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Originally Posted by BurningChick
Just to throw something out there ...
The devs have seen spectacularly poor return on investment for the work they've done on PvP. I know the PvP community has developed an everybody hates us mentality over the years, but step back and look at what the devs have tried.
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Part of the issue on their end is accepting the fact that a lot of the work they did needs to be forgotten and abandoned. Nobody likes it when a lot of time and effort seems to have been for nothing, but sometimes it all just adds up to a costly learning experience.
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Originally Posted by BurningChick
Arena: they devoted an entire issue to it. I4 brought relatively few changes or additions to the game other than the Arena. Everyone tried PvP at first, but by the end of beta, the Arena was largely empty except for dev-sponsored events. The trend continued once the issue went live; there were successful player-run events, but there wasn't whole lot of action in the arenas otherwise.
Yes, PvP was buggy. Yes, some maps were horrible. Yes, it was horribly unbalanced. Yes, there were no mini-games ... or anything to do other than try to punch faces. But it was implemented. But what seems to have happened is that the devs built it ... and few people came. At this point, the devs are in an awkward position: fix it under the vague hope people would come, or work on other, more important tasks (CoV).
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There was the start of the biggest problem we face now: not fixing the basics before adding the bells and whistles. How many people want to keep taking a ride in a nice car if it keeps dying on you? Remember how unstable the arena was for the longest time? i4 beta was a nightmare because of it, but they sent the code to Live without having it fixed. And if I recall correctly, that instability was actually fixed when a programmer was troubleshooting the market code. The amount of time that passed in between i4 and then was ridiculous.
PvP'rs made the argument a long time ago that part of the arena's lack of popularity was due to the terrible instability. (Ex Libirs came along and got us to resubmit detailed reports over what had been happening with the arena all along, but I'm pretty sure the big fix was inadvertant.) I understand how much demand there was for the devs to appease the masses by pushing out additional content, but how can you expect a garden to grow if you just plant the seeds and then ignore it while planning a big harvest party?
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Originally Posted by BurningChick
But the devs were listening to feedback. The players said, "Punching people in the face is OK, but we want mini-games and open PvP where you can jump into the action without having to set things up and wait at the Arena terminals. Oh yeah, and we'd like to beat down villains."
And so CoV brought three PvP zones with mini-games, villains and heroes. The zones were popular, even on Pinnacle, for a little while. But slowly the zones emptied out.
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Why did zones empty out? Emptying out is a little broad to start with, but I'd say the significant decrease in activity was due to the mini-games lacking in the reward department, combined with the shock of a number of PvE'rs getting their toons beaten by a combination of players with better knowledge/experience/skill/builds.
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Originally Posted by BurningChick
Meanwhile, the devs also delivered bases. Horribly broken bases. But base raiding and IoPs were supposed to be huge (no, seriously, NCSoft's press release for CoV specifically mentions them as Big Features). But bases, raids and IoPs were painfully, comically buggy. For a feature that States once said was the single, most expensive addition to the game, bases were a not-very-funny joke. But some people loved their raids, even though players had to have agreed-upon rules for how bases could be built to make raids remotely enjoyable.
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They were actually on the right track by offering real incentives to PvP, but again, broken code and the insistence of pushing forward anyway doomed the good intentions with failed implementation.
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Originally Posted by BurningChick
Eventually, raids were cut from the game; they couldn't be fixed because the entire implementation of bases and raids was flawed from the ground up. It would, I'm guessing, be easier to start over than fix what's there, and at this point the devs were down to a skeleton crew and didn't have the resources to take a flyer on a potentially unpopular feature.
Bugs. Power imbalances. Griefing. Lack of lewt. No real option for advancement through PvP. People increasingly found reasons not to PvP
The players said, "Those are the wrong games. We want to see our actions have an affect on the world. We want to use our highest-level toons. Give us something spectacular." And the devs coughed up RV, the most sophisticated zone they had ever built (although the re-vamped RWZ is close -- but it recycled much of the tech developed for RV). GV was popular for a while.
And then see two paragraphs up.
A lot of effort, time, and money has gone into CoX's PvP by this point, that's completely disproportional to how much time people spend PvPing compared to PvEing.
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Yes, that's what happens when you rush things out the door that aren't ready. The arena wasn't ready because of instability, the zones weren't ready because they lacked reward, and base raiding wasn't ready because of both instability and ease of exploitation due to poor planning.
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Originally Posted by BurningChick
Meanwhile, Test is starting to heat up for cross-server PvP. It's not immensely popular, but it draws in a couple hundred people regularly, and a few hundred more sporadically. Ex Libris helps to foster this community. This particular brand of sped-up, hardcore PvP, however, still isn't broadly popular, but it's a base Ex thinks can grow. And she works at growing the community. And she gets the devs to fix a lot of Arena bugs, some of them long-standing bugs that should have been dealt with much earlier.
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Again, I'm pretty sure the big stability fix was inadvertant.
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Originally Posted by BurningChick
But, as the hardcore PvP grew and became more boisterous, it also became ... more assertive, I guess. Ex started to grow frustrated with the community. PvPers started demanding more dev attention. And things advanced into a swirling vortex of fail as the devs did little to improve the Arena crowd's PvP experience, and a subset of PvPers became increasingly obnoxious (note: I did not say all / most PvPers, I said "subset"). And, while a significant portion of people did some PvP, most players still spent far more time PvEing than PvPing.
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Ex took the time to understood what had happened and agreed with us about what needed to be done in order to fix PvP in order to help it grow. At least a portion of the dev team was trying to work with her in order to start to make some of those things happen, but those things took a back seat to the pushing out of more content, and broken promises resulted in more disgust and anger.
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Originally Posted by BurningChick
And then ... someone looked at PvP. Well, definitely Castle and BaBs did. They looked at an amped-up Arena match and had trouble following it: it moved too fast. It had too few ATs and too few power sets represented.
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Here's about the time where I started losing patience in the timeline. To summarize: every aspect of PvP is broken in some way. The mechanics are not the best, but they're actually the only reason the PvP community exists at all. There is a detailed, stickied list that Putz has posted, compiled by the PvP community, which addresses most of the PvP issues at the time. Instead of building on that and working with the community already dedicated to improving and growing PvP, we get:
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Originally Posted by BurningChick
And then I13.
I was never a huge fan of CoH's PvP, but I couldn't wrap my head around the changes even though the changes were geared towards players like me. In order to make PvP more inclusive, the devs fundamentally changed how powers work. Which, of course, raised an entirely new barrier to PvP, especially since there is in-game documentation for PvP. None. Nowhere is DR explained. Nowhere are mezzing mechanics explained. Nowhere is suppression explained. The PvP experience is so different it may as well be a different game.
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And here's why PvP'rs were so incredibly angry. Things that weren't broken were now really broken, so any of the minor improvements (either then or after) were irrelevant. On top of that, we were told that the fundamental changes that created the broken mess that was i13 PvP...those were not negotiable.
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Originally Posted by BurningChick
And the changes still didn't bring in AT and power set parity.
And Lighthouse's impolitic comments about who the changes were for.
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Some time after most of the Arena players left, BaBs commented that he wasn't able to discern any patterns in the subscription numbers; i.e., many accounts were closed, but the data didn't look any different than the usual subscriber churn numbers. Some people leave and come back. Some people leave for good. And sometimes new players join.
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As others have pointed out in the past, figuring out subscription changes due to the i13 PvP changes couldn't have accurately been done by just looking at overall subscription numbers in a given month. Short of having a list of every account owned by an arena PvP'r, and then seeing how many of those accounts were not renewed when the renewal time came, how could anyone say what the results were? There was actually a thread (or two) that consisted of players listing their accounts and their intentions to cancel/not renew because of the i13 PvP changes. Any thread like that was deleted of course, but I believe the number was over 200 by that point...at least enough to cover the salary of 1 employee for a year.
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Originally Posted by BurningChick
What it all amounts to, I guess, is that given the time and resources already sunk into PvP for relatively little RoI, why should the devs invest even more money, time and energy into PvP?
They've added PvP. They've added open PvP. They've added lewt. They've added mini-games.
Maybe ... PvP just isn't a good fit for this game, and money spent on PvE, emotes, costumes, new powers, and animations gives the devs more bang for the buck.
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Unlike a lot of PvE items, maybe the implementation of PvP in this game has been absolutely horrible from start to finish. The truth is that it's impossible to have a real argument about whether or not PvP popularity in this game is viable because it's never been done right. I really don't see how it can be argued otherwise.