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The REAL issue in PvP

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited May 2010 in PvP Gameplay
I love PvP, its what I do. I've leveled 2 Klinks and 2 Feds almost exclusively through PvP. I have made suggestions, thrown out ideas, commented on burst damage and BTSS. Although there are things I feel could be improved, overall I still enjoy (and am very good at) the PvP in this game. However, I just canceled my subscription because there is one HUGE issue that not only isn't improving, it's rapidly getting worse.

There aren't enough people doing PvP.

I just spent an hour waiting for a queue to pop, and got nothing so here I am. I spent a good half hour on SUNDAY for crying out loud, and couldn't get into a queue (that was while trying to level a new Klink in tier 3). Yes, yes, off peak hours and all. But there is only one server, are you telling me there aren't 5 Feds and 5 Klinks in the whole WORLD who want to PvP right now? It has gotten so that I bring a book to read while I wait for instances to pop.

I'm here to play, and no PvE just doesn't do it for me. If I'm not playing against people, with people, it just isn't exciting. That doesn't mean I want PvE to go away, but if I can't get into a PvP instance I'm going to lose interest in a real hurry. And here I am.

Good luck, I'll check back in a month or two and see if there is any change (for the better).
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    There is no valid reward for PvP. As a Klingon, PvP is what i love, so i see 25 feds in que along with like 4 Klingons. After some time the Fed que drops to zero. Why ? bc the dailies have been doen and the que is back to 0 and 4.

    If PvP would have a meaning except for the Marks, it would be played more. Right now, i see PvP as something i will do for another month, get bored and leave also, along with many other PvPers........

    The solution would be Open PvP grounds with a meaning, a real reward, not only marks to by purple gear because once you have all purples the game is meaningless........
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    It is almost impossible to level a new klingon character via pvp now because not enough players queued. I used to sit in the queue watching the numbers: 1(min. 5) vs 2(min. 5) ... 2(min. 5) vs 2(min. 5) ... 3(min. 5) vs 1(min. 5) ... it takes too long to start a battle at the lower levels.

    Possible solution for Cryptic: make smaller battles, like 3 vs 3, 2 vs 2, or even 1 vs 1. Just lower the requirement of "5+5 people has to be in queue" for starting a battle.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    If there was no marks for FvF pvp, or only winning matches would count, i bet there would be even less people pvping.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Dalnar wrote:
    If there was no marks for FvF pvp, or only winning matches would count, i bet there would be even less people pvping.

    And that will happen anyway if people are fully geared in purple stuff. Only true PvPers who play this for a sport will continue to do PvP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    When one side has a inate ability that the other side has no real counter for and as a result lose matches very badly. Then are you surprised that they stay away?

    And I am not talking about teamwork here, which is just as bad on both sides.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Certainly the lack of people PVPing is a real problem. But when did this start? Kind of right after crits went out of control. They need to work on the damage issues because I for one hate the insta-gib battles that PVP has become. I PVP less because of it, because its not fun on either side of that coin. There were a lot more people PVPing before season 1. But right now, there are people that don't even try because they realize they just don't have a chance against that kind of damage output.

    Naturally there are also many things that could improve it, like making PVP more meaningful among other things, but slower, strategic, tall ship style combat is not what we have here at all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    They could FIX THE QUEUE SYSTEM....

    Every time people get dumped in a match with unequal teams, PvP popularity drops a bit more.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Blenda wrote:
    When one side has a inate ability that the other side has no real counter for and as a result lose matches very badly. Then are you surprised that they stay away?

    And I am not talking about teamwork here, which is just as bad on both sides.

    I take it you are hinting about Cloaks?
    Plenty of counters exist for cloaks, read the forums for tips and tricks.

    The only real issue is the borked up Que-ing system.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    what i think is wrong is the Klingon empire. no one want to play them the way they are. I have a Klingon toon but do not play him as much, waiting for more content(not just PvE). I think that open PvP zones could help and maybe same exclusive content as while. a lot of player want 1 v 1 PvP, make this exclusive to Klingons(as they are the PvP faction). they need more exclusive idea for their faction only to pull players to play Klingon and give some of the hardcore players something to do. if they invest more time in the Klingons than maybe their will be more of them to battle each other as well. how about all so add some NPC arenas as well for the Klingons to level up, at least til there is some balance.

    A lot of players have ideas on exclusive content, they need to put some focus on that. I am not a hardcore Klingon fan, but even I can see that. For me new content is new content I will try it no matter were it is. If it keep me playing i will roll my Klingon but first I need something to do.
    Right now the news about Klingon play bad and i have played some and understand.
    Basically PvP is broken because people are leaving and I am holding on til season 2 then i may take a break.
    We will see.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    vontrox wrote: »
    There is no valid reward for PvP. As a Klingon, PvP is what i love, so i see 25 feds in que along with like 4 Klingons. After some time the Fed que drops to zero. Why ? bc the dailies have been doen and the que is back to 0 and 4.

    If PvP would have a meaning except for the Marks, it would be played more. Right now, i see PvP as something i will do for another month, get bored and leave also, along with many other PvPers........

    The solution would be Open PvP grounds with a meaning, a real reward, not only marks to by purple gear because once you have all purples the game is meaningless........
    ... Why is there a need for reward when ~pvp~ is what you play for?

    I pvp just for pvp.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Blenda wrote:
    When one side has a inate ability that the other side has no real counter for and as a result lose matches very badly. Then are you surprised that they stay away?

    And I am not talking about teamwork here, which is just as bad on both sides.

    You must be referring to the hull and shield strength advantage Fed ships have. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    It has gotten so that I bring a book to read while I wait for instances to pop.

    You know... this isn't a bad idea actually. We could start some sort of STO PvP'ers Book Club.

    I recommend "The Forge of God" by Greg Bear. Just finished it myself.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    ... Why is there a need for reward when ~pvp~ is what you play for?

    I pvp just for pvp.

    well, bc most games give rewards for winning..... i work for money...not just bc i have to work :cool:
    if i just PvP for....PvP (right now still enjoying it btw, but t is getting less and less....) i can do lotts of other games just for the fun of killing other players.....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Zorena wrote:
    ... Why is there a need for reward when ~pvp~ is what you play for?

    I pvp just for pvp.

    Not many people, actually very few, would PvP just for the Fun of PvPing, or if you will, consider that the Fun of the activity is the reward they seek.

    Conversely, In other types of games such as Counterstrike, Quake etc Pure PvP games these people are abundant actually I do not think that there is anyone playing Counterstrike so that their in Game character can progress, but this is also why these people play counterstrike and not STO, why pay a sub for an MMO when you can get your reward (fun) free of charge?

    Having said that, Reward in the context of an MMO is closely associated to Progression one of the elements upon which an MMO is designed.

    When people say "there is no Reward" for engaging in a certain activity in an MMO, in reality they mean that this activity does not contribute to their Progression in the game.

    And thus depending on how activities are tied to that progression people will partake in them, whether they like these activities or not. Hence, the behavior of people just joining PvP for the Daily Progression reward and then doing what they like.

    If the queue drops to 0 it is because all these 25 people really do not enjoy PvP, and do it only for the progression it offers.

    While other people who would enjoy PvP are left with long queues and waits.

    This actually sais much about the game and its population.

    1st - There simply arent many people in the game who trully like PvP

    2nd - Questions arise from that. Is it simply a style issue or is it a design issue?

    if we are to take as granted that a game's design is also what makes up its population, then the obvious conclusion here, is that STO's PvP implementation is simply not fun enough to attract more people of the PvP style of play, and it is attracting mainly people of the PVE style who would only engage in PvP for the duration of the reward which they perceive as Progression. 1 game or two per day get the badges, go back to what gives fun, PVE or other activities.

    Adding more rewards? Is that really the solution? I think not. Because if all games were to give daily rewards then PvP would be enhanced yes however that would be a temporary thing, people would engage in to it for as long as they can attain their goals and then would quit it.

    Others may even dislike it all together perceiving it as if they are "obligated" to engage in an activity that they do not enjoy just to progress.

    In my opinion the solution would be further devellopment to add to the game more PvP content, for example a sorts of contention/conquest system. before that however smaller things must be considered. Like the questions raised by #2 above.

    Is the PvP combat system fun in and of itself to begin with? Why doesn;t it play as smoothly and excitingly as PVE Combat does?

    Personally I am a PvPers, but I am also a ST fan, and I have more fond ST adventures about fighting it out with NPC's rather than fighting it out with People.

    So you want more PvP action in the game, adjust the PvP combat system, first then add PvP content, this would attract more people like yourself and actually Vontrox, who simply wants meaning to PvP other than going in for the badges.

    That meaning can only come from a system within which the player feels like their activities have an impact in the world within which their character exists.

    PvPing to conquer a Port of the Enemy action in POTBS has an overall meaning of the game. PvPing in a Battleground in WoW has little to no meaning in the world. No one cares if the alliance or the Horde won the last Alterac Valley...it does not change anything to anyone in Azeroth.

    At this moment, STO is like WoW in that regard, who won and who lost the last PvP match...is really inconsequential to anyone other than the people that were part of it for its duration.

    Food for thought.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Suraknar wrote: »
    Not many people, actually very few, would PvP just for the Fun of PvPing, or if you will, consider that the Fun of the activity is the reward they seek.

    Conversely, In other types of games such as Counterstrike, Quake etc Pure PvP games these people are abundant actually I do not think that there is anyone playing Counterstrike so that their in Game character can progress, but this is also why these people play counterstrike and not STO, why pay a sub for an MMO when you can get your reward (fun) free of charge?

    Having said that, Reward in the context of an MMO is closely associated to Progression one of the elements upon which an MMO is designed.

    When people say "there is no Reward" for engaging in a certain activity in an MMO, in reality they mean that this activity does not contribute to their Progression in the game.

    And thus depending on how activities are tied to that progression people will partake in them, whether they like these activities or not. Hence, the behavior of people just joining PvP for the Daily Progression reward and then doing what they like.

    If the queue drops to 0 it is because all these 25 people really do not enjoy PvP, and do it only for the progression it offers.

    While other people who would enjoy PvP are left with long queues and waits.

    This actually sais much about the game and its population.

    1st - There simply arent many people in the game who trully like PvP

    2nd - Questions arise from that. Is it simply a style issue or is it a design issue?

    if we are to take as granted that a game's design is also what makes up its population, then the obvious conclusion here, is that STO's PvP implementation is simply not fun enough to attract more people of the PvP style of play, and it is attracting mainly people of the PVE style who would only engage in PvP for the duration of the reward which they perceive as Progression. 1 game or two per day get the badges, go back to what gives fun, PVE or other activities.

    Adding more rewards? Is that really the solution? I think not. Because if all games were to give daily rewards then PvP would be enhanced yes however that would be a temporary thing, people would engage in to it for as long as they can attain their goals and then would quit it.

    Others may even dislike it all together perceiving it as if they are "obligated" to engage in an activity that they do not enjoy just to progress.

    In my opinion the solution would be further devellopment to add to the game more PvP content, for example a sorts of contention/conquest system. before that however smaller things must be considered. Like the questions raised by #2 above.

    Is the PvP combat system fun in and of itself to begin with? Why doesn;t it play as smoothly and excitingly as PVE Combat does?

    Personally I am a PvPers, but I am also a ST fan, and I have more fond ST adventures about fighting it out with NPC's rather than fighting it out with People.

    So you want more PvP action in the game, adjust the PvP combat system, first then add PvP content, this would attract more people like yourself and actually Vontrox, who simply wants meaning to PvP other than going in for the badges.

    That meaning can only come from a system within which the player feels like their activities have an impact in the world within which their character exists.

    PvPing to conquer a Port of the Enemy action in POTBS has an overall meaning of the game. PvPing in a Battleground in WoW has little to no meaning in the world. No one cares if the alliance or the Horde won the last Alterac Valley...it does not change anything to anyone in Azeroth.

    At this moment, STO is like WoW in that regard, who won and who lost the last PvP match...is really inconsequential to anyone other than the people that were part of it for its duration.

    Food for thought.

    Yes I know this but even when its about glory roleplay relic port and whatever I play to kill players to challenge my mind if you wish to the different skills we apply in the order we do them in.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Zorena wrote:
    ... Why is there a need for reward when ~pvp~ is what you play for?

    I pvp just for pvp.

    Exactly, PvP IS it's own reward, and while I won't argue about getting some Open PvP (in my opinion the absolute best kind of pvp there is aside from massive battlegrounds) I do argue about needing "incentive" to pvp. Further incentivising pvp participation will have the continued negative effect of "forcing" pve'rs into PvP and the never ending whining and thereby nerfing that is so pervasive wherever this occurs will not only continue, but escalate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Exactly, PvP IS it's own reward, and while I won't argue about getting some Open PvP (in my opinion the absolute best kind of pvp there is aside from massive battlegrounds) I do argue about needing "incentive" to pvp. Further incentivising pvp participation will have the continued negative effect of "forcing" pve'rs into PvP and the never ending whining and thereby nerfing that is so pervasive wherever this occurs will not only continue, but escalate.

    Well said... give the masses points for slaughtering AI borg... or snake heads I mean cardassians. Perhaps 3 PvP matches or 3 Borg DSE... seems reasonable lots of war to fight. Then they don't have to learn first hand the fastest way to make something PoP within the current set of rules. ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Exactly, PvP IS it's own reward, and while I won't argue about getting some Open PvP (in my opinion the absolute best kind of pvp there is aside from massive battlegrounds) I do argue about needing "incentive" to pvp. Further incentivising pvp participation will have the continued negative effect of "forcing" pve'rs into PvP and the never ending whining and thereby nerfing that is so pervasive wherever this occurs will not only continue, but escalate.

    I agree PvP is its own reward, meaningfull PvP (ie: Open Faction vs Faction PvP fighting over space superiority and Planetary/starbase control. Space and ground combat) would not be so boring and repetative.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    PvP is not dynamic and has gotten stale. I'm tired... simply tired... with PvP'ing in essentially 2 viable maps. Salvage Operations and Cracked Planet. Hardly any KDF left. Not many Feds que up. Lower Tier PvP is much harder to come by, and for a KDF character, that slows down advancement terribly.

    For a game that is supposedly doing ok (by some of the more optimistic people here) and for only having 1 game world for everyone to play in... I'm not impressed by the PvP taking place.

    But then again, when you look at the lack of participation and lack of variety, why should you PvP more often?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    vontrox wrote: »
    well, bc most games give rewards for winning.....

    The other day I beat my friend in a really close, tense, but fun game of Madden.

    I didn't get anything for doing that.

    My other friend's been playing a lot of Team Fortress 2. He doesn't seem to be getting anything out of it other than fun.

    Another friend is all hyped up about Portal 2. He didn't mention what reward he wanted. In fact, the cake he was promised in the last game he assures me was a lie.

    Another friend's been playing a bit of Left4Dead 2, and seems to be happy with the idea of killing zombies, but didn't seem to get any kind of reward.

    And I remember that Seinfeld episode about George and his Frogger arcade box ... I recall he didn't get any reward out of his domination of that game. LIke most episodes of that show, nothing really came of it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Naevius wrote:
    They could FIX THE QUEUE SYSTEM....

    Every time people get dumped in a match with unequal teams, PvP popularity drops a bit more.

    Hey... you know... You might be onto something there....:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    superchum wrote: »
    The other day I beat my friend in a really close, tense, but fun game of Madden.

    I didn't get anything for doing that.

    My other friend's been playing a lot of Team Fortress 2. He doesn't seem to be getting anything out of it other than fun.

    Another friend is all hyped up about Portal 2. He didn't mention what reward he wanted. In fact, the cake he was promised in the last game he assures me was a lie.

    Another friend's been playing a bit of Left4Dead 2, and seems to be happy with the idea of killing zombies, but didn't seem to get any kind of reward.

    And I remember that Seinfeld episode about George and his Frogger arcade box ... I recall he didn't get any reward out of his domination of that game. LIke most episodes of that show, nothing really came of it.

    and how many of those games is a monthly sub required to play. i dont expect to scale in a RST or a FPS. i do expect to scale in an mmo.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I have never done PvP in any other MMO besides the scenario type in WarHammer. This because i have never liked PvP. Probably because i am old, slow and suck at it. However i do like and did like the scenario / arena type PvP in WarHammer and here in STO.

    Warhammer i quit, mainly because i got tired of the orcs and elves and dwarfes which never did or do the trick for me. I simply just h8 orcs, elves & dwarfs.

    Problem here in STO is the queing system as i see it. Much to often uneven teams that makes u a shooting practize target more than a fighting target. I have numerous times both on Fed side and Kling side been alone against 3-5 opponent players. U do not need to be a rocketscientist to figure out that this is not really fun.

    So, i have not given up PvP ground just Yet but its starts to be a bit annoying that u have to alter thru your various chars in various lvl ranges and factions every day to find a que with people in them and then sit it out for the massive amount of time it takes to fill up. And then u end up in a game again either on the 5-1 team or the 1-5 team.

    Its also a bit annoying that when u wait u wanna do something so you pop into a exploration mish, the game starts u enter and u are left after to do the exploration map again from start. In warhammer u did the scenario game and ended up back were u left what u were doing before.

    Maybe not easy to do for cryptic bcause of the way mishes is made but annoying for me still.

    Anyway/anyhow i hope that PvP will be fixed in a manner that people still play them making it possible for me to continue doing PvP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    One other reason that I didn't see stated is that pvp is still not balanced at the moment.
    It would be great if a pvp zone would have equalized teams, or fed not spawning on top fo the klingon spawn points (Ker'rat). The fact that in capture and hold that the fed can still capture a location in less time with fewer ships is still an issue.

    There are too many imbalances at the moment so that is why you will see the queue with 45 fed//4 klingon. Dailies are great because you get the marks. Why would anyone want to pvp in a 10 vs 2 ?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Zorena wrote:
    Yes I know this but even when its about glory roleplay relic port and whatever I play to kill players to challenge my mind if you wish to the different skills we apply in the order we do them in.

    And I am not disputing this, your style is your style, all I am saying is that this style is a rarity in MMO's. In all actuality, my style is like that as well.

    As for challenge, this is relative, I actually find STO PvP boring in many areas with many cookie cut elements in it. I am not saying I haven;t had fun times yet it gets old too fast, because in the end, it is not really unique kind of combat, it is only represented within a different context but it is same ability kind of mechanics that you can find in any other game, such as WoW and WAR or DAOC...target, CC, Kill...assist Trains and the like, it is all the same.

    So the question at that point becomes, which one of them has the most fun implementation? And to me I would rather play WoW PvP than STO PvP it is more fun it is better implemented, because its implementation matches better its context.

    If on the other hand STO had a less ability oriented mechanic, like the Star Trek Combat we have grown up to experience from the Series and Movies of Star Trek, then this would be far more enjoyable to me.

    I was reading another thread here in these forums from a person who put lots of effort to explain healing mechanics...and while I admire the effort and gist, the whole read I was wondering if I was reading a thread about a game that supposedly features Ship to Ship Space combat....

    I mean, I never saw Picard going "Mr Data, throw a Burst Heal to the Excalibur they just got some Spike Damage...Mr Laforge, we need some HOTs to our Escorts! "...its for laughs..

    Encapsulating a Space game premise within a fantasy combat system... and then Cryptic wonders why people are leaving or simply play less and less or why not more are attracted to the game?

    I just hope something will turn around at some point, someone will wake up, or admit that the initial approach while adequate to launch the game within the constraints of its devellopment is not so to keep it going....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Suraknar wrote: »
    And I am not disputing this, your style is your style, all I am saying is that this style is a rarity in MMO's. In all actuality, my style is like that as well.

    As for challenge, this is relative, I actually find STO PvP boring in many areas with many cookie cut elements in it. I am not saying I haven;t had fun times yet it gets old too fast, because in the end, it is not really unique kind of combat, it is only represented within a different context but it is same ability kind of mechanics that you can find in any other game, such as WoW and WAR or DAOC...target, CC, Kill...assist Trains and the like, it is all the same.

    So the question at that point becomes, which one of them has the most fun implementation? And to me I would rather play WoW PvP than STO PvP it is more fun it is better implemented, because its implementation matches better its context.

    If on the other hand STO had a less ability oriented mechanic, like the Star Trek Combat we have grown up to experience from the Series and Movies of Star Trek, then this would be far more enjoyable to me.

    I was reading another thread here in these forums from a person who put lots of effort to explain healing mechanics...and while I admire the effort and gist, the whole read I was wondering if I was reading a thread about a game that supposedly features Ship to Ship Space combat....

    I mean, I never saw Picard going "Mr Data, throw a Burst Heal to the Excalibur they just got some Spike Damage...Mr Laforge, we need some HOTs to our Escorts! "...its for laughs..

    Encapsulating a Space game premise within a fantasy combat system... and then Cryptic wonders why people are leaving or simply play less and less or why not more are attracted to the game?

    I just hope something will turn around at some point, someone will wake up, or admit that the initial approach while adequate to launch the game within the constraints of its devellopment is not so to keep it going....

    I understand your Issues with hull heals, but there were several episodes where the enterprise extended its shields to protect another ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Stingray10 wrote: »
    I understand your Issues with hull heals, but there were several episodes where the enterprise extended its shields to protect another ship.

    I don't think that's his actual point, Stingray. I've actually posted on it quite a bit, myself. It really has less to do with whether you help a ship by extending your shields, or sending a repair team over, and more to do with hitting a hot button and casting a spell that heals his armor.

    It's not really a semantic discussion, but more of a commentary on game mechanics, and the basis on which the game depends for it's different systems.

    What happened is that the Devs had to start from a certain point, using an engine designed to perform a certain way, which is antithetical to the perceived way that it should function.

    A lot of it could be alleviated with the way they describe things and the animations, to be honest. If combat were slower, we could dispatch a shuttle or a repair pod to fix a teammate's hull, or bring up a menu to reroute the power coupling (read as: minigame) to shunt power from our engines to our shields. To actually see our first officer dispatch damage control teams to repair a hull breach. (Read as: Combat and Control from the bridge.)

    I honestly think that this is the flavor they tried for, hell, they even said that they wanted combat to be like TWoK, like tall ships, tacking for position. Unfortunately, what we got was burst damage, 3rd person console-like views, ships moving so fast that combat from the bridge would be impossible. Instead of learning in the Academy how to program and execute an attack pattern or other skills, we got magic-like powers.

    So anyway, I think it's more about how we do something, not really that we do it. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Hey gang,

    I just want to thank you all for this awesome feedback, and incredibly constructive conversation. Your concerns over PvP are something that we are currently actively looking into addressing (Note: that doesn't mean magic will happen immediately...), and I'll definitely be passing this feedback along. Please keep it coming!

    Again, thank you,

    Stormshade
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    we can has magic?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    we need a timer on pvp engagments, if you dont fight or come out of cloak within 5 minutes you automatically loose. Please im sick of these ghey klinks that just camp in cloak and hide all day wasting everyones time if your team doesn't show up to fight and your outnumbered tough luck you loose, uncloak already and quit wasting everyones time, im currently sitting in a map doing nothing cause klinks are outnumbered and they just run and hide all day. this is broken needs to be fixed and nobody can get kills or do anything.
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