Inspired by a comment made by Avarre in a Riverside thread, I thought that I might post some ponderings on what is arguably Guild Wars greatest failing, and hopefully hear your thoughts on the matter, where ArenaNet went wrong, and how things could be better for GW2.
The original Guild Wars is often touted as having been sold to us as a PvP game, or so many forum posters comment. And true enough, the original release of Guild Wars held a number of promises that appealed to a variety of gamers, sure, the subscription free model was nice, but the game itself was said to reward player skill, over time and grind... appealing to casual gamers.
Guild Wars, before the addition of title grind and relentless farming really didn't have a lot of PvE appeal, simply put you had a limited amount of PvE game play available to you, and once the PvE storyline was played out, you moved onto PvP. PvE was often cited as little more than a training area, a tutorial of sorts that led to the PvP end game content.
Obviously a lot has changed since that initial release of Guild Wars Prophecies, more and more has been added to the game largely to keep people occupied in PvE, to the detriment of PvP.
People just aren't making the endgame transition to PvP, as was originally envisioned in those early Jeff Strain interviews.
What do you think kept players from making the transition into becoming regular PvP players? Why is the PvP population so abysmally small compared to the masses of people happily grinding their way through PvE.
More importantly, what can ArenaNet do with GW2 to make a smoother transition between PvE and PvP, or better yet, encourage a healthy PvX population?
edit: It shouldn't need stating, but just for the obtuse, please no attacks or flames aimed at any part of the GW player community, just constructive ideas or honest opinions on why the divide exists, how ArenaNet could better implement transition between PvE and PvP play etc...
Bridging the great divide. PvE and PvP.
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| Why is the PvP population so abysmally small compared to the masses of people happily grinding their way through PvE. |
There's also other reasons: time - in PvE, you can h/h, and if you have to leave for something midway through, or you're just kicking back for an hour, you can leave and nobody will complain.
Connection's also an issue. Not everyone has insanely good ping, and if you don't trust your connection, again - in PvE, you can h/h, nobody will complain, and you won't feel bad about having d/ced on a team halfway. I used to lag insanely on my old computer. Sebelkeh was a nightmare because I'd lag everytime someone killed the Blasphemy: I had to use my friend's computer so I could actually finish the mission. I couldn't PvP in any format, not even RA or AB, because upon entering I'd freeze for over a minute. So I stuck to PvE.
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| The original Guild Wars is often touted as having been sold to us as a PvP game |
Yes, Guild Wars was originally a more PvP based game. Take a look at Prophecies. The PvE content was the storyline, nothing more. End game content for PvE? Non existent. PvE was more of a format to get players used to the game, and once they completed it, they'd move onto PvP. The easiest way to see it is the Crystal Desert. Elona Reach? Relic running. Thirsty River? Annihilation. Dunes of Despair? King of the hill. Where was HA located at the time? The Crystal Desert.
Then came along Factions. The storyline was a whole 12 missions (with an extra if you wanted to complete the other faction part of the game). It brought end game PvE content (Urgoz and Deep), and it introduced titles. They also added 3 PvP formats - Alliance Battles, Jade Quarry and Fort Aspenwood. As you can see, they still tried keeping the community less split between PvE and PvP with the low-end PvP forms.
After that, PvP support pretty much dropped, and ANet started focusing on PvE. The big tournaments were pretty much done. Nightfall came out. It introduced heroes and PvE skills, with a 20 mission storyline and more end-game content. What did NF do for PvP? Well, other than the massive power creep, hero battles.
Eye of the North added absolutely nothing to PvP except for some more skills. The whole expansion was for PvE. So in the end, they drifted away from their PvP based Guild Wars to a PvE based Guild Wars with less PvP support.
You can argue against it all you want.
Now, on topic:
I'd say that the main thing that stopped PvE players to becoming regular PvP players was that they didn't like the competition, and the fact that getting into PvP after a few years was pretty hard. Right now, it's pretty hard for a PvE player to get into a successful PvP guild. The PvE community is larger because as other MMO's will tell you, PvE is always more popular.
Honestly, I have no idea what ANet could do to bridge the gap. If the GW2 community is anything like the GW community, I doubt they can do anything. Both communities are at each others necks all the time.
I don't think anyone who was around in the Prophecies only days could disagree with you Arkantos. Another thing that the PvE storyline offered as a training area on the way to PvP end game content was skills, you could amass quite a few skills from quests, add to this a few skill caps and purchased skills and you were set to enter PvP far better equipped than those atrocious old Prebuilt templates.
Your mention of it being hard (especially after the game had been out for a few years) for new players to make the transition into PvP is largely due to the often cited Rank discrimination? Any idea how to address this for GW2? Or is this a problem with the community, and not a problem with the game itself?
Your mention of it being hard (especially after the game had been out for a few years) for new players to make the transition into PvP is largely due to the often cited Rank discrimination? Any idea how to address this for GW2? Or is this a problem with the community, and not a problem with the game itself?
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| Your mention of it being hard (especially after the game had been out for a few years) for new players to make the transition into PvP is largely due to the often cited Rank discrimination? Any idea how to address this for GW2? Or is this a problem with the community, and not a problem with the game itself? |
As for GvG, getting into a high-end guild is going to be hell. First of all, you have no experience. You're going to have to go through shit guilds just to get experience, and continue to go through shit guilds. Sure, there's kiSu (if that's still around), but you still aren't guaranteed to get into a good guild. Even with experience, if people don't know who you are, your experience doesn't mean much. Seems like a problem (if you want to call it a problem, really) with the community.
Both of these things are also why there's such a big gap between PvE and PvP. Since both issues are more based on the community rather than the game itself, there's not a lot ANet can do.
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Yes, Guild Wars was originally a more PvP based game. Take a look at Prophecies. The PvE content was the storyline, nothing more. End game content for PvE? Non existent. PvE was more of a format to get players used to the game, and once they completed it, they'd move onto PvP. The easiest way to see it is the Crystal Desert. Elona Reach? Relic running. Thirsty River? Annihilation. Dunes of Despair? King of the hill. Where was HA located at the time? The Crystal Desert.
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As for bridging the gap now? Not going to happen. PvE skills would have to go, as would the bandaid of PvP versions of abilities. With all the ridiculously powerful stuff PvE'ers rely on to get through the content *cough*Permasin*cough*, people would either have to adapt (this won't ever happen), or the content would have to get easier.
Heroes were a godsend for PvE - Henching would have been so much better if I could've given Alesia a proper build.
I do really miss the days of waiting for America to win Favour, getting annoyed, and taking a trip to HA (I think we used to call it ToPK / HoH) to win Favour to go do UW.
D
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People just aren't making the endgame transition to PvP, as was originally envisioned in those early Jeff Strain interviews.
What do you think kept players from making the transition into becoming regular PvP players? Why is the PvP population so abysmally small compared to the masses of people happily grinding their way through PvE. |
2. Its nearly impossible to get to HA without a guild to back you up even if you are really good.
3. Some people don't like PvP. And some people, like me, like to grind and farm.
D
I hope this feature that will be in Guild Wars 2 will help close the gap between PVE/PVP:
"World PvP will allow you to play characters of any level, using the skills that you have in your possession at that particular time. It is intended to be a more relaxed bridging point between PvE and structured PvP. It will be on a larger scale than the original Guild Wars PvP with large battles which could take place over a long period with people coming and going.
Each battle will have a number of different objectives which can be met such as taking guard towers or defending choke points or joining a larger battle to take a castle. Battles will take place in the Mists.
Victory in World PvP will confer benefits to your world. This may include improved drop rates, better energy regeneration or other bonuses."
Even more so than Alliance Battles, I feel the Mists will really get people intrested in PVP gameplay. ArenaNet needs to rip down that wall that divides the community, and start blending both sides of the game together.
"World PvP will allow you to play characters of any level, using the skills that you have in your possession at that particular time. It is intended to be a more relaxed bridging point between PvE and structured PvP. It will be on a larger scale than the original Guild Wars PvP with large battles which could take place over a long period with people coming and going.
Each battle will have a number of different objectives which can be met such as taking guard towers or defending choke points or joining a larger battle to take a castle. Battles will take place in the Mists.
Victory in World PvP will confer benefits to your world. This may include improved drop rates, better energy regeneration or other bonuses."
Even more so than Alliance Battles, I feel the Mists will really get people intrested in PVP gameplay. ArenaNet needs to rip down that wall that divides the community, and start blending both sides of the game together.
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I thought it was your build that mattered... I'm even less tempted to go to HA than I was before.
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As an aside, I don't understand the intent of this thread. Bridging the gap between PvE and PvP? In PvE you have people who enjoy fighting a static, unchanging enemy coupled with grind. PvE is when you want to always win, because the monsters are too weak to ever really defeat you. PvE by definition is the antithesis of competitive play (aka PvP). The two formats are utterly different playstyles, so much so that they don't even occupy the same universe, even if you include both formats in a game.
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thank god.. please stay out if you can't see why people would ask for specific ranks
As an aside, I don't understand the intent of this thread. Bridging the gap between PvE and PvP? In PvE you have people who enjoy fighting a static, unchanging enemy coupled with grind. PvE is when you want to always win, because the monsters are too weak to ever really defeat you. PvE by definition is the antithesis of competitive play (aka PvP). The two formats are utterly different playstyles, so much so that they don't even occupy the same universe, even if you include both formats in a game. |
PvE players join PvP for the first time and either find it impossible to get in a group or suffer the common pugging problem of "waiting for a group to get filled/ready for battle" or get rolled up in battle and laughed out of the arena.
I PvP around once a week in RA or TA and I'v seen this time and again. I'v played with really good players who were friendly and helpful and I'v played with complete douches who have their heads up their asses and do nothing but talk shit.
Another really fun thing about PvP is the quitters. Oh how I love the quitters.
Match starts, we load up and our monk see's our team has a warrior, and two rangers while the other team has two monks, and ele and a mes. The monk quits and the three left are S.O.L. This is but a single example of a common problem. Superior LAG and constant DC's also make PvP so much more enjoyable.
Broken skillbars that make fighting pointless also rool jo face off! Nothing like fighting against 4 overpowered skill builds when all we have is a restoration rit! People bitch about PvE balance when PvP needs to be the focus of ALL balancing updates until PvP is fixed.
But its ok cause I now run a cheesy overpowered Defypain KD build just make everything even and then just leroy my jenkins off until the match is over. I'm gonna step up my game and run a mending smite build on my warrior to make PvP even better!
Fix the problems I meantioned and PvEr's might want to join in more often.
I PvP around once a week in RA or TA and I'v seen this time and again. I'v played with really good players who were friendly and helpful and I'v played with complete douches who have their heads up their asses and do nothing but talk shit.
Another really fun thing about PvP is the quitters. Oh how I love the quitters.
Match starts, we load up and our monk see's our team has a warrior, and two rangers while the other team has two monks, and ele and a mes. The monk quits and the three left are S.O.L. This is but a single example of a common problem. Superior LAG and constant DC's also make PvP so much more enjoyable.
Broken skillbars that make fighting pointless also rool jo face off! Nothing like fighting against 4 overpowered skill builds when all we have is a restoration rit! People bitch about PvE balance when PvP needs to be the focus of ALL balancing updates until PvP is fixed.
But its ok cause I now run a cheesy overpowered Defypain KD build just make everything even and then just leroy my jenkins off until the match is over. I'm gonna step up my game and run a mending smite build on my warrior to make PvP even better!
Fix the problems I meantioned and PvEr's might want to join in more often.

Good thread.
The learning curve for PvP is abominably steep. You go from casual RA/FA to HA/GvG? Not a damned chance for the average player, unless they've managed to get enough friends and contacts to get eased into it by better players. Let's be honest, the average guy playing doesn't want to play Guild Wars: Myspace for weeks to find someone willing to bring him along and teach him. Nor should he have to.
GW2 needs some better intermediary form of PvP to bring players into it. TA has its merits, but needs more attention in that regard. The team based structure of PvP really inhibits low-level competition, since team organization is so utterly key, and that's hard with random people. Games that involve only 1 player or homogeneous players (most FPS/RTS games) allow a single player to play against equally skilled people on an appropriate ladder system, but GW forces you to try to get 7 other people, and then get mauled by every other team on the same ranking system.
The monsters are static and unchanging.
The learning curve for PvP is abominably steep. You go from casual RA/FA to HA/GvG? Not a damned chance for the average player, unless they've managed to get enough friends and contacts to get eased into it by better players. Let's be honest, the average guy playing doesn't want to play Guild Wars: Myspace for weeks to find someone willing to bring him along and teach him. Nor should he have to.
GW2 needs some better intermediary form of PvP to bring players into it. TA has its merits, but needs more attention in that regard. The team based structure of PvP really inhibits low-level competition, since team organization is so utterly key, and that's hard with random people. Games that involve only 1 player or homogeneous players (most FPS/RTS games) allow a single player to play against equally skilled people on an appropriate ladder system, but GW forces you to try to get 7 other people, and then get mauled by every other team on the same ranking system.
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Originally Posted by Dont Nerf The Perma
Try Mallyx the Unyeilding in HM and then call the monsters static and unchanging
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People bought GW for something it wasn't and Anet changed their game to suit those people. I don't know what else to say...this topic has been beaten over and over. We really can't say Anet's original vision failed...we can only say that Anet moved away from it to a more generic MMO vision for now and the future.
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What do you think kept players from making the transition into becoming regular PvP players? Why is the PvP population so abysmally small compared to the masses of people happily grinding their way through PvE.
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I think they if they had more goal based PvP formats like JQ/FA (not AB since that is merry go round boring cap fest eternally in Grenz). Maybe not so NPC based however.
W
This probably comes off as a little sad but I enjoy GW b/c of the team element, when you do get into a good guild and have fun in GvG's while still being friends it's just awesome.
Even if you suck, if you're a great person and people like you - they will quite often take you on and help you.
Maybe it's just me but I find the actual gameplay secondary to getting to know people from all around the world and just chilling.
Even if you suck, if you're a great person and people like you - they will quite often take you on and help you.
Maybe it's just me but I find the actual gameplay secondary to getting to know people from all around the world and just chilling.

