[D4] Implementing PVP in D4

Disclaimer

This is a long post. It addresses some core game design theory. It provides examples. It attempts to lay out a case regarding PVP and PVE and whether or not those two can be balanced together. If you don’t want to read a long post, move on. Otherwise, I welcome honest thoughts and constructive feedback.

TLDR

I don’t believe PVP and PVE can both be balanced in the same game without balancing around PVP as the primary design goal. Diablo is a PVE game. If you want the nuances, read further.

I’ve read many posts from people asking for PVP in Diablo 4, most from old school players who want a return to D1 and D2 days. Frankly, I have my suspicions about their motives, but because it is a common request, I thought about it for a while. How do you balance it? How do you make it sync with the PVE part of the game? What makes a good PVP game?

Fairness

Successful PVP games are fair, but fairness is a somewhat nebulous concept. Defined here, it means that each player has the same opportunity to win and the same tools at his disposal. When this is the case, the skillful use of the game mechanisms decides who is the winner. Think about checkers or chess as a good example. Each player has the same number of pieces which can make the same moves arrayed in a mirror image across from each other. From a developer’s standpoint, if they make changes, they make them equally to one side and to the other, and then, they only have to match players based on their skill levels to ensure that each player has an equal chance to win.

A Good Gaming Experience

I think it’s probably important to take a moment to define this as well. The term gets thrown around often and it’s usually taken to mean “I subjectively enjoy the game,” and that is a very difficult standard to define concretely. Psychology tells us that children will continue to play a game as long as they have between a 30-70% chance to win the game. Less than that and they see playing as futile and become discouraged. More than that and they get bored because the game is too easy.

While this is helpful, in practice, modern gamers are a little more demanding. We have statistical logs, either in-game or via 3rd party websites. We’ve come to expect MMR or ELO skill-ranking and matchmaking systems as industry standard for a PVP game, and we expect them to be good enough to provide us “fair” matches against equally skilled opponents. We measure that by expecting a 50% win rate, meaning you have an equal chance of winning or losing, and we tolerate maybe 1-3% variability with that, skewed towards winning. By that I mean, no one complains if you’ve got a 60% win rate, but you’ll hear howls from those with 40% win rates. And of course, because these systems are designed around a Bell curve, for every player getting a 60% win rate, there will be someone else at 40% whose very angry about it, so statistically we want as tight a peak on that Bell curve as we can get so the maximum number of players feel that they have an equal chance to win.

Further, we’re sensitive to winning and losing streaks. This is probably a result of the gambler’s fallacy that states that a streak of bad outcomes increases the chance that your next game will be a win. If we start losing 5-6 games in a row, we start suspecting the system is rigged against us and making us lose. While streaks are not avoidable in a matchmaking system, they happen and players will react negatively to long losing streaks because we perceive the immediate past much better than long-term trends. Consistency of experience needs to be a design goal.

Another issue is timing. In a boxing match or MMA fight, both fighters are called to the center of the ring then given the signal to fight from the referee. It is illegal to hit an opponent before that signal or after the bell has rung. You have to be ready for the fight. I point this out because much of the PVP experience in many games is ganking. You specifically pick a weaker target, hunt it, and then strike when it is preoccupied with something else. That is positively infuriating for the player getting ganked. Any fair PVP system needs clear rules for players to willingly engage in PVP combat and to declare they’re ready for a fight.

Team dynamics are also important. Diablo 3 allowed teams of four to group together. D4 will likely do the same. But 2 on 1 fights aren’t fights. They’re grossly unfair. Solo PVP systems have to be separated from team PVP systems, and teams have to be matched based on number of players. Otherwise, you’ll have packs of friends grouped up and coordinated on Discord or some other voice chat going around ganking smaller parties or individual players. As we’ve established, getting ganked isn’t fun for the guy getting ganked. Ganking is a tactic specifically designed to take minimum risk or skill on the part of the gankers and to exploit that unfairness. If teams enter combat, they must be paired against other teams with the same number of players and the same skill level of those players. Calling in your grandmaster friend to beat up on brand new players isn’t fun or fair.

To provide a good gaming experience in a PVP game, many factors need to be assessed and balanced: player skill, the toolkits available to the players, the number of players on each side, and the timing so both sides are aware when to fight and when to hold fire.

Complexity of Uneven Player Toolkits

I started with the example of checkers or chess, but PC games aren’t so simple. Warcraft 1 and 2 had two different factions with two different toolkits. Starcraft had 3. Warcraft 3 had 4. WoW’s PVP experience has a seperate toolkit for each class and each specialization within that class for 36 seperate toolkits. HotS now has over 80 different heroes you can play. Further, they balance both 1v1 and various teams. At release, we know D4 will have 5 classes.

But it’s more than balancing just 5 classes. We have to consider the various power systems that will be in play. A lvl 20 player will beat a lvl 10 player every time. Most games with levels are designed around giving substantial power boosts at each level to make them feel meaningful. Power growth is logarithmic, not linear. The difference in power between a lvl 30 and lvl 40 character may be an order of magnitude. While that’s perfectly fine in a PVE environment where you just add a zero to monster hp pools and damage, in PVP, it means the lvl 30 player always loses, and never has fun. And that’s not the only power system. Diablo revolves around gear as a power system, and it presents the same logarithmic power gain as level systems. A player perfectly geared in min/maxed end-game gear will always beat someone in leveling gear who just hit max level. Sockets, enchants, charms, or whatever systems they decide to implement will all add complexity that has to be balanced.

When there are only a few different toolkits to balance, it is possible to achieve close enough to parity that they effectively function like checkers or chess, and thus games will be decided based on skill. Starcraft 1 is an good example. However, the more variables you allow, the less individual player skill matters, and the more the various other power systems within the individual toolkits become the deciding factor, as we illustrated with levels and gear.

To provide a good gaming experience here, you have to finely balance the individual toolkits available to players so that skill becomes the deciding factor, but you also have to finely balance the various other power systems you add. Your matchmaking algorithm now has to calculate player power and player skill and match on two parameters instead of just one. And it’s not a small task. The algorithm needs to hit a very high standard for accuracy as we’ve seen above in order to provide a good gaming experience. But now, we’re asking it to take into account the huge range of variability in player power which grows on a logarthmic scale, in addition to skill. Ideally, you’d remove either the gear or the level power systems or both to remove the complexity and make balancing easier.

Reconciling PVE and PVP in the Diablo universe

It is important for Diablo players that it retain the core elements that made it what it is. It is based on tabletop D&D, where players choose a class (toolkit), and then go out into the game world on adventures or quests, killing demons, scrounging items from the world, and gaining power. That power comes from levels, stat point allocations, gear, and gear augments of various types. The power growth is non-linear, so that players feel a sense of power gain and progression as they level up and gear up. The itemization is the primary source of power gain, which is a three factor system itself, gating power behind item level, the item quality (magic, rare, unique/legendary), and any gear augment system that may be included. This is core to the Diablo experience, and PVE players would demand it, for if this were not present, it wouldn’t feel like a Diablo game.

And therein lies the problem with implementing PVP into a Diablo game. Diablo has never been designed to function as a properly balanced PVP game. It deliberately avoids doing the things that must be done to balance PVP games in order to give the player a sense of power gain and progression as he fights tougher and tougher demons. The demands for build diversity require developers to build in a wide variety of player power systems, which become increasingly difficult to balance to parity. In addition, the developers have flirted with the idea of infinitely growing power systems, which are impossible to balance in PVP. In a PVE game, these things are design goals, while in a PVP game, they are things to be approached with extreme caution if not avoided entirely.

This dichotomy of design goals creates a huge dilemma for designers who want to address players’ request for a balanced PVP experience while also providing a classic RPG PVE experience.

A Non-Exhaustive List of Possible Solutions

It is not constructive to simply outline a problem and leave it like that. The goal here is to solve problems, and there are a couple of ways we can address this dichotomy. I’m going to go through the options as I see them. Each has pros and cons, and ultimately assessing those pros and cons is going to be a subjective determination. My goal here is to spur discussion about what the community actually wants and what we’re willing to do without, which hopefully the developers can find value in.

Remove PVP Entirely
This is certainly an expeditious solution. It allows developers to focus purely on the PVE experience and gives them wide latitude to design their power system(s) in a wide array of possibilities, opening the door to potential build diversity. While great for the PVE experience, it would greatly disappoint the PVP players.

Balance for PVE First
This is the classic Diablo universe solution. PVP is allowed, but it is simply tacked on to a system designed purely around the PVE experience. It is grossly unbalanced with a handful of builds which simply dominate and comprise the only viable means to PVP. Players who specialize in PVP exploit hostility rules to gank lower level or otherwise unprepared players, creating a toxic experience. A handful of PVP players enjoy themselves. Everyone else avoids PVP entirely because it is unfair. It has the advantage of providing a great PVE experience, but the PVP experience is poor.

Attempt to Balance PVP and PVE Simultaneously
This is a solution the WoW team would be excellent to consult on. The arena experience is key for them. Skills have modified function in PVP settings. A parallel gear and leveling system for PVP can be created specifically for PVP players. The game is built to be flexible enough for players to choose PVE or PVP or to do both. However, it is very labor intensive and having a dual set of parameters for each skill which varies by target is difficult to learn for the players and difficult for the development team to maintain. The demands on the development team mean both the PVE and the PVP experiences would be suboptimal as the team is forced to make constant revisions and compromises between the two.

Balance for PVP First
Given the PVP has the more stringent requirements for balance, the team could choose to build the classes and skills around a PVP experience first, taking into account balancing classes against each other, giving them a robust toolkit to allow them survivability, but also a range of attacks from melee, to middle, to long range, with various levels of cleave/splash/AoE, etc. A leveling and gearing system would be built into the PVP-based structure where levels were earned or lost based on wins or losses, and gear could be ground specifically designed for the PVP experience. CC is heavily regulated in this system, since it is easily exploited in team environments to single out, freeze, and delete enemies. Once the game is built and designed around PVP, then the PVE experience is created for players to adventure in secondary to that, while retaining the core toolkits constrained to the balance parameters of the PVP experience. In this version, a player could easily go back and forth. Development effort is not excessive. The PVP experience is good and properly balanced, but the PVE experience suffers as it is constantly compromised in deference to the demands of PVP.

Separate the Two Experiences Entirely
In this solution, D4 continues to be designed as previous Diablo games, as a PVE game first. However, the developer team takes into account the demand for PVP and creates a PVP mini-game of sorts with its own rule set separate from the PVE experience. You wouldn’t take your fully-geared character into PVP. You’d take an archetype into PVP and play with a PVP-balanced version of your character’s class. For example, you’d have your fury dual-weilding Barbarian in PVE, but you’d play a generic barbarian archetype in PVP with a toolkit specifically balanced for PVP. Your barbarian would be the same as an opponent’s barbarian in PVP, even if their PVE ones were wildly different. This is a bit of a lazy solution, but it’s a lot easier to create and balance than attempting to fully integrate the whole game.

Conclusions

PVP and PVE games ultimately have two different and opposite sets of design goals. This creates a dilemma for designers where they are forced to design either towards fewer variables (PVP) or more variables (PVE) and compromise between those two creates the potential for a substandard experience in both realms of play.

The best compromise solution I can see is one where PVP becomes the primary balancing parameter and PVE is compromised around that. I don’t like the mini-game concept since no one wants to just play an archetype. They want to play their character. Balancing for the more stringent requirements of PVP first makes it possible for a good PVP experience, at the cost of the PVE experience which is compromised in the name of balancing PVP. Ultimately, the PVE experience will feel highly constrained and un-Diablo-like, and that makes sense because it effectively recasts Diablo as a PVP game instead of a PVE one. The core experience of Diablo becomes the “afterthought” and I don’t think anyone would be happy with it.

Ultimately, I believe that balancing the two in the same game is a futile effort, given this dichotomy. I’m not opposed to PVP in principle, but I am opposed to a fundamentally flawed PVP system that fails to address fairness and provide a good gaming experience. I am open to solutions that I haven’t thought of. Diablo is a PVE universe and it has always been designed around that. PVP was tacked on as an afterthought, exploited, and became a toxic experience which is why it was effectively pigeonholed to Brawls in D3 which no one plays. Given that PVP has always been the secondary and less popular of the two priorities in Diablo, if I had to make a choice, I would remove PVP and keep a great PVE experience intact.

As always, honest discussion and constructive feedback are welcome!

7 Likes

as you said
its a pve game and this should be the main focus
however, i dont see a problem in balancing the power of these classes
unbalanced classes can also lead to an unsatisfied community in a full pve game
because people feel like they are playing a week character while other character can clear content faster and easier

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The game should be about killing the hoards of the burning hell’s not about killing each other. If a small fraction of the player base wants PvP, that should be in well defined zones. Letting higher level players going hostile on new players in the open world will not increase the player base. If some players want to kill each other just do it away from the larger players base, who do not want to be bothered with that nonsense.

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As a Diablo 2 pvp fanatic; I agree with you on having pvp zones being placed away from pvers. The only ones I would want to see in the pvp zones are fellow pvpers whom I can engaged in combat with, rather than pvers who are forced to walk in the pvp zone.

As such I think pvp zones, if implemented, should be implemented as such:

3 Likes

Very good recommendations :+1: :+1: :+1: :+1:

I want D4 to be a major success, I do not want any new players to be turned off because others are going hostile on them. I want the community to grow. The more players the more expansions.

I absolutely agree that classes should be balanced for PVE reasons. The catch here is the tightness of that balance and what specific things you can allow in each class’s toolkit. In PVP, the balance has to be exceedingly tight, whereas, the D3 devs for example allow 5-10 GR tiers of difference, which is literally orders of magnitude difference in power. They can do it because the enemy is AI and not human.

The other thing I mentioned was toolkits. You’ve got range vs melee dynamics to worry about, mobility, CC access, healing, shields, mitigation. You could theoretically have specialists in each one of these with a PVE system. But in PVP each of these things could potentially be gamebreaking. Chain CC locks down an opponent so they can’t move while they watch their character go from 100 to 0. Mobility allows kiting where you go 100 to 0 and can’t hit back. Shields or heals could render you effectively invincible in certain situations. Mechanics that you can allow in PVE can’t be allowed, or have to be sharply constrained in PVP.

This is why I think you can do one or the other, but not both. Of course in either game type, the devs will have to balance the classes.

This is the classic Diablo solution where PVP becomes the red-headed stepchild of the game. It’s toxic, poorly disciplined, and throws tantrums in Walmart such that no one really wants to be around it. If the devs are going to include PVP, they need to put effort into it so that it becomes a fun and engaging part of the game. Otherwise, why make the effort of including it in the first place?

Putting them in their own corner doesn’t really fix the problem. The gankers don’t get their jollies. The real PVP competitors don’t play it. It’s something that has failed now for 3 games. It’s an example of what not to repeat, which is why they should either fix it or remove it, IMHO.

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That sounds good to me.

Well, as I said
The focus should remain in pve and it shouldn’t be a problem for pvp to be fairly unbalanced
Different build options for each character should be able to make up for that

And…a finite level system also stands for a more heathy competition which wouldn’t even be possible in d3

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Skill disrupts even a flawlessly balanced game. I can elaborate on this further if required or requested.

Synchronizing PVP with PVE by granting PVP the opportunity to be the endless diversity that is sought after in PVE. PVE becomes mundane eventually. PVP enables diversity to mix up the monotony of that eventuality.

What makes a good PVP game? Competition and good sportsmanship.

Those are the TLDR short answers.

Regarding fairness: Both of the examples given are turn-based which are significantly simpler to design and implement balance in than real time is. As stated above, skill will ALWAYS disrupt an otherwise ‘equal’ playing field. Life is not fair, granted that this is not life, hear me out. PVE & Turn based is to virtual reality as PVP and real time is to reality.

Skipping to the PVP experience in many games being ganking. Such is the thrill of the hunt. While it is generally infuriating to be on the victim side of such an experience, turning the tide is equally infuriating for the aggressor and is essentially preemptive retribution. Such a joy simply put can’t be replicated through artificial means. Clout is something that is very difficult to reproduce in PVE.

Regarding team dynamics. They are important. Given the example, a 2on1 is not a team fight nor a fight that is typically fair. However there is no I in team. When a 2on1 becomes a 2on2, and then a 4on2, and then a 4on4, etcetera, the power in numbers will eventually favor the stronger team. The one that could rally more people and coordinate them superiorly. This is where team dynamics can really shine. Especially when territorial disputes are at stake, even more so when incentive other than bragging rights are present. This is for the guild and clans, not the solo dolo.

It is important to differentiate between the individual experience and the team experience here. Clearly the individual experience will suffer when finding themselves in a situation that they can’t overcome.

To speculate on the next section of your post, power growth is linear in that, you can gain it, and only lose it if you choose to do so. I am keenly privy to the proposed ADA systemization of itemization here. I am open to discussing this further.

Diablo only borrows from the classic RPG PVE experience. I feel like it would be a worthwhile endeavor to go full fledged RPG with the Diablo motif, albeit discriminating towards the single player somewhat.

As for the proposed solutions:

Removing PVP entirely hampers the end-game potentiality. Something that can’t be replicated with PVE alone, even co-op PVE pales in comparison to what PVP can provide.

Balancing for PVE First is a viable solution. The cons listed in this paragraph are irrelevant. Balancing PVE first can provide outstanding PVP.

Operative word in Attempt to balance PVP & PVE simultaneously being attempt, you would be better off focusing on the PVE experience without giving up on the PVP experience afterwards.

Balancing for PVP first has as much merit as balancing for PVE first, both of which are better approaches than trying to simultaneously do both. I disagree that the PVE experience suffers from this Balance for PVP first, just as I would disagree that PVP suffers from balancing for PVE first. I would agree that either experience suffers when you try to do both simultaneously primarily due to bias & favoritism. In the case of D3 - PVP got the short end of the stick. Disregard that many of the PVE dynamics simply failed to hit their mark. When PVE was the primary focus, it should no longer be surprising that the after-thought that was PVP in D3 is so terrible as a result.

Separation of the two experiences entirely. You may as well elect a ‘hardcore/pvp’ mode at character creation screen that can’t be undone than to even consider this nonsense. Let’s not even suggest lazy solutions. D3 pvp arenas and time grind infinite paragon power begin to resurface and it is cringe-worthy.

I find it curious that you presume there are fewer variables involved in PVP than there are involved with PVE. Considering that it was an accident I can understand that. However should you have meant it, I would certainly like you to explain your articulation of such and discuss this specifically if not anything else.

I find it difficult to grasp the idea that managing to succeed at what resembles balance in PVP could ever result in a less engaging pve experience.

The solution that strikes the most harmonious chord with me is to utilize PVP for what it is. The after pve end-game content, not the after-thought content.

2 Likes

Fixed that for you. :+1:

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Extra PvP mode, characters or gear will simply feel artificial
People want to use THEIR main character and own other people with it
This isn’t just about “fun and competition”
It’s about pride and reward and what not
It has to be real or you can skip it in the first place

as long as there is no room for griefers.

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In an open pvp environment there is room for every kind of terrible people^^

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Oh for sure there’s gonna be plenty of tools in place to keep griefing to a minimum, and harsher penalties than just being unable to create a game in D3, since D4 is MMO-esque.

Griefing completely ruined my online D2 experience and I never played it again.

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This won’t work, as these PVP zones will be as empty as a ghost town. I’m sure they will make D4 world in such a way, so that going through PVP zone will be beneficial in some way, for example, a shortcut. Yes, you can choose to take another road, but it will take more time to get through the territory.

If you dont have PVP for D4, then it will follow the same fate of D3.
The game will be outnumbered by MOBAs and therefore die or have a small playerbase compared to Dota, LoL, PUBG, Fortnite and CS GO.

Have fun killing this franchise with your suggestions of removing PVP when it has a huge potential to become successful again.

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:rofl: :rofl: :rofl:

Spoken like a true griefer.

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Griefing= facts?
try harder mate.

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Neither D2 and PoE, the game with PVP had outnumbered or beaten LoL, DoTA2, Overwatch, PUBG, or Fortnite.

You are crazy if you think ARPG can beat those real PVP games. :rofl: :rofl: :rofl:

Pvp zones and/or arenas will only be empty if they are either imbalanced to the point where one hit is all it takes to kill one another; and/or if they are placed in the game as an after thought with little to no adjustment given (not unlike Diablo 3 pvp). Pvp doesn’t need any beneficial rewards, unless said rewards pertain to pvp alone with no effect on pve.