PvP and Badge Hunting Just Don't Mix
Let me spell out my own thoughts and opinions on this in an effort to get the discussion clear and to the point.
I believe that we can all agree that one of the purposes of putting the Shivans in a PvP zone is to get PvE'ers to go there and try out PvP. The zones are WAI to the extent that there is enough contention about the placement of the Shivans there that we are having this discussion. Where I beleive the design fails is that although the Shivans draw PvE'ers into the zones, they do not draw them there in such a way as to have a positive experience. A percentage of PvE'ers will enter the zone, have a PvP encounter, then decide that PvP is fun and that they will research it, practice it and continue with it. But I don't tink anyone can deny that this type of player is indeed a minority currently, regardless of the reason. In fact, the Shivans (and similar rewards) may be hurting PvP: people who are not currently PvPers but might otherwise have been enter the zone for the purpose of PvE and find PvP interfering in that task. This generates negative feelings rather than the curiosity the Devs intended. One of the many things PvP needs (IMHO) is a reason for people who might possibly be swayed to PvP to go into the zones specifically to fight other players. My problem with this problem is that it's a Catch-22: all the solutions I can think of would lead to groups of PvEers (not PVPers) standing around in the zone beating each other up and telling the PvPers "stay away, I'm just here for the rewards". Except: if all the rewards from PvP zones gave advantages only in PvP zones. But that leads into a 'rich get richer' dilemna where only good PvPers have the rewards that make them better, therefore no one new can get into PvP because their prospective opponents already have rewards that make them better. Unless: PvPing (and doing well) somehow moved you up into higher and higher PvP 'brackets' where you would encounter people of the same or similar skill, and you were actually restricted in the degree to which you could play below your bracket. Which: leads me to a very strange place, and a whole 'suggestion post' that this is not the place for. *thinks and mumbles to self* |
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
One of the many things PvP needs (IMHO) is a reason for people who might possibly be swayed to PvP to go into the zones specifically to fight other players.
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I would absolutely dabble in PvP if there was anyone around to PvP with when I poke my head in one of the zones.
The game suffers from having what little PvP there is spread across multiple servers and zones (not to mention the arena). I'm not motivated enough to 'set up' a game of PvP in advance, but I'd happily join the fray if there was zone action going on when I popped in to run some missions or log time for a day job.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
If a hypothetical PvP merit system were to be introduced (similar to the bounty system in Siren's Call, perhaps; or maybe simply turn in earned rep for rewards) based on kills, it should only be used to purchase PvP IOs, whether they be random rolls or specific recipes. Shivans and Warburg nukes should be made available via reward merits, not PvP merits, but they should either be a weaker version of the ones found in PvP zones (in the case of the nukes) or only have one use (in the case of the Shivan Shard power). As a PvPer, I wouldn't mind if those rewards were removed from PvP zones entirely (and weakened appropriately) - generally when I go searching for those rewards I'm not looking for PvP in the first place as I want those rewards on my PvE characters, who aren't usually built for PvP.
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Summed up my feelings exactly. I'm a PvEer who likes having the Shivans and the nukes. I'm not hugely bothered that they have to be so powerful; if the risk of PvP was totally removed from them I'd be happy to see them nerfed. I like the Shivans and nukes because they do help and they look really cool. If they were lessened in strength, they'd still help, and they'd still look really cool lol.
I also quite enjoy the PvE aspects of getting them too; rescuing the scientists, defeating the turrets. It's the PvP that I find dull and irksome.
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
The game suffers from having what little PvP there is spread across multiple servers and zones (not to mention the arena).
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Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
On a related point, those who engage in PvP are not the least bit shy about asking for a multitude of changes to the game, regarding a host of issues.
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The only "PVP suggestion" that would have ANY impact on PVE in any way shape or form that generally comes up is "open world PVP," and that gets shot down by pretty much everyone.
Originally Posted by MrCaptainMan
Exactly. There are too many zones wasted on the tiny PvP population. RV is the best candidate for taking on ALL the PvP spread across the four zones at present; the others have storylines that could easily be reworked as PvE zones. Use the super-sidekicking tech to bump up everyone to lvl 50 when they enter RV, and RV would be teeming with PvPers
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I'd say "You'll understand if I get a bit pissed off at being told my community doesn't matter and should have things taken away," but I don't think you or your ilk do any longer.
He does, sort of, have a point there, there are too many PvP zones for the PvPing population we have, it spreads them too thin, while just having RV wouldn't work (because there's no way, even at 50, a level 1 could compete with a natural 50).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Exactly. There are too many zones wasted on the tiny PvP population. RV is the best candidate for taking on ALL the PvP spread across the four zones at present; the others have storylines that could easily be reworked as PvE zones. Use the super-sidekicking tech to bump up everyone to lvl 50 when they enter RV, and RV would be teeming with PvPers.
Eco. |
2. The reason there are different-level PvP zones is because the PvP dynamic is entirely different from one zone to the next. Players don't have patron/epic powers in Siren's, nor do they have their secondary tier 9 (prior to I16 they didn't have their primary tier 9 or their secondary tier 8 either). If another PvP zone were to be added, it would be great to have it as a level 50 co-op FFA zone - think Warburg, but level 50 instead of 38, with the ability to team with members of either faction and attack anyone not on your team.
3. PvP zones have always operated under the "anyone who is at least the minimum level to enter is bumped up to the max level of the zone" mechanic (i.e. your level 40 will act as a 50 in RV, and so on). The problem with making only one zone, capped at 50, is that a level 15 who might fare at least decently against 20s or 25s in Bloody Bay will now have to go up against IOd level 50s with all of their powers, which would make it incredibly unbalanced even not considering the retarded zone ruleset in place since I13.
The real solution here is to make PvP (hell, even PvE) zones and the arena cross-server (and revert the I13 changes, but that's a different discussion entirely).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Just as a thought exercise:
The Devs introduce "PvP Merits". Defeat a player of equal or higher level to earn one. Shivans and Nukes cost 10 PvP merits each, and are no longer available the old way. What would be your (the generic 'your') reaction? |
With that change, you could farm for them.
Paragon City Search And Rescue
The Mentor Project
What would the difference between farming NPCs for them and farming friends for them?
On the subject of a building a game up for PvP specifically, what about it?
City of Heroes invented the "Expanshalone", a seperate game that is compatible and allows interaction with another game.
No one can deny that PvP games can be popular at MMO levels.
We already have seperate builds in this game.
We already have a different ruleset for PvP here.
So, if they thought it would be sufficiently profitable, NCSoft could create an entire, 50 level, PvP-only game set in the City of universe, and set it up so that your character in that game translated into an 'alternate build' in this one, and vice versa.
Just the bare bones of a thought.
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!
Riiight. Care to point them out? Or, more sepcifically, care to point out the ones *not directly related to PVP in the zones or arenas?* You know, like asking for *broken* things (Stalker placate, for instance) to be fixed? Or is a PVPer asking for things specifically related to issues in PVP to be fixed or altered verboten in your little entitled world?
The only "PVP suggestion" that would have ANY impact on PVE in any way shape or form that generally comes up is "open world PVP," and that gets shot down by pretty much everyone. |
Some treat the devs' intent or design choices as open to question about issues that they believe should be changed, while at the same time arguing in this thread that the devs' intent and design is the Final Word and Law about PvE rewards in PvP zones*. A little inconsistent, no?
* even though those choices were made years ago, they obviously didn't have their desired effects, and there have been perverse consequences associated with them.
"They're not using it, I don't like them, there's not enough of them, take their stuff away." Wonderful attitude there. No, just SKing up everyone that PVPs to 50 would nto be a perfectly fine solution. Think about it for two (maybe three if you REALLY don't get why) seconds. Perhaps you'll figure it out. Do remember to whip that out when the badgers ask for changes as well... oh, wait, that's YOUR community and everything should be perfect for them regardless of numbers, right? Hypocrite. |
I should also say that when I suggested this I'd had a glass or two of wine and was only half-serious
I'd say "You'll understand if I get a bit pissed off at being told my community doesn't matter and should have things taken away," but I don't think you or your ilk do any longer. |
Eco
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
One of the assumptions you are making here is that in order for PvP to be popular with a large number of players, it needs rewards. It should be noted that participation in PvP across all servers was significantly higher before I13 when PvP gave no rewards (no inf, no prestige, no inspirations, no salvage, no chance at a recipe drop). The people who really are interested in PvP will PvP regardless of the rewards, simply because they find competition (or interaction with an opponent that isn't a dumb AI) interesting or fun.
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I'd add that the majority of people who really are uninterested in PvP will never become interested, regardless of how good the rewards are. It's simply too much hard work and fiddly build-managing IO-collecting to make it easily accessible enough for a casual PvPer.
My market interaction basically goes like this: I play AE missions until I've got enough tickets for a Pangean Soil or what have you, then I post for 5 inf and immediately get a few million.
That's it.
I'm not making billions, but I don't need to. I'm earning enough to generic IO my toons and I'm plemnty happy with that.
Maybe if I could get a PvP win say one out of every 4 fights, without doing any more 'work' than the equivalent of that 'marketeering', I might PvP more.
This game is supposed to be 'casual-friendly' - it's my experience that its PvP isn't for casual players, however.
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
It is quite funny seeing the 'you and your ilk'.
Sorry but I had to laugh, if anyone remembers the British comedy duo Punt and Dennis they'll remember the line "damn you and all your kind'.
This is what appears to be the main problem in CoH, the PvPing community is completely seperate to the PvE community.
Lets take a look at WoW, most PvErs will run the battlegrounds when they've got nothing better to do, there isn't such a completely defined seperation between PvP and PvE communities, everyone does a little bit of both most of the time just to pass the time. There are more hardcore PvPers and casual PvPers but most people will do PvP battlegrounds for something.
I know I did PvP not for the gear but to obtain the PvP mounts which were black versions of the normal racial mounts, ones I couldn't get the normal coloured versions of in PvE because of the massive rep grind involved. Sure my black mechanostrider was a dime a dozen and everyone could grab one but I could obtain one and that made me happy.
Here there is a very definite seperation between the two communities, thanks to the way PvP is set up here, one cannot casually pop in to a warzone with any build (Hunters in WoW each talent tree had their advantages, Beastmastery could break out of stuns and holds, Marksman dealt high burst damage and Survival gave you more tricks up your sleeve to go escape melee fighters). Heck even a healing priest was useful to keep the main tank's health up for the general fight in AV or for mass group healing.
Here there are only a certain amount of 'good builds' for PvP, if you're not one of those, it's damn tough, you're character will get their *** kicked time and time again, doesn't matter if you pimp yourself out with 10 billion infs worth of IOs, if you're one of the unlucky powersets (like Assault Rifle on blasters for example) then you're going to get your backside kicked.
I know this may be upsetting to you but I'm going to be brutally honest here...the PvP community is small enough in that it matters only a little, the last quote was 5% a few years ago, with the Issue 13 changes having driven off (according to the PvP community) a lot of PvPers then we're probably down to 2%-3%. The PvP community is very vocal but it produces more noise than a community it's size normally would. They're the opposite of a silent majority, a noisy, shouty minority.
Despite what you think you simply matter a whole lot less than the PvE community, otherwise why the hell would they try to drag some of the PvE community into PvP by focusing on changes that were completely detrimental to the old way of doing things in PvP?
Issue 13 tried, it tried and failed.
As much as people hate Jack the one thing he said back when he was doing interviews for CO is that "if you don't have PvP at the start of a games life, adding it later is more trouble than its worth" and he's damn right (for a change).
To be fair he made a lot of mistakes, adding PvP and getting them to add villains as an expanshalone but that one quote shows that just throwing in PvP, as they have done with City of Heroes/City of Villains without any real consideration of the impact it has, was a major mistake.
So look at it this way...say they did get rid of PvP entirely, made the shivans and nukes available through PvE methods, turned all the PvP zones into PvE zones. The game would lose, at most 3600 subscribers (assuming we're at the 120k subscriber mark), that's not a whole lot of subscribers compared to the remaining 116400 subscribers who are here for PvE.
They're not going to gut PvP though, that would be stupid, instead they're going to focus on parts where they get the most bang for their bucks, PvE.
Sadly it comes down to a simple numbers game in the end my friends.
Maybe if I could get a PvP win say one out of every 4 fights, without doing any more 'work' than the equivalent of that 'marketeering', I might PvP more.
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This game is supposed to be 'casual-friendly' - it's my experience that its PvP isn't for casual players, however. |
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Insert standard "you need to build your character for PvP" and "if you want to get better at PvP you need to put effort into doing so" comments here (not being snarky, but that's how these things go). It's really really sad that the I13 changes, which were supposed to help people like yourself (the particular "I can't PvP because..." mindset), more or less ended up doing the exact opposite. All the changes mean that now more than ever you do need a specialized build and particular powersets to perform well in PvP, and you need to learn an entirely new ruleset. Instead, the changes drove a good portion of the PvP playerbase away from the game, created resentment among those that remained, and didn't bring in significant numbers. I know I'm ranting here, but I wasn't even heavily invested in PvP at the time and I absolutely hate what it did to the community.
PvP in MMOs rarely is, unless that game is designed for PvP, like Global Agenda is. You'll hear a lot of people say "if I want PvP I'll go play Call of Duty" or something similar, and that's because that game is almost entirely based around combat where you don't need to balance classes because everyone's on roughly the same footing (minus reflexes and such). It used to be that you could step into a PvP zone in this game and, provided you had at least some understanding of what was going on around you, stay alive and sometimes even pull off a few kills. These days, that's a lot more difficult. |
'Mindless fun for a throwaway half-hour' is nit a description you could apply to CoH PvP, unless your idea of fun is repeatedly being defeated.
Someone posted the RV trailer a while back. I laughed out loud when i sw it, especially the two toons stood there duking it out by the pillbox. RV neverlooks like that. Everyon'es got SJ and Superspeed, for starters. My main has Fly. Fly is I gather rubbish for PvP?
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
You'll hear a lot of people say "if I want PvP I'll go play Call of Duty" or something similar, and that's because that game is almost entirely based around combat where you don't need to balance classes because everyone's on roughly the same footing (minus reflexes and such).
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That being said, I do sympathize with people who want to PvP here. I figure as long as the devs don't introduce anything that makes it pretty much mandatory to PvP, then I'm willing to live and let live. While I don't think the idea of turning RV into the only PvP zone would work, I think the idea of making the zones cross-server has merit. Rather than it be Pinnacle or Freedom or whoever's Bloody Bay, make it all servers' Bloody Bay, and hopefully the population increase will bring more of the activity the PvP community wants.
"Home is where, when you have to go there, they have to let you in."
Er, not all of them. If I said "if I want PvP I'll go play Call of Duty" it would mean, "And I'm not over there, am I?" There are a lot of CoX players who consider the lack of PvP emphasis in this game a feature, not a bug.
That being said, I do sympathize with people who want to PvP here. I figure as long as the devs don't introduce anything that makes it pretty much mandatory to PvP, then I'm willing to live and let live. While I don't think the idea of turning RV into the only PvP zone would work, I think the idea of making the zones cross-server has merit. Rather than it be Pinnacle or Freedom or whoever's Bloody Bay, make it all servers' Bloody Bay, and hopefully the population increase will bring more of the activity the PvP community wants. |
With the caveat that those who prefer not to PvP shouldn't be coerced or continually pestered about it, if PvP is easily available and fun for those who want to engage in it, that would be a very good thing.
When 'you and your ilk' consistently refuse to see why PvEers are annoyed at being forced by stupid game mechanics to run the risk of being ganked by you, we start to feel less bothered about making you happy, yes.
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P.S. And if someone wants a reason: VARIETY. Having some of the badges in the PvP zones makes getting them a bit DIFFERENT. I like that.
Paragon City Search And Rescue
The Mentor Project
um, 'you and your ilk' don't speak for all PVE'ers. I have ZERO problem with the badges in the PvP zones and I'm a big badge hunter.
P.S. And if someone wants a reason: VARIETY. Having some of the badges in the PvP zones makes getting them a bit DIFFERENT. I like that. |
The 'you and your ilk' comment was just a retort to Bill's using it - he did first, to refer to a big group of someone, I'm not sure who. Maybe he meant me and other people who share my exact same opinion on the matter lol. If that's the case, then you aren't my ilk, I guess.
It's a ridiculous phrase anyway rofl.
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
One of Macskull's comments has been playing on my mind for a bit now:
"the I13 changes, which were supposed to help people like yourself (the particular "I can't PvP because..." mindset), more or less ended up doing the exact opposite. All the changes mean that now more than ever you do need a specialized build and particular powersets to perform well in PvP"
What if there was some sort of handicap system, or a 'standard PvP' build that anyone could choose at the entrances to the PvP Zones. Lorewise, say, Vanguard or whoever would offer each hero a 'power suit' or sth. The mechanical effect would be that everyone who used this would have exactly the same powers and slotting. Obviously the chosen powers would have to be fun to play with, but then there'd be a levelling of the playing field, at least for players using this vs other players also using this. If these 'power-suits' were balanced to be equally as powerful as a top-end PvPIOd out player-designed toon, then the noobs lack of any skill at PvP would be balanced out by their buiold, and the best PvPers wouldn't be at a disadvantage so they'd still be able to say 'I'm cool because of my leet skills not because of an "I win" button' or what have you.
Does the PvP community want a level playing field?
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
Let me spell out my own thoughts and opinions on this in an effort to get the discussion clear and to the point.
I believe that we can all agree that one of the purposes of putting the Shivans in a PvP zone is to get PvE'ers to go there and try out PvP. The zones are WAI to the extent that there is enough contention about the placement of the Shivans there that we are having this discussion.
Where I beleive the design fails is that although the Shivans draw PvE'ers into the zones, they do not draw them there in such a way as to have a positive experience.
A percentage of PvE'ers will enter the zone, have a PvP encounter, then decide that PvP is fun and that they will research it, practice it and continue with it. But I don't tink anyone can deny that this type of player is indeed a minority currently, regardless of the reason.
In fact, the Shivans (and similar rewards) may be hurting PvP: people who are not currently PvPers but might otherwise have been enter the zone for the purpose of PvE and find PvP interfering in that task. This generates negative feelings rather than the curiosity the Devs intended.
One of the many things PvP needs (IMHO) is a reason for people who might possibly be swayed to PvP to go into the zones specifically to fight other players.
My problem with this problem is that it's a Catch-22: all the solutions I can think of would lead to groups of PvEers (not PVPers) standing around in the zone beating each other up and telling the PvPers "stay away, I'm just here for the rewards".
Except: if all the rewards from PvP zones gave advantages only in PvP zones. But that leads into a 'rich get richer' dilemna where only good PvPers have the rewards that make them better, therefore no one new can get into PvP because their prospective opponents already have rewards that make them better.
Unless: PvPing (and doing well) somehow moved you up into higher and higher PvP 'brackets' where you would encounter people of the same or similar skill, and you were actually restricted in the degree to which you could play below your bracket.
Which: leads me to a very strange place, and a whole 'suggestion post' that this is not the place for.
*thinks and mumbles to self*
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!