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Originally Posted by Phades
First off MTG can be a much faster pace game than GW depending on the deck build, just like there are fast and slow paced team builds in GW. Commonly in MTG id have games last around 20-30 seconds and it was over, which frequently was within the first 3 turns. At the time if the deck didnt accomplish the goal by the 3rd turn it was a bad deck. The matches only lasted longer if the two people involved didnt understand the game or had denial style deck, which would be akin to spirit builds for GW, since they are dening the ability to kill rapidly.
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And how many matches in Guild Wars routinely last 30 seconds or less?
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GW is no where near the pace of FPS games. GW is just as slow as any other online RPG when it comes to the speed of the game. I believe you have lost alot of perspective here, or lack experience.
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What is the average 4v4 match length in GW? Average of less than 5 minutes? 10 at most?
What's a round of CS, or Halo 2, or GoldenEye 64 like. Under even the normal settings, death occurs very quickly, and matches are over in very short amounts of time...some matches may last longer than 5 or 10 minutes, but the only difference there would be the level layouts, and if Halo 2 matches were to occur in say, Ascalon Arena, you'd see incredibly fast matches. If the win parameters were set like GW's...I wouldn't doubt we'd be seeing 2-minute matches.
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Every time you state that you arent for either, it leads me to believe that you have no argument.
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We'll see about that, Phades.
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Stating that you think the requirements are too high are merly saying that you want everything unlocked sooner, just like the UAX option
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Now I get it...it's all or nothing, isn't it? Either it's the unlock system or UAX, eh?
And therein lies the critical flaw with your entire stance on the matter: you're operating only under a black and white approach. And your argument only works when the subject matter is black and white--and the subject matter here is not black and white. This would explain why you've been trying to color my argument as the same as the UAX argument...because if you don't, you can't argue against it.
Now listen to me very carefully, because you're going to want to tell me that I'm actually arguing for UAX, but what I'm suggesting is the gray area. That much is clear to anyone who isn't required to strictly adhere to the black and whites of this discussion so that they can continue to argue their point.
Through my acknowledgement that the current unlock system, in its current state, is more time-consuming than some would like, I am not going to the other extreme and saying the unlock system should be done away with, because there is a distinct and distinguishable difference between
reducing the time required and
removing the time required. Those two words do mean radically different things.
But for argument's sake, let's continue along your postulation, and we'll use an example from the game itself:
Althea's Ashes is a quest out of Piken Square that has the player going through the Charr Flame Corridor, through loads of Charr warriors, archers, mesmers, necromancers, etc., to gather Althea's ashes from an urn at the very end of the area. This quest was a bitch and a half to complete, even for a well-organized and well-prepared team.
Understandably, because it was so difficult and time-consuming due to the amounts of Charr in the area, players requested it be made easier...and lo and behold, ANet responded. The amount of Charr in the area was reduced by I'd say 25%, maybe 40%.
If what you're saying is accurate (that because I'm suggesting the unlock system be tweaked so that players don't have to invest such huge amounts of time, I'm actually arguing for the total removal of the system), then those having problems with Althea's Ashes were actually arguing for a total removal of all Charr in the area.
That is the fundamental idea behind what you're saying, isn't it? That if someone has an issue--or at least supports reducing the amount of time required for something--they're actually supporting removing the issue entirely?
I don't think that's an accurate assessment of the Althea's Ashes example, just like how it isn't an accurate assessment of my stance on this matter. What do you think?
Were the players actually arguing for a clean run through the Flame Corridor, or were they actually requesting that the difficulty be reassessed/tweaked?
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but it doesnt adress anyone new entering the game.
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Reducing the time requirements isn't addressing anyone new entering the game? When you reduce the time requirements, that means new players can be up and running faster than with the old time requirements. I'm missing how that's not accounting for new players. If it's possible for new players to unlock 75-80% of everything within 75-80 hours from creating their character...I'd say that's pretty good. And it can be done through adjusting the current faction point system. I'll hammer out the rough guesstimates for it later if you'd like.
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The real issue here is that the system or concept of the system is flawed. I tried to enlighten you to that fact based upon different angles that included the actual point rewards for the different combat venues, to the placement of the characters, to trying to force the pve system into the pvp system. Also stating that they werent purposfully placed within those areas would also imply that the design team is stupid. Simply saying the points are too high, a real elitist would just counter by saying go farm it in GVG ganks, because of the fractional amount of time it requires by comparison. That is why your statement for reduction makes no sense as the "reduction" ability is already present within the game. That is why i stated that the entire system seems to be more of an incentive to participate in GvG battles rather than truly there to assist in the accrual of items in order to be competitive within pvp.
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If there's no real issue, then, no real desire from players to adjust the faction point payout/requirements, because GvG is such a huge payout, why are we seeing so many people requesting that the faction points be adjusted? If there's already a reduction ability...why is there an issue then? If faction points aren't a problem (and subsequently, the current state of the unlock system, as it's directly related to the faction points) because someone can hop into GvG and acquire a nice payout...what need is there for any instant unlock?
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I do find it odd that you call the views of the "hardcore pvp" individuals as elitist stating that they veiw pve as nursery school when that is how id describe your method of education for new people within a fighting game. It also falls in the exact same lines to insinuate that the new people must be given next to nothing to learn with while playing the game. You are a new guy, so you are incapable of learning beyond this pre-set rate, so just be happy you have the game. Oh yeah dont worry about losing to that guy thats been playing longer, because well he has been playing longer, in fact its better you dont pvp at all till you have beat the pve game 3 times.
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When it's between throwing new players into the water before they really know how to swim, or teaching them how to tread water? I'd be inclined to teach them the basics first.
And I think there's a difference between establishing a learning curve so that new players aren't alienated and disregarding nearly everything in PvE because it doesn't "fit" with one's particular Ideology.
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If you go too slow and the fast lose interest, go too fast and the slow get frustrated.
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Phades, I honestly like much of what you wrote there, but this sentence is very important to elaborate on, because you've arrived at a point that I'm not sure you even realize what it is quite yet.
Going too slow is a long, drawn-out tutorial, sure. But then, if going too fast is at the opposite extreme...what might that be? Perhaps UAX?
The long, drawn-out tutorial will cause the faster players, more intuitive ones, to lose interest.
But what happens to the slower players if they get instantly bombarded with everything in the game all at once? They will get frustrated, you're exactly right, and eventually, they'll begin to lose interest in the game, because who's going to play a game that frustrates them? Not many, I'd say.
So where does that leave this discussion?
Back at the need to find a medium, a gray area.
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Originally Posted by arredondo
Sure I understand the problem with that statement, you poorly summarize my post with your weak interpretation and then proceed to argue against your fairy tale. The frustration shown in the nonsense that follows shows that you must be tired of the way I consistently show 2+2 does NOT =5 as you would have us believe. Can't attack the facts with any substance, so ignore them and attack the messenger. I'd feel sorry for your inability to debate with a backbone if I wasn't laughing so hard.
So where can one better see a summary of my post? Amazingly enough, in the post itself! The fact that you half-quoted it and missed it makes it even more hilarious the way you go off on your crazy tangent:
Wow, when I get my entire quote put there (instead of your pitiful tactic of snipping it in two) we see the point being made. Obviously I'm referring to a lot of competitive gaming, not just GW. Obviously competitive gaming is synonomous with PvP. Based on a lot of first hand experience over several years, it's become obvious to me that people advance faster playing against a person than a computer in these types of games.
PvP.... as in 'Player vs. Player'..... as in the way these games are MEANT to be played. Despite your obvious white flag waving by going at me instead of the issue, the point remains unchallenged. Please, go ahead and TRY to refute this again. Just try and prove PvP improvement is really best found in PvE over PvP. The weight of pure logic over your twisted reasoning must indeed be immense.
Also, show me where I'm saying 'only'. Show me where I'm saying PvE is "useless". Yes, you learn in PvE, but it is slower. I'm saying that there are people who PvE in different games, including Guild Wars, are much, much, much, much better served playing actual people in PvP than a predictable computer A.I. If you learn 20% of how to play PvP after a year of playing PvE, then in that same time frame, you could be 60% proficient if you delve into pure PvP play. My equation is simple.... more PvP you play, the better at PvP you become. The more those hours are devoted to PvE, the slower your PvP development will grow comparatively. This assumes UAX of course.
Your quote on my competitive experience I use to support my observations:
Oh really?
There's someone who gets the point, and another ignorant statement of yours is shredded to pieces. I guess the pattern explains your growing frustration.
But that's not important honestly... I brought it up for a specific reason. As for my experience, I stick by it because it is the support I provide to back up my observations. Are you saying that real life experiences add nothing to observed results? Isn't that what the scientific approach is all about? Sure, I can set up a controlled study with 20K people over 10 years, but as it stands now, my deep backround in competition has proven for maybe two weeks now to be far more extensive and relavant than what you've offered.
Oh, and by the way... how do you come up with these ridiculous observations? Not attacking you, but the illogical statements like the one you just tried to defend? What basis do you have to suggest that the more PvE one puts in the better at PvP he'll become (as opposed to, play PvP to become better at PvP)? Please, share your background or uber-qualifications. I'm not elite for being experienced, but at least I have something tangible to logically back me up. I'm not elite for saying play PvE for PvE entertainment, and play PvP to improve in PvP. Sounds logical to me.
How about another chance to prove the point you glossed over? Answer the question made:
Two future War Machine guild members are given a copy of Guild Wars. Neither has played before. Who's likely to be in better shape to seriously compete in PvP tournaments after 101 hours of playing... player A who spends the first 100 hours mastering PvE, or Player B who spends the first 100 hours getting beat down in PvP.
Take your time. My prediction? More rants and a diversion to ignore the question. Hint: 2+2 still does not =5.
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You'd like me to show you where you're outright minimizing anything learned in PvE? Okay.
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Originally Posted by arredondo
I can categorically say that by and large, this point is incorrect. If anything the OPPOSITE is true. As I've said, I've been involved in many competitive activities over many years (athletic and gaming), and consistently the way people have improved the fastest by FAR is to actually play the game the way it was meant to be played. This isn't simply an opinion I'm throwing around out of nowhere. It's a certified observed fact.
There are several reasons for this. Yes, we all start off ignorant of rules and properties of equipment, traits, etc. and how it all flows well together, but when you are learning it in the context of what you need to do when you are in serious matches, it comes together that much smoother. A person spends 100 hours finishing PvE with a Mesmer/Necro. Archane Echo'd Chaos Storm (AoE) and a ton of Death minions can get you pretty far on their own.
You take that to PvP and it doesn't work. You first have to unlearn what you've been doing before you can re-learn how it can be useful in certain PvP situations. Additionally, builds you thought were near worthless all of a sudden have more value when you consider that you are up against the human mind as opposed to the more predictable A.I. of PvE. So unless you are reading the forums to tell you exactly what seems to work/not work (so far) in PvP, you are simply spending time catching up to other strong PvP players.
Now, consider UAX. Take a player spent 100 hours in a UAX environment playing nothing but PvP. He's just begun a PvP match in his 101st hour... you are trying to tell me he won't be faaaaar more skilled for competition than the player who spent his first 100 hours in PvE (assuming he got all his skills and equipment as well)? After 120 hours, after 150 hours, the PvE player is always playing to first unlearn his bad habits and then catchup to even the most basic PvP good habits (let alone advanced strategies and competitive team builds).
The PvP player is a different story. This is a player who's been in the hardcore mix for awhile now. He's seen the different solo builds, team setups, and other unique PvP situations to properly plan and execute. He actually has opponents who will not blindly standing in a Meteor Storm taking each hit.
My time spent in fighting game competitions illustrates this perfectly. Whenever someone brags on the net about how they've been practicing against the computer for months and are ready to show us how to play at the upcoming tourney, they always, 100%, without fail, get absolutely CREAMED by those who've been practicing against other real players. We always say that there's no mysterious wise man in the mountains alone who'll come down one day to show us how to play.
I was one of those people. I used to win fighting games early on against weak local competition using my favorite CPU strategies. I was fortunate enough to meet one guy who'd been in real competitions and he beat me 30 games straight. I asked him which arcade he practiced at and it literally took me about nine months to be able to consistentlyplay at a legitimately high level. Another year or so and I was competing nationally on a regular basis. All that time spent vs. the computer only slowed my growth. I had to UNLEARN before I was able to learn. Each character in these games can have 100-200 moves that, unlike Guild Wars, you have full access to at anytime. To mentally recognize and execute the use of the most appropriate move in the constantly evolving play structure is not a simple matter at all.
A few hours mastering the basic controls? OK, that has benefit, but don't tell me that you need to invest any real amount of time to improve. You want to be good at PvP? You take competition seriously? Then every hour outside of PvE and inside PvP will exponentially aid your growth. Unfortunately without UAX and access to all the skills and gear you need thereby forcing you to PvE, that growth will be artificially stunted.
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I notice that a blanket "UNLEARNING PvE techniques and strategies" is a recurring theme throughout the quoted post there. If you do value PvE, and do acknowledge that it does teach valuable play mechanics that are valuable in PvP (Shadow of Fear+Empathy is a waste, for example)...why the constant "When you leave PvE for PvP, you must UNLEARN what you have learned"? Doesn't seem like you value PvE there at all, but maybe that's just because I'm not the one trying to rewrite what your posts mean, after people reply to them?
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Obviously I'm referring to a lot of competitive gaming, not just GW. Obviously competitive gaming is synonomous with PvP. Based on a lot of first hand experience over several years, it's become obvious to me that people advance faster playing against a person than a computer in these types of games.
PvP.... as in 'Player vs. Player'..... as in the way these games are MEANT to be played.
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And GW was designed--was meant to be played--in a way that integrates PvP and PvE. You don't like it, fine. But understand that the game was meant to be played with an integration. It may have faults now, but keep in mind that GW is basically breaking the mold here, so this is basically uncharted waters.
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There's someone who gets the point, and another ignorant statement of yours is shredded to pieces. I guess the pattern explains your growing frustration.
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Quick little thing:
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Originally Posted by Ben Reed
That being said, I believe the new PvP rewards system is a much bigger improvement than some give it credit for.
I believe the skills should be somewhat cheaper for the benefit of less skilled teams, or players without the benefit of a guild to play for, but this new system has much further seperated the need for PvE grind from PvP skill-building and practice,
and that to me is a pretty damn big improvement.
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Very next paragraph. Even though he agrees with your assessment of PvE/PvP...he still disagrees with you on the unlock system. So here you have someone who even understands where you're coming from...and yet his conclusion is radically different than yours. And in fact...I'll underline and organize some really nice bits in that paragraph. I particularly am interested in what he says in the second section there.