As i've been browsing the posts in the forums, I've come to notice alot of players using the phrase " A Pve Game".
People seem to believe that the game is meant mainly for PvE and PvP is just an additional part of the game. I'm not here to dispute that, it may have been, only the developers know.
But to claim that an MMo with a PvP game mode, PvP rewards system, PvP currency, PvP maps, and future plans to bring in large scale PvP content is a "PvE Game" seems a bit misguided at the least.
I understand the fears that Pvp balances may effect Pve. But thats really just how the development team chooses to handle it. There are many mmo's with totally seperate abilitys and cooldowns between pve and pvp. There are alot of people that like pvp playing this game. It's fun and engaging.
I think the question isn't whether the game is made for PvE/PvP, but which is a better experience in the game. I personally find this game to be one of the best PvE experiences I have had so far. I generally don't bother with PvP, it tends to be just aggrivating to me.
Ja'kreen - "The Laughing Vulcan" Mirror Ja'kreen X'Tem
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elawynMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited May 2013
It's not PvP unless the PvP is a zero sum game.
There's no penalty for losing. This is why there are so many complaints about AFK PvP players.
For it to be true PvP, the winners should only be gaining what the losers are losing. As it is, PvP here is a no loss situation. You can leave your character logged in while you eat a sandwich or tend to chores and come back to find that even tho you lost the match, you gained something.
I would suggest that any experience the winner gets, should be experience the loser loses (back to their starting exp for that level tho, not enough to drop them a level). Same thing for 'glory', if you get glory for winning, you should lose it for losing.
Same thing for gold (NOT AD tho, that just gives the AD farmers a way to transfer it). Perhaps require that folks entering PvP put up a gold coin 'stake', winners split the pot, losers don't get their 'deposit' back. Make it optional to add gold to the pot and if the opposing team can't put up a matching stake they can't queue for that round.
It's not PvP unless the PvP is a zero sum game.
.....
Without a penalty for losing , there's no risk.
Um, no not even close. The best PvP MMO of all time was GW1. A arena only, instanced PvP game with rewards for both sides. Having said that, it had (and NWN needs) basic mechanics to prevent AFK botting and the ability to ban people from queuing if they disconnect or afk too frequently.
While waiting for automation to take care of us.. how 'bout we keep on kicking the afkers out from the match? Its going to mean a time of regular 4v5 etc, but eventually it will get rid of the problem as the afkers realize there is no reward for doing it. Not many people go to work without getting paid. Its a matter of accepting an temporary etiquette imo.
edit: guaranteed results.
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elawynMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Um, no not even close. The best PvP MMO of all time was GW1. A arena only, instanced PvP game with rewards for both sides. Having said that, it had (and NWN needs) basic mechanics to prevent AFK botting and the ability to ban people from queuing if they disconnect or afk too frequently.
I'll agree to disagree. To put my opinion in perspective, think of the medieval jousting scene. Loser lost their armor and their horse. In those days, armor was expensive. Comparable to the cost of a house today. Horses, especially well trained warhorses were even more expensive. There was a huge gain to winning, and a comparative huge loss to losing.
Agree with you on the afk and disconnecting tho. Fixing that would help, but it would only alleviate that issue for a little while. As is, you could simply put a stack of pennies on the keyboard to avoid getting tagged as 'afk'.
Leaderboards would help, as long as they reset frequently, that way there's something to aim for. But even those are simply going to end up reflecting 'winners' based on how much time they have to spend in game. It would NOT surprise me to find a 24/7 afk bot at the top each time!
There are penalties in the PvE side for 'losing', equating to time and gold sinks (injury kits). There need to be penalties on the PvP side as well.
Loss of 'glory' and XP would pretty much instantly discourage afk, bots and disconnectors. Not to mention giving you a chance to knock them off any leaderboard without too much effort. That way you at least know that it's PvP and not PvBot.
Getting rid of the AFK players is a necessity, but you'll never see a penalty for losing in any "casual" PvP system, which is exactly what all of Cryptic's games have.
If you want the losers to lose stuff, or gain exactly zero, you need to have a system where gear and power imbalances don't result in newbies getting instantly obliterated by folks who are up on the meta-game. If a person's first PvP match turns out to be a complete waste of time where they had no perception of even a chance of winning, they're just going to stop doing PvP.
Not that any of this matters. Cryptic is focused on PvE right now, since those players are the vast majority. By the time they get around to addressing the various problems with PvP, the community will be dead. Which is exactly what happened with CO and STO.
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thorizdenMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
The "penalties" in PvE are laughable, injuries only occur from deaths which are few and far between (really only with boss fights in dungeons for me). Time is time and I flip back and forth between PvE and PvP the progression time is roughly equal, though you get much more money and sell able items from PvE. Leaderboards and rankings would be very helpful, but dealing with afk'ers is easy and doesn't require punishing losers. In PvP one team will lose, even when both do very well, the same is simply not true in PvE. Every player can (and most will) "win" any given mission with the exception of dungeons which do take some effort.
tl;dr fixing afking and adding leader boards are what we need right now, not punishing people who're actually playing.
Comments
Mirror Ja'kreen
X'Tem
Active RPer
There's no penalty for losing. This is why there are so many complaints about AFK PvP players.
For it to be true PvP, the winners should only be gaining what the losers are losing. As it is, PvP here is a no loss situation. You can leave your character logged in while you eat a sandwich or tend to chores and come back to find that even tho you lost the match, you gained something.
I would suggest that any experience the winner gets, should be experience the loser loses (back to their starting exp for that level tho, not enough to drop them a level). Same thing for 'glory', if you get glory for winning, you should lose it for losing.
Same thing for gold (NOT AD tho, that just gives the AD farmers a way to transfer it). Perhaps require that folks entering PvP put up a gold coin 'stake', winners split the pot, losers don't get their 'deposit' back. Make it optional to add gold to the pot and if the opposing team can't put up a matching stake they can't queue for that round.
Without a penalty for losing , there's no risk.
Um, no not even close. The best PvP MMO of all time was GW1. A arena only, instanced PvP game with rewards for both sides. Having said that, it had (and NWN needs) basic mechanics to prevent AFK botting and the ability to ban people from queuing if they disconnect or afk too frequently.
edit: guaranteed results.
I'll agree to disagree. To put my opinion in perspective, think of the medieval jousting scene. Loser lost their armor and their horse. In those days, armor was expensive. Comparable to the cost of a house today. Horses, especially well trained warhorses were even more expensive. There was a huge gain to winning, and a comparative huge loss to losing.
Agree with you on the afk and disconnecting tho. Fixing that would help, but it would only alleviate that issue for a little while. As is, you could simply put a stack of pennies on the keyboard to avoid getting tagged as 'afk'.
Leaderboards would help, as long as they reset frequently, that way there's something to aim for. But even those are simply going to end up reflecting 'winners' based on how much time they have to spend in game. It would NOT surprise me to find a 24/7 afk bot at the top each time!
There are penalties in the PvE side for 'losing', equating to time and gold sinks (injury kits). There need to be penalties on the PvP side as well.
Loss of 'glory' and XP would pretty much instantly discourage afk, bots and disconnectors. Not to mention giving you a chance to knock them off any leaderboard without too much effort. That way you at least know that it's PvP and not PvBot.
If you want the losers to lose stuff, or gain exactly zero, you need to have a system where gear and power imbalances don't result in newbies getting instantly obliterated by folks who are up on the meta-game. If a person's first PvP match turns out to be a complete waste of time where they had no perception of even a chance of winning, they're just going to stop doing PvP.
Not that any of this matters. Cryptic is focused on PvE right now, since those players are the vast majority. By the time they get around to addressing the various problems with PvP, the community will be dead. Which is exactly what happened with CO and STO.
tl;dr fixing afking and adding leader boards are what we need right now, not punishing people who're actually playing.