An open letter to the Devs, re: PvP


Alexis_NA

 

Posted

hmm i13 dropped so close to my forum register date how could I forget. I only started playing just a few months prior. I am nothing more then a zone scrub with the odd kickball thrown in for laughs. Maybe if they didn't change how everything worked I woulda been more involved.

Oh well my sub runs out today or tomorrow and I can't take how the devs ignore the only parts of the game I care about anymore. Though I wasn't hardcore I kicked azz in zones and it was the most fun and best challenge I got from this game.

Your favourite energy blaster Lucky,
I bid you gentlemen and ladys farewell.


 

Posted

Quote:
Originally Posted by BurningChick View Post
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.
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.

Quote:
Originally Posted by BurningChick View Post
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).
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?

Quote:
Originally Posted by BurningChick View Post
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.
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.

Quote:
Originally Posted by BurningChick View Post
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.
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.

Quote:
Originally Posted by BurningChick View Post
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.
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.

Quote:
Originally Posted by BurningChick View Post
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.
Again, I'm pretty sure the big stability fix was inadvertant.

Quote:
Originally Posted by BurningChick View Post
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.
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.

Quote:
Originally Posted by BurningChick View Post
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.
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:

Quote:
Originally Posted by BurningChick View Post
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.
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.

Quote:
Originally Posted by BurningChick View Post
And the changes still didn't bring in AT and power set parity.

And Lighthouse's impolitic comments about who the changes were for.

...

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.
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.

Quote:
Originally Posted by BurningChick View Post
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.
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.


 

Posted

So, a short reply.

Quote:
Originally Posted by Psoma View Post
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.
I read through that thread, once upon a time.

IIRC, most of the suggestions and fixes were geared towards improving the status quo; it didn't have much for making PvP more inclusive. Only a small subset of players cared enough about PvP to make detailed suggestions for improving PvP, and they had /very/ particular axes to grind. They LIKED the PvP system, particularly the movement and speed. They liked the exclusive, cliquey atmosphere surrounding high-level PvP. They liked the arcane builds required for high-level PvP.

But those are the same elements the devs and community reps were frustrated with. And, eventually, all sides stopped dealing with each other -- the positions were too far apart for there to be a lot of common ground. And, ultimately, the devs decided to cut the hardcore PvPers loose.

FWIW, I find the language used by PvPers fascinating. When they talk about The Golden Age of PvP, they're using a very loaded term ... one that, for me at least, has connotations of rose coloured glasses, nostalgia, us versus them, new versus old.

Anyway ... I have a feeling the devs are unlikely to revisit PvP. As I said, nothing much they've done has ever brought in large numbers of PvPers. And there really haven't been a lot of PvEers saying, "You know, I love the PvP experience, but the bugs keep me away." For most of the game's players, PvP is irrelevant. And I don't think anything will ever change that.


 

Posted

One of the main suggestions made, both then and now, was how to fix "non-viable" sets (AR and most melee) so that they'd be more useful. If that isn't inclusive by dispelling the myth that you needed to roll certain AT/sets to compete, then I don't know what is.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

Hey how long has this been a sticky? I jut noticed. That looks like progress if it's new.


The Story of a Petless MM with a dream
Quote:
Originally Posted by Deus_Otiosus View Post
This entire post should receive some kind of award for being both hysterical and fantastic.
Well done.
I have a 50 in every AT, but Scrappers and Dominators are my favorites.

 

Posted

Quote:
Originally Posted by BurningChick View Post
So, a short reply.


I read through that thread, once upon a time.

IIRC, most of the suggestions and fixes were geared towards improving the status quo; it didn't have much for making PvP more inclusive. Only a small subset of players cared enough about PvP to make detailed suggestions for improving PvP, and they had /very/ particular axes to grind. They LIKED the PvP system, particularly the movement and speed. They liked the exclusive, cliquey atmosphere surrounding high-level PvP. They liked the arcane builds required for high-level PvP.

But those are the same elements the devs and community reps were frustrated with. And, eventually, all sides stopped dealing with each other -- the positions were too far apart for there to be a lot of common ground. And, ultimately, the devs decided to cut the hardcore PvPers loose.
In addition to the Power Balance Issues and Suggestion section in the wish list, I used to have a thread link in my sig that had some very detailed suggestions on how to make different ATs and sets more viable, and it had the support of the majority in the high-end crowd. I think you may have been listening to a loud minority when it comes to people that liked the "cliquey atmoshere." Most of us wanted/want more PvP'rs, which is why a number of us poured a lot of hours into the PvPEC, but the learning curve was pretty steep...and it really just got steeper with i13.

You are correct in that we liked the movement and speed, but most of us could not care less about cliques, and we certainly don't love that a great number of builds are useless. Like I said, the vast majority of us want nothing more than additional PvP'rs. I think the disconnect comes from outsiders' misconceptions, and part of that is due to them listening to the vocal minority on the forums and in /ac. Sadly, it seems as if they devs were a part of that outsider group, so they missed or dismissed the suggestions that would've resulted in PvP becoming more accessible.

Quote:
Originally Posted by BurningChick View Post
FWIW, I find the language used by PvPers fascinating. When they talk about The Golden Age of PvP, they're using a very loaded term ... one that, for me at least, has connotations of rose coloured glasses, nostalgia, us versus them, new versus old.
It sounds like you're misunderstanding. It's not that we loved i12 PvP, but we preferred it to i13 PvP, so we look back at the previous system with some greater fondness than it probably deserves. I definitely feel that any future PvP tweaks would be better starting from an i12 foundation vs an i13 one.

Quote:
Originally Posted by BurningChick View Post
Anyway ... I have a feeling the devs are unlikely to revisit PvP. As I said, nothing much they've done has ever brought in large numbers of PvPers. And there really haven't been a lot of PvEers saying, "You know, I love the PvP experience, but the bugs keep me away." For most of the game's players, PvP is irrelevant. And I don't think anything will ever change that.
I think you're probably right in that most of the game's current players will likely never become PvP'rs, but I think the PvP population does have growth potential. I think you're wrong in saying that nothing much that they (the devs) have done has ever brought in large numbers of PvP'rs. I think it's more about not doing much in the way of keeping large numbers of PvP'rs. Who really knows how many PvE'rs have kept their distance for the various reasons beyond the PvP community's control, but I know that I've heard from a decent number of them, personally, over the years, and it's a shame to think of all the missed opportunities.


 

Posted

Quote:
Originally Posted by RedSwitchblade View Post
Hey how long has this been a sticky? I jut noticed. That looks like progress if it's new.
It's been stickied for a while, though I am tempted to just edit out the post and replace it with "lol this game."


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by macskull View Post
It's been stickied for a while, though I am tempted to just edit out the post and replace it with "lol this game."
Maybe you should change the OP to be all about your zany new avatar as you change it.


 

Posted

Or maybe is they actually fixed PvP to not be so crappy we wouldn't have these issues I agree with the lol at this game though


 

Posted

Quote:
Originally Posted by BurningChick View Post
There's the rub, no?

You'd have to pay the staff.

Set them up.

Give them office space.

Give them insurance.

Train them.

Wait for them to get up to speed.

Would the investment be worth it?
ever hear of a contractor? look into it - or outsourcing..again...korea, china, india...you can hire 10 developers over there for the price of one here.

anyways - your logic is flawed. You present a they gave you X, you wanted Y argument. That is not the case. PVP evolved in this game. People gravitated to it. The fact is was so broke at certain points only made it easy for people to min/max. They have added more to pvp forever..as you stated, arena, zones, villz v heroes, pvp ios, now switching sides - here is the fundamantal issue we have


they changed the game mechanics for pvp only with the single minded goal of making it easier for new players to pvp - players were to fast and could get away - okay travel supression, players could heal infinatley, okay heal decay, players could min/max builds, okay diminishing returns...

none of these were actually what the issues were with new pvpers...

The changes are horrible. Case in point - why are they not across the board? Why no dr,ts and hd in pve content? Why different dmg mods for pvp and pve?

Not that it matters much anymore - the final nail in the coffin is you can now get pvp ios without ever having to pvp....tells me a lot.


 

Posted

I asked several PvP related questions at yesterdays live Dev chat, none got answered. I asked one other question relating to power customization, it got answered... Go figure.


 

Posted

I asked a couple, none of which were answered.


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Sort of like my repeated PvP bugfix requests go more or less unanswered other than a patch here-or-there to fix the really broken stuff, yet when I file one bug report for "/em alakazamreact doesn't work right in Dwarf form" or "there is a -jump debuff on Shadow Fall" they get fixed. Go figure.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by macskull View Post
Sort of like my repeated PvP bugfix requests go more or less unanswered other than a patch here-or-there to fix the really broken stuff, yet when I file one bug report for "/em alakazamreact doesn't work right in Dwarf form" or "there is a -jump debuff on Shadow Fall" they get fixed. Go figure.
You gotta have priorities, man.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

There was a list as long as Divine's tear stains and half as long as a Psypunk post with what needed to be done to make PvP in this game the best in the MMO market. They implemented a few things, which was cool. But, overall, what we got was the god awful mess we have now. It has driven away PvP'ers.. not drawn new blood to the pool. The intention was good, if foolish, but didn't work. A wise person goes back and does it differently to achieve the original goals and pulls from the most abundant knowledge base available, which would be the people who have been piggybacking this broken system since it launched.


"His Imperial Majesty's Minister of Restraints and Leather" -LHF

Two naughty acronym teams / Ascension / Convenient / Artic and the Chillz / Fap / Other teams I can't remember (sorry.. mind is goin')

 

Posted

If we could only find such a database of knowledge . . .


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

It is rapidly deleting itself................


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Marco...


"His Imperial Majesty's Minister of Restraints and Leather" -LHF

Two naughty acronym teams / Ascension / Convenient / Artic and the Chillz / Fap / Other teams I can't remember (sorry.. mind is goin')

 

Posted

Quote:
Originally Posted by SmokeSignal View Post
Marco...
PVPLolo!


 

Posted

Would it really be that hard for them to re-balance the effects of high level enhancements in low level zones?.. You have to wonder. I remember getting immobilized and lynched by a flying corrupter that was originally level 50 in siren's call once. Couldn't hit them, their range, defense and immobilization duration enhancements were too strong.


 

Posted

Quote:
Originally Posted by Fury161 View Post
I asked several PvP related questions at yesterdays live Dev chat, none got answered. I asked one other question relating to power customization, it got answered... Go figure.
You have to mix the questions together to trick the devs into answering PVP questions. (I.e. "I really like how the new Dual Pistol powerset works in PVP, everyone I've met enjoyed playing with and against it. Are there any exciting plans for PVP now that GR is completed and I20 is in beta?")

Either that or get a gang of people together to flood the Q&A with PVP related questions. We did that at the formspring Q&A thing and we got some PVP bugfixes as a result. The trick is to go through official links. (The dev team largely ignore the forum. So even the best put together thread/PM is pretty much ignored.)


 

Posted

this thread will never die tbh


 

Posted

Quote:
Originally Posted by lll Phoenix lll says View Post
this thread will never die tbh
If a phoenix says it wont die . . . well, that has to mean something.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

I think the original post here has a lot of merit. I didn't really find one thing I disagreed with. My recent forays into pvp have shown me a few things that seriously do need to be addressed as this 'equalization' has done anything but make things equal. The true problem here, as it is in most MMO's, is that players will never be equal. Their powers give them too much diversity to ever possibly truely balance so that things are even every time. These debuffs and buffs to nearly every class in an attempt to even things up created a massive imbalance in powersets that are afflicted more than others by them.

Example: my controller, with illusion/ff is all but useless. My powerset revolves around buffing others with invisibility and bubbles and though it has strong damage bursts, I chose powers which allow others to be buffed in defense. These powers were chosen long before the changes to pvp which rendered them all but useless.

Example: My dark/regen scrapper is almost entirely unaffected by these changes, and in fact benefits by the granted resistance and defense I don't and shouldn't really have.

To normalize or standardize things which are drastically different as these two examples along with every other powerset in the game is really a pointless feat. The most I have learned from this is that I will have to reroll another character just to be competative if none of the ones I have work in pvp. Without being able to use half my powers on one character and while gaining even more benefit on others, if anything, normalization has put things further apart. This to me should say whatever steps the devs thought were good to bring things closer together are the exact opposite of what they should be doing since they drove the powers sets even futher apart in terms of balance. Was any change ever really nessesary? For the sake of keeping things from going stale, I would say yes, but not for the sake of 'game balance'.

Something to remember in these requests, demands, opinions, and rants. Change takes time, especially since PVP caters to a rather small group of the player base. I don't like it any more than anyone else, because I do like PVP, but bugs in powers, costume pieces, missing sections of the map, and LAG affect us all, even the people who don't pvp ever. These will likely always get higher priority than a perfectly balanced pvp system, and it's something I just accept.


 

Posted

The devs made casual PvP un-fun. Casual players don't want to learn a whole new set of rules for how their powers work.

Getting held through your mez toggles, then beaten down by a defender you can't do any damage to as a brute isn't exactly intuitive.


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Heartbroken I lurked a lot but I'll miss you all

Alpha Team sg, Pinnacle server
Black Citadel vg