Quote:
Originally Posted by Katari
1. So I have a War, Ele, Monk, Nec. Being able to play a ranger and mesmer would make me more likely to get an item how?
2. Oh, but that dosn't matter, as you said, the game was not designed for hardcore players. If that matters, well then we can claim A.Net is limiting PvE for PvP's sake.
3. Having to have high end gear is not a barrier for PvP. A PvP only char works fine. With the HoD helm on the PvP-only menu now, no class gains a signifigant advantage by being PvE. You seem to be under the assumption that every PvE player will equip their chars with perfect PvP gear. Do I have that right? That maybe they'll do nothing else untill they reach their goal? Is that true? Is that a barrier?
4. How does acess to PvE areas with a class relate in any way to PvP balance? Remember, PvP chars can use storage too. That means they can get any item a PvP-only char can. PvE warriors and ragners may indeed have better options, but hey, they're only two classes.
5. What? I'm not sure what you're saying, but I still hold that 100+100=200
If adding something would please the 'hardcore' players, and have little effect on 'casual' players, I don't see why it would be avoided. Ask a casual player "Would you leave if players had the option to add two character slots to their account?" When you get "Yes, I would leave, I do not want players to have more character slots." as a response, come back here. Now, when you get a few hundred responses like than, then I might belive that it is indeed in A.Nets best intrest not to add slots.
(Note: I said option to add slots. Again, I'm not saying I nessacarly want them to be free. The only current option, buying a second account is not a good option.)
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Was typing quickly earlier so I'll clarify.
1)If you have fully equipped (multiple armor, helms, weapons) characters with all 6(soon to be 8) professions, this gives you a significant PvP advantage. As it stands now, top pvp players are fully equipped in half of the professions.
2)The game is targeted to sell primarily to casual gamers because it has a high end balanced PvP. Most Magic players are casual, but the game is good enough to be interesting at a high level and is balanced for that level of play. The game isn't really balanced for high end pve; I know how much time was spent testing each, and high end PvEing got much less attention. This philosophy may change a bit next expansion, but generally the game was balanced for tombs and GvG and individual PvE areas were adjusted to fit around PvP (from a skill/item balance point of view). More than half of the high end PvE content was released late (Shadow's furnace, PvE tombs).
3)Look at all the high end characters(iQ,WM,EvIL), notably warriors and monks. Most of them are PvE. I know for a fact that iQ did a ton of farming at one point. Top guilds will equip with perfect gear. There are a variety weapons that are extemely pvp useful that are not available through PvE. Negative energy shields, low requirement weapons, shields, etc, candy cane gear. Most important would be the abilty to adjust armor to the needs of the match. PvP characters are good, but to play at a top level you really need a PvE character (warriors especially). Some teams don't even set attributes until they see their opponents build... gear comes in handy with such approaches.
4)You can transfer most anything, but there is no way to customize weapons, armor etc. Rangers and Warriors obviously get the biggest PvE boost, but it matters for monks as well.
5)I was just explaining that in a general sense of my statement. Take three options: A)For the current anet option. B) for linking current Anet accounts. C)For the purposed 8 slot plan. Let U be the utility for hardcore PvEers:
U(C)>U(B)>U(A)
I argue that casual gamers will look a bit more like this:
U(C)~U(A)>U(B)
And finally utility for hardcore PvP crowd (anti grind group):
U(A)>U(C)>U(B)
I'm just trying to formalize how I feel things are in quasi-utility terms. I keep noting that the game was not made for hardcore PvEers. Anet is obviously glad you are around, but they really didn't expect that attention from that group of players. They actually came out and said as much in an interview once. The "plan" was always to use PvE as a short RPG which opens up a rich PvP game. That generally hasn't changed, but they have already changed Factions so that in integrates more high level PvE and interactions between PvE and PvP.
There has been and will continue to be better options for high end PvE type play. This type of discussion has gone on forever. In a way Guild Wars is trying to support too many types of play. I feel that factions will be another stab at the delicate balance. Hopefully you won't have to play the game through 5 times in order to have a fulfilling experience (ie, there should be hundreds of hours of unique play without ever starting a new character).