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  • Player versus Player
  • Player versus player
  • Player Versus Player
  • Player versus Player
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  • Player versus player (also known as PVP or PvP) is an interaction between one or more players where there is confrontation or competition. PVP is usually (but not always) associated with combat, and quite often the term is used to refer to combat between one or more players on opposing sides.
  • Player versus Player gameplay most often consists of competitive actions between players, including battles, races, or point collection. The term is used most widely in Massive Multiplayer Online Role Playing Games.
  • Family Duels.
  • Player versus Player (PvP) is the term given to all gameplay where players fight each other. The penalty for death in PvP mode is a loss of karma (as well as reputation). The reward for winning is karma, as well as bragging rights if you defeated a powerful opponent. In PvP mode, the strength of all abilities is reduced by 80%, except for a few which are reduced more, such as the paranuke and heal skills. Example: A skill that normally deals 2000 damage would deal 400 instead, and a skill with a duration of 10s would have a duration of 2s instead.
  • Player Versus Player or PvP, is where opposing player created characters fight, either against each other or as part of larger groups. In Shaiya the two factions oppose one another and players will automatically be in a combat zone when they enter a PvP map. Players of the same faction cannot battle each other unless they both agree to challenge each other. If the challenged player does not respond within 10 seconds, the challenge is automatically rejected. For more information on same faction PvP Challenges , see Player Versus Player Challenge.
  • Player Versus Player is often referred to as PvP. There are 2 forms of PvP, ranked and unranked. In unranked you do not lose or gain anything, it is just for fun. In ranked you gain SS depending on a variety of variables including how many units you kill. The winner also receives a PvP trophy, used for crafting charms. The amount of workers you have in your medical building determines how many units you can revive after a battle. If you lose more units then you can revive, the extra units will "die" and the workers assigned to those units will need to be converted again. You can only do ranked PvP if you are in an active convergence. Owning territories in your convergence grants you a patria bonus and lets your gatherers collect ingredients for you.
  • Player Versus Player (PvP) refers to any content where players compete against each other, as opposed to against the game's Non Player Characters. In AC, PvP usually refers to characters with the status of Player Killer or Player Killer Lite, but may also refer other content such as Chess.
  • Two types of Player versus Player game play have been announced; * World PvP * Structured PvP
  • Player Versus Player, or PVP, is a combat mode that allows players to fight and kill other players, as opposed to PVM. Many different MMORPGs offer PVP in some way or form within their games. In the Ragnarok Online video game series, PVP can be activated on a whole server or limited to certain areas within the games' world.
  • Player versus Player (PvP) είναι όρος των MMORPGs και σημαίνει "παίχτης εναντίον παίχτη". Αναφέρεται σε μάχες που γίνονται μεταξύ πραγματικών παιχτών μέσα στο παιχνίδι.
  • (aka how to hit the ground running.) This is not a guide to PvP strategy, it is a basic outline of some of the things you will find in a PvP map. If you're going into a PvP game you don't want to waste precious time at the start rearranging your skills. Start a private solo game with the character you intend to take into PvP and rearrange your skills there. Abort that map and prepare for the next step. Use whatever channels you have available for this, may not be a big issue if there are a lot of players trying to PvP at once. The same way you would normally.
  • Player vs player, or PvP, is competitive interaction within a game between two or more live participants. This is in contrast to games where players compete against computer controlled opponent, which is similarly referred to as Player versus environment (PvE) or player versus monster (PvM). PvP is a type of combat in MMORPGs, MUDs and other computer role-playing games (CRPGs), pitting one player's 'skill' against another's.
  • Player Versus Player (PvP) is a mode of play in Video Games where the enemies are other players of the video game. This is in contrast to Player Versus Environment (PvE,) where the enemies of your character are generated and controlled by a computer's artificial intelligence. The idea of Player vs Player is not only to outplay, outlast, or outwit your opponents, but to put your opponents at as many disadvantages as possible so they can't do the same to you.
  • Player versus Player (or PvP), is a gameplay distinction, in contrast with Player versus Environment or PvE gameplay. Player versus Player is a type of gameplay. This is where the character engages in combat with with human players as opponents. In Tales Of Pirates, PvP is available within areas called a Mazes which are often refered to by players as Dungeons.
  • Playing Guild Wars can generally be split into two more or less separate parts: Player versus Player (PvP) and Player versus Environment (PvE). While in PvE human players fight cooperatively together against computer-controlled foes, they can also compete in the PvP arenas, as long as they have access to the area where the arena is hosted. PvP is a competitive game mode where human players can only fight against other human players. Only in PvP can Faction with Balthazar, fame, rank and guild rating be gained. There are six different PvP modes:
  • The term Player versus Player, or PvP, refers to multiplayer activities in Role Playing Games against human opponents. The term is more often encountered abbreviated than written out in full. In Y!PP the term PvP is most commonly used to refer to sea battle combat between player-controlled ships. However, Blockade combat, Drinking, brawling or any other match where there is no computer-controlled opponent are also considered PvP.
  • Player versus player is a term that describes virtual combat between two or more live human-controlled avatars, using gameplay mechanics, specific to the game, during the competition. The nature of the competition can run the gamut of possible coded ideas, such as classic board games to player killing or deathmatch -- full contact, unarmed or weaponized violence between players' avatars. __TOC__
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abstract
  • Player vs player, or PvP, is competitive interaction within a game between two or more live participants. This is in contrast to games where players compete against computer controlled opponent, which is similarly referred to as Player versus environment (PvE) or player versus monster (PvM). PvP is a type of combat in MMORPGs, MUDs and other computer role-playing games (CRPGs), pitting one player's 'skill' against another's. PvP can be broadly used to describe any game, or aspect of a game, where players compete against each other. This can include entire gaming genres, such as first-person shooters or real-time strategy games, or can be limited to an optional part of an otherwise PvE game. In computer role-playing games, PvP is often called player killing or PKing. PKing has taken on a negative tone as it is used almost entirely in cases where the combat was not consensual. The term PvP, and to a lesser extent PKing, has also been adopted in discussions about traditional role-playing games and live-action gaming, with approximately the same meaning. Contents
  • Player versus Player (or PvP), is a gameplay distinction, in contrast with Player versus Environment or PvE gameplay. Player versus Player is a type of gameplay. This is where the character engages in combat with with human players as opponents. In Tales Of Pirates, PvP is available within areas called a Mazes which are often refered to by players as Dungeons. In PvP gameplay, one can team up with up to 5 players to create a Party. Your primary purpose is to fight your way through a Dungeon to obtain special types of Armor, Weapons and Items. Your Party may encounter and fight another group of human controlled players.
  • Player versus player (also known as PVP or PvP) is an interaction between one or more players where there is confrontation or competition. PVP is usually (but not always) associated with combat, and quite often the term is used to refer to combat between one or more players on opposing sides.
  • Player versus Player gameplay most often consists of competitive actions between players, including battles, races, or point collection. The term is used most widely in Massive Multiplayer Online Role Playing Games.
  • Family Duels.
  • (aka how to hit the ground running.) This is not a guide to PvP strategy, it is a basic outline of some of the things you will find in a PvP map. If you're going into a PvP game you don't want to waste precious time at the start rearranging your skills. Start a private solo game with the character you intend to take into PvP and rearrange your skills there. Abort that map and prepare for the next step. Use whatever channels you have available for this, may not be a big issue if there are a lot of players trying to PvP at once. The same way you would normally. Lock the relevant number of slots up the right hand side of your War Room by clicking on them. Choose anywhere between 4 Locks for 1v1, through to no locks for 5v5. Server will match you with a similar group of players wanting to PvP. Your objective grasshopper is to destroy the oppositions castle. You can only damage their castle when you have destroyed their support structures. To assist you in the destruction to come, you earn in-map currency, currently referred to as crystals I think. These crystals come from capturing mines (also referred to as fountains) scattered around the map, killing opposition players and critters. There are four support structures. They are the Critter Spawner, Castle Control, Item Store, and Spirit Store. All support structures have upgradeable aspects. Spawns a never ending supply of allied critters, these critters will attack opposition critters, opposition players, and opposition structures. Clicking on your Spawner allows you to upgrade it's different aspects such as critter level (ie. Higher upgrade means the spawned critter is higher level), maximum number of critters (again, higher = more critters at once), spawn rate (higher upgrade = faster spawns), also allows you to recruit a boss critter (lets hope there's no boss spam in this build). Clicking on this structure allows you to upgrade various aspects of your other structures, such as item levels and cost reduction from the Item Store and Spirit Shop. The higher the upgrade the higher the level of the item and / or cheaper the cost. Allows you to build some defensive arrow towers around your base for that static defense. Also allows upgrade of the Player Spawner. The Player spawner is not classed as a support structure, this is purely the rate at which you revive to join the fight, the higher the upgrade the less time spent waiting to rejoin. Finally, this structure also allows you to upgrade Fountain rate, this will be discussed under Fountains / Mines section. Clicking on this structure brings up a pretty self-explanatory menu, you may purchase various potions, totems, and assorted goodies around to use as one-off items. They remain in your inventory only so long as you remain in the same map so don't get your hopes up grasshopper! If you're unsure what any given item does then hover your mouse over it and you will see a brief description. (Did I say this wasn't about strategy?) As of the last time I played PvP it was possible to open the Item Store menu and leave it open while you moved around the rest of the map, purchasing new potions as you used your existing ones. In the interests of fairness, just thought I would share :D Clicking on this structure brings up another self-explanatory menu, you can purchase warrior spirits for use in-map here. These are not support structures as such. They are effectively control points on the map, if you have a fountain under your control then you will gain crystals. The more fountains the faster the gain. You can also increase the crystal gains by upgrading the Fountain rate through the Castle Control support structure. These crystals are divided up amongst the players on your team and are the currency used to purchase upgrades, items and spirits from the structures above. The Minimap is fairly self-explanatory, but I have included a scrrenshot with basic notes.
  • Playing Guild Wars can generally be split into two more or less separate parts: Player versus Player (PvP) and Player versus Environment (PvE). While in PvE human players fight cooperatively together against computer-controlled foes, they can also compete in the PvP arenas, as long as they have access to the area where the arena is hosted. PvP is a competitive game mode where human players can only fight against other human players. Only in PvP can Faction with Balthazar, fame, rank and guild rating be gained. There are six different PvP modes: * Random Arenas (4v4 - Random Teams) * Codex arena (4v4 - Formed groups, limited pool of skills) * Competitive Missions (8v8 - Random Teams) * Guild vs Guild (8v8) * Heroes' Ascent (8v8) * Alliance Battles (12v12 - three Teams of four) While the PvP outposts are also separated into territories just like PvE, when playing matches your opponent might be from any territory even if you don't go to the International District.
  • Player versus Player (PvP) is the term given to all gameplay where players fight each other. The penalty for death in PvP mode is a loss of karma (as well as reputation). The reward for winning is karma, as well as bragging rights if you defeated a powerful opponent. In PvP mode, the strength of all abilities is reduced by 80%, except for a few which are reduced more, such as the paranuke and heal skills. Example: A skill that normally deals 2000 damage would deal 400 instead, and a skill with a duration of 10s would have a duration of 2s instead.
  • The term Player versus Player, or PvP, refers to multiplayer activities in Role Playing Games against human opponents. The term is more often encountered abbreviated than written out in full. In Y!PP the term PvP is most commonly used to refer to sea battle combat between player-controlled ships. However, Blockade combat, Drinking, brawling or any other match where there is no computer-controlled opponent are also considered PvP. The frequency of sea battle PvP combat varies based on the mix of player types on each ocean. 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. Any player ship sailing can be PvP'd regardless of why they are sailing. Players that have been attacked may ask for a disengage but the attacking player is under no obligation to comply. It is generally considered bad form to PvP ships that are "floating" unless the attacker believes the ship is floating valuable goods, or has a strategic reason to delay the floating ship (for instance, if the ship is being floated to blockade the attacker's home island). Also some flags ask you not to PvP ships in the same flag, or belonging to allied flags. You can tell a ship is of an allied crew by a narrow blue border around the ship. PvP combat in sea battle affects a crew's rank. Victories, or combat where the opponent disengages, will raise a crew's ranking and losing or disengaging reduces the ranking.
  • Player Versus Player or PvP, is where opposing player created characters fight, either against each other or as part of larger groups. In Shaiya the two factions oppose one another and players will automatically be in a combat zone when they enter a PvP map. Players of the same faction cannot battle each other unless they both agree to challenge each other. If the challenged player does not respond within 10 seconds, the challenge is automatically rejected. For more information on same faction PvP Challenges , see Player Versus Player Challenge.
  • Player Versus Player is often referred to as PvP. There are 2 forms of PvP, ranked and unranked. In unranked you do not lose or gain anything, it is just for fun. In ranked you gain SS depending on a variety of variables including how many units you kill. The winner also receives a PvP trophy, used for crafting charms. The amount of workers you have in your medical building determines how many units you can revive after a battle. If you lose more units then you can revive, the extra units will "die" and the workers assigned to those units will need to be converted again. You can only do ranked PvP if you are in an active convergence. Owning territories in your convergence grants you a patria bonus and lets your gatherers collect ingredients for you.
  • Player Versus Player (PvP) refers to any content where players compete against each other, as opposed to against the game's Non Player Characters. In AC, PvP usually refers to characters with the status of Player Killer or Player Killer Lite, but may also refer other content such as Chess.
  • Two types of Player versus Player game play have been announced; * World PvP * Structured PvP
  • Player Versus Player, or PVP, is a combat mode that allows players to fight and kill other players, as opposed to PVM. Many different MMORPGs offer PVP in some way or form within their games. In the Ragnarok Online video game series, PVP can be activated on a whole server or limited to certain areas within the games' world.
  • Player versus Player (PvP) είναι όρος των MMORPGs και σημαίνει "παίχτης εναντίον παίχτη". Αναφέρεται σε μάχες που γίνονται μεταξύ πραγματικών παιχτών μέσα στο παιχνίδι.
  • Player versus player is a term that describes virtual combat between two or more live human-controlled avatars, using gameplay mechanics, specific to the game, during the competition. The nature of the competition can run the gamut of possible coded ideas, such as classic board games to player killing or deathmatch -- full contact, unarmed or weaponized violence between players' avatars. The confrontation can be voluntary or involuntary, and can result in a modification of player or avatar status, as allowed by the gameplay rules, such as permanent or temporary death of the player's avatar, score tally, an object gift or forfeiture, or reward status as only limited by the programmed context within the game. Real life consequences or rewards can be available, depending on the psychologies and sociologies of the game's community (see social status). __TOC__
  • Player Versus Player (PvP) is a mode of play in Video Games where the enemies are other players of the video game. This is in contrast to Player Versus Environment (PvE,) where the enemies of your character are generated and controlled by a computer's artificial intelligence. The idea of Player vs Player is not only to outplay, outlast, or outwit your opponents, but to put your opponents at as many disadvantages as possible so they can't do the same to you. Some games have both a PvP mode and a PvE mode. In some cases, the two modes occur at the same time, like in most MMORPGs. In World of Warcraft, the player character can be busy with a quest vs. computer generated monsters in an outdoor zone, and be ambushed by enemy players nearby. This can be either irritating or exhilarating, depending on your mood and tolerance for fellow players, forming the basis of The Great Player-Versus-Player Debate. Most games have strictly defined modes where only PvE (usually even separating single player and Co-Op Multiplayer from each other) or PvP, but not both, can occur. Player vs Player is actually the older of the two modes, since it eliminates the need for any sort of AI. Very early games such as Space War and Pong are examples. Examples of Player Versus Player include: * Mortal Kombat players know that most of its charm is PvP, one big reason the game went online, though you can still play two-player at home. * Fighting Games and Racing Games in general have a big focus on players competing against each other. * Team Fortress 2 is nothing but players fighting each other. Even the bots are meant to simulate other players, down to "Virtual Mousepads" that control how fast they turn. * Paranoia was (at least one of) the first Tabletop Games specifically designed to have lots of PvP. * Minecraft has player vs player on by default for servers, though it can be disabled by choice. The feature's uses range from every player for themselves or even clan battles. * Dark Souls has several covenants that cater to PvP action, with different rewards for each.