It depends, I'll try it out a few times just for the sake. But I'm not going to dedicate very much energy to it.
I just don't expect it to be very balanced at all.
It depends, I'll try it out a few times just for the sake. But I'm not going to dedicate very much energy to it.
I just don't expect it to be very balanced at all.
Well... "Common" sense isn't all that common anymore, now is it?
In my opinion, pvp is better when you have complete control over your character.
Such as rolling out of the way of a spell or sword. Dark Souls for instance, but without the lag of back attacks.
This game isn't gonna have that it's gonna be gear dependant, and just cause you built your character to pvp, doesn't mean you'll be good at PvE, which I feel is more important.
My tl;dr version of why I disagree with pvp in XIV:
-Less than half of the players want it so it's a waste of time to work on it when they could have been adding something more important, like new jobs or endgame content.
-In order to make pvp meaningful they will probably infringe on PVE content.
Really depends on how utility and such is spread about. Yoshida's team can't cop out the way Blizzard did and say "we don't feel giving tanks a place in PvP shoud be our priority", so I expect them to be creative in implementation to ensure each job is useful. That being said, knowing the fact that Yoshi-P played Dark Age of Camelot, which introduced the term Realm vs Realm, it'll be interesting to see how that influences the flow of PvP in XIV.
Here's the one snag in your claim: they can make different rulesets for effects for PvE and PvP. Not everyone is dumb like Blizzard that refuses to apply differing rulesets out of sheer lazyness.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
[citation needed]
This is probably one of the rare occasions where I will say something positive about Guild Wars and tell you that you are wrong. They can make abilities exclusive to PvP, they can make plenty of adjustments that only effect PvP instead of PvE, it's the developer's choice. I had no problem with what was done in WoW, but they chose not to adjust PvP separately from PvE.-In order to make pvp meaningful they will probably infringe on PVE content.
I'd like to point out that Dark Souls is probably one of the worst examples of PvP you can name. So is League of Legends. While I know you were just talking about basic mechanics, Dark Souls is still a terrible example just because of the sheer amount of balancing issues, and the lack of moderation when it comes to using cheats.
I don't mean to be blunt, but what I really see here is a lot of paranoid people. Without trying the content first I noticed some already fear and cast judgment upon it as unbalanced, and a waste of time objective in-spite of what was said in the interview. It is boarder line disgusting how some of you guys are degrading it. The devs have been working and studying on this for over a year, and its not forced upon you because you have the choice not to participate.
There is a fair share of people interested, and a fair share that wants to try it out because they're not sure yet. With that said its not to hard to discuss about how to make pvp work for everybody, including for those that don't want to participate. I think there is still something they can do to contribute even if they don't want to go into frontline.
Personally for me an MMO without PvP is really boring. Although Ballista was not perfect, it was one of the leading activities that made me log in after I'm done with a day full of classes. Its a fun sport trying to score points, but not many wanted to play because the rewards was lack luster, and it suffered a lack of support from the dev team. I have no doubt the devs will get it right this time.
I would like to try out pvp. I have no illusions that it'll be perfect, but I want to keep the scene going, and not have it die out like in 11. That's probably why there wasn't a second ballista royale. Hopefully Yoshi P throws some thing more than simply beating the opponent, like winning the crowd for instance if its in the Colosseum.
Player
My tl;dr version of why I disagree with pvp in XIV:
-Less than half of the players want it so it's a waste of time to work on it when they could have been adding something more important, like new jobs or endgame content.
-In order to make pvp meaningful they will probably infringe on PVE content.Taken from PDF's this will not hurt pve content at all.Two PvP venues, Coliseum and Frontlines, to be released after version 2.0. Unique zones to be created so as not to affect non-participating players. Release of PvP-specific abilities, gear, and ranking.
Support for multi-party alliances for large-scale content to be released together with the above.
But there is coming new classes/jobs and new endgame content.
I hope frontier as a big scale PvP get some tactic mechanics. Like small corridors where one group can build up a def-line or an ambush and guards you need to kill and barricades you need to break.
And there need a reward good enough for longlife motivation. In Ragnarok the reward was acess to a dungeon with good exp for every guild with a castle in possession.
Last edited by Felis; 09-05-2012 at 09:49 PM.
I'll do PvP when I beat all the PvE so it can tide me over until they release new PvE content. Maybe I'll do it sometimes when I'm bored or curious of how it is, but in no way will I focus on it until I'm done with all the dungeons.
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