Would you PVP if PVP worked better?
It depends on how you mean "worked better." There are ways it could work better that could also be the final nail in its coffin here - it would technically work better, but be no fun.
I'd probably still give it a whirl, in any case.
I suck at direct PVP in any flavor, so it's unlikely that I'd participate if PVP were overhauled and "made better" (whatever that means).
Unless it came down to doing it DIFFERENTLY than just Player A attacking/being attacked by Player B (with or without added Players C, X, Y, and Z). I'm good at, for instance, WoW's vehicle PVP, where your powers are replaced by the powers of the vehicle you're controlling. But that puts everyone on a level playing field, so it's TOTALLY different than anything City can currently do.
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pvp will never work when the devs have their favorites..as of now scrappers still rule as 99% of the blue population is a scrapper
gee why is that castle?..hmmm???
oh and super strength will have to get the axe as well.(like energy got finally).the tohit in rage is overpowered in pvp...just ask all the /ss tanks in pvp...trust me..theres plenty spammin kob nubs there
pvp will never work when the devs have their favorites..as of now scrappers still rule as 99% of the blue population is a scrapper
gee why is that castle?..hmmm??? oh and super strength will have to get the axe as well.(like energy got finally).the tohit in rage is overpowered in pvp...just ask all the /ss tanks in pvp...trust me..theres plenty spammin kob nubs there |
That said...
Lose the detoggling. Keep the mez the way it is. I find that hurts even if I don't have to retoggle. Might be sucky for trollers (unsure)still , but for Dom's and other classes, the way mez works seems to work in my experience.
This means, keep Mez Protection as Mez Resistance in PvP zones. This at the very least means the mez's work.
Lose suppression. Fine. You have to stop to attack. No reason to stay slow after you attack, and when you get hit.
Or maybe try it that attacking suppresses you, but getting hit doesnt. Allows those melee's to take hits to gain on the range's who have to hold their ground a bit if they want a kill.
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Nope.
I like PvE because enemies are predictable, and I have some degree of control over the situation... Some degree.
In PvP, it's always 'Rock beats Scissors', and I'm always Scissors; I play my concept builds vs. Min/Maxer builds, and I don't really expect to win, so I don't put much attempt into it in general.
pvp will never work when the devs have their favorites..as of now scrappers still rule as 99% of the blue population is a scrapper
gee why is that castle?..hmmm??? oh and super strength will have to get the axe as well.(like energy got finally).the tohit in rage is overpowered in pvp...just ask all the /ss tanks in pvp...trust me..theres plenty spammin kob nubs there |
I would definitely go back into the Zones more often if PvP was "fixed."
In the old, pre-I13 version, I'd hop in every so often and just bounce around for a while. My favorite was to team up with a few other heroes on my Trick Arrow Defender and serve as the bait/hamstringer. Nothing ruined a foe's day like Entangling, Glue and Acid.
And to touch on what Sigium just said about PvE enemies and predictability: it was the unpredictable nature of PvP that I enjoyed. It was a real treat to face a foe that I had no idea what he would do. It became a very (relatively) high-stakes game of chess.
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If PVP were based entirely on skill (and luck), with every character having an equal chance at filling a role designated by that AT regardless of their powerset choices, then yes.
As long as it has anything at all to do with min/maxing and grinding for purples, no no no no no no no.
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pvp will never work when the devs have their favorites..as of now scrappers still rule as 99% of the blue population is a scrapper
gee why is that castle?..hmmm??? oh and super strength will have to get the axe as well.(like energy got finally).the tohit in rage is overpowered in pvp...just ask all the /ss tanks in pvp...trust me..theres plenty spammin kob nubs there |
And yeah, I would definitely PvP again if it were fixed. If they brought skill back into it and not reduced it to a game of damage spam. But they'd have to do *a lot* of fixing. It's pretty borked as it is right now. It wasn't pretty back before issue 13, but it was a far sight better than it is now.
They can configure PvP however they like. I don't abstain because of the systems, I abstain because of the community.
Edit: Also, this post is 1337. Aww yeah.
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Let's face it, this game wasn't really built for PVP. Archetypes are balanced around the performance against PvE content, and how they sync together in a team. A well built team of competent players is a wonderfully fun powerhouse, and even though there's still unbalancing factors, that doesn't really matter too much as long as you're still having fun. The PvE you can just roll up a character, take some decent advice for power choices, and jump in.
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But PvP is different. Before and after the changes, PVP is a completely different game, where your powers do different things, and balance is incomprehensible. You have to go out of your way, radically alter your playstyle and mindset, and make a lot of effort to PVP in this game, and most players don't want to bother. Not to mention, even if they make a good build, they can be beaten by a richer player with the fancy gear anyway. For all I know it's the funnest thing ever, but I just can't get my head around the effort. |
While PvP is different from PvE, it isn't as radically different as some would believe. Learning how the powers work in PvP is no different than learning how a newly introduced set works in PvE. If people can take the time to learn how the new Dual Pistols set for Blasters in GR will work (and they will), they can take the time to learn how their already existing powers will work in PvP. It's that easy. The hardest part people have is letting go of preconceived ideas of the game that don't apply in a PvP environment. It's kind of like playing (American) Football for years and then switching to indoor Football. The fundamentals are the same but some of the rules are a little different. If you can play one, you can play the other without too much difficulty.
While I can't say for certain, I suspect I would be more inclined to play PvP if it was team vs team in a PvE scenario involving objectives and situations other than pure ganking. I think CoH/CoV players generally find team play more exciting, and the addition of PvE type maps and objectives would make the play more complex and interesting as opposed to the plain vanilla "assassination" or bounty type PvP scenarios we have right now.
An example of this would be to take a mayhem/safeguard mission map and convert it for PvP use. Live action, heroes vs villains, where the villains secretly select their objectives and go for it, while the heroes try to stop the villains and achieve contrary objectives of their own. There would also be PvE and timing complications for both heroes and villains, and both individual and team rewards.
Other PvP maps could include two teams (hero/hero, villain/villain, or hero/villain) starting at opposite ends of a NPC base and trying to get to an objective roughly at the center of the base, overcoming various randomly placed challenges.
If these types of design were to prove popular, I suppose it might even be extended as far as having an arc where two teams compete under different circumstances in each mission.
But many, including me, will gladly fight other players in games like Counter-strike, Team Fortress 2, Mario Kart, Bomerman, Chess, etc. |
I don't really like PvP in any context, even those clicky games on Facebook. Quite probably, that's because I sucked at any athletic activity in jr. high gym class (most likely it's at least partially due to a total lack of depth perception - blind in one eye - so I never could judge when the ball was about to whack me in the face, something I never really cared for).
I'm also just old enough that the Atari 2600 was something my parents bought for the little kids in the family - I was way too grown up (and gone away to college), so I've never seen the fascination for many of those games. Before City of Heroes, I only played single player turn-based games or board games on the computer. Even the competition of regular board games like Monopoly bores me most of the time.
So I'm in the camp that would mind at all if all forms of PvP (zone, arena, whatever) dropped off the face of Paragon City/Rogue Isles entirely.
I was going to end that with a "sorry', but I'm really not very sorry at all, sorry.
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Maybe. I enjoy PvP in other MMOs so I don't see why I wouldn't give it another go if they made the PvP "work better."
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Probably not. I have enough other things to do that PvP wouldn't be of much interest no matter how 'fixed' it was. In CoH, it just seems pointless, there's nothing PvP gives me that I need to play the game. It's tucked out of the way where I don't have to see it, which is good, as having no PvP was one of the main draws of CoH for me when it was first being made.
I've nothing against PvP itself, certainly not in games where it's the main point. I even used to enjoy the old 'Friday Night Fight Club' that one of the radio stations held on the Euro servers. (But that was a social event that just happened to have PvP occur occasionally.) And I might actually enter a PvP zone if it was part of some kind of RP event. But to go to one just to look for people to fight? Highly unlikely.
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No. I dislike PvP in all shapes and forms. I don't care if you paint it orange and call it a carrot, I still wouldn't touch it.
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I PvP'ed a bit in another game and while I was not good at it, occasionally it can be fun. So if PvP would be 'fixed' and I felt that my toons could compete in a fashion and there was a reason to do so (my old game had exiting castle sieges) then yes I would PvP now and then.
it's simple for me really. i'd pvp if the pvper's attiude changes. i.e for one- respec.
I honestly don't know.
I've been here since CoH beta, so I remember when PvP was first tacked onto the game. I went into the arenas when they first went up. I remember the novelty of playing against another person, as well as the broken nature of some ATs and/or powerset combinations in PvP. I also remember when the rules for PvP first started to branch off from those of PvE (stuff like Brawl detoggling, for example). Between that "day one" experience and the fact that PvP in this game has gradually seen its gameplay mechanics slide further and further away from PvE mechanics, I don't know if anything the devs can do will change my feeling that PvP is just some aberrant part sewn onto Frankenstein's monster after it was already up and walking. I do know that leaving PvP in its current unfinished state - which is mostly a matter of scheduling and resource priorities - hasn't helped matters any.
As it stands, I'm of the opinion that things would probably be better if PvP were put out of its misery once and for all. Since heroes and villains can only fight each other in the arena or a few specific zones - none of which have any impact on the overall in-game story (Recluse's Victory is a What if? scenario) - nothing would really be lost. If we had some sort of PvPvE system in place similar to what DCUO plans, where there were times that player-run heroes and villains could potentially face each other inside missions, it'd be a different story. Hell, even if base raiding were up and running it would be a different story. But bases, like PvP, are in a long-term state of flux, and there's absolutely no telling when the two systems will both be at the point where the devs can say that it's okay to throw the base raiding switch back on.
So again, I don't know. If PvP could somehow be made to feel like an integral part of the game (from both a mechanical point and a larger, meta, comic-booky "the superheroes must stop the supervillains and save the day" point) ... then maybe. I'm not saying that we should institute open-world PvP or anything. Just that no matter what has been done to it, PvP in this game has always felt tacked on. So much so that the PvP population was never more than a small portion of the playerbase. And I don't solely blame the PvPers for that. Yeah, there are your standard PvP morons. But every game with PvP has some of them. But I think the perception of "Okay, I'm about to enter the arena/a PvP zone; this is totally different than and separate from the other 99.9% of the game" that most PvEers have is what has really kept PvP as a niche activity in City of Heroes. And as long as that complete divide between PvE and PvP exists, it will remain a niche activity. As much as the "YOU WILL NEVER FORCE PVP ON ME! " players whine about even having to enter Bloody Bay to get Shivans, I'm of the opinion that for PvP to even be worth saving, it needs to somehow be made meaningful to the larger game outside of PvP IO recipes which sell for billions in the auction houses. And given the overhaul and further compartmentalization in terms of gameplay mechanics it underwent in Issue 13, along with the fact that PvP has existed in said compartmentalized form for years now, I don't know if the devs would even want to contemplate anything remotely like that, considering how big a change it could possibly be to the entire game.
Yeah, sorry for rambling.
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In PvP, it's always 'Rock beats Scissors', and I'm always Scissors
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I've PvPed in another MMO, and enjoyed it. However that MMO was designed specifically for it, and the class I liked the most was pretty good at it too. Not uber, I got as well as I gave, believe me, but the balance was obvious. Too bad the game suffered otherwise, leading to a severe lack of players, which led to fewer opponents, which...yeah. Point here is that I'm not opposed to PvP, in fact I truly love it in the FPS format. I believe this game would essentially have to be brand spanking new from the bottom to satisfy me in PvP, and why bother with that when it'd also lose its PvE fun in the process?
Yes
mmo pvp always attracts a certain personality type, i dont really care for it. Maybe casual zone pvp, i used to enjoy that, but serious pvpers just aren't the kind of people i get along with, so whats the point?
oh, and my comp doesn't run that fast, so with all the movement affecting powers going on, i'm not going to be competitive anyhow.
Go to Wentworth's and look at the price of PvP recipes.
There is a single PvP recipe I've seen selling for 2 BILLION (that B is no mistake) influence, and there have been multiple recent takers at the price. Most of the other PvP recipes are in the hundreds of millions.
PvP is the domain of PLers that avoid/exploit the PvE game to get to PvP. It is the domain of Farmers fixated on possessing the most expensive possible widgets. It is the domain of RMT website users paying $ for influence to buy the 2 BILLION influence recipe.
PvP is not heroic, it has no story, and apparently for those who participate (see above) is not fun. A great deal of time and developer effort has gone into Dual Builds, PvP specific recipes, making powers function totally different in PvP verses PvE zones; etc etc.....and STILL the PvPer's complain.
My vote is don't waste ANY more resources on PvP, leave it as is, don't touch it! Developement resources need to focus on GR, power set proliferation, new stories, improved graphics and environments, power customization; all that stuff.
PvP......lol
So, PVP. Just about every argument you can imagine is played out endlessly over these forums, and a lot of people will agree that they just don't like it, even if the reasons why can get complex. Some just say they don't want to fight other players in this game.
But many, including me, will gladly fight other players in games like Counter-strike, Team Fortress 2, Mario Kart, Bomerman, Chess, etc. It's not that we don't like PVP- it's that we don't like how this game handles it.
Let's face it, this game wasn't really built for PVP. Archetypes are balanced around the performance against PvE content, and how they sync together in a team. A well built team of competent players is a wonderfully fun powerhouse, and even though there's still unbalancing factors, that doesn't really matter too much as long as you're still having fun. The PvE you can just roll up a character, take some decent advice for power choices, and jump in.
But PvP is different. Before and after the changes, PVP is a completely different game, where your powers do different things, and balance is incomprehensible. You have to go out of your way, radically alter your playstyle and mindset, and make a lot of effort to PVP in this game, and most players don't want to bother. Not to mention, even if they make a good build, they can be beaten by a richer player with the fancy gear anyway. For all I know it's the funnest thing ever, but I just can't get my head around the effort.
I've been looking at another, different MMO coming out, which I probably shouldn't name in forum tradition, but PVP is touted to be an alternate path through the game, and built in from the start so it isn't too different from the PvE. And I thought; if the PVP was good, I'd gladly PVP in that game. But I've tried it here and didn't like it.
I can't really consider myself a carebear; I just don't enjoy the PVP in this game, even though I love the rest. Maybe in a different game, I'd be happily ganking away. What are we missing?