Dev's and Game Mags
The rewards for pvp in coh are very hard to get because they are based off of random drops. There is no way to work towards a pvp IO so that you can one day purchase what you actually want. The only way to be 100% sure to get what you want from pvp IO wise is to buy it from the market. Having 1 set per attack type for PvP rewards is not a reward system anyway. Thats not really the point Im trying to make though.
The really big difference between WoW and CoX PvP is the ingame AND out of game support for oranized PvP. CoX is a team game (for the most part). Is it really that hard to set up an ingame competative setting to cater to any type of person from 1v1's , 2v2s. 3v3s on up to 8v8s and using the rep or bounty system (and yes if these systems were used they would have to be acctually balanced to support buffing roles... Not that they totally don't but shared rep for a healing class is not the best way to do things). Then along with this ingame support of a consistance environment would be a reward system that you would be able to use the points/money/rep (whatever you want to call it) to put it towards IOs you want.
This would require a huge amount of time invested to get these systems in place and working properly, but just having some sort of environment besides zone gank killing and random 1v1s-8v8s would def help the PvP part of the game. Thats not even getting into power balance and adjusting things they did in i13. That is a whole different topic altogether almost. Not having a reward to PvP that really works is more what is killing the PvP game then anything else.
CuppaManga:
Your 1 and 3 points are point I do not agree with and in so your conclusion. PvP in CoX (or any MMO really, esp ones with a small PvP community) does not need open world PvP. There really is no point to it when you can accomplish the same thing with the new changes to be able to arena anywhere. Having a death toll in any RPG is dumb in my opionion (that might just be me though). Losing what someone worked hard (figurativly in some cases) to get is counter productive to getting someone to keep playing unless they have OCD.
Also just a little note on 2... Since they added a second build option creating a 30sh or so pvp sets (ranging from common to rare .. or whatever) and making them only obtainable through the pvp system.. or maybe make them available other ways to, idk,.. again not really the point. The real point is more stuff in this general area and support for casual to srs pvp for ingame matches and whatever is very much needed.
What? I thought we were making abstract demands re: games that are unrelated to what we are on these forums for?
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Don't know about the others, but it's "for medical use only" here in Oregon.
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Cannabis sativa sativa is industrial hemp, containing less than 0.3% THC (at least the strains approved for import into the US. I think the subspecies is capable of getting up to 1%).
Cannabis sativa indica is used for marijuana production, containing between 3% and 22% THC.
http://www.fimfiction.net/story/36641/My-Little-Exalt
You should shovel my driveway before playing your next game of Clue.
What? I thought we were making abstract demands re: games that are unrelated to what we are on these forums for? |
Hey, at least he finally posted the sidebar text so that the rest of us actually know what he's talking about. It's shocking, but not everyone who plays an MMO subscribes to every gaming magazine on the planet.
Dr. Todt's theme.
i make stuff...
And ironically, down the street from me (1/4 mile tops) is a guy growing it for him and his mother (cancer, I think, is why they got approved to grow it) right next to the drug rehab center in town...
Back on topic:
i don't find the PvP portion of the sidebar that the OP posted to be anything new in terms of insight into WoW or CoH PvP. We already have rewards that can only be earned through PvP or by going into PvP zones, and even badges that are earned by PvP victories. i haven't played WoW, so i'm just going by what i've seen posted by people who have, but i have the impression that gameplay in WoW is not nearly as fast-paced and maneuverable as CoH, which made the original CoH PvP a turn off for some since a practiced team using damage spiking could defeat the vast majority of players before they could react or the target would outrun their attackers. The new PvP system in CoH greatly reduced both issues, but makes game play and powers in PvP quite different from PvE.
My personal opinion is that the changes were a bit too drastic and sweeping, that i actually liked the old system more overall despite not being an avid fan of PvP, and it's also true that most of the PvP playerbase hated the changes when the new systems were implemented. i would've preferred more modest alterations to PvP gameplay with things like diminishing returns, heal decay and travel suppression being less severe initially and increased as necessary, but i understand why the Devs felt it was necessary to hit hard initially, and then to ease off it seemed to be needed: one big "nerf" with later incremental "buffs" is accepted more easily than gradually ramping up the "nerfs". (Note that i said "more easily" not "easily".)
Dr. Todt's theme.
i make stuff...