows the weapons and hence the goals start to become binary. Having binary qualities is far from what is desirible of the unpredictable gamble of playing against human opponents.

So while FPS style PvP in MMO's are a nice addition, relying on them to extend the life of an MMO is a mistake.

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Fedaykin98's picture
Location: Houston, TX

Fang - I'm not quite sure what argument you were refuting here; are you saying that PvP is not a viable endgame?

That brings up an interesting point to me, which is this: there is no viable endgame. Sooner or later, you run out of content. Raid enough and you'll have beaten every boss in the game, and you're essentially done. What extends games past their normal lifetimes is new contents via updates or expansions. In the meantime, you can farm the heck out of the boss for gear, or PvP because you enjoy it, or just play an alt.

Come to think of it, your comparison to FPS games is apt, because FPS games are not "endgames" either - they are competitions that are played strictly for momentary enjoyment, for as long as they're fun. When they aren't fun anymore, you discard them. PvP in MMOs is the same way.

That said, and my quasi-disagreement with you established, what would you prefer? If you're saying "PvP is not sufficient to keep people interested and playing", then what is? I think it's implicit in your argument that devs would be better off investing their resources elsewhere in the game, so where? If the answer is another raid dungeon, then I disagree (and I'm assuming at the moment that a new raid dungeon takes the same amount of resources to build as a new PvP arena/BG/whatnot). The raid dungeon will be seen by fewer people, and probably becomes too repetitive to be interesting quicker than PvP, which at least has the randomness of human opponents involved.

Very thought-provoking post, thanks!

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jowner's picture
Location: Capital of the Igloo People.

:confused: did you just try to use math to try to declare that pvp isn't viable cause people play a MMO more hours then a FPS?!? I'm also confused to what exact MMO and Maps you speak of.

My opinion is that the first MMO released is WoW. Everything before it was a gigantic genre beta test that we all suffered through depending how many of these games we played. WoW being the first MMO has dabbled in the PvP side of the game but you know what they realized about around the time they were juggling balancing Alterac Valley is that they are way better at pumping out PvE content that happens to be highly addictive to boot. As a result PvP took a backseat to PvE and only gets fast easy attention (Arena PvP which is as simple as your gonna get without them creating a duel ladder) to their bread and butter which is go kill such and such bad guy from our lore.

The comparison of FPS to PvP is somewhat fair but lacks one major sticking point. If they just keep on porting crappy maps and only offering a small amount of them of course its going to get old fast. WSG should of never been a single map it should of been a rotation of 3-4. Same with every battleground. Arena maps shouldn't be tiny boxes no more creative then square1? from QWTF. Release the map from ET of storming the beach, that was real FPS team play innovation. Problem is I'm not sure how much FPS the guys over at Bliz are playing or even the guys at Mythic. It might take a FPS developer to make the first MMO with PvP that sticks.

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CannibalCrowley's picture
Location: Grand Rapids, MI

Just because you can't play an FPS for more than a few hours doesn't mean that others can't or don't. Hours played per day is more of a personal preference than any type of genre limitation.

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Running Man's picture
Location: Colorado

jowner wrote:
My opinion is that the first MMO released is WoW. Everything before it was a gigantic genre beta test that we all suffered through depending how many of these games we played.

WoW being the first MMO has dabbled in the PvP side of the game but you know what they realized about around the time they were juggling balancing Alterac Valley is that they are way better at pumping out PvE content that happens to be highly addictive to boot.

Umm...what the F?

You are hilarious.

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ranalin's picture
Location: Knoxville, TN

I'd say even after my time spent in all my previous MMO's(most spent at the end game lvl) that i've clocked more hours in FPS's. I love them and can't get enough of them. I'm sure i'm not the only one.

Thats why people focus on putting pvp into their MMO's. Not only do you have the dynamic FPS style play but it's done with a background story and some content to flavor the experience. The outcome of the stories are varied and different with every fight so the user is generating their own content.

Content is king when it comes down to the longevity of MMO's.

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And just for the record...4hrs on a weekend especially one scheduled for gaming is startling lightweight. At the 4hr mark you're just getting started.

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jowner's picture
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Running Man wrote:
jowner wrote:
My opinion is that the first MMO released is WoW. Everything before it was a gigantic genre beta test that we all suffered through depending how many of these games we played.

WoW being the first MMO has dabbled in the PvP side of the game but you know what they realized about around the time they were juggling balancing Alterac Valley is that they are way better at pumping out PvE content that happens to be highly addictive to boot.

Umm...what the F?

You are hilarious.

Its sarcasm but my point is PvP can't be written off when honestly the majority of MMO's to date have been very raw games. Previous release standards and expectations of performance for MMO games before WoW were pretty despicable, it was a strange genre where to many people accepted the servers to crash and the games buggy as hell. I think its safe to say we have finally gone over that hill where the consumer base wont tolerate being kicked in the balls at release.

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MoonDragon's picture
Location: Burlington, Canada

I personally think that GW did it somewhat correctly. Make the person depend on their skill more than their equipment. Levels should be irrelevant in PvP. Equipment should be somewhat irrelevant in PvP (I suppose to the degree it's irrelevant in CS or some such).

Only when epix and fat l3wtz from PvE do not play a role in PvP will PvP become trully balanced.

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ranalin's picture
Location: Knoxville, TN

PvP that's truly balanced is boring. You need the influx of the different gear to change things up.

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Fedaykin98's picture
Location: Houston, TX

Speaking of PvP, this morning I was doing the daily PvP quest in Hellfire Peninsula (WoW) and got attacked by two Horde - a 60 and a 61 (I'm 65). I dispatched them both. Then they showed back up with a 64, and I very nearly had him dead, but they got me. Good times. I should have taken a potion, I suppose.

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Thirteenth's picture
Location: Los Angeles, California

Much will depend on the in-game mechanics of the MMO in question. The longevity of multiplayer FPS comes from a combination of things, but most important is the room the genre provides for personal improvement. The prime example has to to be Counter Strike. There are many factors that are instrumental to your success in CS. On the one end are the various bits of knowledge. These can range from anything as obvious as which order of number keys correspond to which equipment, to as subtle as any given gun's spread pattern. On the other end is the way in which the players apply these bits of knowledge in combat. Knowing a gun's spread pattern is one thing, but being able to retain this knowledge in the heat of combat and use it to your advantage is another. Most of the times these two departments really are inseparable, but for the sake of clarity it's better to treat them as two.

In both of these departments there is room for growth. It will take a while before a player first realizes that short, careful bursts while crouching will grant him higher accuracy. It will take him much longer to realize that full auto still has its use in some situations and that crouching isn't always preferred in a shoot-out. It will also take a while to learn the maps, and learn to trick your opponent into thinking you're going one way, when you're really going another. All the while, you will improve your twitch and your aim. You will learn to listen for footsteps of others and conceal your own. When your personal performance is satisfactory, you will start thinking on a tactical level, and begin predicting your opponents' moves, and coordinate actions with your teammates.

The point is, a game like CS has longevity embedded in its mechanics. Because the mechanics are difficult to master and understand, there is a near limitless room for improvement. PVP is just the catalyst. The knowledge you acquired and skills you honed are irrelevant without challenge, and what can serve as a better challenge than opponents who are not just dangerous, but can become even more dangerous over time? This indomitable challenge will serve as an incentive for you to spend an indefinite amount of time to better yourself. The side product, of course, is the added time spent playing the game.

I think MMOs like WoW are on the right track when they add PVP into their repertoire. One minor problem with WoW's PVP (in my opinion) lies in its mechanics. Sure, it has a fair-sized database of knowledge that players can learn from. Because there are nine classes, and all of which are powerful, a player willing to succeed in PVP will want to at least learn how to counter the other eight classes with his own. Furthermore, with persistence, one can find plenty of obscure tricks. The problem is that the room for growth, at least for the player, stops early. Eventually, every one will hit a ceiling. From then on, an encounter between any two players will boil down to a highly specific order of events, with stats and luck being the deciding factors for the outcome. This is the reason Blizzard devs focus on group PVP in WoW. Group PVP adds complexity, and can possibly make up for the limited room of growth on an individual level.

The ultimate point of the post is that PVP should be a welcomed part of an MMO, and thanks to the nature of the indomitable challenge, should provide more longevity than PVE. The perception of the "binary goals" like what FBB said in his post is strictly the result of the limitation of the game's mechanics and the usual lack of teamwork among the players.

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TheGameguru's picture
Location: Cinemaction!

MoonDragon wrote:
I personally think that GW did it somewhat correctly. Make the person depend on their skill more than their equipment. Levels should be irrelevant in PvP. Equipment should be somewhat irrelevant in PvP (I suppose to the degree it's irrelevant in CS or some such).

Only when epix and fat l3wtz from PvE do not play a role in PvP will PvP become trully balanced.

yeah that sounds boring.. basically your saying that PVP should be Rail Gun affairs.. and that got OLD fast..

Aint nothing new about the world order..it's been playing since the day they put George Washington on a quarter

85's face the truth you're too dumb.

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fangblackbone's picture
Location: bay area

Quote:
PvP that's truly balanced is boring.

I think that's true. I think what would be better is equal opportunity PvP. Its up to you to show up prepared. If you don't you are at a disadvantage.

Quote:
If you're saying "PvP is not sufficient to keep people interested and playing", then what is?

Good question and a topic in and of itself. I think public quests are a great start. But my ideas for this are scattered and I havent taken the time to write them down cohesively... yet.

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Just because you can't play an FPS for more than a few hours doesn't mean that others can't or don't. Hours played per day is more of a personal preference than any type of genre limitation.

No, I think it is a genre "limitation". I haven't heard of FPS players losing jobs, families, friends, dropping out of school, and girlfriends. Maybe there are a few, but the vast majority of problems like this started with MUD's, and EQ and WoW are big culprits.

Do you sweat during playing an MMO? Because I sure know that is a limiting factor for my playing FPS for extended periods. My friends and people at LAN parties have that problem too.

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The longevity of multiplayer FPS comes from a combination of things, but most important is the room the genre provides for personal improvement.

That is certainly true. And the PvP gear grind in WoW can hamper that severely.

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That would be an interesting proposal for changes to a WSG style battleground. You can choose your class at the onset or the class you play will be what class you are once the PvP battle begins. However, you are given stock gear at the start. As you capture the different resource points you get bonuses to your stock gear. The weaponsmith will give bonus to metal weapons and the armorsmith enhances armor. The mill will give bonuses to maces, bows and staves. The sheep farm will give bonuses to cloth armor. The cow farm will give bonuses to leather armor. You could even position NPCs at the different resource points that give bonuses to the different elemental magics. Win by attrition, force or patience and a late surge.

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I don't like PvP, and I don't like what it does to a community. It changes a game into a competitive sport, which means people start taking it way too seriously, and developers start tweaking and adjusting rules in order to rebalance the PvP game.

I also don't like it because in complex games like WoW and Guild Wars, PvP demands absolute perfection. There's a perfect way to set up your character and if you aren't using that optimal way, nevermind actually trying something new, you'll get trounced.

NOTE: This is not a doodle bug.

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CannibalCrowley's picture
Location: Grand Rapids, MI

fangblackbone wrote:
CannibalCrowley wrote:
Just because you can't play an FPS for more than a few hours doesn't mean that others can't or don't. Hours played per day is more of a personal preference than any type of genre limitation.

No, I think it is a genre "limitation". I haven't heard of FPS players losing jobs, families, friends, dropping out of school, and girlfriends. Maybe there are a few, but the vast majority of problems like this started with MUD's, and EQ and WoW are big culprits.

I'd chalk that up to MMOs having more mass appeal than FPSes.

fangblackbone wrote:
Do you sweat during playing an MMO? Because I sure know that is a limiting factor for my playing FPS for extended periods. My friends and people at LAN parties have that problem too.

Except for some hand sweat when playing a console, I can't recall ever sweating while playing a videogame. The only LAN parties I've participated in have been barracks based; and the only sweating I recall by the players occurred while we were in Okinawa during the summer and the AC was out. I can't imagine a healthy person sweating very much while participating in an activity that's little more than pushing buttons and moving a mouse.

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ranalin's picture
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LobsterMobster wrote:
I also don't like it because in complex games like WoW and Guild Wars, PvP demands absolute perfection. There's a perfect way to set up your character and if you aren't using that optimal way, nevermind actually trying something new, you'll get trounced.

that's where skill comes in. you dont have to have perfect gear to win against a no talent perfect geared player. that's the rush and the excitement. pitting yourself against another person.

the same thing could be said about the PvE side of things. If you're not set up optimally then you're doing everyone else in your group a disservice. Still variety is the spice of of life and it shouldn't be discouraged.

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Fedaykin98's picture
Location: Houston, TX

I dunno, Lobster, I'm not specced for PvP and I'm having a great time with it. I think I've taken one talent so far that might be more PvP-oriented (but is still useful in PvE).

It has just occurred to me that ideas like a PvP server or a game like DAoC that is strongly oriented towards the PvP (RvR) aspect are probably better served with fewer levels and less disparity between them; if the point of your game/server is that there's a big war going on, doesn't it make sense to make that war accessible to most players? Whereas in WoW, level 70s will raid a town that gives quests for level 30s (Southshore is what I'm thinking here).

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Scaphism's picture

MoonDragon wrote:
I personally think that GW did it somewhat correctly. Make the person depend on their skill more than their equipment. Levels should be irrelevant in PvP. Equipment should be somewhat irrelevant in PvP (I suppose to the degree it's irrelevant in CS or some such).

Only when epix and fat l3wtz from PvE do not play a role in PvP will PvP become trully balanced.


Speaking as someone whose team went to both GW World Championships, Guild Wars got plenty right, but missed the boat pretty often as well.

The last championship was a year ago and no new championshiphas been announced. They definitely did not figure out how to capitalize on what was a good foundation.

Videogames in general have a ways to go before making it as spectator sports, I can definitely say that. Part of the reason we can enjoy soccer, basketball, football and other televised sports is because the stadiums and rules don't change dramatically in just a short period of time. The audience knows what to look for, the cameramen know how to shoot the game well, and the announcers know how to give commentary. Even with the lead skill balancing dev doign commentary on the GW championship (after the fact - the commentary was not done live) there's a ton that they miss or just don't know how to get across well to viewers.

To have a fair competition the competitors need to start on a level playing field. I don't think that's in question, which means grinding for gear and levels is out. Guild Wars got partway there, but the top level players all knew about the best rare gear. We had items no one else knew of or cared about (e.g. wands that attacked 10% faster to build adrenaline for warriors at range) or thought didn't exist (+15% always axe with no drawback).

Most MMOs simply don't live in that space - the grind is integral to the game. In PvP, the grind is in practice, in improving your skills, not buffing your character.

And ultimately the market for grind is much bigger than the PvP niche, which as far as I can tell is why they stopped after 2 championships. That and they didn't get enough outside funding/sponsors/advertisers.

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CannibalCrowley wrote:
fangblackbone wrote:
CannibalCrowley wrote:
Just because you can't play an FPS for more than a few hours doesn't mean that others can't or don't. Hours played per day is more of a personal preference than any type of genre limitation.

No, I think it is a genre "limitation". I haven't heard of FPS players losing jobs, families, friends, dropping out of school, and girlfriends. Maybe there are a few, but the vast majority of problems like this started with MUD's, and EQ and WoW are big culprits.

I'd chalk that up to MMOs having more mass appeal than FPSes.

I'd say it has more to do with the pay to play aspect of MMO's (with noted exceptions) and wanting to get all the value possible out of $15/month as well as the dynamic nature of the ever dangling carrot-on-a-stick (better gear, stats, leveling). In an FPS the only goal you are working towards is winning. Since the world isn't persistent your wins or finishing spot mean very little (although there are probably some exceptions here as well). In an MMO your wins and kills can eventually get you better gear or a crazy mount or something.

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LobsterMobster wrote:
I don't like PvP, and I don't like what it does to a community. It changes a game into a competitive sport, which means people start taking it way too seriously, and developers start tweaking and adjusting rules in order to rebalance the PvP game.

I also don't like it because in complex games like WoW and Guild Wars, PvP demands absolute perfection. There's a perfect way to set up your character and if you aren't using that optimal way, nevermind actually trying something new, you'll get trounced.

I completely agree.

And people who claim "you don't need to be specced" for PvP clearly aren't playing a mage. With a mage you're either doing as much damage as possible in the shortest period of time, or you're dead. The talent distribution is adjusted to match that goal.

If you're specced for, say, mana conservation, which is great for PvE, you will simply be trounced by another mage who invested those points into more damage/shielding/counterspell.

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good example of that is the warrior. prot is total flat out crap in pve. (except for flag carrying in premade wsg's maybe, or shutting down healers in a 5v5, couple top teams have some crazy 20k hp tanks doin that)

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The reason PvP doesn't work in MMORPGs is that some opponents are impossible to beat. Not difficult, not almost impossible, but impossible.

In a PvP arena where levels are balanced, PvP can be fun. But in the wide open (virtual world), there's no way a Lvl 10 can win against a Lvl 70.

In FPSs, there's normally a chance that a guy with the weaker gun can kill the guy with the better gun. Happens all the time, much to the better equipped player's chagrin.

And that's a lesson that MMO makers have failed to learn from the FPS crowd.

And, for what it's worth, I've played both MMOs and FPSs for 12 hours at a stretch.

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ranalin's picture
Location: Knoxville, TN

There are no absolutes in pvp. I beat better geared people all the time. over and over again. Yes there's times when i get destroyed but its never an all or nothing deal.

As for the comment about specc's that's a different problem. There's obviously better spec's for PvP. No surprise there but you have to decide what you want to do more.

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OK, you're able to beat people with better gear. But, just in the general game, not a battle ground, can you beat someone that's 15 levels above you? Or 20?

At some point the fight is impossible. That's rarely the case in FPSs.

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ranalin's picture
Location: Knoxville, TN

well common sense would say no to that. If you're 15-20 lvl's below the cap then you're not partaking in the end game side of things.

The OP was trying to point out how PvP isn't viable for extending the end game in MMO's.

Of course back before the BG's and we'd all bring the servers down i'd try and jump in to do waht i could. of course i was healing and not actually trying to take anyone down.

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Fedaykin98's picture
Location: Houston, TX

1D - I don't think most posts in this thread are talking about PvP servers.

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1Dgaf wrote:

OK, you're able to beat people with better gear. But, just in the general game, not a battle ground, can you beat someone that's 15 levels above you? Or 20?

Heck, in 50-59 battlegrounds my level 50 mage doesn't stand a chance and was recently told to get out because he's "too low level".

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Location: Houston, TX

shihonage wrote:
1Dgaf wrote:

OK, you're able to beat people with better gear. But, just in the general game, not a battle ground, can you beat someone that's 15 levels above you? Or 20?

Heck, in 50-59 battlegrounds my level 50 mage doesn't stand a chance and was recently told to get out because he's "too low level".

Aw, the people in BGs are often idiots anyway - don't let it get you down.

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Would be a good idea. I plan to have Logan sit in for me when I am on my honeymoon.

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ranalin's picture
Location: Knoxville, TN

hehe That's because twinks rule the lower lvl BG's. Now there i can see people complaining about gear because it becomes it's harder to win unless at that level unless you're equally geared. while much harder it's still not impossible.

I see why people would complain i just dont agree with them (forum posters cry everyday about twinks). Whenever there's a difference between levels the person at the lower level is handicapped with his chances to hit the higher level. Just the way it is.

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thats actually not entirely true, you're chance to hit in WoW at least has nothing to do with their level and everything to do with their much higher agility etc and your weapon skill. So, you can kill people 15-20 levels higher if you catch them at a bad moment, I've done it. I ganked a 60 mage on my 45 rogue before, and caused the demise of a 60 epic warlock on my 38 shaman (lol, i think he lagged but he kept tryin to fear me and i had a grounding totem just eating them up) i actually killed him with my weak ass earth shock. These guys were LOL bad but still.