Would you PVP if PVP worked better?
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. |
Branching Paragon Police Department Epic Archetype, please!
And we all know essentially gamebreaking combos in PvE (well slotted bubbler, a Kin or two, whatever) but we don't mind those because they share the fun with everybody and only fight the computer. It's okay have a complete minmaxed tweak on your team because they're helping you. The game honestly isn't that challenging most of the time, except when fighting some particularly hard AVs. Even Giant Monsters and events are essentially a matter of getting enough debuffs and brute force going to take down anything.
In PVE, if all goes well, everyone wins. In PVP, by definition someone has to lose. The mindset is different. Maybe that's a problem.
I think it's stupid that PVP zone hospitals only restore a limited amount of health and end, for one. If people can recover faster from defeats, maybe they won't get as upset over them.
A few people in my SG PVP. I've joined them occasionally , but I feel really useless most of the time. So I asked them to give me a PVP build I could work with.
The build had only 4 attacks. And I was told one of them was useless and there for the sets, "only 3 attacks is all you need" (direct quote). Then it had both SS and SJ for mobility because otherwise "everybody will leave you behind"; as well as acrobatics and several powers (like Vengeance) only there to slot KB protection, because "you need mag 41 protection or the doms will be using you as a pinball". Also Hibernate in order to escape from battles that go bad.
I'll be giving it a try anyway, but when in order to not be "a lolbuild" I need to use more than half my power choices to utility powers I'm not even going to use, it doesn't get me very excited about the character.
My ideal entry-level PVP would be an arena mode that put the PPD vs. different villain mobs and you took control of NPCs, giving everybody the exact same powers with only cosmetic differences. That way I could just start an event and PLAY, without spending a week wrecking my build and a month hunting down IOs.
No, Gladiator matches don't count because I'm controlling NPCs and not playing as one; some of those NPCs are absurdly powerful and break any possibility of a fair fight. I don't know how much has changed, but I remember the Arch Mage of Agony could take on entire squads by itself.
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This is what 3700 heroes in a single zone looks like.
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The build had only 4 attacks. And I was told one of them was useless and there for the sets, "only 3 attacks is all you need" (direct quote). Then it had both SS and SJ for mobility because otherwise "everybody will leave you behind"; as well as acrobatics and several powers (like Vengeance) only there to slot KB protection, because "you need mag 41 protection or the doms will be using you as a pinball". Also Hibernate in order to escape from battles that go bad.
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"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."
Nope, not interested in PvP at all, in any game. I don't mind that it's there for those who like it (although it does irk me that they try to "bribe" us into PvPing by putting PvE goodies in those zones).
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Would you PVP if PVP worked better? |
(LMAO) empty! Run around looking for people, then I see the terminals, oh -- letdown...
on a note tho, Later, I did get into some arena lvl4 pvp that was so much fun prolly-- the most I had in this game. =D Loads of fun really.
FINALLY, check out Bloody Bay-- was empty every single time.
FINALLY- check Siren's Call --- Alright! Now this looks poppin'!
My Siren's Call experience: Run out - Die
Run out - Die.
Rinse and repeat.
This ganking was getting old, but I realize those other guys are prolly on a team. So I find my own team. This is where the fun begins. On a team, sticking together, you can Beat up other poeple!!! On a team I was useful, viable, and loved it when I got to cream the snot outta someone. I had an adrenaline buzz for pete's sake! I ignore all trash talk, and say things like, Good fight. It was fun. But it lost its flav. for me. (this was all on PInn) Now, wanting to try and get back into the PVP thing no matter how it works, I am making some chars on Freedom to see how that works out.
So YES , I would definitely give it another shot no matter what changes were made.
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. |
I actually tried PvP recently for the first time in a LONG time. It's still quite a shock to realize how different PvP is. I was on a Fire/Rad controller and it seemed like most of my powers were useless. (Slows apparently don't work at all) Being solo is death.
But I was on a team. The main tactic seemed to be "stay in a tight group and jump on any solo villain we see". We did ok actually. Not sure I did anything worthwhile. It seemed like everyone in the zone was faster than me. I hate that teleport is worthless. Sprint is a better travel power.
The whole thing seems to be about jumping around, running away, and ganging up on other players.
And then there was the players. Yeah...I noticed the attitude was different. Not very appealing to me to be honest.
There is an element of excitement to it. But it wears off after a while and gets a bit grindy. One would think it would be less repetitive than PvE but that's not really true.
On the note of people who say that PvPers have a poor attitude...I have been treated worse than RPers on Virtue than I ever was by PvPers on Freedom. I have played on Liberty, Freedom, and Virtue and to be honest the most friends I ever made were on Freedom. Virtue I have meet some quality people but for the most part people live in a circle that excludes everyone else and if you try to step into that circle they viciously attack you. Then if you set up another circle to close to them they viciously attack you. I could go on and on but the point is, there are jerks everywhere and people need to learn to just ignore them. Yes I know they can attack you but meh, that is what can happen in PvP learn to ignore it. I still manage to enjoy my time on Virtue despite the fact I have met some truely terrible people there.
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Jerks in PvP are fully capable of, and in most cases seem to enjoy the full support of the community in, interfering in whatever fun you were trying to have. A certain vocal faction of the community has decreed that they are the sole arbiters of what is acceptable, and unlike in PvE they are able to punt you out if you don't agree with them. When you add that to random idiots who you are actually forced to interact with instead of being able to avoid them as in PvE, it adds up to an experience which just isn't fun.
In short, the problem is that in PvP, ignoring the jerks doesn't work.
@MuonNeutrino
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Nope, not interested in PvP at all, in any game. I don't mind that it's there for those who like it (although it does irk me that they try to "bribe" us into PvPing by putting PvE goodies in those zones).
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And this right here is the biggest reason for the small PvP population. It has little to do with balance or mechanics or all the various other reasons that people give for not PvPing. The vast majority of players in CoX simply have no interest in PvP. For many, the lack of PvP was the reason for buying the game.
I personally enjoy PvP a great deal in this game, although less so since issue 13 (gg devs). I think it is important to develop PvP to make it a fun part of the game for players to enjoy, but a huge mistake to make changes to PvP to cater to those that will never have an interest in it. That is exactly what happened in issue 13 and the PvP population shrank rather than increased because of that mistake. It was basically the equivalent to changing the rules of the game to get more people to roleplay in the D. I won't be anymore likely to RP than I was before and it just pisses off the RPers.
So if any any devs are taking a stroll through this thread, please don't make any more changes to PvP unless it is to give us back our pre-I13 PvP. I love PvP, but please listen to the haters this time and stop putting development time into destroying what little enjoyment is left for the PvPers for the sake of those who will never play it.
Yes, I'd PvP if PvP were better.
I did a lot of it on WoW and found it more exciting than anything else I did. The only thing that ticked me off was gear twinks. I played so much better than a lot of them, but because they'd camped out the fishing hat for 52 weeks or whatever, all my efforts couldn't penetrate their armor. I'd even have some stand there not playing while I attacked, just to prove their "superiority". Strip us to our skivvies and I'd pwn their miserable posteriors.
So I guess what I'm saying is find the way to allow skill, rather than enhancements to be the telling factor. Have the devs create a "locker room" where the character is stripped of every enhancement and dons a "wardrobe" of his selections from a pre-ordained set for his class created by the devs. Everyone has access to his/her archetype set pieces and can mix and match within that selection to their heart's content. Give each character three "uniforms", or pre-set enhancement selections, so that you can arrange and save your enhancement settings days before you battle. With everyone given access to the full pool of their archetypes enhancements strictly within the arena, then even the enhancement choices you make become a test of skill, rather than endurance waiting for that rare drop that no one can beat.
Actually, Rodoan, that would be an interesting Arena Team idea, much like IROC racing; everyone races identical cars.
In order to be admitted to the tourney, you would have to build within specs outlined by a referee. Now, it'd be hard to do without losing a lot on deleted enhancements, but, if your second build wasn't being used, you could start there. Or, roll a new character straight into the League, and follow the specified build choices as you leveled up (and fighting in lower-level tiers at the same time).
"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."
I agree; it's probably better to have a mode of PvP play where enh don't matter rather than alter all of PvP in a particular direction.
People like variety, and in this case, players wouldn't have to sweat over making a build specific for PvP.
One idea I have had for PvP for awhile is similar: "Battlesuits".
Strt with a zone based on a hostile environment, such as a hellish dimension or deep space. Anyone entering the zone without a battlesuit would die (maybe just story fluff, maybe the zone can actually be entered 'naked', exposing the character to constant irresistable DoTs.
There are perhaps 30 different choosable 'battlesuits', each based on a pvp build: 3 Blaster styles, 3 Dom styles, etc.
Choosing a battlesuit changes your entire build while you are in the zone.
This would even double as a tool for people who want to try out a different Archetype but are afraid to sink time into it.
...that's pretty much all there is to it. Of course there would be some story reason to be in the zone, such as a critter base to be raided. You could even have several bases that could be taken and perpetually controlled, for the people that like to take territory from a foe, with appropriate rewards (although some sort of reset button might be needed).
Just a thought.
I very seldom PvP. However, I will gladly test out any changes that are made.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
Similar to the ideas above, but probably easier to implement: a game mode that as soon as you enter the arena, turns off all your character's powers (everything, passives included), fixes your HP at a given value (say 1000 HP) and grants each player a couple of ranged attacks, a couple of melee attacks, a control attack and a jetpack (as temporary powers that only work in that game mode and go away after the match). That doesn't just level the playing field, it flattens it: people keep their costumes and interface, but everybody has the exact same tools. The map could be CTF based: each team starts at each side of a long base and they have to go to the other team's base, and click on an NPC to have them follow (like the scientists in Warburg) and bring them to their base. An story could be easily worked in there, villains kidnapping the scientist and heroes rescuing it, with a central feature (similar to a radio tower) responsible for shutting down all the character's own powers.
www.SaveCOH.com: Calls to Action and Events Calendar
This is what 3700 heroes in a single zone looks like.
Thanks to @EnsonsDeath for the GVE code that made me VIP again!
Actually, Rodoan, that would be an interesting Arena Team idea, much like IROC racing; everyone races identical cars.
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Also, I remembered after I posted previously that WoW has created arena tournaments similar to what I described, so I want to be fair by stating I was aware of those. However, I had the idea for CoH long before WoW's version, which, as I understand it, you pay a fee and role a whole different character to arena tournament in WoW. The concept I was expressing would use your own character, but use the "locker room" to change to a standardized PvP setup. Once done for the evening, a trip back through the locker room would reinstate your PvE settings.
To answer the original question - No. I don't PVP. Not now, not ever. Not here, not in Left 4 Dead. Not anywhere, under any circumstances, for any reason.
I wouldn't pursue PvP here. When I came here, I had specific goals for play that revolved around the lack of PvP the game had. This was largely because I'd spent 5 years on competitive FPS ladders, often as a ranked group member, and I wanted a break from competitive play. Nowadays, if I want PvP, I'd do it in more stateless environments. That's just my preference.*
If I didn't actively dislike this game's PvP mechanics then I wouldn't necessarily avoid it. You see, I used to avoid PvP zones out of general disinterest. Since I16 I avoid them because I actively dislike how they work.
* When I play FPS PvP games, I like being able to change roles rapidly in response to changing tactical conditions. In most games that's just a general change of your weapons and/or gear. Here, it can mean a complete change of your active character. But generally I'm playing something because I want to play the character. My resolution of that conflict is just not to worry about PvP here - if I want to PvP, I do it in other games.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Not likely.
I do not foresee myself entering a PvP zone for anything other than collecting badges and then getting out of that place ASAP.
I have too many negative experiences, and the puerile antics wear thing very quickly.
If these PvPers want real challenges, then why not set up Monster Island or The Abyss as a *consentual* PvP zone, devoid of any non-PvP content. When a PvPer is defeated in one of those zones, his character is locked-up on the character load screen and then deleted during a routine maintenance cycle. Kind of like Hardcore setting in other games. You've got 1 life. Death = Deletion. THEN *maybe* real skill will return to PvP and the gankers will *finally* be diminished (at least a bit). No more gank gangs of 8 hunting 1 character just so that they can feel in control for a few minutes.
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If these PvPers want real challenges, then why not set up Monster Island or The Abyss as a *consentual* PvP zone, devoid of any non-PvP content. When a PvPer is defeated in one of those zones, his character is locked-up on the character load screen and then deleted during a routine maintenance cycle. Kind of like Hardcore setting in other games. You've got 1 life. Death = Deletion. THEN *maybe* real skill will return to PvP and the gankers will *finally* be diminished (at least a bit). No more gank gangs of 8 hunting 1 character just so that they can feel in control for a few minutes.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
To answer the question in the OP's subject: Nope, not a chance.
PvP being a very minor part, is one of the things that kept me playing this game in the first place, I would love it to stay that way.
Firstly I was never willing to change a PvE Build for a PvP one, then I was never willing to put two powersets together for the sake of PvP and then I was never willing to grind for a PvP build.
Take those aspects out and I might consider it.I think the PvE side gives PvErs that much to do that ya just never get around to it. If you could have a PvP only build ya didn't have to farm for it could be more interesting as you can make time.
A second build as we have now helps a bunch and I felt that, that was most of the problem solved, but the next thing is that not every powerset works equally as well in PvP - IOs did put too much leverage on the side of the PvPer who may with his mates, gank the casual PvPer/Player who didn't find several trips to the hospital in short time fun.
I enjoy the zones if played as intended and would with any build take part in community events involved in them. Amongst huge numbers and with the ability to work with onside NPCs such as in Sirens Call, you stand a good chance of contributing. While some heroes were owning one hotspot, and some villains were owning another hotspot, the ones nearer their bases. I was using PvE play to help the Hero NPCs to beat the Villain NPCs just by herding the villain NPCs into ambushes.
Thing is we don't see massive events in them zones and I think there should be, lets say that when you attend a mass public event in Sirens Call as a villain or hero it shouldn't matter how bad you are you could stand a good chance of achieving a good random reward. It could be a lottery based for just being a part of it. Teleporters or secret exits around hotspots that you can get to quick from the hospital could make all those long trips back short and keep the action going.
In general with PvErs I don't think there is much reason for them to be in the PvP zones.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.