This is more of a rough draft type thing, but I'd like insight into the idea. ^.^
Quote:
Originally Posted by KamikazeChicken
Dual purposed PvP slot: The PvE Adventure. o.O
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Quote:
Originally Posted by KamikazeChicken
PvP players spend 80% of their time complaining that they don’t want to work through the game over and over to unlock things. These players hire runners, skip 70% of the game, and that’s their choice. Why should PvE players have to continue to spend hours upon hours creating an RP character? “Because PvE is PvE and you’re supposed to play through” or “PvP slots are meant only for PvP so they don’t have to create another character” are bullshit comments. I’ve played through Hell’s Precipice on 4 characters and made 2 others for unlocking skills. Everyone always says “Yay! Now you’ve unlocked it for PvP!” I just sit there with a dazed look thinking why the hell do I care? I rarely PvP and unlocking everything I have is now worthless. The rough draft idea: PvP slot no-nos: All merchant/traders of any sort are disabled. Ha ha, no skills for you! ^.^ No access to FoW/UW. They don’t count as ascended, so oh well. Only access to outposts/mission areas previously visited by an RP character. No advancement of PvP slot character beyond what an RP character has unlocked. All quests disabled. (Missions/Bonuses don’t matter since you get skill points. What good are SPs if you can’t use a skill trainer?) PvP slot changes: Armor is either “Infused” on creation or they can infuse through Iron Mines. Possible Exploits? New, adaptable farming slot. If a farmer is going to farm, they’ll go through the hassle of creating a new character anyway. Look at the 105 monks running around; new ones are created every day. This might make it faster for farmers, but farming is inevitable anyway. It’s also harder to farm using only what you’ve unlocked. I seriously doubt half the 105 monks unlocked all 4 sup runes. Destruction of the PvE “community”? If this community exists, I’ve yet to really see it. PvE will always trade, associate, and play together. This allows for a more dynamic interaction between the PvE people. Items will still drop, things can still be traded, but now they’re allowed to test new builds and have even greater fun! Besides people will still have to gear their characters they use for FoW/UW. Vanity will always rule the GW market. Benefits: The PvE community should GROW because of this; people get bored of what they have, but now they can spice things up! People assume PvE is without grind because PvE players must love it. This allows me to create a new character to play without wasting 30 hours and 15k+ gold on a new character. I love PvE, but I still don’t want to be forced through it every time I feel like trying a new build. The PvE player now has a purpose in unlocking things. Where unlocking meant absolutely nothing to them there’s now a benefit in being able to play with it all. Greater flexibility in meeting the needs of a PvE area. You’re guildie is stuck somewhere, and now you can help them where you might not have been able to before. This idea won’t upset the balance, it doesn’t harm anyone, and it’s something I’d just love to see. I could always just spend gold and have a new character run to Droknar for easy lvls/skills, but that’s just not me. PvP slots are worthless to people who haven’t completed the game since they’ve yet to unlock everything required for a complete character. There might be complaints that now noobs are running around, but they’re limited the places they’ve been; the same can’t be said for the people being continually run down to Droknar at lvl 8. I have seen countless posts/threads with PvP players complaining about having to spend an extra minute deleting/recreating a PvP character. Why must PvE players spend hours upon hours making a new character when they delete/recreate? If that 1 minute for a PvP player is too much, I’d like to know why 30 hours isn’t too much for me. |