When (most, not all, but most) PvPers play a sandbox MMO...they don't want to grind crafting, grind mobs, grind quests...they don't want to travel for anything longer than a 10 minute run...they just want to kill people.
I was thinking why so many PvP sandbox MMOs fail, and came to the conclusion...they barely focus on PvP but all the other filler stuff pvpers don't care about.
When I play leagues of legend. I kill (or get killed) in seconds. I don't grind barely any levels (levels super fast and you get levels killing players)
When I play a FPS game like battlefield or call of duty...there is no grinding, there is no crafting where gotta grind 100s of hours to craft stuff or harvest resources...its just pure pvp. No filler content.
If a PvP sandbox MMO wants to see success, they need to copy LoL, or Planetside 2 or the typical FPS game...remove carfting, remove all filler content...just focus 100% on people killing each other.
Thats all most pvpers want, and many pvpers would love to join a PvP MMO if it didn't have so much grindy content and didn't have any filler content made to look like the game has more depth than it actually does. Developers should focus on a pure pvp experience for PvP sandbox MMOs, and forget all the filler content and stuff most pvpers don't even care to do.
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Perhaps you'll try one?
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But it's NOT a sandbox and NOT an MMO.
~~ postlarval ~~
But I agree with the guy above. There are tons of games out with just the pvp and nothing else. Like MOBAs and H1Z1 has a mode for it, Unknown Player Battleground, and the Fortnite game he suggested. I think Blizzard's two mmo's since WoW (not Diablo or StarCraft - the hearth something and the other one that started off as WoW2) fit the "only pvp and nothing else" bill.
But for me, the big issue I have is all these games that are primarily focused on building and crafting being called everything besides building and crafting games.
They all remain niche in a gaming industry dominated by PvPers. And many outside the MMO genre don't play them because they are grindy, and it takes too long to get to the PvP part of the game. They don't care about crafting or anything else. Remove all of that, put in PvP only focused gameplay and easy access to PvP and it be a lot less niche genre.
Because most PvP sandbox MMOs barely see any players at all compared to themepark MMOs and PVE based sandbox MMOs. That isn't normal when there are so many PvPers in the gaming genre.
And if you look outside MMO forums, most people don't like MMOs because how grindy they are and it takes too long to get to the "good" part of the game.
Which leads me to...why would a REAL PvPer, one who only focuses on PvP (like in MOBA games) care about crafting or anything else?
Only focusing on PvP doesn't make it less of a sandbox, its just removing all the junk content that PvPers don't care about and focusing only on that experience. Everything else is filler content, that can easily be ignored and not be put into the game.
Sure there are other games like LoL or Call of Duty or Battlefield, but they see far far more success than any MMO...they are obviously doing something right. Shouldn't sandbox MMOs evolve and just give what PvPers want, and that is PvP and not all the other junk that doesn't matter to a PvPer?
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Pvp players want someone to PvP with. Most people like to PVP and PVE. You take out those sandbox elements and you remove an entire section of the population. This means she will only get pure PVP players. In the MMORPG genre that is a miniscule fraction of the population meaning there will be no one to PvP with.
The problem is, without the grinding there isn't enough content.
I mean there's also Battle Royale games like other people have said.
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Kids playing with trucks in a sandbox like to build and destroy the roads (survival and building mechanics) as well as drive the trucks (pvp).
You seem to have the attitude of the kid who gets in trouble because he keeps hitting other kids and their trucks because he has no interest in the sandbox aspect.
That's perfectly fine of course, play what you wish, but there's no call to kick over their sand castles (try to change their sandbox mmo). Just join the group of kids hitting each other with trucks (pvp only games).
Not trying to be mean it just fit the analogy
Another issue is that some sandbox fans aren't there for the PVP. If you're there to craft or explore or whatever and willing to accept that the game has PVP on the side--especially if it's consensual--you'd quit if they took out everything except for the PVP. They just took out the parts of the game that you liked.
It got me thinking about why the hell MOBAs decided to artificially tip the scales toward the winning team through bonuses above and beyond the organic. Taking down a tower grants XP/gold AND that tower is no longer there to defend minion pushes or serve as relative safe areas for players to retreat to. Why would they add the XP and gold bonus? It's unnecessary.
I feel that any game that gives artificial advantages to a team or player already winning are fatally flawed designs.
1) Stalemates are not fun. A game has to have some mechanic to ensure that it can't stalemate. If the game continues until one side destroys the other's base, and fighting at your base confers some sort of defensive advantages (e.g., the base deals damage in itself, or players who die can get there faster after they respawn because it's closer), that can cause a match to stalemate. Stalemates are really toxic, and even if only one match in 50 results in a stalemate, that one can result in a disproportionate number of people getting frustrated and quitting the game entirely--not just the match.
If, after a while, the game tilts things to try to give one side or the other clear advantages, that makes it much harder to stalemate. Time limits with alternate victory conditions that declare one side or the other the winner as soon as time runs out is one way to avoid this. Timers that modify the rules after fixed periods of time to make it easier for a side to end the game can also help. But changing the rules as the game goes along isn't as aesthetically pleasing as winning a match by the "normal" rules.
2) It is poor game design to have a game continue for long periods of time after it is obvious which side is going to win. It's not fun to be expected to continue to fight for another 20 minutes after it's obvious that your side has no chance. And because of that, a lot of people will close the match or go AFK or whatever once it's clear that they're going to lose. It also isn't fun to win games because the other side abandoned the game, nor to lose because your teammates left prematurely, thinking that they would inevitably lose, when the game still seemed winnable.
Rather, once it's obvious to everyone in the match which side is going to win, you want the game to end as quickly as possible. Bonuses that make the side that is going to win able to quickly wrap up the match by the normal rules can help with this. It's asking much less of the losing side in a match to stick it out for another two minutes than to ask them to hang around for another 20 minutes.
3) It can increase the variance of matches, giving weaker players a better chance to beat stronger players while still letting the game feel like a contest of skill and not luck. Suppose, for example, that one team is clearly stronger than the other, and would typically get about 2/3 of the kills if there were no level or gear differences. Let's also suppose for simplicity that the first team to 10 kills wins. The weaker team has less than a 6.5% chance of winning that match.
If each kill gives your team a considerable buff, however, so that getting the first kill might make you stronger by enough that you'd expect to get half of the kills if you stayed stronger by that margin for the rest of the match, then the weaker team's chances of winning is at least 1/3 (chance of first kill) * 1/2 (chance of winning if they get the first kill), which is 1/6, or much more than 6.5%.
I'm not saying that it's compelling that all MOBAs should make getting a kill make you a lot stronger. Different MOBAs can have different game design decisions for a variety of reasons. But I am saying that it's a reasonable thing to do.
Furthermore, that's very different from the long-term leveling that MMORPGs have. Even if you end up behind on levels and then lose in a MOBA, you've caught up at the start of the next match. In an MMORPG with non-consensual, open-world PVP, you might have weeks or months to catch up. Getting ganked a ton with no real chance of fighting back other than waiting until you've caught up in level just isn't fun.
A sandbox needs more than just the ability to make a pointy stick and use it. Which is pretty much what most MMO "sandboxes" have.
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