Has Guild Wars focus shifted from PvP to PvE? Opinions.
The-Bigz
I think that Arena Nets main focus on PvP when the game was developed and what made it such a large hit has shifted to PvE. I will post a couple things to support my arguement of course:
RA - This place is completely un-mantained and/or thought of during updates, has become a breeding ground for epic stupid.
TA - This place ate the boot because it was RA, except you didn't have to sync, but then your normal failure would fail because neither did the other team.
CA - Codex Arena. Possible skills to use change every 6 hours. Wait wut?
HA - Use this build on PvX wiki or get out of our group.
AB - Well instead of buffing AB or making it worth playing, we're going to completely destroy the purpose of it (Farming faction) by buffing FA/JQ so greatly that we can already fill Alliance Battles grave.
FA/JQ - You can't call this PvP. You really can't. This is press 123,run to nearest shrine, make sure enchants stay on, press 45, use 678 to run faster or heal. PvE with a twist.
Now most updates and things are related to PvE content, which is silly in my opinion. This game has always had Rigged builds to beat everything, and in return for that they nerfed the build AND make the area harder, meaning that random pugs and new people couldn't beat it, completely rejecting the idea that most MMO's follow - Large groups of people hanging out and doing random stuff together to try and succeed. Now its - Your pro or your noob.
RA - This place is completely un-mantained and/or thought of during updates, has become a breeding ground for epic stupid.
TA - This place ate the boot because it was RA, except you didn't have to sync, but then your normal failure would fail because neither did the other team.
CA - Codex Arena. Possible skills to use change every 6 hours. Wait wut?
HA - Use this build on PvX wiki or get out of our group.
AB - Well instead of buffing AB or making it worth playing, we're going to completely destroy the purpose of it (Farming faction) by buffing FA/JQ so greatly that we can already fill Alliance Battles grave.
FA/JQ - You can't call this PvP. You really can't. This is press 123,run to nearest shrine, make sure enchants stay on, press 45, use 678 to run faster or heal. PvE with a twist.
Now most updates and things are related to PvE content, which is silly in my opinion. This game has always had Rigged builds to beat everything, and in return for that they nerfed the build AND make the area harder, meaning that random pugs and new people couldn't beat it, completely rejecting the idea that most MMO's follow - Large groups of people hanging out and doing random stuff together to try and succeed. Now its - Your pro or your noob.
snodaard
TA got removed, so why whine about that? and you want the Guildwars staff to shut down PVX lol?
what would you do with PVP then?
what would you do with PVP then?
DigitalFear
The-Bigz
Quote:
TA got removed, so why whine about that? and you want the Guildwars staff to shut down PVX lol?
what would you do with PVP then? |
I said TA got removed because it was basically dead from suck people getting owned by people who knew how to play and there was more suck then know, so it was dead.
I never asked GW staff to shut down PvX, If you understand Sarcasm you'd know that it means I'm asking when HA will require any type of skill to play.
What would I do with PvP if HA required skill or TA wasn't removed? I dont know, I might actually feel a little bit of competition comming on.
Arduin
Well, Anet dropped GW and started building GW2, a MMO with a persistent world, crafting and different races. So I'd say yes, Anet's attention shifted from PvP to PvE. I think this already happened somewhere during Factions, when they stopped hosting Championships/tournaments. Also, the latest expansion didn't offer anything for PvP.
Karate Jesus
Quote:
Has Guild Wars focus shifted from PvP to PvE? Opinions. |
Del
Oh, and yeah, pve is the new focus. and in my opinion, i believe it's because a majority of players would rather have boring repetition as long as they always win, rather than play against enemies that think and provide a genuine challenge.
Warvic
Yes, And the ritual was complete when Nightfall launched.
upier
The reason why you feel that PvP folks are jerks is because you actually get to play with people.
Who is going to be a jerk in PvE?
Cynn?
Dude, that girl only opens her mouth when she needs to take in Menhy's RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO.
Slightly more on topic:
Of course it has.
A.Net followed the money trail.
Who is going to be a jerk in PvE?
Cynn?
Dude, that girl only opens her mouth when she needs to take in Menhy's RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO.
Slightly more on topic:
Of course it has.
A.Net followed the money trail.
Killed u man
When Anet realized they couldn't handle the maintain-issues with a PvP community (The game needs to be top notch, servers top notch, etc), as it simply was too much effort/too costly, or atleast for not having monthly fees, they started converging to a PvE game. NF was the ultimate step in this, at is had introduced PvE only mechanics, and pretty much completely neglecting PvP balance.
Anyone who can't see GW is PvE based is either blind, has never played PvP before or has an IQ < 80.
I would say, though, as of recent, Anet is starting to realize they already lost alot of money and integrity by doing what they did (So much people left PvP, and a large part that plays now won't even bother to by GW2 upfront, but rather wait to see how the PvP plays out, and then chooses wether or not to buy it).
Because the truth is, the PvP is the ONLY THING GW has over other games in the market such as WoW, runescape, or xx other MMO. And the more people leave, the more Anet is starting to realize their next game WILL be just another WoW clone, unless they can gear up the PvP like in GW1 proph release.
TL;DR:
Yes, GW obviously shifted from PvP based to PvE based, somewhere around the time of NF-release and the discontinuing of real-life rewards for PvP. However, Anet now is starting to realize what a mistake they made in completely abandoning PvP, and are now trying save as much out of sinking ship as possible, if only to regain some integrity for GW2 release.
Anyone who can't see GW is PvE based is either blind, has never played PvP before or has an IQ < 80.
I would say, though, as of recent, Anet is starting to realize they already lost alot of money and integrity by doing what they did (So much people left PvP, and a large part that plays now won't even bother to by GW2 upfront, but rather wait to see how the PvP plays out, and then chooses wether or not to buy it).
Because the truth is, the PvP is the ONLY THING GW has over other games in the market such as WoW, runescape, or xx other MMO. And the more people leave, the more Anet is starting to realize their next game WILL be just another WoW clone, unless they can gear up the PvP like in GW1 proph release.
TL;DR:
Yes, GW obviously shifted from PvP based to PvE based, somewhere around the time of NF-release and the discontinuing of real-life rewards for PvP. However, Anet now is starting to realize what a mistake they made in completely abandoning PvP, and are now trying save as much out of sinking ship as possible, if only to regain some integrity for GW2 release.
Martin Alvito
Quote:
Slightly more on topic:
Of course it has. A.Net followed the money trail. |
a) A small niche of sophisticated players that isn't brand loyal, plays a lot of games and by and large isn't willing to spend money on micro-transactions?
b) A large niche of less sophisticated players that is brand loyal, wants to play a single game extensively and is more willing to spend money on micro-transactions?
The answer is obvious.
Note: by "sophistication" I refer to gaming experience and the resulting demands.
The-Bigz
Quote:
Dead on. As a business owner with a free-to-play business model, would you rather cater to:
a) A small niche of sophisticated players that isn't brand loyal, plays a lot of games and by and large isn't willing to spend money on micro-transactions? b) A large niche of less sophisticated players that is brand loyal, wants to play a single game extensively and is more willing to spend money on micro-transactions? The answer is obvious. |
A: 'Pros' that enjoy and are able to do alot of things due to their brain capacity. Will not spend extra money for things that dont mean anything.
B: 'Noobs' who will go for the same thing over and over again. Will pay extra money to feel important.
Martin you've posted the most significant post in my thread so far. Thank you. And review my posts that are waiting to be posted for the Update Revision if possible. No Ass kissing, but he just made the point that broke the camels back.
cthulhu reborn
Well don't think it has shifted really. I always felt that skill changes as they happened before had a negative effect on PvE because they had to take PvP into account. Because skills can now have separate version for each game type a lot more could be done to fix things in PvE.
And to be honest, when I started playing almost 5 years ago PvP was already about cookie cutter builds and finding exploits for teambuilds. The whole -way is the result of that.
But GW is not the main priority anymore. GW2 is. And for new people there's a lot of PvE content out there and so that is still important as well. It's not only about balance but also about game enjoyment I guess.
And the whole pro vs noob stuff and elitist behaviour was there in the beginning too. I started playing when the game was only out for a few weeks and it was already happening. So no, nothing new there I'm afraid.
And to be honest, when I started playing almost 5 years ago PvP was already about cookie cutter builds and finding exploits for teambuilds. The whole -way is the result of that.
But GW is not the main priority anymore. GW2 is. And for new people there's a lot of PvE content out there and so that is still important as well. It's not only about balance but also about game enjoyment I guess.
And the whole pro vs noob stuff and elitist behaviour was there in the beginning too. I started playing when the game was only out for a few weeks and it was already happening. So no, nothing new there I'm afraid.
tasha
While I don't disagree with the sentiments and opinions in your previous post, I think its a bit unfair to say that the PvP community isn't willing to spend money on micro-transactions when the vast majority of packages that may have actually improved their ability to short-cut portions of the game weren't released until ArenaNet had already dropped the PvP ball. Eg PvP account, unlock packs etc.
FoxBat
Quote:
Because the truth is, the PvP is the ONLY THING GW has over other games in the market such as WoW, runescape, or xx other MMO.
|
The "great" GW PvP community at it's height was still always dwarfed by the PvE. They tried their damndest to bridge the gap in factions and it failed, so they finally gave in with nightfall and gave the majority what they wanted.
Killed u man
Quote:
Dead on. As a business owner with a free-to-play business model, would you rather cater to:
a) A small niche of sophisticated players that isn't brand loyal, plays a lot of games and by and large isn't willing to spend money on micro-transactions? b) A large niche of less sophisticated players that is brand loyal, wants to play a single game extensively and is more willing to spend money on micro-transactions? The answer is obvious. Note: by "sophistication" I refer to gaming experience and the resulting demands. |
a) Who says PvP'ers aren't brand loyal? If anything, you've got it mixed up because when Guild Wars PvP was at it's prime, there was NOTHING like it, which is also why it enjoyed so much succes anyways. It's true that in a PvE game, you can do more non-cosmetic micro-transitions than in PvP games, but why would the same be true for cosmetic updates? As long as it doesn't hinder the nature of PvP (profession specific armor, see if someone is on 40/40, ...), that statement is taken out of thin air and is based on nothing.
b) Who says PvE'ers are brand loyal? As I recall, there are better PvE games out there, (cough, WoW, cough) and will cather that majority alot better than Anet ever will. The truth is that a large part of GW PvE DID leave (Look at how empty outposts are), and the few people that didn't leave, didn't do it because they are "loyal", but rather because they already invested a fair share of time into their acounts, and wouldn't want to see all of it go to waste. (Rather than start a new WoW, xx other MMO, acount)
And again, the only few micro-transactions GW has to offer, are mainly PvE based. Look at how much succes (as I recall, alot of people bought them) PvP-only acounts, PvP unlock packs, etc have.
Whilst your whole post is obviously true (more money > less money), the statements in it referring to the GW community aren't. The PvE community isn't more loyal to the game, and they don't invest more money into micro-transactions.
The only reason why the PvE community is "bigger" nowadays, is because Anet strayed far from their intital plan to have PvP as their PvE-endgame. Cuz if that were the truth, there wouldn't be no PvE community right now.
Zahr Dalsk
Quote:
As I recall, there are better PvE games out there, (cough, WoW, cough) and will cather that majority alot better than Anet ever will.
|
2. If these games are superior and so many of us are still here in GW, then yes, that makes us brand loyal. The PvE player base still vastly outnumbers the PvP player base, though you might think otherwise because PvE is spread out over a lot more towns/outposts and PvP is concentrated on a few.
Martin Alvito
You're misunderstanding the concept of brand loyalty.
You were loyal to PvP because there was nothing like it. The game had intrinsic value to you that you couldn't find elsewhere because it was different.
Brand loyalty means that people stick with something because they are loyal to the brand/company that produced the product, not because the company produced a superior product. If GW PvP starts to suck, you switch games. You already play a lot of games, so you just go find something else to play.
The PvE crowd has more investment in the game and their characters. They stick with the game due to items like community, sunk costs, and developing their characters. All of these factors converge to produce a degree of brand loyalty, where the players will tolerate the game being subpar for a while. It's a bigger decision for a PvE player to decide to abandon their past efforts and make a switch to something else for the long haul.
PvP-ers tend to know more about games and the value of their gaming dollar by virtue of being players that naturally tend to play a lot of games. They also tend to be less interested in cosmetic items like costumes that don't directly affect gameplay. I'll give you that the unlock packs were popular. But there's a limited set of things that you can market to a PvP player via micro-transactions without killing the game's integrity. The set of things you can market to PvE players is more or less infinite.
The reason that ANet strayed from the original plan to have PvP be the endgame is that it just didn't work. Most of the players that stuck with the PvE side of things will never make it in PvP. They're just different gamers than the PvP crowd. They want different things from a game, and they're not willing to put up with the stress, e-drama and rage that you have to tolerate in order to play with the 16-25 set in a competitive environment.
In short, ANet made a marketing mistake in the original design. They built a game that was designed to appeal to hardcore gamers and address some of Diablo 2's flaws. But they underestimated the size of the casual gaming market, as well as the importance of the casual gaming market to the survival of the F2P model. It's very difficult to keep hardcore gamers happy, and it takes a lot of resources that their revenues just couldn't cover. Once they realized that the real profit source was going to derive from microtransactions going forward, they changed the design of the game.
You were loyal to PvP because there was nothing like it. The game had intrinsic value to you that you couldn't find elsewhere because it was different.
Brand loyalty means that people stick with something because they are loyal to the brand/company that produced the product, not because the company produced a superior product. If GW PvP starts to suck, you switch games. You already play a lot of games, so you just go find something else to play.
The PvE crowd has more investment in the game and their characters. They stick with the game due to items like community, sunk costs, and developing their characters. All of these factors converge to produce a degree of brand loyalty, where the players will tolerate the game being subpar for a while. It's a bigger decision for a PvE player to decide to abandon their past efforts and make a switch to something else for the long haul.
PvP-ers tend to know more about games and the value of their gaming dollar by virtue of being players that naturally tend to play a lot of games. They also tend to be less interested in cosmetic items like costumes that don't directly affect gameplay. I'll give you that the unlock packs were popular. But there's a limited set of things that you can market to a PvP player via micro-transactions without killing the game's integrity. The set of things you can market to PvE players is more or less infinite.
The reason that ANet strayed from the original plan to have PvP be the endgame is that it just didn't work. Most of the players that stuck with the PvE side of things will never make it in PvP. They're just different gamers than the PvP crowd. They want different things from a game, and they're not willing to put up with the stress, e-drama and rage that you have to tolerate in order to play with the 16-25 set in a competitive environment.
In short, ANet made a marketing mistake in the original design. They built a game that was designed to appeal to hardcore gamers and address some of Diablo 2's flaws. But they underestimated the size of the casual gaming market, as well as the importance of the casual gaming market to the survival of the F2P model. It's very difficult to keep hardcore gamers happy, and it takes a lot of resources that their revenues just couldn't cover. Once they realized that the real profit source was going to derive from microtransactions going forward, they changed the design of the game.
Del
Foshizzle. i've been having more fun vanquishing than HAing with my guild because every time i bother someone rages and complains when we lose, so i can generally see why many people find pve more appealing.
Trinity Fire Angel
EoTN was the ultimate pvp killer. the number of consumables and farming skills was unbeleiveable. Don;t tell me that glyph of swiftness with its low air magic pre-requiste wasn;t designed to perma-form or perma-OF. I made my perma-flesh day one of EoTN release.
it also was quite obvious that ursan was there for the taking. i joined an unnamed guild that had unnamed members from the GWs team who were ursan farming UW and DoA literally weeks before it caught on with the rest of the community... you can;t say that there was a change towards PVE.
and you can;t really argue that GW;s didn;t shift towards PVE when they stopped real life prizes for GvG and HB. This is about the time that literally a horde of pro gamers left GW's to go play other games with rewards.
in order to succeed, ANet :"NEED" to offer tournaments for GvG in GW2. This is what will bring people to the game and re-focus the PvP aspect of the game.
it also was quite obvious that ursan was there for the taking. i joined an unnamed guild that had unnamed members from the GWs team who were ursan farming UW and DoA literally weeks before it caught on with the rest of the community... you can;t say that there was a change towards PVE.
and you can;t really argue that GW;s didn;t shift towards PVE when they stopped real life prizes for GvG and HB. This is about the time that literally a horde of pro gamers left GW's to go play other games with rewards.
in order to succeed, ANet :"NEED" to offer tournaments for GvG in GW2. This is what will bring people to the game and re-focus the PvP aspect of the game.
cthulhu reborn
Quote:
You're misunderstanding the concept of brand loyalty.
You were loyal to PvP because there was nothing like it. The game had intrinsic value to you that you couldn't find elsewhere because it was different. Brand loyalty means that people stick with something because they are loyal to the brand/company that produced the product, not because the company produced a superior product. If GW PvP starts to suck, you switch games. You already play a lot of games, so you just go find something else to play. The PvE crowd has more investment in the game and their characters. They stick with the game due to items like community, sunk costs, and developing their characters. All of these factors converge to produce a degree of brand loyalty, where the players will tolerate the game being subpar for a while. It's a bigger decision for a PvE player to decide to abandon their past efforts and make a switch to something else for the long haul. PvP-ers tend to know more about games and the value of their gaming dollar by virtue of being players that naturally tend to play a lot of games. They also tend to be less interested in cosmetic items like costumes that don't directly affect gameplay. I'll give you that the unlock packs were popular. But there's a limited set of things that you can market to a PvP player via micro-transactions without killing the game's integrity. The set of things you can market to PvE players is more or less infinite. The reason that ANet strayed from the original plan to have PvP be the endgame is that it just didn't work. Most of the players that stuck with the PvE side of things will never make it in PvP. They're just different gamers than the PvP crowd. They want different things from a game, and they're not willing to put up with the stress, e-drama and rage that you have to tolerate in order to play with the 16-25 set in a competitive environment. In short, ANet made a marketing mistake in the original design. They built a game that was designed to appeal to hardcore gamers and address some of Diablo 2's flaws. But they underestimated the size of the casual gaming market, as well as the importance of the casual gaming market to the survival of the F2P model. It's very difficult to keep hardcore gamers happy, and it takes a lot of resources that their revenues just couldn't cover. Once they realized that the real profit source was going to derive from microtransactions going forward, they changed the design of the game. |
Del
Quote:
in order to succeed, ANet :"NEED" to offer tournaments for GvG in GW2. This is what will bring people to the game and re-focus the PvP aspect of the game.
|
2: on the off chance they do it again , it'll die off again, likely more quickly.
The-Bigz
I took a business major for my associates and never completed it, big surprise, because I didn't really agree with it. Now that I think about it, it was basically saying the same thing as you were. Sorta relates to the world in general.
PvE'rs make all the rules and play care bears, PvPers get pissed off and start a war resulting in a major change, PvE'rs take back over into being care bear and simple, PvPers get pissed off and well you get the point.
But hey, Guild Wars really fails at PvE, why can't they concentrate on what most people bought this game for. 'Where Skill depends on your ability, not hours played.' Biggest lie they probably told.
'Chess Pieces with different automated and easily predicted moves Wars' not Guild Wars.
PvE'rs make all the rules and play care bears, PvPers get pissed off and start a war resulting in a major change, PvE'rs take back over into being care bear and simple, PvPers get pissed off and well you get the point.
But hey, Guild Wars really fails at PvE, why can't they concentrate on what most people bought this game for. 'Where Skill depends on your ability, not hours played.' Biggest lie they probably told.
'Chess Pieces with different automated and easily predicted moves Wars' not Guild Wars.
Neo Atomisk
GW stopping being pvp when people realized that powercreep had made HM/endgame stuff easier than PvP.
why would anyone want to lose at a higher level, when they can always win at a lower level?
edit: I want to see some big 100 man Guild Wars, not some gimmicky 8 on 8 pvpve
why would anyone want to lose at a higher level, when they can always win at a lower level?
edit: I want to see some big 100 man Guild Wars, not some gimmicky 8 on 8 pvpve
Essence Snow
Quote:
PvP-ers tend to know more about games and the value of their gaming dollar by virtue of being players that naturally tend to play a lot of games.
Most of the players that stuck with the PvE side of things will never make it in PvP. They're just different gamers than the PvP crowd. They want different things from a game, and they're not willing to put up with the stress, e-drama and rage that you have to tolerate in order to play with the 16-25 set in a competitive environment. |
Yes there are different types of gamers...assuming one type is inferior to another is an issue upon itself.
E-drama and rage.....lol....
Warning explicit....http://www.youtube.com/watch?v=iW0G38MWw9Q
Martin Alvito
Quote:
'Where Skill depends on your ability, not hours played.' Biggest lie they probably told.
|
But GvG at release was really about two forms of skill: your skill in playing the game and your skill at networking. Good, social players found their way into good teams irrespective of time investment. Now, the lack of limits on time investment meant that players that put a lot of time in tended to learn more and be better. But there's only so much that you can do to control for players' ability to throw a lot of time at a game.
snaek
welcome to 2008.
@martin:
it can really go both ways. pvp players can be some of the most loyal customers, due to the fact that pvp is competitive; in order to be competitive one needs to dedicate hours of playing the game.
as far as im concerned, the pve mindset is: beat it once, move on to the next game. anet managed to break this mindset however and keep customers playing their game by introducing a (horrible) thing called 'grind'.
@martin:
it can really go both ways. pvp players can be some of the most loyal customers, due to the fact that pvp is competitive; in order to be competitive one needs to dedicate hours of playing the game.
as far as im concerned, the pve mindset is: beat it once, move on to the next game. anet managed to break this mindset however and keep customers playing their game by introducing a (horrible) thing called 'grind'.
The-Bigz
Quote:
I can't say I can agree with this. Although I avoid PvP like the plague in GW, I find it rather enjoyable in other games...i.e..CoDMW2. I find PvP there to be more satisfying vs Vent...3...2...1....Spiked/PvX wiki builds. I feel that the creation of games that provide said lvl of PvP has also taken it's toll on the GW PvP population.
Yes there are different types of gamers...assuming one type is inferior to another is an issue upon itself. E-drama and rage.....lol.... Warning explicit....http://www.youtube.com/watch?v=iW0G38MWw9Q |
Gill Halendt
How's Pv(X)P any "more demanding"?
PvE probably never was, but it's been years since PvP was actually a challenge...
PvE probably never was, but it's been years since PvP was actually a challenge...
Killed u man
Yeah, I'm sorry Martin, I didn't know brand loyality =/= loyalty. (Quality loyalty)
But then yes, you are completely correct. It was a marketing flaw, if you could call it, by originating from a hardcore PvP game, though it worked.
And that's my initial complaint. It worked, and they let it slip away. Somehow, they should HAVE known that a hardcore PvP game will always have a smaller playerbase than a brainless buttonbasher (Aka PvE game), because the vast majority of gamers doesn't want a challenge, but rather an easy game which they can stomp "tussen the soep en de pattatten". (Dutch expression translating to: in between the soup and the potatoes, meaning: whenever you have some spare time)
In a way, I, aswell as most other PvP'ers, feel mistreated because they launched, AND promoted it as a PvP game, and still do. (Competitive PvP, lulz)
But even you can't deny the fact that completely dismissing the PvP scene (as they did) wasn't the best choice either, because the PvP community isn't that small. (Way smaller than the PvE, but still a force to reckon with)
And no matter how you put it:
A good PvP game will attract more gamers than a good PvE game. (For MMO's anyways) WHY would an already existing MMO'er in another game stop playing that game, to come farm monsters here? Exactly, they wouldn't.
PvP is what attracts people, because so few MMO's can pull it off right. And with that advantage getting stripped of GW2, how is it going to attract new customers? (It simply isn't, the competition is too great)
But then yes, you are completely correct. It was a marketing flaw, if you could call it, by originating from a hardcore PvP game, though it worked.
And that's my initial complaint. It worked, and they let it slip away. Somehow, they should HAVE known that a hardcore PvP game will always have a smaller playerbase than a brainless buttonbasher (Aka PvE game), because the vast majority of gamers doesn't want a challenge, but rather an easy game which they can stomp "tussen the soep en de pattatten". (Dutch expression translating to: in between the soup and the potatoes, meaning: whenever you have some spare time)
In a way, I, aswell as most other PvP'ers, feel mistreated because they launched, AND promoted it as a PvP game, and still do. (Competitive PvP, lulz)
But even you can't deny the fact that completely dismissing the PvP scene (as they did) wasn't the best choice either, because the PvP community isn't that small. (Way smaller than the PvE, but still a force to reckon with)
And no matter how you put it:
A good PvP game will attract more gamers than a good PvE game. (For MMO's anyways) WHY would an already existing MMO'er in another game stop playing that game, to come farm monsters here? Exactly, they wouldn't.
PvP is what attracts people, because so few MMO's can pull it off right. And with that advantage getting stripped of GW2, how is it going to attract new customers? (It simply isn't, the competition is too great)
Arkantos
To answer the question, yes. Guild Wars was originally a game where PvE was meant to prepare you for PvP, which was the end game. Every campaign after that focused more and more on PvE because ANet realized they'd sell more copies with a game that has more PvE than PvP.
Karate Jesus
Quote:
1. WoW is an inferior game. I played it once. It sucked.
2. If these games are superior and so many of us are still here in GW, then yes, that makes us brand loyal. The PvE player base still vastly outnumbers the PvP player base, though you might think otherwise because PvE is spread out over a lot more towns/outposts and PvP is concentrated on a few. |
2. As far as I'm aware, PvP vs. PvE arguments are ridiculous at this point. Everyone knows that Anet is targeting PvE now, and PvP players have left for other games. There's a reason the PvP population is much less now......actually, the population of GW in general is down, but that's probably because people figured out that free MMO's offer more updates than GW's at this point and have more in-depth PvE.
Just saying.
Del
why think when anet makes things like bb sway, ra sway, and mathway so all you have to do is buttonmash like a true shitter? the way anet balances, there's almost no incentive for people to play with honor in HA(which probably diminished the population a bit more).
Martin Alvito
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And that's my initial complaint. It worked, and they let it slip away.
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You could make the argument that only by providing a unique product that had phenomenal word-of-mouth advertising from hardcore gamers could they have attracted the PvE crowd to Guild Wars in the first place. Without that, WoW might easily have crushed them with advertising dollars. Or the F2P model might have been so attractive (especially to parents) that GW would have made it without the high quality PvP. Hard to say.
My sense is that they're trying to recover the PvP elements by using the Test Krewe as a way to get good feedback on changes but limit the resources they throw at the problem. I think that there are a lot of very fundamental flaws with the current skills and the win conditions of every format that will impede accomplishing that goal. But I wish them well in the attempt.
Mouse at Large
Just take a look at the number of ppl on the PvE forums as opposed to the PvP ones. The answer is there.
Gill Halendt
Exactly. That's why I stopped PvPing myself. Boring, repetitive and often irritating, so I went for PvE and gave up. PvE is equally boring, repetitive and irritating, but it's much more welcoming for my best friends and my wife. Not to mention I can now blame Tahlkora when I die, and she never flames back.
snaek
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Originally Posted by arkantos
ANet realized they'd sell more copies with a game that has more PvE than PvP.
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gw does not have a monthly fee. server costs are definitely putting a number on them. was the pve-shift a decision made because they realized they could not sustain server costs, or because they simply wanted more money? or perhaps they really thought they could've overtaken wow's throne (good luck with that).
Martin Alvito
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makes me wonder... what does anet care about more? money or game integrity?
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So: $$$
As for the loyalty of PvPers - I don't deny that. The problem is that it's expensive to keep the PvP crowd happy.
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Yes there are different types of gamers...assuming one type is inferior to another is an issue upon itself.
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That doesn't make them bad people or bad players. Just different. Some perfectly capable people washed out of my offices back when I was in sales because they weren't suited to the job. That didn't make them inferior people. Just bad at sales.
Premium Unleaded
ANet should have made the effort and tried to get some sort of further tie-ins with AMD/ATI to part host-sponsor tournaments and other PvP events. IIRC there was quite a bit of involvement from ATI with the GWWC, which was never really capitalised upon afterwards. Frankly, I couldn't give a damn about ANet (or even NCsoft) shamelessly plugging products if it meant more reason for them to look at PvP wholeheartedly.
I'd say this sums up the general situation.
I'd say this sums up the general situation.
Levothar Kingdom
Anet is just pushing pve to grab new players attention think about this more new GW1 players that enjoy pve = more potental players in Gw2 which means they make more money
they are squeezing every last drop out of the game before Gw2 comes out
they are squeezing every last drop out of the game before Gw2 comes out