What Are Heroes Running FROM?


Ad Astra

 

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Originally Posted by LISAR View Post
Saying a mission that has a PvP portion is not a PvP mission is like saying someone is asexual because you don't want to think about them having sex.
Let me break it down for you like this. What you're claiming is that the missions in PvP zones have a PvP component. They don't. What they have is an OPTION of involving PvP which in no real way is related to the mission itself.

Granted, if someone attacks you they can interfere with the mission and cause it to take longer. In exactly the same way that someone could kill you on your way to get the Triumphant badge. This doesn't make the badge system PvP content just because one happens to be in a zone where PvP CAN occur.

Sam made a point that I want to emphasize (because he beat me to it):

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Originally Posted by Samuel_Tow View Post
Of the four PvP zones, only a single one has a zone mission which has a PvP component at all. Collecting meteorite shards, leading scientists out and fighting signature NPCs and pillboxes are all PvE missions. Place them in a zone with PvP disabled, and they work absolutely identically to how they work in PvP zones. They are no more PvP than turning on the PvP flag in Steel Canyon would make Montague's missions PvP, or even the Steel Canyon Security Chief PvP.
Emphasis mine. Essentially, even if PvP was turned off in Bloody Bay or Warburg, the missions would not need to be altered. They would still work, because they have no PvP aspect which is required. At no point in any of the missions is PvP essential to completing the missions. Again, there's a chance that PvP CAN happen on the side and even INFLUENCE the mission, but it's not required.

Bill seems to suggest that if something takes place in a PvP zone, that means it's PvP content:

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Originally Posted by Memphis_Bill View Post
Content put into a task force is, unarguably, task force content.

Content in AE is pretty bluntly AE content.

Content you can only get via events is event content.

Yet content in a PVP zone .... isn't PVP content?
Let me explain why this isn't sound reasoning. Aside from the fact that this would make Born in Battle PvP content, the strict difference here is that PvP does not have to be involved. It merely CAN be involved. For some better examples:

Let's say you had a mission that starts in Steel, and has a 90% chance of sending you to an office building in Steel, and for no particular reason, a 10% chance of sending you to an office building in Croatoa. The enemies you fight are the same either way. This doesn't make it Croatoa content just because you happen to be in Croatoa.

For some real examples: the old cape mission would enjoy sending you to a bunch of various zones. Just because one of them could be Perez doesn't make it hazard zone content. Because the fact that you're in a hazard zone is not used, or even necessary to the content. Or how about when you take the mission to kill Crey so you can get a new costume slot. The player can choose to do this in Brickstown, in Crey's Folly, or even inside missions. Just because you CAN do this in Crey's Folly doesn't make it Crey's Folly content.

And here's an even more extreme example: Bill claims that "Content in AE is pretty bluntly AE content." Well, for a while after the AE buildings went up, newspaper missions would randomly send you into the AE portals. You'd actually have to walk inside an AE building and click into the giant glowing green portal that simulates a VR atmosphere. Heck, arguably you even encountered and gained AE rewards (the badge nearby) for doing this. Now aside from the fact that this was a bug, did that mean newspapers were irrefutably AE content just because you happened to enter the AE building and interact with the AE environment?

No, because standing inside the AE building and clicking a portal doesn't make it AE content any more than standing inside a PvP zone and fighting NPCs is PvP content.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

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Originally Posted by Dispari View Post
Let me break it down for you like this. What you're claiming is that the missions in PvP zones have a PvP component. They don't. What they have is an OPTION of involving PvP which in no real way is related to the mission itself.

Granted, if someone attacks you they can interfere with the mission and cause it to take longer. In exactly the same way that someone could kill you on your way to get the Triumphant badge. This doesn't make the badge system PvP content just because one happens to be in a zone where PvP CAN occur.

Sam made a point that I want to emphasize (because he beat me to it):


Emphasis mine. Essentially, even if PvP was turned off in Bloody Bay or Warburg, the missions would not need to be altered. They would still work, because they have no PvP aspect which is required. At no point in any of the missions is PvP essential to completing the missions. Again, there's a chance that PvP CAN happen on the side and even INFLUENCE the mission, but it's not required.

Bill seems to suggest that if something takes place in a PvP zone, that means it's PvP content:


Let me explain why this isn't sound reasoning. Aside from the fact that this would make Born in Battle PvP content, the strict difference here is that PvP does not have to be involved. It merely CAN be involved. For some better examples:

Let's say you had a mission that starts in Steel, and has a 90% chance of sending you to an office building in Steel, and for no particular reason, a 10% chance of sending you to an office building in Croatoa. The enemies you fight are the same either way. This doesn't make it Croatoa content just because you happen to be in Croatoa.

For some real examples: the old cape mission would enjoy sending you to a bunch of various zones. Just because one of them could be Perez doesn't make it hazard zone content. Because the fact that you're in a hazard zone is not used, or even necessary to the content. Or how about when you take the mission to kill Crey so you can get a new costume slot. The player can choose to do this in Brickstown, in Crey's Folly, or even inside missions. Just because you CAN do this in Crey's Folly doesn't make it Crey's Folly content.

And here's an even more extreme example: Bill claims that "Content in AE is pretty bluntly AE content." Well, for a while after the AE buildings went up, newspaper missions would randomly send you into the AE portals. You'd actually have to walk inside an AE building and click into the giant glowing green portal that simulates a VR atmosphere. Heck, arguably you even encountered and gained AE rewards (the badge nearby) for doing this. Now aside from the fact that this was a bug, did that mean newspapers were irrefutably AE content just because you happened to enter the AE building and interact with the AE environment?

No, because standing inside the AE building and clicking a portal doesn't make it AE content any more than standing inside a PvP zone and fighting NPCs is PvP content.

Let me break this down for you since you just seem don't get it. It is pvp content because I can go in there and only defeat other players for the nuke codes/shiv fragments and get these rewards that makes it pvp content. Just cause there are other options for completion is irrelevant.


edit: I DO NOT have to pve to get these rewards at all. get it that makes it pvp


 

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Originally Posted by Lucky666 View Post
I DO NOT have to pve to get these rewards at all. get it that makes it pvp
It's impossible for you to complete the mission without interacting with NPCs and non-player objects.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

People engaging in PvE content should never have to engage unwillingly in PvP content. Game designers should never attempt to coax players into PvP zones with badges they need for accolades or powers; if there are such badges or temporary powers that can be attained in PvP zones, there should always be a PvE mission alternative that isn't in a PvP zone.

I don't know what cryptic was thinking with the model they created for PvP in this game. If they even seriously considered what they were implementing or if they were making a half-***** attempt at PvP content just to say they had it.

With that said... Most PvErs and RPers do not like PvP because in PvP there are Winners and there are Losers.

In both PvE and RP there is no forced engagement of another player. There is no fear of losing in a competition to another player; that's why this style of play is attractive to so many and PvP isn't.

I use the zones for farming as I've stated before. I engage PvPers as I would NPCs because my goal isn't to prove my skill in PvP (I'm a horrible PvPer) my goal is to farm them for PvP IOs. I tend to leave badgers and other zone farmers alone if they aren't attacking other players.


 

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Originally Posted by Dispari View Post
Let me break it down for you like this. What you're claiming is that the missions in PvP zones have a PvP component. They don't. What they have is an OPTION of involving PvP which in no real way is related to the mission itself.

Granted, if someone attacks you they can interfere with the mission and cause it to take longer. In exactly the same way that someone could kill you on your way to get the Triumphant badge. This doesn't make the badge system PvP content just because one happens to be in a zone where PvP CAN occur.
But PvP is directly related to the Shivan shards. It's not essential to it but it has a direct effect on the mission. You can collect shards directly by defeating other players and ignore the meteors entirely. That's much different than "Collect shards and someone might make it take longer by sending you to the hospital". You can't just take the mission and move it to Steel Canyon without changing it -- you'd have to edit out the text and code that says "Defeat other players and take their shards". It's not a PvE mission that happens to be in a PvP zone, it's a mission that has both a PvE and a PvP component, even if you personally chose to ignore one facet of it.


 

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Originally Posted by Lucky666 View Post
Yes it does make it pvp mission.
No. Sorry, you're wrong.

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If someone may possibly attack you another PC then it's turns into pvp that's it end of story.
That's like saying that any mission where confuse is used by the enemy and cause you to attack a fellow party member is a PVP mission.

The mission does NOT require you to fight other players. Indeed, the mission is run more efficiently by AVOIDING other players. The mission itself is entirely PVE mechanically. The threat of PVP is external and completely dependent on other players, not the mission itself.

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How can some of you even argue it once another person comes into the stroy that pve just turned into pvp.
Nope. Sorry. The mission itself in no way changes or morphs into PVP. The PVP simply becomes an impediment to achieving the PVE content.

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Argue till your blue in the face it won't make it other wise.
Translation, you have your hands over your ears and you're screaming LALALALA at the top of your lungs when we say anything.

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Run all you want but maybe ask the person to chill out that is attacking you.
Some people will. Some won't. At that point, if you don't want to PVP, your options are to die or run.

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You pve people I notice freak out over broadcast when ever something doesn't go their way in pvp zone and then continue one making it even easier for everyone else to make fun of them.
And I've noticed fiteklubbers whining like little girls too when someone disrupts their "duels". In short, "so what?"

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cause AV class NPCs have no place in a pvp zone.
But that's what the devs intended and you're not playing the game the way the devs intended! That's your PVP content! Use it!

So, now that you've had your own flawed argument turned back on you, I await a cogent response.

[quote]My response don't tell me how to play.[]/quote]

Yet this is exactly what you're doing to others. Double-standard much?



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Posted

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Originally Posted by Jophiel View Post
But PvP is directly related to the Shivan shards. It's not essential to it but it has a direct effect on the mission. You can collect shards directly by defeating other players and ignore the meteors entirely. That's much different than "Collect shards and someone might make it take longer by sending you to the hospital". You can't just take the mission and move it to Steel Canyon without changing it -- you'd have to edit out the text and code that says "Defeat other players and take their shards". It's not a PvE mission that happens to be in a PvP zone, it's a mission that has both a PvE and a PvP component, even if you personally chose to ignore one facet of it.
PvP coexists with the Shivan Shard mission, but that does not make the Shivan Shard a PvP mission. Anything placed in the overworld of a PvP zone has the chance of involving PvP, but this is not an intrinsic quality of the task, but an intrinsic quality of the setting. Any time a task's intrinsic function does not change with PvP disabled, this cannot be said to be a PvP task. Yes, PvE tasks in a PvP zone could involve PvP, but this is not a function of the TASKS, it is a function of the ZONE. The tasks themselves are not PvP. Not even remotely. They are merely placed within a PvP zone.

The only kind of task which can count as a PvP task is such the basic function of which relies on the act of PvP, rather than just on its possibility. Sirens' Call Bounty task is an intrinsically PvP activity, because it WOULD NOT WORK without PvP unless SERIOUS alternations were made to it. You cannot avoid PvP in order to get a bounty, because the system requires PvP to work. You very much can get a Shivan Shard without PvP, and indeed most people do just that. Put another way - if the activity is such that it can be completed by design and to intent in the absence of other people, it is not a PvP event.

In fact, if we just went by the possibility of actions to occur, then every single instance in the game is team content, even when a solo player does it. He's not on a team, clearly, but because he COULD be, it would we team content. This, however, does not work, because team content is only that which REQUIRES a team, not merely that which PERMITS a team.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by The_Killbot_5000 View Post
There's also the slim possibility of the heroes doing the honourable thing when faced with an opponent they could wipe the floor with, they leave them to the lower level heroes to tackle, a fair fight. It's unlikely, but might account for some players behaviour of this nature.
the whole concept of lolhonor is laughable in zone pvp and it just constitutes really bad RP.


 

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Originally Posted by Samuel_Tow View Post
PvP coexists with the Shivan Shard mission, but that does not make the Shivan Shard a PvP mission. Anything placed in the overworld of a PvP zone has the chance of involving PvP, but this is not an intrinsic quality of the task, but an intrinsic quality of the setting.
I disagree with the attempts to compare it to, say, getting attacked by a player while trying to get the Men in Black badge. Yes, anything occurring in a PvP zone has a chance of PvP occurring as well, but the Shivan mission has a direct PvP component. PvP directly affects the mission. Not by slowing someone down or just by happening but you can complete the mission by entering PvP. You'll never complete the Men in Black badge by defeating players, no matter how many you go after. You can complete the Shivan mission by engaging in PvP. PvP is an intrinsic part of the Shivan mission. Perhaps not a necessary part but it is intrinsic to it.

None of this means that you have to enjoy PvP or fight back or anything but it seems kind of absurd to insist that the Shivan mission isn't both a PvP and a PvE mission.


 

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Originally Posted by Hyperstrike View Post
No. Sorry, you're wrong.



That's like saying that any mission where confuse is used by the enemy and cause you to attack a fellow party member is a PVP mission.

The mission does NOT require you to fight other players. Indeed, the mission is run more efficiently by AVOIDING other players. The mission itself is entirely PVE mechanically. The threat of PVP is external and completely dependent on other players, not the mission itself.
So what you can do mission without ever fighting npcs too your arguement fails



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Nope. Sorry. The mission itself in no way changes or morphs into PVP. The PVP simply becomes an impediment to achieving the PVE content.
Yes impediment you said it yourself that's what missions have stuff that usually gets in your way



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Translation, you have your hands over your ears and you're screaming LALALALA at the top of your lungs when we say anything.
ok



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Some people will. Some won't. At that point, if you don't want to PVP, your options are to die or run.
some people are spazzs to whats your point



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And I've noticed fiteklubbers whining like little girls too when someone disrupts their "duels". In short, "so what?"
I agree lolfiteclub is a joke and I dont ever nor want anyone to play so stupidtly



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But that's what the devs intended and you're not playing the game the way the devs intended! That's your PVP content! Use it!
?

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So, now that you've had your own flawed argument turned back on you, I await a cogent response.



Yet this is exactly what you're doing to others. Double-standard much?
no not really learn to read and maybe you may learn something


 

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You know, the badges in PVP zones, and shivans and nukes aren't all necessary things you MUST have to play in PVE. You can play PVE all the way through quite successfully without getting any of those things, ever. They're not a requirement.

If you enter a PVP zone, you're consenting to PVP. By being there. You're warned in about 3 different ways that yes, you can be attacked by other players in the zone, and if you don't want to be attacked, please leave the zone. Yet you stay and complain about PVP when you just want your shivans.

You get no sympathy. If you go to a PVP zone, you can get attacked. You're consenting to being attacked by being in the zone, but implicitly and explicitly. If you don't want to be attacked DON'T GO INTO THE ZONE. It really is that easy.


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Originally Posted by eltonio View Post
This is over the top mental slavery.

 

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Originally Posted by Smurch View Post
You know, the badges in PVP zones, and shivans and nukes aren't all necessary things you MUST have to play in PVE. You can play PVE all the way through quite successfully without getting any of those things, ever. They're not a requirement.

If you enter a PVP zone, you're consenting to PVP. By being there. You're warned in about 3 different ways that yes, you can be attacked by other players in the zone, and if you don't want to be attacked, please leave the zone. Yet you stay and complain about PVP when you just want your shivans.

You get no sympathy. If you go to a PVP zone, you can get attacked. You're consenting to being attacked by being in the zone, but implicitly and explicitly. If you don't want to be attacked DON'T GO INTO THE ZONE. It really is that easy.

Sure, by entering a PvP zone I acknowledge and give my assent to the fact that I can get attacked. I don't agree that I have to actually stand there and fight if it happens, which is the original argument. If I go to a PvP zone just to get the temp powers, that's all I want, I'm not interested in fighting. If you do want to fight me, but you aren't good enough to beat me before I run away...tough.


However, it turned out that Smith was not a time-travelling Terminator

 

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Originally Posted by Hyperstrike View Post
Point out to me where in the mission design of Shivan Strike ANY of the mission objectives require a PVP mechanic.

Now if we have the scientists going all Edna Mode (Fight! WIN!), I'll concede that the shivan Strike mission is PVP content.
The strength of the reward, per Castle, is directly related to the risk of PVP and it being in a PVP zone.

Now go tell Castle he's wrong.

That not good enough? I can complete part of the requirements for the Shivan mission (and Warburg nukes) without ever entering into PVE combat - by stealing another player's shards or codes. How do I do that? PVP. It doesn't require a PVE mechanic at all - so by your own standard, PVP mission, PVP reward. Hell, I can let someone ELSE take the risk of taking out the firebase, kill them and get the completed shard. No PVE required *at all.* The fact you can do so without engaging another player at all is an acknowlegement that there may not BE someone else around to fight. Just think about how much fun it is when, say, the Cavern of Transcendance (8 people required) trial has someone drop or quit. It's impossible to complete. Why would they create more situations like that?

You tell someone later they're just "going LALALALALA and not listening" - sorry, but that's you. PVP content. Meant to focus players on areas, meant to reward, among other ways, by PVP. Even some of the badges are directly tied to PVP rewards (gladiators awarded.) The "PVE" missions, while you don't fight a player directly, affect the zone as a whole by buffing or debuffing one side or the other.


 

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Originally Posted by Samuel_Tow View Post
The only kind of task which can count as a PvP task is such the basic function of which relies on the act of PvP, rather than just on its possibility. Sirens' Call Bounty task is an intrinsically PvP activity, because it WOULD NOT WORK without PvP unless SERIOUS alternations were made to it. You cannot avoid PvP in order to get a bounty, because the system requires PvP to work.
Actually, you can. Participate in the hotspots. If your side wins, 100 bounty. It's a very slow way, that gives something to do if the zone is slow. The result is still PVP-oriented, though, as it opens (or closes) the zone control (and thus the stores) for each side.


 

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Originally Posted by Jophiel View Post
I disagree with the attempts to compare it to, say, getting attacked by a player while trying to get the Men in Black badge. Yes, anything occurring in a PvP zone has a chance of PvP occurring as well, but the Shivan mission has a direct PvP component. PvP directly affects the mission. Not by slowing someone down or just by happening but you can complete the mission by entering PvP. You'll never complete the Men in Black badge by defeating players, no matter how many you go after. You can complete the Shivan mission by engaging in PvP. PvP is an intrinsic part of the Shivan mission. Perhaps not a necessary part but it is intrinsic to it.

None of this means that you have to enjoy PvP or fight back or anything but it seems kind of absurd to insist that the Shivan mission isn't both a PvP and a PvE mission.
You keep using "can". When that "can" changes to "must" you'll have a PvP content mission. While it remains a "can" it will be a PvE content mission.

Fact of the matter is: if the zone is empty you are able to complete the mission. If the zone has people in it, you are able to complete the mission. If people leave you alone, you are able to complete the mission. If people attack you and defeat you/you defeat them, you are still able to complete the mission.

So, having other people there (or not) does not affect the end result, i.e. PvP is not a requirement for completing the mission. Therefore it is PvE content.

The fact that you "can" do it by defeating others does in no way make it PvP exclusive, or PvP mandatory. Engaging in PvP to complete it is actually silly in the way that it leads to more time spent doing it as you have to wait for the other players to collect the shards and then defeat them (said defeat can take a long time assuming both players are competent).

End of the day, I stand by what I said earlier: I don't like PvP and I won't do it. Ever. YMMV.


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Originally Posted by Blue Rabbit View Post
If people attack you and defeat you/you defeat them, you are still able to complete the mission.
Actually, if people attack you and defeat you, you cannot complete the mission and must start over.


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Originally Posted by eltonio View Post
This is over the top mental slavery.

 

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Originally Posted by Blue Rabbit View Post
. If people attack you and defeat you/you defeat them, you are still able to complete the mission.

So, having other people there (or not) does not affect the end result, i.e. PvP is not a requirement for completing the mission. Therefore it is PvE content.
Please check your facts before making statements. If you are defeated, you lose your shard/code. Therefore, if you are defeated, you CANNOT complete the mission, and must start over.

If you defeat someone else DOING the mission, you are farther ahead on your own - you have advanced via PVP.


 

Posted

Actually it's opinion and perception.

One side says yes it's pvp because,it is in the zones and secondly they can steal your bounty.

The other side says no it's pve and should be removed.

PVP has always been a source of frustration for both sides(pvers & pvpers),everytime the topic comes up and lines are drawn.Shivans/Nukes are primarily used in tf's/sf's(at least that's what I use them for),and badges are collected by both sides.

A balance of sorts is in play,pvers go in when no one is there or take their chances to get what they feel is pve content.
Pvpers on the other hand get dead zones because the pvers far outweigh the population of pvpers.Sometimes there are conflicts and most times not,every pver has some horror story about a pvp zone(gankers/griefers/trash talkers,etc) that further alienates the pvp crowd.

PVP at best is a borked system in this game,there are no rules,no honor,and it's a anything goes playstyle.
If people run then good get the hint,they don't want to play pvp.Nothing is going to change and it's going to be a headache for probably the remainder of the game.

There is no easy answer for either side,if the pvers have a problem I suggest contacting Castle,starting a petition drive,w/e to get it changed.Otherwise this thread is going to keep going on with ppl finally getting pissed at each other,then it will get locked,with everyone right where they started from.
I personally don't care I have been in the zones badging,gettin temp powers,and have yet had anyone come after me in a long time.


 

Posted

Honestly, the amount of time spent on what is or isn't pvp or pve content isn't all that important, seeing as how most folks just wait till the zones and empty to go get their shivans/nukes.

So if the goal of putting those items in the pvp zones was to encourage pvp, I don't really think they accomplish it that well, when most folks just wait till the zones are empty.

Yet another strike against the pointlessness of content that has nothing to do with fighting being in a pvp zone. If I had it my way ALL content that doesn't require fighting other players would be stripped from the pvp zones. Including silly npcs.

Luckily I'm not a dev.

Back to the main point: If you go to attack someone and they run, it's YOUR job to catch them if you want to kill them. If you can't kill them before they leave the zone or phase, TOUGH! Maybe if your pvp skillz were better you could catch them. NOOB!



That last line was my interpretation of Siren's Call trash talk.


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Originally Posted by Smurch View Post

If you enter a PVP zone, you're consenting to PVP. By being there. You're warned in about 3 different ways that yes, you can be attacked by other players in the zone, and if you don't want to be attacked, please leave the zone. Yet you stay and complain about PVP when you just want your shivans.
Again, no. If someone goes into a PVP zone, they are warned that they *can* be attacked. There is absolutely nothing saying that they have to stand and fight. *If* I actually chose to go get a Shivan and got attacked, I'd run. It wouldn't even be a question of how far along I was - hostile player = mission abort. Personally, I *don't* enter the PVP zones, because I don't care about the temp pet enough to even consider it an even trade for my hatred of PVP.

If someone is in the PVP zone and you attack, and they run for it, you might want to consider just letting them go. If you keep following them, it doesn't increase the odds that they'll suddenly decide to stand their ground. Pretty much the best possible outcome is that they decide to come back later and try again when no one is around. It's more likely that you've just generated another PVP horror story (at least for them) and they will be that much more unlikely to *ever* try PVP.

By following and repeatedly attacking someone who, to all indications, does not want to fight you, you will most likely gain nothing. Since you claim to like PVP, you actually stand to lose more - if another player is soured on PVP (even if you feel the reasons are stupid and childish and waaaahhhh!) then that's one less potential opponent for you. Probably more, since they'll tell their friends who also don't PVP that it's a really bad idea.


 

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Originally Posted by Kiken View Post
Sure, by entering a PvP zone I acknowledge and give my assent to the fact that I can get attacked. I don't agree that I have to actually stand there and fight if it happens, which is the original argument. If I go to a PvP zone just to get the temp powers, that's all I want, I'm not interested in fighting. If you do want to fight me, but you aren't good enough to beat me before I run away...tough.
Actually, no, that isn't my original argument, by any stretch of the imagination. In no sense whatsoever did I either say or even imply that you have to fight back (case #1) or that you have to attack a target you could two-shot or maybe three-shot kill from outside their attack range (case #2). What I asked, precisely and in as many words, was, "why wouldn't you?" And more precisely, what do you gain from running away to the base and exiting the zone that you wouldn't gain more quickly and more efficiently by just fighting them, win or lose?

And all that anybody can tell me that they gain when they do this is "I didn't PvP." OK. That's what, not why. Why is that so important? Seven humanoid mobs on the screen, one of which has a player behind the controls; why is it such an unimaginably awful thing that you'd give up on getting the Shivan, give up on whatever other badge you were there for, flee the zone altogether, rather than tab over to them and push a few buttons? "I don't want to." OK, I understood that as soon as they fled the zone. I didn't ask if they wanted to or not, I asked why not? "Because it's not fun" is an unresponsive answer; it doesn't explain what part of it is unfun or non-fun or anti-fun. By superspeeding away or stealthing up and flying away you've already decided not to have fun, you've given up for now on the fun you came to the zone to get. I'm asking about your plan B after your plan A (do whatever without seeing another player) has fallen through. Why is running away less unfun than either winning or losing?

Some people have answered with things that they're actually afraid would happen, thank you. But even those left me scratching my head. Someone was afraid that they might hit the other person a few times and the person they hit would leave. Didn't you want them to leave, in the first place? Someone else was afraid that if they turned and fought, three or six or however many other people would materialize out of nowhere and fight them. If they were going to do that, wouldn't they have done that at the start of the fight, aren't you worrying about something that obviously isn't going to happen? Someone else was worried that they'd turn out to suck at PvP and lose, but they didn't explain why getting sent to the hospital that way is more painful or unpleasant or humiliating than going to (or by) the hospital the longer, slower way of running away.

Which leaves it at "if I don't run away, I might fight another player, and that would be bad." And I remain as baffled as I ever was as to why that's so intolerable, so awful, that people would give up on what they obviously already wanted to do rather than risk it. *shrug* If I don't get an answer I can understand soon, I'll drop it and go back to thinking of it as one of life's mysteries.


 

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Originally Posted by Memphis_Bill View Post
That not good enough? I can complete part of the requirements for the Shivan mission (and Warburg nukes) without ever entering into PVE combat - by stealing another player's shards or codes. How do I do that? PVP. It doesn't require a PVE mechanic at all - so by your own standard, PVP mission, PVP reward. Hell, I can let someone ELSE take the risk of taking out the firebase, kill them and get the completed shard. No PVE required *at all.* The fact you can do so without engaging another player at all is an acknowlegement that there may not BE someone else around to fight. Just think about how much fun it is when, say, the Cavern of Transcendance (8 people required) trial has someone drop or quit. It's impossible to complete. Why would they create more situations like that?
Here's the quintessential question - why NOT design something which doesn't work without other people? Why, indeed. Other games manage it just fine, and I don't have to go into things are out-of-genre as Unreal or Quake. Even WoW has PvP... What did they call them... Battlegrounds? Basically, PvP instances that do not start until you have enough people to meet the map's minimum. A lot of them wouldn't even work without other people, as they depend on frags, while some would... But be completely pointless and uninteresting, such as Capture the Flag without anyone on the other team.

You may be able to achieve these missions via PvP, but that still requires someone to do the PvE part for you, so while they may be PvP TO YOU, they are still PvE missions that someone did for you. The whole game is like that - PvE content with PvP turned on on top of it. The people who keep saying the system was an afterthought are completely right, because you can't just enable a flag and expect to have meaningful PvP. Even with the proper balance, it's just ill-designed.

Once again, for PvP to be meaningful, you need traffic, you need population, you need action. There aren't enough willing participants to do this just randomly over an open world, not in this game, not in any game. Smart design works to condense people, incite encounters and create action. Bad game design lets players wander around like cockroaches. Think to even the largest-scale FPS games. Battlefield has giant maps, but concentrates the action around control points. Unreal's Onslaught/Warfare mode has big maps, but concentrates fighting around not just a network of nodes, but over a specific subsection of them, often no more than two or three at a time, out of upwards of 8 sometimes. Even more basic game modes, like a simple Capture the Flag concentrates the bulk of the action around either flag and the various choke points, while Unreal's Assault concentrates the action to one or several objectives at a time.

Designers of games for players to fight each other have long since learned that you can't simply plop players down in a map and have them fight it out for no reason. You have to confine them greatly so that they are FORCED to run across each other and be rewarded for victories, or you have to concentrate them to certain key points. PvP zones do neither, but teaching people to avoid each other.

This is the big difference between what's true PvP content, and what's PvE content in a PvP zone. True PvP content teaches you to want to fight other people to beat it. PvE content in a PvP zone teaches you to want to AVOID other people to beat it.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Probably the most intensely enjoyable moment I've had in the game was during a PvP session.

Having said that, let me go on to say that mostly I enjoy PvE, and that I think CoH has missed the boat on enjoyable PvP.

Confused? Let me explain.

I don't like arena matches very much. The basic concept and execution are fine; I like the interface and all the work that was put into it. But generally what happens, in my limited experience, is that in any match one or another configuration of toons has the edge based on a synergy of their powers. That's because there are generally only a few toons that are there, so it's pretty easy to figure out who the winning pairs are, and how they should coordinate. (Like, say, troller + scrapper: hold then shred.)

The ease of discovering a working strategy, or the speed with which you realize you have nothing available to counter the other team, makes the arena boring. You can try rotating team members, but usually it's just more of the same. (E.g., troller + blaster: hold then blast.)

PvP zones are, in my experience, even worse than arena matches. If you use the full latitude of what the zone offers, the basic winning strategy is to gang up on a toon. So if arena play tends to be predictable and boring because of its underpinnings, unrestricted PvP zone play tends to be like getting hit with - or escaping - an avalanche.

So what was the fun experience I had with PvP? It was a base raid.

What made the base raid fun for me was spontaneity and complexity. I was invited on the spur of the moment to a VG created specifically for the purpose of a base raid. I was told it would start in 30 min. with whoever they could gather. I didn't know anyone I was playing with, or anyone on the other team. I didn't know their powers. For the raid, we entered a base map, which was custom, so I'd never seen it before and didn't know how it was laid out. Bases, as well all know, are made up of relatively small rooms with reasonably wide but short hallways, so you can move through it okay, but there are lots of corners. It's fairly easy to enter and break line of sight. Also the hallways either merge around a central area or take you to a cul de sac. I thought it was fun having so many toons- there were quite a few - running around in a typical smallish base plot. It was mayhem!

In the base raid, in addition to the closely confined setting there are certain strategic areas or aspects. For example, there are the respawning points for the defeated players. Naturally, if you defeat a player you know they are going to respawn (or rez), and if you see several opponents go down at once, you know that possibly the next strong point of enemy activity is going to be in the respawning area.

Hallways, corners, and large rooms become tactically significant spaces. Turning a corner can protect you from one attack, but it can also end up exposing you to a new threat.

I think the devs should take the idea of base raids and make them a basis for PvP. I think they should keep the idea of players breaking base equipment for points, but I think after the raid the damage should "disappear," because ruining someone else's hard work is essentially griefing.

I also like the idea of having offensive and defensive devices in the base. In this way players can try to devise strategies for defending their bases.

I think that in this scenario, player kills/defeats can be counted for points for and against in that particular battle, but this shouldn't adjust the player's overall reputation. All healing, holds, accuracy debuffs, damage taken, and damage deflected or absorbed by shields should be counted for points. Exploitation would be avoided by taking the lowest point total of the two teams and using it as the basis of the primary mission reward to both teams (as xp, inf, prestige, merits, tickets, or whatever is appropriate). Individual numbers would be the basis of individual rewards, which would be smaller. If there are map objectives, then objectives accomplished would also count toward a team's reward.

In addition to player bases being used as staging grounds for team fighting, I'd like to see the safeguard / mayhem maps adapted for PvP team play, where each team has objectives that interfere with the other team. In this scenario, the villain team would always get the opportunity to pick 1 or more crimes to commit in the zone (bank, kidnap, jailbreak, etc.). They also pick entry and escape points from a list of possible entry/escape points. The heroes have to accomplish goals that block the villains. Some NPCs in the zone would aid the heroes, telling them what is going on and resisting the villains (e.g. bank guards), while some NPCs (zone villains) would impede them.

Again, both teams receive the main portion of their reward from the points earned by the lesser team, so this can't be exploited by having one team lay low, or having an overpowered team take on an underpowered team.

This sort of PvP scenario gives players more to work with, as player power strategies become secondary to the challenges of figuring out where the opposing team is going, how to feint or stealth to fool the other team, and how to escape or stop the escape.

I could see another fun scenario being a large tech or magic complex where the heroes and villains have to enter at starting points of their own choosing and fight their way past NPCs to achieve similar or the same goals. Again, the strategies come not so much from individual player powers (i.e., two teams facing each other on a featureless map), but rather from team facing the challenge of the terrain, the NPCs, and the location of the objectives and other strategic features.

To enable teams to form for these missions, I'd like to see the arena interface extended to where teams can submit their base as the arena map, or select a safeguard / mayhem map, etc.

I'd also like to see the arena interface extended for TF/SF recruitment and perhaps other forms of team play / recruitment. Players could put arena type interface units in their base or use the Arena or Information Booths placed in various city zones.

For the record, back in 2005 I thought we were going to get these features when CoV came out.


 

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Originally Posted by InfamousBrad View Post
Actually, no, that isn't my original argument, by any stretch of the imagination. In no sense whatsoever did I either say or even imply that you have to fight back (case #1) or that you have to attack a target you could two-shot or maybe three-shot kill from outside their attack range (case #2). What I asked, precisely and in as many words, was, "why wouldn't you?" And more precisely, what do you gain from running away to the base and exiting the zone that you wouldn't gain more quickly and more efficiently by just fighting them, win or lose?

And all that anybody can tell me that they gain when they do this is "I didn't PvP." OK. That's what, not why. Why is that so important? Seven humanoid mobs on the screen, one of which has a player behind the controls; why is it such an unimaginably awful thing that you'd give up on getting the Shivan, give up on whatever other badge you were there for, flee the zone altogether, rather than tab over to them and push a few buttons? "I don't want to." OK, I understood that as soon as they fled the zone. I didn't ask if they wanted to or not, I asked why not? "Because it's not fun" is an unresponsive answer; it doesn't explain what part of it is unfun or non-fun or anti-fun. By superspeeding away or stealthing up and flying away you've already decided not to have fun, you've given up for now on the fun you came to the zone to get. I'm asking about your plan B after your plan A (do whatever without seeing another player) has fallen through. Why is running away less unfun than either winning or losing?

Some people have answered with things that they're actually afraid would happen, thank you. But even those left me scratching my head. Someone was afraid that they might hit the other person a few times and the person they hit would leave. Didn't you want them to leave, in the first place? Someone else was afraid that if they turned and fought, three or six or however many other people would materialize out of nowhere and fight them. If they were going to do that, wouldn't they have done that at the start of the fight, aren't you worrying about something that obviously isn't going to happen? Someone else was worried that they'd turn out to suck at PvP and lose, but they didn't explain why getting sent to the hospital that way is more painful or unpleasant or humiliating than going to (or by) the hospital the longer, slower way of running away.

Which leaves it at "if I don't run away, I might fight another player, and that would be bad." And I remain as baffled as I ever was as to why that's so intolerable, so awful, that people would give up on what they obviously already wanted to do rather than risk it. *shrug* If I don't get an answer I can understand soon, I'll drop it and go back to thinking of it as one of life's mysteries.
So basically you're trolling.

Good to know.

Might as well drop it now, cause as soon as you stated you didn't understand why "it's not fun" wasn't a reasonable response, you moved into troll territory.

It's not fun IS an answer itself. You deserve no other answer other than that.

If you don't get it, that's your mental problem, no one else's.


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With that said... Most PvErs and RPers do not like PvP because in PvP there are Winners and there are Losers.

In both PvE and RP there is no forced engagement of another player. There is no fear of losing in a competition to another player; that's why this style of play is attractive to so many and PvP isn't.
I disagree with this completely. There are plenty of pveers and rpers, me being one of them, who will happily play Counterstrike or Call of Duty or, probably more applicable in this case, the battlegrounds in World of Warcraft, who do not enjoy pvp in CoH.

And I think it goes back to the reasons I said yesterday. The way that pvp is designed in this game renders the other player's character irrelevant to the pveer or rper. There is no advancement of their character's personal story on any level in pvp. The two sides are segregated to the degree that, other than during that small moment of time, the enemy player's character will never be a part of my character's life.

In Counterstrike and Call of Duty, you are playing an avatar. There is no 'story' involved. You will die 30 times during the encounter and kill some people and instantly respawn to go kill someone again if you die. There is no character immersion. In World of Warcraft's battlegrounds, you are trying to accomplish specific objectives within the context of the larger Horde/Alliance conflict.

That is where CoH fails its pvp population.

Until the developers do SOMETHING to make the defeat of an opposing factions player relevant to my character's existence in the slightest, there is no point to me engaging them because my character a) doesn't know who they are, b) has more important things to do, and c) regards them as an annoyance more than anything else.

If they would do something similar to WoW's battlegrounds, where the defeat of the opposing player had some real and definite effect (taking a graveyard, protecting a tower), even if it was only temporary, on the success or failure of the given mission, they might be onto something.

Pveers and RPers are players first and foremost. It has nothing to do with them not wanting to engage in a win/lose proposition. However I think the difference is that they don't regard the fight itself as the win/lose proposition. The fight is only a microcosm of the larger conflict. I think you'd see a lot more participation if the pvp conflicts had some sort of meaning.