
Originally Posted by
Radnar
What this means, in the most basic sense, is that - all other things being equal (skill, gear, class balance) - the defender will lose, always. Forced reaction-lag-time mechanics, like movement inertia, remove the defender from the equation and create binary PvP encounters where everything relies on the successful execution of one player (the attacker), rather than of both players. To elaborate with a brutally simple model:
Consider a world where all players had two HP and one attack, which always dealt one HP damage. In this world we have two players who do not see eachother and are moving at random vectors. Then assume they both see eachother at the same time. Who wins?
The player who had the more advantageous initial movement vector (most likely towards the other player) will always beat the one who had the less advantageous (most likely away from the other player; requiring them to reorient themselves before they can attack) if there is movement inertia involved. They will always get their attack off first, bringing their opponent to 1 HP before they can respond with their own attack.
In a perfect world, the win-rate should be split evenly between the two players 50-50 in a way that ignores their initial movement vector given enough trials. In perfect "Skill Based" PvP, the outcome of a fight should ignore random factors determined before either player was aware of the other, and instead focus on each player's ability to successfully respond to eachother's actions. If random factors are not ignored, then the PvP becomes luck-based, rather than skill-based.