Originally Posted by
JiuJitsuMMA
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As a software developer who loves The Division, Borderlands, GuildWars, Destiny, Diablo-type games,
if
you do the industry research in MMOs, you'll find that about 80% to 90% of players choose to play on PvE (with optional PvP limited only to teams/factions with no team-killing) servers
while
10% to 20% of players choose to play on PvP-only servers ..
this
statistic holds true for every MMO game from Everquest to World of Warcraft, TERA, Asheron's Call, Aion, Lineage II, Blade & Soul, etc ..
Note TheDivision experienced a 90% drop in players --and statistics show that less than about 5% of players even read or post on the forums so the forums ARE NOT THE REASON why players stopped playing TheDivsion as moderator DigitalHitMan erroneosuly
wrote that the toxicity in the forums is
"The biggest problem right now is the community toxicity, the haves and have-not's. People are upset because some players who, may or may not have, dedicated the time to rank up and grind out gear pre-patch are overbearing to those who dont have the time to spare." ---NOT TRUE
when
even less than 5% of the players read nor post in the forums
The real reason 90% of players quit The Division is the math mentioned above & explained below:
Even in competitive sports games, there is no betrayal nor backstabbing --ie, someone on your same football/soccer, basketball team can't go 'rogue' & can't tackle you nor start stealing the ball & scoring points for the other side
MMOs that were mandatory PvP like Dark Age of Camelot died out because not enough players (the 10%-20% of players that like PvP are dwarfed by the 80%-90% that seek PvE)
--this
is one of the reasons why The Division is losing 80%-90% of it's playerbase (besides the bugs & lack of post-30 content & insufficient loot/rewards that don't give players a good sense of reward)
When the first PvP games came out such as BattleField, Quake, Call of Duty, Unreal Tournament, etc , players on the same team could kill each other & 'grief' (throw grenades, shoot team-mates in the back,etc)
--this lead to such an uproar
that the games quickly added a flag that made killing team-mates impossible
Is this the problem with The Division because the act of betrayal/team-killing (which was depicted as a selling-point in The Divison trailer) adds tension & drama to the game?
. but
in practice, most players hate it when they are
stabbed in the back by someone they thought was a team-mate or neutral player ..
or 'ganked' or 'griefed' --in sports, imagine how popular a game would be if someone on the same team goes 'rogue' in your football league could tackle you, steal the ball & score points for the enemy team?
but to PvP players,
that's just being 'carebear' (but statistics show that most of the PvE players actually play equalized PvP games such as Call of Duty, Battlefield, Halo, etc --they just prefer a
'fair fight' as a true test of skill instead of mostly gear & backstabbing)
Thus, MMOs added OPTIONAL PvP in factions/battlegrounds only PvP such
special arenas/battlegrounds,
Realm vs Realm (Horde vs. Alliance in WoW, etc) or Factions/Guild vs. Guild or switchable PvP-on/off flags
(such as Blade & Soul's PvP choice by donning different faction costumes)
with
easily identifiable enemy factions so that there can be no team-killing & enemy factions are easily identified so that they can't be backstabbed
The DarkZone is different in that it is a PvP area but there's no recognizable player enemy faction until AFTER they go 'rogue' & shoot/kill you in a few seconds
Solutions from what previous successful MMOs (Guild Wars, Warcraft, Everquest, etc) came up with:
1) PvP flag that can be turned on or off before entering the battleground .. those who have it turned on can kill or be killed by other players .. those who have it turned off can't kill nor kill other players..
statistically,
80%-90% of people will keep their PvP flag turned off most of the time or only 10%-20% of the playerbase will enter a PvP area if they can be killed by other players
2) PvP battlegrounds with enemy teams/factions/guilds: You choose a team/faction/guild before joing the battleground --every same faction/guild member you see is an ally
&
every opposite faction you see is an enemy --no backstabbing --
only enemy factions/guilds can kill you & you can only kill enemy factions/guilds -
-this
is what the most successful games do..
from Call of Duty to Halo to Destiny, World of Warcraft,
Call of Duty, Battlefield,
TERA, etc -
-there
is no faction/team-killing & you can't leave your faction/team to kill them either (switching factions can only be done outside the battleground or it takes several minutes to change where you can't do anything so as to prevent betrayal-backstabbing) ..
I think the developers like the selling point of the added tension of betrayal & PKing ..but that's catering to the 10%-20% PvP market .. is that enough for The Division to thrive or survive? I hope so