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| 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.
| So quit whining, leave your cushy PvE alliance and join a dedicated guild. |
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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. |
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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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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... |
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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... |
), 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)|
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) |
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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. |
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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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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. |

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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. |