Here: How to Fix PvE
TheCrusader
People would get ran to Droks..buy SoC then go kill monk bosses and WALA skills galore...
Drakron
Quote:
Originally Posted by Kaylee Ann
Imagine if you couldn't do any mission/quest/whatever in the game unless your country had favor. I wonder how many of those 'I hate pvp or I have no intention to pvp or I don't see the point ect ect' people would start PvPing......
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Its the same to ask a MMORPG to start PK to access other areas of the game, how many of such people enjoy PK?
Better, how about PvP cannot starting a PvP character at the start and being forced to play PvE just to access the arenas and ToEK, how many PvP would quit because every build they made would have to spend days just to reach the "good stuff" of PvP play?
The end result would be horrible, PvE would cease to exist and PvP would simply be the game since PvE would lack the same impact in the game unless they did my sugestion and then the PvP would quit.
Quote:
Oh yeah, and the next time you want to PvE in the underworld or fissure, and a guild has to go win the halls for you to do it, just remember those same PvPers trying to make the game a better place are doing it for you, since you don't have any intention of ever trying..... |
Quote:
It would be funny to see the PvErs cry if the American PvPers went on strike for a month and let Korea dominate the halls.... OMG NO FISSURE OR UNDERWORLD FOR YOU! |
Kaylee Ann
Quote:
Originally Posted by Drakron
No, they would do what europeans players do ... ignore those places (that are not even vital away).
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Drakron
I could say all I see is PvP player cry about not having a UAS button ...
We point out a flaw in the WaW concept that americans players would do as well if the situation was happening to then.
We point out a flaw in the WaW concept that americans players would do as well if the situation was happening to then.
Quintus
And the PvP players point out a flaw in the play preperation concept that PvE players would do as well if the situation was happening to them.
Ninna
regardless of orginal game design intent (or the OPs humor)
many people can *avoid* PvP
- with exception of a 3 minute fight in PreSearing
most players enjoy both PvE and PvP
theres games like EQ or WoW for people that want primarily PvE online rpg
theres games like Shadowbane for people that want primarily PvP online rpg
Anet has taken on the challenge to satisfy both interests
many people can *avoid* PvP
- with exception of a 3 minute fight in PreSearing
most players enjoy both PvE and PvP
theres games like EQ or WoW for people that want primarily PvE online rpg
theres games like Shadowbane for people that want primarily PvP online rpg
Anet has taken on the challenge to satisfy both interests
Phades
Even though he was being sarcastic, the things he stated merly change the pve encounters, but do not stop the pve experience from occuring. It was a pointed suggestion towards tailoring the pve environment to include some of the situations found within pvp. Unlike a pvp environment though, even if things like this existed, it would still follow the same predictable pattern that makes pve experience.
Lampshade
What happens when things change?
When people stop doing the build/techniques so described?
Is ANet just going to rewrite every single mob in the game based on the most popular Tombs builds/strategies?
When people stop doing the build/techniques so described?
Is ANet just going to rewrite every single mob in the game based on the most popular Tombs builds/strategies?
EmperorTippy
great post blackace.
o and second the sticky request
o and second the sticky request
Chad
I'm on my 5th RP character and have plenty of PvE experience. Here are the main things I've noticed and should probably be examined:
1. Mission Difficulty is very inconsistant. It seems as though at every point in the game, there are occasional very hard missions, occasional very easy missions, and everywhere in between. Perhaps that's the way it's supposed to be, but it seems to me like it'd make more sense to start missions easy and gradually get harder. The missions do more-or-less follow this path, but there are outliers. A perfect example is the three desert missions: Elona's Reach, Thirsty River, and Dunes of Despair. Just about any player will tell you they've had problems with Thirsty and/or Elona, yet I think most players will agree when I say Dunes is one of the easiest missions in the game. Another mission that many people have many problems with is The Wilds, yet I seldomly hear about player difficulties with Divinity Coast or Bloodstone Fen (the missions before and after the wilds, respectively). I saw a post on here (or maybe it was a different GW forum) asking community players what they thought the toughest mission was, and most of the votes went to Thunderhead Keep. Generally, I would think the last mission in the game should be the hardest, but I suppose that's not always the case.
The same could be said for areas outside of missions and towns, where you generally do quests. Some areas are easy (Spearhead Peak comes to mind) while others are rediculously hard (Tasca's Demise/Mineral Springs). Along with that, as I stated in the state of the game address post, bosses need to spawn as the same type (ie ranger, necro, etc) in the same location every time. As I type this I am trying to capture an elite skill only found in a certain area, and it takes over and hour to get there by fighting. Unfortunately the boss there is random, and I'm assuming I only have a 17% chance (1/6) of actually seeing the boss I need. This type of thing is very frustrating and completely unnecessary grind.
I also think, just like everyone else, that good drops need to increase, especially for bosses. I'm sick of killing a level 28 boss and have him drop 89 gold or 2 alpine seeds.
Just some of my thoughts/wishes for PvE
1. Mission Difficulty is very inconsistant. It seems as though at every point in the game, there are occasional very hard missions, occasional very easy missions, and everywhere in between. Perhaps that's the way it's supposed to be, but it seems to me like it'd make more sense to start missions easy and gradually get harder. The missions do more-or-less follow this path, but there are outliers. A perfect example is the three desert missions: Elona's Reach, Thirsty River, and Dunes of Despair. Just about any player will tell you they've had problems with Thirsty and/or Elona, yet I think most players will agree when I say Dunes is one of the easiest missions in the game. Another mission that many people have many problems with is The Wilds, yet I seldomly hear about player difficulties with Divinity Coast or Bloodstone Fen (the missions before and after the wilds, respectively). I saw a post on here (or maybe it was a different GW forum) asking community players what they thought the toughest mission was, and most of the votes went to Thunderhead Keep. Generally, I would think the last mission in the game should be the hardest, but I suppose that's not always the case.
The same could be said for areas outside of missions and towns, where you generally do quests. Some areas are easy (Spearhead Peak comes to mind) while others are rediculously hard (Tasca's Demise/Mineral Springs). Along with that, as I stated in the state of the game address post, bosses need to spawn as the same type (ie ranger, necro, etc) in the same location every time. As I type this I am trying to capture an elite skill only found in a certain area, and it takes over and hour to get there by fighting. Unfortunately the boss there is random, and I'm assuming I only have a 17% chance (1/6) of actually seeing the boss I need. This type of thing is very frustrating and completely unnecessary grind.
I also think, just like everyone else, that good drops need to increase, especially for bosses. I'm sick of killing a level 28 boss and have him drop 89 gold or 2 alpine seeds.
Just some of my thoughts/wishes for PvE
Weezer_Blue
Looks like someone needs a Sarcasm Detector. "A sarcasm detector. That's a real useful invention"
Tuna
Quote:
Originally Posted by Quintus
And the PvP players point out a flaw in the play preperation concept that PvE players would do as well if the situation was happening to them.
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trancejeremy
IMHO, they really should eliminate the whole post-searing world.
The pre-searing part is actually fun. It's pretty much wide open, freeform, quest based.
Post searing is really a drag. First off, the world gets much uglier. Yeah, this is part of the storyline, but it's still ugly.
Secondly, the game goes to a mission based structure. Personally, I find the missions to be awful. Way too linear. You just follow the path, kill the mobs when they appear, repeat x50, then beat the boss at the end. Not fun.
But this means that you are no longer really free to go where you want. You pretty much have to stay around the map where your mission is based at.
So it's basically like pulling teeth, once you get to post-searing.
The pre-searing part is actually fun. It's pretty much wide open, freeform, quest based.
Post searing is really a drag. First off, the world gets much uglier. Yeah, this is part of the storyline, but it's still ugly.
Secondly, the game goes to a mission based structure. Personally, I find the missions to be awful. Way too linear. You just follow the path, kill the mobs when they appear, repeat x50, then beat the boss at the end. Not fun.
But this means that you are no longer really free to go where you want. You pretty much have to stay around the map where your mission is based at.
So it's basically like pulling teeth, once you get to post-searing.
Mark of Rodgort
Really great post.
Kakumei
Quote:
Originally Posted by trancejeremy
IMHO, they really should eliminate the whole post-searing world.
The pre-searing part is actually fun. It's pretty much wide open, freeform, quest based. Post searing is really a drag. First off, the world gets much uglier. Yeah, this is part of the storyline, but it's still ugly. Secondly, the game goes to a mission based structure. Personally, I find the missions to be awful. Way too linear. You just follow the path, kill the mobs when they appear, repeat x50, then beat the boss at the end. Not fun. But this means that you are no longer really free to go where you want. You pretty much have to stay around the map where your mission is based at. So it's basically like pulling teeth, once you get to post-searing. |
so to fix pve they should get rid of it
yeah great idea tiger
Aphalite
trance is not suggesting anything different from what is happening now, people who play pve are just running around farming in random areas
I liked ace's A) suggestion, to force necros/mes/ranger sinto the fray, rest of it was sort of funny, but I really do believe there are way too many sheep in these forums. Please make up your own opinions guys.
I liked ace's A) suggestion, to force necros/mes/ranger sinto the fray, rest of it was sort of funny, but I really do believe there are way too many sheep in these forums. Please make up your own opinions guys.
Phades
Quote:
Originally Posted by Lampshade
What happens when things change?
When people stop doing the build/techniques so described? Is ANet just going to rewrite every single mob in the game based on the most popular Tombs builds/strategies? |
Divinitys Creature
Wipe out the magumma spiders and devourers with some horrible plague. That would be almost as good as UAS.
pyr0ma5ta
I'm pretty sure that we've moved a little offtrack. The first post by Blackace was a tongue-in-cheek satire of the state of Tombs pvp.
Anyway, upping this thread so Gaile might see it.
Anyway, upping this thread so Gaile might see it.
Deltu
Well Blacklace just handed Arena Nets ass straight to them. The only thing i think he should change is keep the Pre Searing. Without it we would all be lost, no matter if you think it helped or not. Just think, without pre searing the game would be dreary the whole time, and you would never have those skills without buying them. I mean c'mon, what would you do, fight lvl 4 devoureres at lvl 1 without knowing how to play?
Aniewiel
pyr0ma5ta: No cheesy bumping. Gaile and everyone else cull the threads just fine without resorting to that. Besides, if you look at the 'who's online', you'll note that she's gone.
Thanks.
Thanks.
Fanta
Don't forget the Necro boss on the American servers, but has a Korean name confusing you, then you realize all he runs is tainted flesh and spams putrid once the E/Mo owns the "PvE'ers" faces.
Raise
you also forgot you need to have the european caromi that see the korean tengu and are like OMG GUYS GIVE UP... and then you need to have them run from the Pve'ers while they run the korean tengu will hit you with their insane ranger spike build, using qshot and a warrior... soon the whole group Pve'ers and Europeans will get wasted
Mountain Man
Quote:
Originally Posted by Kishin
Too bad for you. Maybe if you had a sense of humor, you'd have enjoyed it.
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Vanquisher
Honestly, and as much as I'd love to see half of that - Gaile would never go for it. She'd never get passed Fort Ranik.
PS. Can mobs move out of Firestorm and such shit, too?
PS. Can mobs move out of Firestorm and such shit, too?
Nash
No, I think we should have it the other way around. Players should be forbidden from moving out of Firestorm. It's such a cheap tactic, I hate it when they move out of my Firestorm, damn lamers. :/
DarkWasp
No no no! I love pre-searing its beautiful AND DYES EVERYWERE! Keep it!
Plus it is like the only place that is actauly fun going back to.
Plus it is like the only place that is actauly fun going back to.
Robos Stavanis
This is priceless................
great job.............
great job.............
FengShuiBundi
Still funny, still waiting for an official response.
LOL @ Gaile not getting pass Fort Ranik.
Be sure to code the monsters so that the rangers use spirits to trap the players, and then the eles start casting Meteor and Meteor Shower.
And have mobs go into a healing ball tactic. I can't imagine a normal PvE group getting past one of those.
LOL @ Gaile not getting pass Fort Ranik.
Be sure to code the monsters so that the rangers use spirits to trap the players, and then the eles start casting Meteor and Meteor Shower.
And have mobs go into a healing ball tactic. I can't imagine a normal PvE group getting past one of those.
Phades
Quote:
Originally Posted by Nash
No, I think we should have it the other way around. Players should be forbidden from moving out of Firestorm. It's such a cheap tactic, I hate it when they move out of my Firestorm, damn lamers. :/
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A wise man knows to get in out of the rain.
HawkofStorms
The problem is that PvP tactics change and evolve. In 6 months, spirit spamming will be a forgotten memory. Flavor of the months come and go all the time, so there is no way to accurately and constantly update PvE mobs to behave like PvP teams.
Interesting and funny idea though, but I don't think people not interested in PvP would like you changing PvE to PvP lite.
Interesting and funny idea though, but I don't think people not interested in PvP would like you changing PvE to PvP lite.
Divinitys Creature
Quote:
Originally Posted by Vanquisher
Honestly, and as much as I'd love to see half of that - Gaile would never go for it. She'd never get passed Fort Ranik.
PS. Can mobs move out of Firestorm and such shit, too? |
FengShuiBundi
Gaile uses a personal runner.
And to the post about PvP tactics changing every six months...
Give PvEers 6 months to get past a spirit spamming mob, and they still won't be able to.
Add a couple prot bonders to each group, and have the ranger use NR once the bonds are up.
Have mobs spam flare at you and then die. But then they scream "HAXXORZ" and leave the game, stealing your loot and exp.
This stuff is gold.
And to the post about PvP tactics changing every six months...
Give PvEers 6 months to get past a spirit spamming mob, and they still won't be able to.
Add a couple prot bonders to each group, and have the ranger use NR once the bonds are up.
Have mobs spam flare at you and then die. But then they scream "HAXXORZ" and leave the game, stealing your loot and exp.
This stuff is gold.
Tigris Of Gaul
Quote:
Originally Posted by Tuna
Indeed, image the ruckus if PvEers had to win 200 arena matches (roughly 2-4 min a peice=400-800 hours) in the ascalon arena before they could progress through the game. I'm sure something as critical as that would be changed in days.
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Shayul
Tigris, stop nitpicking.
He clearly forgot to add, "give or take 786.7 hours or so." (Assuming the matches last 4 minutes each.)
He clearly forgot to add, "give or take 786.7 hours or so." (Assuming the matches last 4 minutes each.)
Dax
Quote:
Originally Posted by FengShuiBundi
Gaile uses a personal runner.
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Shayul
Quote:
Originally Posted by Dax
I would guess she has unlocked the Developer Aura of Invicibily skill and can go anywhere she wants...and take time out to read posts.
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Tigris Of Gaul
I'm sorry.
Shayul
It's okay, I just felt sorry for the guy. Sorry I snapped at you. =/
lol
lol
QuixotesGhost
Quote:
Originally Posted by Supervixen
Oh oh also, add a quest where an NPC calls targets and if you don't down targets in the order called, you're transported back to town. And you won't be able to progress anywhere until this quest is done.
Great post, I second the motion to stickie. |