More Casual PvP Please!
Series
Alliance Battles, Fort Aspenwood, Jade Quarry. 3 great PvP games. I like how these games combine PvP and PvE elements to make something new altogether. It's a place where you can just go in, form a party or just hit an enter button, and have some cool, rewarding PvP fun. A lot of people love the pick-up-and-play nature, where instead of spending time forming the perfect party, you can even roll a PvE build and still operate relatively successfully.
This was abandoned in Nightfall but I think it should definitely be reinstituted for GW:EN. It also fits well too.
Competitive missions can be added in as different races fighting eachother. In GW:EN, you gain "faction" with the different races, which unlocks powerful PvE only skills. Sound familiar?
While I can't expect something like Alliance Battles, some new competitive missions would be great. Aspenwood is a hugely popular area and JQ is getting somewhat played now that the exploit is fixed, and it is a very fun area. A few more competitive missions certainly couldn't hurt the game and would give us some more casual, rewarding PvP play.
This was abandoned in Nightfall but I think it should definitely be reinstituted for GW:EN. It also fits well too.
Competitive missions can be added in as different races fighting eachother. In GW:EN, you gain "faction" with the different races, which unlocks powerful PvE only skills. Sound familiar?
While I can't expect something like Alliance Battles, some new competitive missions would be great. Aspenwood is a hugely popular area and JQ is getting somewhat played now that the exploit is fixed, and it is a very fun area. A few more competitive missions certainly couldn't hurt the game and would give us some more casual, rewarding PvP play.
MrFuzzles
Careful, or I'll start ranting about how I want a random arena without glad titles again.
Thomas.knbk
It's funny how you mention the three worst pvp modes in the entire game and call them great.
I think 4 or 5 areas for casual pvp (you didn't mention RA and HvH is debatable) is quite enough. More would actually be less, because players would split up and it would reduce the competition. For casual PvP (or any PvP), a large player base is the most important thing. This splitting up is already happening (look at how nobody ever plays Jade Quatty), and more casual PvP areas would just make it worse.
I think 4 or 5 areas for casual pvp (you didn't mention RA and HvH is debatable) is quite enough. More would actually be less, because players would split up and it would reduce the competition. For casual PvP (or any PvP), a large player base is the most important thing. This splitting up is already happening (look at how nobody ever plays Jade Quatty), and more casual PvP areas would just make it worse.
bungusmaximus
Quote:
Originally Posted by Thomas.knbk
It's funny how you mention the three worst pvp modes in the entire game and call them great.
I think 4 or 5 areas for casual pvp (you didn't mention RA and HvH is debatable) is quite enough. More would actually be less, because players would split up and it would reduce the competition. For casual PvP (or any PvP), a large player base is the most important thing. This splitting up is already happening (look at how nobody ever plays Jade Quatty), and more casual PvP areas would just make it worse. |
would actually make stuff worse. Imho they should improve the existing PvP arenas.
The waiting times in AB suck, the number of leavers in RA is beyond annoying and Fort
Aspenwood is bugged. Let's not start a discussion about what is 'good' PVP and what not,
fact is that new PvP-ers need a place to learn the game. Without enough fresh blood the
high-end PvP arenas will run dry. I learned about PvP in AB, when I just started playing
I sucked to high heaven, but AB was a place where I could actually win. The high-end arenas are
too noob-unfriendly to even consider for new players.
pumpkin pie
Players need to be able to bring Heroes and Henchmen for Aspenwood and Jade Quarry PvP play otherwise those places are wasted.
In my opinion the game play and maps at those two places are very interesting, the only problem is no one is playing and theres very little chances you can get an opposition to play with at all.
In my opinion the game play and maps at those two places are very interesting, the only problem is no one is playing and theres very little chances you can get an opposition to play with at all.
Plague
Personally, I'd like a gametype somewhat like a combination of Aspenwood, Team Arena and Random Arena. That is, you make a team of 4 players and launch into the mission, and are assigned with two other teams, and must face off against another group consisting of three four-man teams, in some fashion. Basically, AB without NPCs or capturable areas (distractions from combat.)
Of course, the problem with such large-scale fights comes in what kind of builds people end up bringing. With so many people, that narrows the kinds of skills you can use down to just a few, so the maps involved would have to be made in such a way that either groups are constantly split off or are able to be forcibly seperated, or involve numerous global environmental effects, etc.
Of course, the problem with such large-scale fights comes in what kind of builds people end up bringing. With so many people, that narrows the kinds of skills you can use down to just a few, so the maps involved would have to be made in such a way that either groups are constantly split off or are able to be forcibly seperated, or involve numerous global environmental effects, etc.
InfernalSuffering
I would be fine with a more noob-friendly form of pvp/pve that would stand in for what now teaches pvers to pvp (RA, AB, FA) on one condition. They make JQ, AB, and FA actually competitive because there would no longer be a reason for them. They all had such great potential and it was essentialy wasted.
Sorry there was my little rant on how I want AB actually competitive.
Sorry there was my little rant on how I want AB actually competitive.
Hawkeye
I thought it would have been a fun idea to have environmental effects in pvp. I'd probably get hell for even suggesting such an idea, but perhaps they could leave the current system alone and create a new mode of pvp in which variables are purposefully thrown in which may or may not favor your build (and have enough that you couldn't bank on the map coming up in your favor either).
Like Rainstorm - All players move 90% of their original speed. Those knocked down stay down an additional second. Shout distance is reduced by half.
Sandstorm - All players move 66% of their original speed towards the direction of the wind and 133% of their original speed away. All players suffer -2 health degeneration.
Sacred ground - Creature summons (spirit and minions) cast 50% faster. Enchantments last 33% longer.
Just a few examples.
Like Rainstorm - All players move 90% of their original speed. Those knocked down stay down an additional second. Shout distance is reduced by half.
Sandstorm - All players move 66% of their original speed towards the direction of the wind and 133% of their original speed away. All players suffer -2 health degeneration.
Sacred ground - Creature summons (spirit and minions) cast 50% faster. Enchantments last 33% longer.
Just a few examples.
Series
Quote:
Originally Posted by Thomas.knbk
It's funny how you mention the three worst pvp modes in the entire game and call them great.
|
Kool Pajamas
Quote:
Originally Posted by Hawkeye
I thought it would have been a fun idea to have environmental effects in pvp. I'd probably get hell for even suggesting such an idea, but perhaps they could leave the current system alone and create a new mode of pvp in which variables are purposefully thrown in which may or may not favor your build (and have enough that you couldn't bank on the map coming up in your favor either).
Like Rainstorm - All players move 90% of their original speed. Those knocked down stay down an additional second. Shout distance is reduced by half. Sandstorm - All players move 66% of their original speed towards the direction of the wind and 133% of their original speed away. All players suffer -2 health degeneration. Sacred ground - Creature summons (spirit and minions) cast 50% faster. Enchantments last 33% longer. Just a few examples. |
I'd still love to see it.
Curse You
So you say you want casual PvP, but you suggest rewards? Sorry, but that's just counter-productive. Any time there is a reward, there will always end up being a competitive nature to it. So simply, PvP can't be casual by nature. Any place that is "casual" (i.e. no rewards) will have so few people in it, it would be worthless.
Master Ketsu
Quote:
start ranting about how I want a random arena without glad titles again. |
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