This is just a suggestion to maybe help with the balancing issues and the griefing issues in PVP.
At character creation have a choice between "Adventurer" and "Gladiator"
Adventurer - same as it is now except no pvp campaign (no boons, gear,tenacity, etc) but still have the domination maps for the fun of it.
Gladiator - This would unlock access to the pvp campaign and gear, boons, etc. They could expand on the boon system already in place in the campaign and then have specific instances just for pvpers that cannot be accessed by adventurers.The gear , powers, feats, etc. would all be pvp specific and when tweeked it would not affect the adventurer player. The only place the two would see each other is maybe Icewind Dale.
They could have a reputation system to be able to advance your boons, gear, etc. based on how well you did in the arenas.
so that people who have already maxed a pvp toon would not loose all their hard work they could offer a one time chance to choose your path and get a free respect.
Why would they put that much time, effort and labor cost into something the majority of people don't play? And further restrict it by eliminating people who play both PvE and PvP?
There are already specific PvP gear and boons, as well as PvP instances.
Not seeing how this does anything but cater to a *very* small segment of the overall population (i.e those who *only* PvP).
Why exactly would anyone choose anything *but* Gladiator in your example? Do they lose access to PvE at all? PvE players lose access to some of the game - what is the cost to a PvPer?
I used to think that PVP and PVE ought to be separated.
But then I began to reconsider this, and think it's okay if they are together, mainly because the proportion of players that are 'hard core', 'high-end' PVPers is very small. There's less than 100, I'm sure. So 95+% of all PVP matches are between low/mid-tier characters, not the 20k++++ crowd. And in my experience anyway, and that of others, PVP is reasonably balanced when you are in the 10-16k range or so (with the exception of a few small things - HR roots, immortal DCs, all TRs, etc...). Of course not every single match is balanced and competitive, but a lot more are balanced than are not balanced.
Yes it sucks when you are in a match that has 9 players that are all in the 10k-16k range and one 24k GWF who keeps running around one-shotting everyone. But that is the exception not the rule.
i totaly agree if you want to do pvp then do it but stay out of pve and vice versa
so manny changes get implamented to the game to apease pvp or pve that hurts the other side of the game how aboiut setting 2 servers 1 pvp and one pve
I think just 2 versions of each skills/feats/boons would be sufficient. Enter PVP area skills get change to PvP version automatically and vice versa. Skills/feat/boons don't need to change that much there's already 2 effect on certain skills so that wouldn't be too hard to implement other MMOs did this succesfully, PVP S/F/Bs would have to take into account gear a little more closely then PVE versions.
Example:
Lashing Blade: x damage, x/2 damage on players. etc.
i totaly agree if you want to do pvp then do it but stay out of pve and vice versa
so manny changes get implamented to the game to apease pvp or pve that hurts the other side of the game how aboiut setting 2 servers 1 pvp and one pve
I guess i wasn't clear enough.....the "Gladiator" would only have access to pvp areas and boons, etc. not pve areas and boons, etc.
This way they would have their own maps, arenas, etc. and everything geared towards pvp.
Perhaps a story line of how you start out as an enslaved fighter or a criminal thrown into the pits , etc. and worked your way towards freedom in the arenas.
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khimera906Member, NW M9 PlaytestPosts: 898Arc User
edited February 2015
They don't need to do anything that radical. All they need to do is to make the "op" powers and feats behave differently on players than they do on monsters. The trick is to identify what op about each class. If you're going only by forum posts, every class is "op" and needs a serious nerf
I hate dancing with Lady Luck. She always steps on my toes.
I guess i wasn't clear enough.....the "Gladiator" would only have access to pvp areas and boons, etc. not pve areas and boons, etc.
This way they would have their own maps, arenas, etc. and everything geared towards pvp.
Perhaps a story line of how you start out as an enslaved fighter or a criminal thrown into the pits , etc. and worked your way towards freedom in the arenas.
So you want another game with Neverwinter combat mechanics and setting really.
I don't really want pvp and pve seperated. I don't want seperate gear or classes. In this game all it does is dwindle the pvp community more. Actually they should add tenacity to all armor and just give 'pvp' more of it.. at least it would allow more new players to pvp without getting steamrolled as bad.
I could see this idea if we had more players but as it is now, and the way it is continuing.. pvp is probably dead and buried in mod 6 so no reason to seperate.
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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited February 2015
There could be hope for PVP if someone could figure out a way to make like a MOBA. Can you imagine a DOTA/League style map?
The few times I tried PVP, I got lifted into the air by a CW, then demolished by a TR.
imo a grea fix for pvp vs pve would be doing what i've seen on at least one other game, where pvp gear is balanced and the only things that affect what you're doing are your class skills that you have slotted and the type of weapon you have in your hand. Skill against skill alone without gear being a factor at all.
Pvp gear/boons could give certain benefits to your skills, such as shorter cooldowns or a bit more defense (not a lot, but a slight increase in defense) over non pvp gear. But it would be attainable by playing pvp matches and progressing in the pvp campaign.
This way, pve is the quest for more gear, and pvp is a fun aspect of the game no matter what your gear is (but you still have something in pvp to work towards if that is your thing.)
Now, obviously this plan doesn't fit with the current business model of neverwinter. however, it fits a model that would actually be fun and fair. Good players would do well. Poor players would perform poorly. But at least people couldn't blame gear or whales as the reason for performance issues. And people who aren't ever able to get legendary artifacts or rank 12 enchants but would like to dabble more in pvp might feel more inclined to do so.
Am all against any form of differentiating PvP from PvE (pvp is already part of this game). Its always a good sign of a bad game design in MMO/RPG. Even tenacity stat is just an excuse for the lack of will doing things right (or at least trying to, but hey, if it was a flat bonus stat based on level instead of equip, why not).
PvE should be taken closer to the PvP feeling (VI,skills, weapon/armor enhancements etc for specific mobs like elites and bosses) and the skills/class mechanics is what should cryptic focus on.
And if someone wants pvp only game, this is not the right place. Or, can try to pay enough for some separated "arena" shard with nothing but PE and domination/gg instances ^^.
A bit nosy NW-DKG7E99X6
"Hardcore" exploration journey and dungeon crawl. Read its description prior to trying it.
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited February 2015
I agree that PvE mechanics and PvP mechanics should never be interchangeable. They need to be on their own separate mechanics so that way each can properly be balanced without one affecting the other, which happens all too often from both sides.
I am also in favor of having PvE and PvP servers. It works for many other MMOs. However, I do not feel it is necessary if the mechanics for each can be properly separated, which alas could be way more work than simply implementing server rule-sets.
Either way, separation in some form needs to happen in my opinion. I do not feel the suggested method in the original post of this thread is the way to do it however. I'd rather see separate servers than that.
This is just a suggestion to maybe help with the balancing issues and the griefing issues in PVP.
Simple suggestion:
have separate PvE & PvP trees
...half the work is already done, so make a PvP tree and nerf away for this mythical balance you seek ... changes made to the PvP tree should not affect PvE one bit and leaves PvE tree to be tweaked as needed without affecting the PvP tree.
[PvP tree could be exactly the same as PvE tree to start, just rename the Powers/Feats on the PvP tree so changes only target that tree's Power/Feat.]
If not, they'll just to continue to make Powers/Feats that might work well and/or are needed in one mode but cause issues in the other...
then people grab their torches & nerfforks and curse the offending class to anyone who will listen [as if those who play that class created the Power/Feat that drew their angst.]
So in an effort to appease the mob, while ignoring any and all voices of reason [feedback] the Devs take mighty and seemingly blind swings with the Holy Nerfhammer, instead of taking time to adjust to find the sweet spot... meanwhile missing the mark & altering Powers/Feats on one side more than intended leaving those affected angry at opposite side of the PvE/PvP divide.
Bad enough people all fired up about other classes & screaming for nerfs, but add some PvE/PvP fuel to that equation and you get people going full-postal about everything wrong in the game...
think separate trees would eliminate a lot of hostility between the PvE & PvP camps because of nerfing [or even thinking they were nerfed] and nothing much changes in regards to gameplay through the Campaigns, Quests and/or Encounters changes.
Oh well... I need to go find my meds.
Been looking forward to upgrading my Perfect Sarcasm font, but due to recent changes it seems I will need to grind the Nine Hells for my Pure Sarcasm font... ironic isn't it?
Comments
There are already specific PvP gear and boons, as well as PvP instances.
Not seeing how this does anything but cater to a *very* small segment of the overall population (i.e those who *only* PvP).
Why exactly would anyone choose anything *but* Gladiator in your example? Do they lose access to PvE at all? PvE players lose access to some of the game - what is the cost to a PvPer?
But then I began to reconsider this, and think it's okay if they are together, mainly because the proportion of players that are 'hard core', 'high-end' PVPers is very small. There's less than 100, I'm sure. So 95+% of all PVP matches are between low/mid-tier characters, not the 20k++++ crowd. And in my experience anyway, and that of others, PVP is reasonably balanced when you are in the 10-16k range or so (with the exception of a few small things - HR roots, immortal DCs, all TRs, etc...). Of course not every single match is balanced and competitive, but a lot more are balanced than are not balanced.
Yes it sucks when you are in a match that has 9 players that are all in the 10k-16k range and one 24k GWF who keeps running around one-shotting everyone. But that is the exception not the rule.
so manny changes get implamented to the game to apease pvp or pve that hurts the other side of the game how aboiut setting 2 servers 1 pvp and one pve
Example:
Lashing Blade: x damage, x/2 damage on players. etc.
Agreed...............
This way they would have their own maps, arenas, etc. and everything geared towards pvp.
Perhaps a story line of how you start out as an enslaved fighter or a criminal thrown into the pits , etc. and worked your way towards freedom in the arenas.
So you want another game with Neverwinter combat mechanics and setting really.
I could see this idea if we had more players but as it is now, and the way it is continuing.. pvp is probably dead and buried in mod 6 so no reason to seperate.
The few times I tried PVP, I got lifted into the air by a CW, then demolished by a TR.
Pvp gear/boons could give certain benefits to your skills, such as shorter cooldowns or a bit more defense (not a lot, but a slight increase in defense) over non pvp gear. But it would be attainable by playing pvp matches and progressing in the pvp campaign.
This way, pve is the quest for more gear, and pvp is a fun aspect of the game no matter what your gear is (but you still have something in pvp to work towards if that is your thing.)
Now, obviously this plan doesn't fit with the current business model of neverwinter. however, it fits a model that would actually be fun and fair. Good players would do well. Poor players would perform poorly. But at least people couldn't blame gear or whales as the reason for performance issues. And people who aren't ever able to get legendary artifacts or rank 12 enchants but would like to dabble more in pvp might feel more inclined to do so.
PvE should be taken closer to the PvP feeling (VI,skills, weapon/armor enhancements etc for specific mobs like elites and bosses) and the skills/class mechanics is what should cryptic focus on.
And if someone wants pvp only game, this is not the right place. Or, can try to pay enough for some separated "arena" shard with nothing but PE and domination/gg instances ^^.
I am also in favor of having PvE and PvP servers. It works for many other MMOs. However, I do not feel it is necessary if the mechanics for each can be properly separated, which alas could be way more work than simply implementing server rule-sets.
Either way, separation in some form needs to happen in my opinion. I do not feel the suggested method in the original post of this thread is the way to do it however. I'd rather see separate servers than that.
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Simple suggestion:
have separate PvE & PvP trees
...half the work is already done, so make a PvP tree and nerf away for this mythical balance you seek ... changes made to the PvP tree should not affect PvE one bit and leaves PvE tree to be tweaked as needed without affecting the PvP tree.
[PvP tree could be exactly the same as PvE tree to start, just rename the Powers/Feats on the PvP tree so changes only target that tree's Power/Feat.]
If not, they'll just to continue to make Powers/Feats that might work well and/or are needed in one mode but cause issues in the other...
then people grab their torches & nerfforks and curse the offending class to anyone who will listen [as if those who play that class created the Power/Feat that drew their angst.]
So in an effort to appease the mob, while ignoring any and all voices of reason [feedback] the Devs take mighty and seemingly blind swings with the Holy Nerfhammer, instead of taking time to adjust to find the sweet spot... meanwhile missing the mark & altering Powers/Feats on one side more than intended leaving those affected angry at opposite side of the PvE/PvP divide.
Bad enough people all fired up about other classes & screaming for nerfs, but add some PvE/PvP fuel to that equation and you get people going full-postal about everything wrong in the game...
think separate trees would eliminate a lot of hostility between the PvE & PvP camps because of nerfing [or even thinking they were nerfed] and nothing much changes in regards to gameplay through the Campaigns, Quests and/or Encounters changes.
Oh well... I need to go find my meds.