So quit whining, leave your cushy PvE alliance and join a dedicated guild. |
I do not PvP. I don't want to PvP. I was simply pointing out something that I always see as being a common complaint and why I think it's a bit crap.
Verene
So quit whining, leave your cushy PvE alliance and join a dedicated guild. |
YunSooJin
Since when were you the spokesperson for the entire PvE community?
Yeah, many PvE players don't PvP because they don't want to. Many PvE players also want to PvP, but cannot get into it. Many PvE players have also tried, failed, and just stayed away. That's what the OP is talking about: the gap between PvE and PvP. The whole point of this thread is to talk about things that ANet can do to bridge the gap. If you don't want to PvP, don't. That doesn't mean everyone else shares that opinion. You can't say that's the lesson learned from GW1, because it never failed, ANet just stopped. PvP was doing fine back before ANet started majorly focusing on PvE. |
arcanemacabre
Wish Swiftdeath
so we have to work our experience up so we get the exp but we still have no rank. in HA we have no rank we can't get a group and if we can't get a group we can't get a rank so no matter how hard we work unless we have pro friends we can't get anywhere.
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4thVariety
YunSooJin
IMO, Alliance Battles were Anet's attempt at bridging the gap. In some ways, it works. There are an incredible amount of players that would probably not dabble with PvP at all if it weren't for AB. But, of course, AB isn't recognized as any kind of serious PvP, and rightfully so with no real skill level required. It's just a free-for-all, jump in and have fun -kind of environment; a slight change from grindy, static PvE.
The idea of "World PvP" in GW2 will probably be very much like this, and is yet another attempt at building bridges. Still, high-end PvP just doesn't ever seem like an attractive choice for those who primarily play PvE. It is two different games with similar mechanics, and simply put, many people would rather play one or the other. Yes, I am aware that most of the top players have also played [and conquered] much of PvE - but chances are all of these players prefer PvP any day to it. On a personal note, I would likely enjoy high-end PvP. What little PvP I have done outside of ABing I have really enjoyed. However, I don't think I could muster up the time needed to devote myself. Not to mention, none of my friends that play GW do any kind of PvP (except occasional AB), and I'd much rather have fun with them then go off on my own and try to find online war-buddies. Besides, I prefer to do most of my killings in FPSs... |
glacialphoenix
Kook~NBK~
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... |
arcanemacabre
Still Number One
Another big turn-off is the elitism run amok in PvP. Correct me if I'm wrong, but it seems to me, that once you reach a certian point, you're not going to become any more skilled, just more experienced. And if that is indeed the case, then how much more skilled is a rank 6 player than a rank 3 player? But I'm not just talking about rank discrimination. Another problem seems to be the arrogance (know-it-all) of many PvP players.
True story: I was doing AB's one day (yes, it's PvP, so shut up! ), using a build given to me by a long-time PvP player, who happened to be in one of the higher ranked guilds at the time, and I had been using the build quite successfully for a while, (it hadn't been hit with the nerf bat,either) and I got kicked from two different groups - the first one called me a "PvX wiki noob" and the second one kicked me because "that's not a PvX build, noob!" (elitism run amok) |
Well, honestly, it's always been like that. At least, if they were both played 'correctly.' In AB, the primary goal is capping, which involves almost entirely killing AI. In RA, you're at least constantly fighting other players, and can test out builds in a [very rough and random] team setting.
Regardless, the point is that AB attracts PvE players and is at least is a step up toward PvP, therefore bridging the gap a bit. At least, that was the intention. I think it's on the right track. |
Ensign
YunSooJin
The percentage of players who have no desire to ever do anything PvP related under any circumstances is fairly small; but the sorts of PvP that most players want is very accessible, requires minimal organization, allows some amount of contribution regardless of skill level, and provides rewards. Guild Wars did not do a particularly good job at this - instead most of the PvP development effort went into GvG and HA, which are very inaccessible, requires a lot of organization, leaves weaker players as liabilities, and is unrewarding for all but the most successful players. That sort of design splits your community hard, and that's exactly what happened.
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Apollo Smile
Well the biggest failure was that A.Net never did a good job providing enjoyable PvP for the masses.
The percentage of players who have no desire to ever do anything PvP related under any circumstances is fairly small; but the sorts of PvP that most players want is very accessible, requires minimal organization, allows some amount of contribution regardless of skill level, and provides rewards. Guild Wars did not do a particularly good job at this - instead most of the PvP development effort went into GvG and HA, which are very inaccessible, requires a lot of organization, leaves weaker players as liabilities, and is unrewarding for all but the most successful players. That sort of design splits your community hard, and that's exactly what happened. If you want a transition, you need to have very accessible, voluntary, and well supported world PvP, that players can simply drop into and contribute. You need to pair that with a slight step up to random team-based scenarios, ala Alliance Battles / Battlegrounds, that people can pick up and play but also introduce the team and organization elements as well. The entire PvP-pyramid, Arenas and HA and GvG and whatever else you want needs to be built upon that base of accessible, casual PvP. Splitting your community is terrible, since the player base bleeds between PvP and PvE in a variety of ratios, and the more it bleeds the wider the audience for your game is. That Guild Wars eventually split the PvE and PvP explicitly is a testament in just how hard they failed in that arena. |
Scormus
nembool
lemming
Arenanet needs to do something to force the issue at this point and attempt to include less-experienced players in high-end PvP. My suggestion is a rank cap, similar to the salary cap employed in American Football.
If an 8v8 team was forced to take some lower-ranked members, it would mean those members would eventually gain the experience and rank necessary to include them in HA. |
The Thrasher
Bristlebane
Wish Swiftdeath
trialist
nembool
I'm certain people would have thrown fits if ursan groups were rank capped.
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Sniper22
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. |
upier
Lopezus
Well the biggest failure was that A.Net never did a good job providing enjoyable PvP for the masses. The percentage of players who have no desire to ever do anything PvP related under any circumstances is fairly small; but the sorts of PvP that most players want is very accessible, requires minimal organization, allows some amount of contribution regardless of skill level, and provides rewards. Guild Wars did not do a particularly good job at this - instead most of the PvP development effort went into GvG and HA, which are very inaccessible, requires a lot of organization, leaves weaker players as liabilities, and is unrewarding for all but the most successful players. That sort of design splits your community hard, and that's exactly what happened. Splitting your community is terrible, since the player base bleeds between PvP and PvE in a variety of ratios, and the more it bleeds the wider the audience for your game is. That Guild Wars eventually split the PvE and PvP explicitly is a testament in just how hard they failed in that arena. |
without putting in the requisite 'work' involved. The people who actually want to PvP will do several things: 1. Put in the hours 2. Form connections (this is the hardest part, namely because if you suck no one will want to play with you, and a lot of players have difficulty accepting this) 3. Be critical of your own performance and improve yourself (a lot of players will not do this either ie. wahh stop criticizing my build i'm a unique snowflake) As I said in the previous paragraph, the group-nature of Guild Wars forces it so that people have to go through steps 1 and 2. It's difficult, it's a bitch, and it's not all that fun, particularly when you start to PvP when the game's been out awhile. But you either really want to be involved in competitive play or you don't. |
If you want a transition, you need to have very accessible, voluntary, and well supported world PvP, that players can simply drop into and contribute. You need to pair that with a slight step up to random team-based scenarios, ala Alliance Battles / Battlegrounds, that people can pick up and play but also introduce the team and organization elements as well. The entire PvP-pyramid, Arenas and HA and GvG and whatever else you want needs to be built upon that base of accessible, casual PvP. |
Ensign
From the sound of it, there will be many types of scenarios in the world pvp. This would be a very accessable way to train people for the different full fledged pvp game types. Not to mention world vs world will encourage people banding together and forming friendships, which can lead to more pvp guilds.
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Grj
Improvavel
Nerel
ajc2123
Wish Swiftdeath
Short
nitetime
Need More Donuts
HuntMaster Avatar
TheodenKing
Saphrium
If PvPers realized that elitism and bullying the nubs only hurt their own interests, they might see more people in pvp.
I'm not suggesting that r7+ HA teams should be taking nubs on their teams. But the taunting and flaming and stuck up attitudes so prevelant in-game and in forums is the biggest reason you don't see more crossover. There needs to be a teaching mechanism. I believe anet has provided that. But too many players would rather pummel the inexperienced and call them names. PvP is, for the most part, a very hostile and unfriendly environment for inexperienced pvpers. And keep in mind, some of these inexperienced pvper are very good pve players. They shouldn't be treated like idiots. Wake up and see the potential, and point them in the right direction rather than ridiculing them. You just might find your pvp world become more fun when you actually have better competition. |
Cluebag
Trub
I guess the real reason plenty of new pvp players never get anywhere is because they are unable to find a support guild to get them into pvp, |
Kashrlyyk
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." |
Laraja