Would you PVP if PVP worked better?


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Originally Posted by Ice_Wall View Post
All this talk about going into a PVP zone makes some one fair game seems sill to me.

I don't say this to offend anyone, but I honestly don't get it.

Person A goes into PvP to get a couple badges or a temp power or what ever. Person A is actively avoiding other players, dealing only with the things that person needs to in order to get the thing their after and get out of the zone.

Person B is in the zone in theory, to PvP. Person B sees person A and decides to shoot them in the back and kill them though Person A is actively not engaging them and is in fact running away.

Is person A fair game? Yes, within rules of the game they are. But why on earth would person B go after that person? I mean honestly, what joy do you get out of killing a non combatant who is actively avoiding a fight.

That's not really PvP, thats just you destroying some one. Is that fun, is their enjoyment in that? I honestly never got that.
The mindset may be foreign to many of us, but the simple answer to your question is that yes, for some there is enjoyment in that. For them, if they defeated you, they won. They may or may not also get enjoyment from real PvP with a skilled player opposing them, but they're happy to defeat another player regardless, because that's how you 'win' at PvP, and winning is fun. That mindset doesn't do anything for me, but I can see it.

It also could be that they take satisfaction from a well-executed attack (even if it was a case of overkill) or in the skill required to prevent the target from escaping. That is, the satisfaction of proving (to yourself, more often than not) that your skills are sharp. That doesn't necessarily always require a skilled PvPer as the opponent (although someone with that mindset would almost certainly seek out skilled PvPers to test himself against as well), since in some ways the 'opponent' in that case is the PvPer himself. That mindset I can even sympathize with, although I don't have any inclination to develop skills in that area.

Or, there can be the less savoury kind of motivation, where it is fun specifically *because* player A is a helpless fleeing PvEer. Some just get their kicks from knowing their actions impede or annoy another person. In this case, it's fun because player A has no chance, so player B gets to ruin their fun. I don't understand that motivation either, but it's definitely out there.

It also could simply be a case of mistaken identity. Player B doesn't, after all, necessarily have any way of knowing player A's identity or objective beforehand. In many ways, if you're going to attack someone at all, the safest way to do so is suddenly, aggressively, and without giving your target a chance to react. Player B could simply have assumed that player A was another PvPer, attacked aggressively on that assumption, and not realized their mistake until player A was already dead. The telling factor in that case is if player B comes after player A again. If they're actually out for an honest fight, they probably wouldn't bother.


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Originally Posted by Ice_Wall View Post
All this talk about going into a PVP zone makes some one fair game seems sill to me.

I don't say this to offend anyone, but I honestly don't get it.

Person A goes into PvP to get a couple badges or a temp power or what ever. Person A is actively avoiding other players, dealing only with the things that person needs to in order to get the thing their after and get out of the zone.

Person B is in the zone in theory, to PvP. Person B sees person A and decides to shoot them in the back and kill them though Person A is actively not engaging them and is in fact running away.

Is person A fair game? Yes, within rules of the game they are. But why on earth would person B go after that person? I mean honestly, what joy do you get out of killing a non combatant who is actively avoiding a fight.

That's not really PvP, thats just you destroying some one. Is that fun, is their enjoyment in that? I honestly never got that.

Also, I think this is where PvPers shoot themselves in the foot so to speak. It wouldn't be hard for PvPers to simply go after people who were in the zone to PvP and ignore the passers by and let them get what ever temp they want and get out of the zone. They could simply go to the other people who PVP and take them out. Instead they choose to go after non-combatants and end up alienating people from PvPing all together. If people tried to be a little nicer about it, actually talk to the other people in PvP, try to get them into a friendly fight or explain to them about PvP, coach them as I have often seen people do in PvE, the PvP community might actually grow quite a bit more and make it more fun for everyone.

But hey, that's my 2 cents worth. PvP zones are in fact free fire zones, and their is nothing to say that killing who ever you see in the zone is against the rules or immoral or wrong in any way because it isn't. I just can't see how it's much fun or does any good outside of a quick "ohh awesome I killed some one in the back yay me" moment.
Assuming Players A and B do not communicate with each other beforehand, how is B supposed to know A is a non-combatant?

Furthermore, since running away is pretty much standard fare even if one is PvPing, how is running away supposed to signify one is not there to PvP?

Now once communication is established, that can be cleared up, but PvP tends very much to be a shoot first, ask questions later environment where "winning" revolves around quick action.


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Originally Posted by Ice_Wall View Post

But why on earth would person B go after that person?
Because one can not be sure why person A is in the zone until they state as such. All person B knows is that there's someone in the zone that can kill them and if they want to survive, they had better strike first.


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

 

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Originally Posted by Ice_Wall View Post
Is person A fair game? Yes, within rules of the game they are. But why on earth would person B go after that person? I mean honestly, what joy do you get out of killing a non combatant who is actively avoiding a fight.
The potential of whether or not person A is a non-combatant has already been mentioned, so I won't go into it beyond saying that unless some form of communication has been established as such, person B can safely assume that they haven't been attacked only because person A has not found a good chance to do so. That could be because they haven't seen you, a power is recharging, or even just a cautious approach where they're checking your reactions to determine your intent.

As for the mindset of attacking a noncombatant who only tries to run away - why do people who have plenty of food go out and kill deer during hunting season? I'm sure you'll find many of the same reasons - including some that feel they're doing it for population control (yes there are people who have posted that they feel if you're not a PvPer you have no right to the badges in those zones - personally I don't care who gets them as long as they understand that they have no right to complain that they got attacked while trying to get a PvP badge). I'm not a hunter but a friend of my dad's was a bowhunter, along with others in his family. For them, it's a test of skill - to see if they can get the target before it gets away.


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Originally Posted by konshu View Post
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.

Totally agree.

I remember when mayhem missions came out and both myself and my friend said, "these mayhem (and now safeguard) missions should be 'live pvp' events...where there are actual player-villains trying to rob the bank and actual player-heroes trying to stop them."

I mean...pvp right now is boring to me. Why should I pvp? There's no good reason to...no rewards that appeal to me...pvp IO recipes? Only reason I'd want them is to sell them and make $$$ which is not satisfying for me. I farmed all the badges that are in/for PVP...don't need more "pve content" in "pvp-land".

Objective-based PvP would be nice. 'Capture the flag', mayhem/safeguard/type missions...something, something other than "ha I beat you" would be good.


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To be honest I don't play much PVP in the MMO environment and when I did, it was not the open zone kind. My few positive experiences with PVP in an MMO come from some of the map control type PVP that Guild Wars has. I found Guild vs. Guild to be not my style, but I would go play the Kurzick/Luxon PVP now and then and have a genuine good time. I think that if there were multi-team Blue vs. Red large map battles I might be enticed in.


 

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I'd PvP if the rewards were sufficient regardless of the mechanics. Right now it's just not worth it IMO. That 10 minute cool down on top of the rare percentage for a recipe drop is nonsensical.

Then there is the issue of certain sets being close to useless in PvP, sadly they make up a majority of my toons.


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In PvE you can get around a jerk and continue PvEing, because the jerks are separate from the content. In PvP the jerks *are* the content...
That my friend is a signature worthy quote!


Who do I have to *&^% around here to get more Targeted AoE recipes added?

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Re: the thread title - yes, I would.

Note that my definition of PvP that "works well" is PvP where I win 100% of the time.


 

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Originally Posted by Reiraku View Post
Because one can not be sure why person A is in the zone until they state as such. All person B knows is that there's someone in the zone that can kill them and if they want to survive, they had better strike first.
This.

When CoV came around, the devs wisely decided not to add PvP to areas of the game that did not already feature PvP. They recognized that some people just don't like it, and this would make parts of the game unenjoyable for them. But they also recognized the potential for faction versus faction PvP, which works very well in many other games. They decided to keep this content away from the main areas, so that PvE-leaning players would never have to experience PvP unless they really wanted to.

They added PvP zones in an attempt to please both camps. Those who dislike PvP never have to experience it, and those who want the chaos of open faction war can get their fix if they want it. When you enter a PvP zone, your consent for PvP is implied. There is no flag you can wave that tells players that you don't want to be attacked. Not even broadcasting your wishes works - I, for one, always PvP with enemy broadcast off, because broadcast drama is one of my least favorite aspects of CoX PvP, and some players will actually go after you for saying this. The implied consent is obvious, too - you are warned several times about the potential for PvP combat when you enter the zone. It is not realistic to go into the zone, expecting people to respect your wishes to be left alone, because if you did not want to be attacked, you should not be in the zone. PvP combat is the whole purpose of PvP zones.

However...

I might not be able to understand the weird compulsion that gets players who dislike PvP to venture into PvP zones to collect something as useless as badges (aside from accolades, which have an actual function), but I can at least sympathize with the frustration they feel at being 'forced' to put themselves at risk of PvP. I wish there were no reason for going into PvP zones other than PvP. It would save us all a lot of drama.


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Originally Posted by Prof_Backfire View Post
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.
I don't like PvP, and don't really want to, but I could be persuaded to do it if it were made worth my time.

PvP has always been broken in every game I've ever tried for the characters I like best to play. I think this is fundamental game design. I gravitate towards melee characters built for high survivability. I've never seen an MMO that really solved the Indiana Jones / sword to a gunfight problem. Ranged is favored in PvP, because you can attack from a much wider range of positions. Most games neutralize any advantages you get from armor or hit points. This game does too, to some extent. Most games allow melees to be crowd controlled and kited endlessly as well. This game does too, and it got worse with the PvP changes.

That said, I participated in several forms of PvP during my stint in World of Warcraft. I ran both battlegrounds and arenas. I went in expecting to lose, and usually did lose. On the other hand, even by losing you still earned game currencies that were useful to purchase PvP rewards. You earned more by winning, of course, but I was Alliance and on my server Alliance seldom won. I did not spec for PvP and was the wrong build to play the Arena to win, but so long as I was winning points and saving for rewards I did not care.

One of the last straws in WoW for me was when they decided that PvP rewards could not be bought unless you had and maintained a certain level of arena reputation. That meant that grinding in PvP was pointless; you had to win to buy the gear. Good bye.

In this game, you have to get actual kills to get the recipe drops, and my builds don't do that. If you earned some kind of currency that bought them just for showing up, like you did in WoW, I might bother. I won't really enjoy it, but if it's made worth my time I can be there.



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The developers don't seem to understand that, nor do they soliciet the response from players when it comes to PvP.


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Originally Posted by Amerikatt View Post

Next PuG I'm in, I'll just say, "I want to get the exploration badges from (name of PvP zone), so how about the 7 of you go along with me and put yourselves at risk? Reiraku said it was okay". I'm sure that would go over *very* well.
Still reading away at this whole thread. Some makes complete sense, other spots make me facepalm. I did want to QR comment to this post though:

My SG has helped several badger only people get the RV badges for killing signature heroes/villains. We aren't the best, but we know how to PvP and we help out here when we can. People want to come into the zone to farm our friends getting the badges? Great! more action for me! They may get one or two of them, but Im sure I will have fun and my friends will end up getting their badges (And probably have a good time in the process as well)

At the end of the day - PvP isn't for everyone. Some people have problems losing. Some have problems not being the best at something. Finally, some people don't want to have to invest a lot of time or effect to be good at something that they might only do occasionally.

My group is like many others in a PvP zone. We are there to PvP. We don't really enjoy farming the same person over and over again who obviously just wants the badges there.

Just once, I would like to see said badger ask us if we would switch to villains and help them get the badges themselves. Instead, we (The hated PvP Community) get hit with flames.

Ive seen several posters say that they would PvP if the community gave respect. I've also been on the receiving end of Horrible comments from the "Casual" Crowd or the badgers. Why would I respect someone who sits their and insults me after they've just lost?


 

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I'd like to say yes, but no. There's nothing they can do to make me actually interested in PvP.


 

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Originally Posted by Heraclea View Post
In this game, you have to get actual kills to get the recipe drops, and my builds don't do that. If you earned some kind of currency that bought them just for showing up, like you did in WoW, I might bother. I won't really enjoy it, but if it's made worth my time I can be there.
That's just what I was thinking. I have no desire to invest the sort of time and money necessary to be good at PvP, or to develop that sort of mindset. I find the current PvP recipe prices very tempting. I'd be willing to go in there and give it my best shot if I had a decent chance of getting a super-valuable drop as a reward. As it stands, I have virtually no chance of ever receiving any reward from PvP. Given that actually having fun isn't even on the table, there's just no incentive at all. Of course from what I hear even the people who do PvP regularly don't seem to have a decent chance of getting pvp recipe drops.


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Originally Posted by peterpeter View Post
I find the current PvP recipe prices very tempting. I'd be willing to go in there and give it my best shot if I had a decent chance of getting a super-valuable drop as a reward.
On the other hand, were there an alternative way to earn them, the price might fall, at least a little.

The other thing is that by my understanding, PvP drops are hostage to the kill credit mechanic. In other contexts, this means nothing. In PvE, I know my rad defender is doing something that helps even if he never lands a killing blow on the AV. I don't care about whose name shows up in the combat log. In PvP, that makes all the difference. DoT powers and scattershot masterminds get every advantage, even over single target damage specialists.



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I haven't PvP'd for a good while - I guess since before i16 hit.
I have been in PvP zones, but I haven't combated another player in the zones that I was in.
I have done some PvP'ing in PvP zones.
I have done some Pvp'ing in the Arena, but that was over a year back at least.

I have done some Gladiator PvP in the Arena, and that can be a truly balanced if players take in the same team of gladiators. I have never heard of anyone setting up any kind of PvP contest with "same build" Gladiator teams.

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Originally Posted by Prof_Backfire View Post
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.
There you go.
It is a complete lack of balance across the archetypes.

From a team standpoint, the mechanism changes completely between PvE and PvP.
A team in PvE can enter combat in a way that squishes are fairly safe from attack.
A team in PvP always targets the squishes first.

That is pretty much why PvP is broken. Of course, you are going to take out the weakest enemies first. Why not? Some of us do it when we fight PvE. The melee archetypes simply aren't built to protect the squishies in PvP situations.


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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?
From where I come from ganking is a negative term. Gankers prey on who they can kill easily and kill them repeatedly - often mocking them as the do so .. sometimes stopping them from being able to play the game and log out because they can't defend themselves or get away from being ganked repeatedly.
I certainly hope this is not a goal that you would strive for. It certainly isn't any fun for the gankee and is seen in harassment in some MMORPGs.

Ganking people is certainly not a way to get people interested in PvPing. As I have said, it is no fun to get ganked. There is no reason to return to get ganked in PvP in CoH - unless you are trying to help someone else get PvP enhances...great fun, eh?
The rest of the game is much more fun so why PvP? - especially if other PvP'rs goals are to "gank away".

And calling someone a "carebear" is an intentional insult to try to harass another player into a PvP situation where they are probably under-skilled, under-powered, and likely to get ganked!

Honestly, players can PvP without insulting each other.
That would be one of the key things "to make PvP" work better - after balance, of course.
Unfortunately, I have run into this kind of juvenile behavior far too much in a PvP zone.
So for now, "same team" Gladiator matches seem to be the way to go for those that want a fair fight.
I have the feeling that many hardcore PvP'rs really don't want a fair fight in the first place.


 

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I just wanted to comment on some of the suggestions in this thread, and make a few more in addition to the earlier post.

I second the idea of "mayhem matches" and other objective-based PvP scenarios. To some degree, this already exists in the zones, like how you can steal ore samples or launch codes from other players in Bloody Bay and Warburg instead of getting them yourself and get your Shivan or Nuke that way. Or even a more explicit objective-based scenario in the territory-control aspect of Recluse's Victory. Putting those rewards in the PvP zones was partially a way to lure players in, but it was also to give PvP'ers an objective to pursue in their battles with each other beyond simply fighting for its own sake. The idea is already there. It's simply the execution that's lacking.

I already mentioned that I'd like to see the I13 changes rolled back, but I also understood a few the balance issues they were trying to correct, namely damage type imbalances and overuse of kiting tactics. Unfortunately, the changes did more harm than good for PvP. To address the issue of overuse of slows to keep a melee AT at bay, Instead of Travel Suppression, which only made the problem worse despite all melee AT's getting inherent debuff resistance, I'd add Speed Debuff Resistance to Luck inspirations, like how Sturdies have TP protection and Insights give Perception.

I'd also revamp the bases in all the PvP zones to be more like those in Recluse's Victory, with a few extra amenities that would alleviate some of the concerns.

First, I'd have them all completely indoors so that people don't have to worry about being TP-Foe'd into an ambush while talking with the zone mission contacts and such. In addition to that, I'd add in a contact for the PvP Tutorial that has been suggested by others. I don't know how one could create a structured tutorial that'd effectively teach about the unstructured nature of zone PvP, but it is a sound idea.

To address the issue of some types being less heavily resisted than others, instead of giving everyone equal resistance to all types of damage inherently like the I13 changes did, I would borrow an idea from another aspect of the game and put Empowerment Buff Stations in the PvP Zone bases so they can more conveniently craft themselves temporary patches to the holes in their build. This would solve the problem of type advantage, while still requiring skill on the player's part in recognizing their weaknesses in order to counter them instead of just giving it to them for free.

Finally, I'd put Arena Terminals in the bases, so that the "fightclub" PvP'ers can have an easily accessible way to conduct their duels without fear of interruption. I do realize that the same thing can be done without actual terminals now since the Arenas can be accessed from anywhere via the main menu, but the Terminals would be there more as a reminder of their ability to do so.


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I avoid PvP like the plague. No matter what game it is, no matter how good that incarnation of PvP is, I do not enjoy it and I will not partake in it.


 

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Originally Posted by The_Alt_oholic View Post

From a team standpoint, the mechanism changes completely between PvE and PvP.
A team in PvE can enter combat in a way that squishes are fairly safe from attack.
A team in PvP always targets the squishes first.

That is pretty much why PvP is broken. Of course, you are going to take out the weakest enemies first. Why not? Some of us do it when we fight PvE. The melee archetypes simply aren't built to protect the squishies in PvP situations.

This isn't really true. Yes, a good team will target the support characters first, because in the end it's the support that will make the biggest impact on a close match. It would not be entirely accurate however to say that those squishies are doomed to insto-death. A good taunting Tank/Brute/Scrapper can go a long way toward keeping those support characters alive as long as possible. The main difference between PvE and PvP is that the opponent is (relatively) intelligent and will find ways around the taunter. Unlike PvE, it requires an active effort on the part of the squishy to stay alive while supporting his team. The support roles on a PvP team are the most demanding because they require an ultra high level of situational awareness that most players simply are not capable of. Unlike PvE, you can not just sit in the middle and throw heals and buffs if you expect to stay alive long enough to actually help your team.



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From where I come from ganking is a negative term. Gankers prey on who they can kill easily and kill them repeatedly - often mocking them as the do so .. sometimes stopping them from being able to play the game and log out because they can't defend themselves or get away from being ganked repeatedly.
I certainly hope this is not a goal that you would strive for. It certainly isn't any fun for the gankee and is seen in harassment in some MMORPGs.

Ganking people is certainly not a way to get people interested in PvPing. As I have said, it is no fun to get ganked. There is no reason to return to get ganked in PvP in CoH - unless you are trying to help someone else get PvP enhances...great fun, eh?
The rest of the game is much more fun so why PvP? - especially if other PvP'rs goals are to "gank away".

And calling someone a "carebear" is an intentional insult to try to harass another player into a PvP situation where they are probably under-skilled, under-powered, and likely to get [B]ganked!

Do you realize that "ganking" as you call it occurrs all the time in PvE? Every time a team gets together to take down an AV/EB/GM, it's a gank. And people do it not because they always have to. I have taken down AVs on every one of my characters solo, and even did a GM without a team once. No, they do it because it's fun to work with others to take down a hard target. It happens the opposite way also. How often has somebody gotten caught by an ambush when they were separated from a team? How often do Scrappers and Tanks try to take down huge numbers of opponents by themselves? Do people complain about how outnumbered they were? No, they brag about it.

So why is it so bad in PvP when one has to fight against many? Why does that offend peoples sensibilities in PvP when it is so often desired in PvE? I'm glad that Hamidon doesn't come to the forums to complain about getting ganked every time a raid takes him down. I would hate for players to get nerfed because they didn't fight Hami with honor, 1 vs 1.

Also, for the record, the term ganker is just as offensive to some as the term carebear is to others. Please choose your words carefully.



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I have the feeling that many hardcore PvP'rs really don't want a fair fight in the first place.
You are correct about this, and you have the Devs to thank for it. Some people only want the PvP IO drops and will take the easiest method of getting them. GG devs.


 

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If you want me to PvP, add, say, a small % chance of PvP recipes dropping from mobs in PvP zones, or any other form of good drop to justify the nerfage of my characters and the lack of mez protection when I enter the zone, and I'll be there Shield Charging like a moron at everything in sight (player or not) for days and days

I wouldn't mind the added difficulty of the PvP rules and mobs and players if there was something decent to show for it. A minuscule chance of a recipe from players on a timer really isn't enough. Shivans and Nukes really aren't it, because they seem designed to do "hit and run" kind of combat, I'd rather have the reward come steadily during mass chaotic combat instead of the directed missions/events; several rolls at the luck ticket instead of one sure fire while looking over one's shoulder, if you will.


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I'd quite like for PVP to be left alone. I don't want to invest time & energy into a whole bunch of characters (again) just to have the entire system completely revamped. This isn't COV BETA anymore guys. PVP has been live for YEARS now.

I understand MMO developers like to chase the timesink. They need long arduos tasks to lock players into subcriptions. But continual revolution of the PVP system would be completely over the top. At some point your players will realise that their time is wasted here if they're constantly having to respec their characters / level up new characters / farm / spend billions on IO's due to PVP overhauls.


 

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I absolutely positively despise with the utmost hatred those people that get off by ganking others. ('Ganking' defined as a particular player seeking out and killing other players who have absolutely no chance at winning the battle, typically followed by boasting to, and jeering at, those defeated in this manner.) I am really trying to hold myself back here, because just the thought of it does bad things to my blood pressure, temperature, and headache. ('Nerdrage' doesn't even begin to cover my response to ganking, whether it be done to me, or to a friend, or even spoken of around me... or even me speaking of it myself.)

Sadly, there is a PvP subculture that focuses on this type of PvP, and also, sadly, this subculture is what I have encountered every single time I've stepped foot into one of the PvP zones here. Originally I was stepping out to partake of the PvP, then I was stepping out to attempt to get badges and leave as quick as possible... now I have a hard time even considering trying for the badges.

I don't dislike PvP. I am, however, of the mindset that when I happen to not be in the mood to PvP, I don't want it anywhere near me. If I only want to, for instance, do some questing, and someone jumps me, it irritates and/or angers me enough to usually result in my logging out...and if it happens enough, I quit completely. For that reason I avoid Open PvP games/servers/etc. 'Consensual' PvP is fine with me- which is what we have here- SORT OF. You have to go to a zone that you are aware is PvP- you can avoid it if you want, or take part if you want. I am really irritated by the fact though that Villains have several Accolades that require getting badges in PvP zones. Bleh. So I don't have those badges. Nor do any of my characters have Shivans. Oh well.

I absolutely love large-scale PvP battles, though! Original DAoC keep battles were, and remain, the most fun I have ever had in a PvP situation, and I am constantly looking for something I will enjoy as much as I enjoyed that. I've found other forms that are also fun, but nothing that's beat the fun I had years ago in DAoC. It wasn't just the combat that was great, it was also that your battles mattered to your entire realm as well.

So, would I PvP here if things changed? There are so many things against the PvP here, from the character builds to the irritating parts of the community, things that I don't think can ever change (and I know the whole PvP community aren't bad apples, I've just not met the good ones).


 

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Originally Posted by Xanatos View Post
I'd quite like for PVP to be left alone. I don't want to invest time & energy into a whole bunch of characters (again) just to have the entire system completely revamped. This isn't COV BETA anymore guys. PVP has been live for YEARS now.

I understand MMO developers like to chase the timesink. They need long arduos tasks to lock players into subcriptions. But continual revolution of the PVP system would be completely over the top. At some point your players will realise that their time is wasted here if they're constantly having to respec their characters / level up new characters / farm / spend billions on IO's due to PVP overhauls.
This brings up an interesting, related question:

Would you (the collective you) want the devs here to take the time and resources to change PvP IF they could make it more to your personal liking?

And a corollary...

If you want Base Raiding/the Cathedral of Pain, what should be different this time around?


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!

 

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Originally Posted by Shazzie View Post
I absolutely positively despise with the utmost hatred those people that get off by ganking others. ('Ganking' defined as a particular player seeking out and killing other players who have absolutely no chance at winning the battle, typically followed by boasting to, and jeering at, those defeated in this manner.) I am really trying to hold myself back here, because just the thought of it does bad things to my blood pressure, temperature, and headache. ('Nerdrage' doesn't even begin to cover my response to ganking, whether it be done to me, or to a friend, or even spoken of around me... or even me speaking of it myself.)
I'm really not sure where you got your definition of "ganking" from. I disagree with it entirely. My understanding of a "gank" is very much along the same lines as the urbandictionary definition listed below:

Quote:
Gank: When a group of people kill a single opponent in an MMORPG. Taken to abbreviate a "gang kill".
Now, if you have a problem with a gang kill in a pvp game based around teaming, I think you might be playing the wrong "pvp" game. Perhaps Chess or Backgammon is more your style. just saying