Originally Posted by Tenzhi
I get no joy out of beating people, and I certainly get no joy out of being beaten by them.
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So... why aren't YOU pvp-ing?
"human vs. human killing"
interesting choice of words...
This.
I hate to sound materialistic, but if you want to grow PvP in this game you have to incentivise it to attract players. The current awards you can get in PvP zones (that you can get without facing another player, BTW) are outdated. Warburg Nukes, Heavy Temporary Pets, and Shivan Shards aren't quite as useful or desired now that we have incarnate powers and that they can't be used in iTrials. |
I've been wandering into PVP zones as of late to see how things go. My experience so far: Empty. Got myself a Warburg nuke on a toon that should be nearly defenseless in the area, but didn't get ganked once. Didn't see anyone else. Didn't hear any chatter, either. Didn't find anyone on search.
Though when the devs showed up in the zone as giant snowmen I partook of the event to fight them off. It was quite fun, and on occasion the team I was on would have to fend of griefers. Strength in numbers!
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I would argue that /ignore does not really do anything to solve the problem of trash-talkers, which is that by the time you ignore them you are already having unfun.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
I don't see the connection to my quoted post (unless, perhaps, the "obligatory example" was similar to what I said). I avoid arena/deathmatch modes in shooters as well. I enjoy co-op campaigns, though. My objection is not to violence in video games (which is one way to take the "human VS human killing" thing), but rather to direct competition in general. I will destroy AI humans (elves, dwarves, robots, flying midget unicorn zombies, amorphous sentient blobs the size and shape of Canada, etc.) in gratuitous fashion all day long.
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I think of PvP as something to go do with a perfected character. Something I really like, consider to be at full strength, with which know what I want to do in PvP, and it is ready to go do that (has the rest of it's intended team). I have no such character at this time, and when I start new characters it's for fun and thematic reasons so they don't fit with what I'd want to PvP on.
Actual MMOs that were designed from the ground up to be a "pvp/free-for-all" type of MMO never last long...
So no real point to having a "pvp only" server for CoH. Just saying |
Nonsense. EVE and DAoC are some of the longest running out there. EVE is doing fantastic, and DAoC is an even better example because it did HORRIBLE. I played DAoC from very early on and have gone back to it several times. They have always had cheating problems, balance issues, every expansion made the game WORSE, and it was still popular and active in PvP zones past eight years, with players begging for more PvP.
An MMORPG is an RPG game, played with others. Most RPG games don't have an 'end game', they just show you 'GAME OVER' and that's it. You're done. Obviously players aren't happy with that and they want an 'end game', but that doesn't work for a classic MMORPG because classic MMORPGS don't have true game play to begin with. They are enjoyable because you're playing a role in a team, building a character, and/or going through a story which is all just pushing through content, and you can't make content faster than players play it (See Architect Entertainment... the dev's know what I'm talking about and they have a good bid to get around it with AE...).
To satisfy players we have learned over time that a next gen MMORPG game must be one of two things to not flop:
1) Engaging to play. Some degree of active blocking, strategizing, aiming, etc. You also have other genres that can lean in like Planetside 2 (MMOFPS) to get both engaging gameplay and MMO building/progressing by adding gameplay from the other genre already proven as engaging... a PvP shooter format...
2) PvP. As demonstrated by EVE and DAoC, if your RPG end game is PvP you don't need to generate as much content. Players will clash over and over again in PvP, and it's only a matter of balance. Individual (1v1) balance is usually the focus of players but from a development standpoint it is much better and much easier to balance from a team perspective (which EvE and DAoC both do.). This lets you have a definable 'GAME OVER' just like a regular RPG, and still have something to go do with your completed character to show it off, compare it with others, or just keep your story going. The Secret World looks to be going this way.
The holy grail would have both (Guildwars 2 is the only example I know of)
I'm pretty sure they understand pvp a lot more than you give them credit for. The changes to CoX pvp happened 3.5 years ago and the development team has seen significant changes since then. Frankly the reason nothing is done with pvp; just like bases, is because it is not financially feasible to devote time to something that has a proven record of not being financially profitable. There were NUMEROUS pvpers who had many issues with pre i13 pvp - so to say that reverting pvp to pre i13 would bring back ANY of those people is fallacious.
Pvp has never been a huge focus of this game and rightfully so as this is a PVE game that had some pvp thrown into it. Here is a hint of how important pvp is to this game/development: PVP was introduced on May 4, 2005 in Issue 4 PVP mechanics were changed on December 2, 2008 in Issue 13 Today is April 20, 2012.........we are getting ready to test Issue 23 You do the math.... The financial NEED to revamp pvp to appease SOME of the current pvp crowd is not there. It has been said in numerous threads the past few days -and part of the reason why pvp will not be a focus of the game developers - you have NO community. You have a few people on the forums who get riled up when the acronym pvp is uttered and that's it. There are not enough of "you" to make a distinct difference or persuasive argument to have pvp be a top concern in the future of this game. Paragon is a business; they are here to make money and devoting resources to pvp; especially now since the "community" is such a small fraction of the user base...is an extremely unwise business decision. It is time to either adapt; after 3.5 years...or to not adapt and continue to watch the days pass by without any significant changes. *Is the pvp system flawed in this game? Absolutely! *Has pvp ever been flawless in this game? Absolutely NOT *Do many pvpers still arena, do tournies, etc etc - I can say on Freedom yes. *Does EVERY pvper want the changes from Issue 13 reverted back?? No *Is there a consensus among the pvp community regarding HOW to fix pvp; aside from the "bring back Issue 12 pvp?" No I am just trying to interject reality into this conversation. I'm not into the whole forum debate and screaming and telling people "strawman this" etc etc. Just stop... take a step back... and TRULY look at this from Paragon's perspective as a business. This is not rocket science, but it is reality. On a personal note: Do I wish they would devote some time to pvp - I am ambivalent. It wouldn't bother me if they did, but if I was asked to make a list of the top 10 things I would like them to spend time and money on - pvp would not make that list. The main reason I am so turned off by pvp anymore is the behavior of a lot of pvpers in zone pvp. It only takes a few to ruin it for everyone and unfortunately unlike pve - I cannot ignore them. Sure I can ignore someone's WORDS but it is their actions which make the pvp experience for me unbearable anymore. I pvp'd for approximately 3.5 years in CoX. I have played stalkers, doms, defenders, scraps, and trollers in pvp. I pvp'd before and after Issue 13. I used to love to pvp. I even did quite a few base raids back in the day. Issue 13 did not deter me from pvp. I adapted to the mechanics and simply learned a different playstyle. What turned me off was the actions of a lot of the "hardcore" pvpers in the various zones. So while a few years ago I may have been a lil more supportive of the pvp "community" ...now I simply do not care. Anyways... that is my thoughts on the subject. I am sure someone will come along and argue against every point I made. I am sure someone will try to make themselves look super important and intelligent and refute my personal beliefs. But you know what... you can't deny my beliefs. They are mine...from my experiences. YMMV |
1) Engaging to play. Some degree of active blocking, strategizing, aiming, etc. You also have other genres that can lean in like Planetside 2 (MMOFPS) to get both engaging gameplay and MMO building/progressing by adding gameplay from the other genre already proven as engaging... a PvP shooter format...
2) PvP. As demonstrated by EVE and DAoC, if your RPG end game is PvP you don't need to generate as much content. Players will clash over and over again in PvP, and it's only a matter of balance. Individual (1v1) balance is usually the focus of players but from a development standpoint it is much better and much easier to balance from a team perspective (which EvE and DAoC both do.). This lets you have a definable 'GAME OVER' just like a regular RPG, and still have something to go do with your completed character to show it off, compare it with others, or just keep your story going. The Secret World looks to be going this way. |
And, yeah, the kind of mentality you're describing is pretty much the sole reason that this is my only MMO. It used to be that we didn't have an "end game" as such, and to be honest, that's when I had the most fun with the game. I WANT a definitive "game over." Sure, I want to liner on after the fact and wrap up what I didn't do, maybe repeat some of it, but what I DO NOT WANT is a game which never ends.
Every game ends. The question is whether it ends with an exciting climax or whether it ends because I can't stand to look at it any more.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I would argue that /ignore does not really do anything to solve the problem of trash-talkers, which is that by the time you ignore them you are already having unfun.
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/ignore people when you see them trash-talking 'others' and within a week you've got everyone stupid ignored and you're happily killing them.
I remember walking into freedom RV and ignoring 7 people within the hour because their broadcast was filling my chat. It wasn't targeted at me at all, I just don't want those idiots having access to my screen :P
Now I don't have that problem nearly as much.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
Depends, you have to be smart about it.
/ignore people when you see them trash-talking 'others' and within a week you've got everyone stupid ignored and you're happily killing them. |
Interesting notion.
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My City Was Gone
So, players already disinclined to PvP should waste a week pre-ignoring all the morons in the zone just so they can try out something they're not sure they'd like.
Interesting notion. |
Seebs argues /ignore does nothing because you only /ignore after being trolled ("having unfun")
I argue that smart players do not wait to be trolled to ignore someone, they do it preemptively.
If /ignore were to only affect people who had sent you direct tells, then we would have a problem and what I said would be false. Foruntately, my statements disprove seebs arguement.
I don't remember saying anything along the lines of what you're trying to argue with me. I didn't state players should waste time, or that players should ignore people, or anything else.
There is no notion to speak of.
@Sentry4 @Sentry 4
PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.
If you aren't fond of my conclusion, perhaps a glance in the mirror is in order.
There is no notion to speak of. |
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I used to do some casual arena PvP. The Virtue server used to have their "Fight Night at the Golden Giza", which I was a regular at. I didn't really like zone PvP, though. A competitive but unstructured environment like that tends to bring out the worst in people. At least in the arena you don't have to worry about getting ganged up on.
But these days I rarely PvP anymore, and the I13 changes had a lot to do with that. What they were trying to accomplish with the changes they made was to make it so that any powerset could have a fair chance at winning a fight, and that there would be no such thing as a "lol-build", as they put it. But their method of doing that was to make all AT's and powersets the same, things like giving Psionic resistance to sets that lacked it in PvE, which took away Psionic's main selling point as a damage type, and basically defeating the purpose of having different powersets to choose from.
That change drove a lot of would-be opponents away, and those that remain are the type that care more about trash-talking and ganking people than fighting them.
But that said, I'm still in the camp that supports fixing PvP. I have quite a few ideas on how I would improve it if it were up to me, but at the very least, having a "classic mode" as an option for arena matches would be a good start.
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I quoted this and addressed it in my very first part of my reply...stating the developers do not understand how pvp works is imo fallacious at best. My point was they understand the mechanics of pvp, but there is no financial reason for them to re-visit pvp in this game on a large scale.
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I quoted this and addressed it in my very first part of my reply...stating the developers do not understand how pvp works is imo fallacious at best. My point was they understand the mechanics of pvp, but there is no financial reason for them to re-visit pvp in this game on a large scale.
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It's okay because I would.
Support had a role in PVP once upon a time *cries*. Reverting Castle's changes can be done with one Issue. It's not difficult or time consuming. |
Pvp is not on their list of "to do's" for many reasons; budget being the biggest reason. There is no magical button to revert the mechanics to issue 12 and even if there were - that will not solve the issue of how borked pvp was back then.
3.5 years later - you would think that people would learn by now that it (Issue 12 pvp) is not coming back and that no major changes to pvp are on the devs list of priority issues.
Instead of asking for changes after Issue 13 - I learned to adapt to the new mechanics, kinda like the Chinese proverb says:
The wise adapt themselves to circumstances, as water moulds itself to the pitcher
I don't pvp because things are not equal.
The game requires way too much involvement in figuring out how to max your character for pvp effectiveness. Even if you do max your character you are not guaranteed to be any good, because of your powerset combinations.
Just like any competitive game out there, there is a "best character." Unfortunately, unless I just happened to pick that particular AT and that powerset combination my character will be worthless. Unless, of course, I decide to reroll something that is effective, but that eliminates me playing my favorite character.
In PvE, every combination can complete a mission. Not every AT/powerset combination is guaranteed to be able to win a pvp fight.
Now, personally, I am a huge fighting game fan. I play as many of them as I can get my mitts on (SSF2T:HD, SF3:OE, SSF4:AE, SFxT, UMvC3, BB:CSE), and I play them online against people. I love competition and the rush you get when you beat a real live opponent. In a fighting game you pick a character and you learn that character. Everything you need to win is built into the characters and you just need to figure out how to use their tools to succeed. That is absolution NOT how City of Heroes pvp is built.
The best PvP I have ever played in an MMO came from Champions Online and DC Universe. In CO they have their halloween event where you can turn into either a werewolf or a hunter and you fight it out in the various zones. You do not use any of your character's build and the game is completely balanced for wolf v hunter action. Its fast, its intense, its easy to pick up, its amazing.
DCU took it a step further and made legends pvp where you pick a DC hero or villain and you slug it out. Once again each character is balanced and it is up to you to use your tools to figure out how to win.
Problem with those systems is that you are not pvping with *your* character, so I can see why it would not appeal to a certain demographic of players. Unfortunately pvping with a player created character based on infinite possibilities means the game can not be balanced and we circle back to the whole reason I don't pvp in the first place.
Also, for the pre i13 v post i13 pvp argument. PvP before i13 was awful. It was so incredibly easy to make a character obtain godhood and become unkillable that there wasn't a point to even play unless you had a pocket emp and elude. It didn't allow more builds, it just allowed a few different builds to be top tier.
Post i13 pvp is also awful, but in different ways. Powers work differently, support isn't as effective thus cutting out a couple of ATs from playing, and other things. Personally I like the travel power suppression and the diminutive returns nonsense, makings obtaining godhood harder and things are slightly more balanced.
Though in hind sight they should have just left pvp alone because obviously the few people who played it pre i13 preferred it that way and they all left once it changed, so now there is no one to play the pvp game post i13.
In Castle's defense, because he is an amazing person and gave us so much good stuff in this game that people forget how much we have to thank him over, what happened in i13 was only a first step in his pvp plan. He had so much more he wanted to do, but couldn't get the approval to do it, and now he isn't here, so we will never see the full scope of what his vision for pvp what supposed to be.