Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

DONT screw up the other parts of the game for pvp.

STAR WARS: The Old Republic > English > General Discussion
DONT screw up the other parts of the game for pvp.

well's Avatar


well
01.22.2012 , 08:26 PM | #41
Quote: Originally Posted by Traumahawk View Post
My response wasn't meant to be a lashing out at you. I understand what you're saying. I hate to say this, but I think that a portion of the people joining WZs are doing so out of boredom, followed by daily XP, followed by gearing for PvE. A solid PvP system should be enjoyable and desirable for it's inherent fun factor, not outside reasons. It should allow advancement outside normal channels (ie. player gear).

Shameless promotion of a thread I started before last patch.

http://www.swtor.com/community/showthread.php?t=192426
I thought about that.PVP for gear for PVE..but I craft and my gear was better.That was at level 40 though.The level 50 stuff looked pretty good.

Kuvi's Avatar


Kuvi
01.22.2012 , 08:27 PM | #42
Quote: Originally Posted by tmpearson View Post
I'll debate this. If a player never participated in PvP they would have no idea if they were overpowered or not. Is that why we need damage metres too?
Damage meters always end up being abused, in my opinion.

However, PvP gives you a good idea of how much damage certain classes can put out.
If one doesn't PvP and/or have no idea how ones class fairs in the damage aspect verse other
classes how can one talk about what needs nerfs and doesn't?
[x] GENUFLECT

KryloKillian's Avatar


KryloKillian
01.22.2012 , 08:30 PM | #43
Quote: Originally Posted by Enako View Post
the main problem with pvp causing aggressiveness is the fact that pvp itself is a situation in which you fight against some sentient opponent for besting him/her. it roughly mimics the situations of survival. that is why stress is created and muscles become tense and the person becomes more alert and irritable, regardless of he wins or loses. its an automatic reaction. continual exposure to that, and the person remains alert for the entirety of playtime, and keeps that attitude. stress too. and you end up irritable.
All true of a well designed PvE experience.

I mean, did you play the original DMC3 before they admitted they gave us hard mode as normal and ratcheted down the difficulty for the collector's edition?

Or, more pertinently, I was more angry/stressed trying to kill the Void Wolf after having not used a tanking companion for roughly 20 levels than I've ever been at PvP.

I'd suggest it's more an issue of going right from getting slagged in PvP, being all pissed off about it, and coming directly onto the forums, than it is some kind of insidious slow transformation of the gamer's psyche, combined with the fact that more naturally aggressive people are going to be drawn to PvP in the first place.
Hokey religions and ancient weapons are no match for a good kick to the balls, kid.

Traumahawk's Avatar


Traumahawk
01.22.2012 , 08:30 PM | #44
Quote: Originally Posted by well View Post
I thought about that.PVP for gear for PVE..but I craft and my gear was better.That was at level 40 though.The level 50 stuff looked pretty good.
I agree, but most players feel that crafting (outside Biochem) is not worth the effort. So we go back to the problem. An MMO needs to have all of its core features working WELL and working together. One weak link, and many other facets begin to weaken.

Enako's Avatar


Enako
01.22.2012 , 08:34 PM | #45
[QUOTE=KryloKillian;2037931, than it is some kind of insidious slow transformation of the gamer's psyche, combined with the fact that more naturally aggressive people are going to be drawn to PvP in the first place.[/QUOTE]

true about pvp attracting aggressive people. but the transformation effect also exists.

Traumahawk's Avatar


Traumahawk
01.22.2012 , 08:37 PM | #46
Quote: Originally Posted by Enako View Post
true about pvp attracting aggressive people. but the transformation effect also exists.
I consider myself a very competitive person in real life. And I love translating that into online games--but the problem is that people like me won't even bother if we feel that the rewards are not reflective of genuine skill or advancement. Now some players may get off by knowing that the player on the other end is upset at their defeat, but I want more substance. I also don't want to win (or lose) because of exploitation of mechanics or poorly designed objectives.

DorkTrooper's Avatar


DorkTrooper
01.22.2012 , 08:46 PM | #47
I still believe the PvP and PvE servers should be separated with regards to some features, with targeted approaches, so that there are two fairly different playing environments to choose from. The people who inhabit the two kinds of servers have vastly different expectations and preferences (seamless attacks, heavy server population, quick grouping, raiding/ops, competition vs immersion, story, solo content, instancing, co-op etc).

Toweleeeie's Avatar


Toweleeeie
01.22.2012 , 08:47 PM | #48
Why cant devs just make an ability act differently when attacking a player and attacking a NPC?

Is it really that hard?
I like turtles

Traumahawk's Avatar


Traumahawk
01.22.2012 , 08:55 PM | #49
Quote: Originally Posted by Toweleeeie View Post
Why cant devs just make an ability act differently when attacking a player and attacking a NPC?

Is it really that hard?
This is a quote for James Ohlen:
Quote:
"But it is a genre, and we wanted to appeal to fans of that genre - we don't want to turn them away by making something that's radically different. And we wanted to take the lessons that have been developed in that genre over years and years and years and basically refine them, much like other companies do with other genres."
Yes, this would appeal to the fans of the genre 5 years ago. I think the miscalculation came with how much the genre would change in that time.

Enako's Avatar


Enako
01.22.2012 , 11:43 PM | #50
Quote: Originally Posted by Traumahawk View Post
This is a quote for James Ohlen:


Yes, this would appeal to the fans of the genre 5 years ago. I think the miscalculation came with how much the genre would change in that time.
not to mention that there are things that do not change with time.

nomatter how much time passes, an overbuffed boss will be dumber than a human. therefore an ability which is quite fit in such an environment will not be fit in pvp.

opposite will also hold true.