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Isaiah: There's definitely a huge conflict of interest. PvE players tend to want extremely overpowered things and feel epic while killing lots of things. They don't want things to change very much. (...) PvP'ers want things to be very balanced. When things aren't balanced, they want it changed. In fact, changing things up in general can make things a little more exciting in PvP.
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This is one of the points that tells me that GW2 will have extremely overpowered skills and super easy PvE. And that PvP will not be so much different from the arena-style combat we have nowadays. Except maybe their world battles, probably glorified ABs?
His bolded assumption is fundamentally wrong. I know that there are people who like IMBA stuff to rule, but not for long. But this is destroying the game even for those who like it in the beginning. Because it is just too easy. And it for sure does not characterize
my idea of PvE. I want some challenge and effort, not extremely overpowered crap to vaporize mobs while watching TV and eating pretzel sticks with one hand.
I am not happy about this attitude, makes one fear for GW2.
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Isaiah: Moving forward, we realize how hard it is to keep both of these groups happy with a single set of rules. Separating the two aspects would probably be in our better interest in the future, but it's not something that we'd put into the current version of Guild Wars.
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Interesting solution, unfortunately I must say Izzy does not show any love for PvE. You cannot let a person who has such a low opinion and imagination of fun and interesting PvE gameplay make skills for both PvE and PvP.
The only thing coming out of this would be more ursan "blessings".
They must have missed the whole Ursan, Consumables and general difficulty debates here on this and other forums.
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It's very important for us to be careful, because some people have specific builds to farm monsters. It's very easy to change a few numbers for the sake of PvP and blow it all away.
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One thing I cannot understand: They really respect farming as a valid form of gameplay. I would see it as a sub-division of PvE gameplay, but how on earth can they give farming such a high value? If a farming build gets destroyed, people farm something else, what is the problem? They can of course take farming in account, but given the fact how lowly pve gameplay is evaluted as "overpowered skills killing lots of mobs in an epic way", I can only wonder. They should care more about general PvE than specific farm builds and areas, I cannot believe that.
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Isaiah: The big thing we always try to iterate is that we care about all the aspects of our game.
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Hopefully.
But if constantly re-balancing and re-evaluating skills is the only way to keep people PvPing is questionable!
PvP players could use better automated tournaments, interesting new maps and game modes, there are many more important things to do than to nerf and buff builds on a regular basis. Balancing skills is just the BASE, the minimum effort to make a PvP game good, but it needs more than that, sorry.
Also, good PvE gameplay is not defined by overpowered skills versus hopeless mobs. ANet wanted to get away from power grind, and all their title additions to PvE favor grinding for minor skill improvements.