Oh i see what your thinking, i think the idea that there be a lvl 50 intro pvp set is what i was thinking lol not a lv 10 set.i refered to it as a problem
but it's matter of perspective.
in 1 way it's good, so there's some progression.
but in another way it's forced on you. if you're lv 50 already, and got AF set for example, should you be forced to fight with lv 10 (whatever) tutorial set, just because pvp gear is exclusive? your damage output would be absolutly pathetic. it would be like being lv 10 all over again, but with more skills
I agree that PVE shouldnt suffer at the cost of PVP, to make it so that stat/skill reallocations dont need to happen to balance pvp and harm what is happening in PVE you make both skills and gear diffrent in pvp, to explain, when you enter a pvp zone your skills are adjusted to do more/less dmg or have diffrent effects or just have some skills pve/pvp only and the seperation of gear would take care of the need to adjust stats.I don't like the idea of diverging PvP and PvE where separate gear is required. Make it fun, make it semi casual with some decent rewards. Keep the focus on good PvE.
Making PvP only gear means you intend to support pvp to a very high standard, making it central in the game.
1) Much like WoW pvp, a new stat would be needed (resilliance) to separate the gear.
2) Substantial balancing for skills would be continually required to maintain both PvP and PvE balance.
3) People will then insist that PvP give equal XP to leveling in PvE.
4) Many PvP battlegrounds will need to be made to appease hardcore PvP players.
and the list goes on...
You make PvP a completely separate entity, and people are going to expect you to support it to the very end. Even at the cost of good PvE, and I would much rather have good PvE over half assed versions of both.
Understandable. I would like this method IF it didn't take away from the PvE development.I agree that PVE shouldnt suffer at the cost of PVP, to make it so that stat/skill reallocations dont need to happen to balance pvp and harm what is happening in PVE you make both skills and gear diffrent in pvp, to explain, when you enter a pvp zone your skills are adjusted to do more/less dmg or have diffrent effects or just have some skills pve/pvp only and the seperation of gear would take care of the need to adjust stats.
At all.
But that is SE's decision. If they had a completely separate team working on PvP, and it didn't delay PvE content, skills, updates, or gameplay, I would be 100% for it.
Last edited by DoctorMog; 01-17-2013 at 06:05 AM.
Ah, your intent is to not take a member of the dev team away from pve development to work on pvp development, or at the very least not to displace development resources at the cost of pve.
I agree, I should make this very clear im not a PVP ONLY person i love PVE and the story line, i just happen to also like to pvp as well, If they need to delay the relaese of PVP so they make sure PVE is done right im all for that!
I edited my first post adding a sort of summery of what i would like in PVP after reading others posts and discussing ideas.----------------------------------------------------------------------
After some discussion and ideas on the thread i thought i would post here my complete ideal way of handeling PVP in ARR at the moment.(probably will have flaws lol)
- PVP gear should have reduced stats when used outside of PVP events(reduced enough to make them mostly for looks outside of PVP)
- PVE gear CAN be used in PVP but has reduced stats to make PVP gear the optimal choice in PVP events.-note: maybe have less of a penalty on low level PVE gear used in PVP.
- PVP should have a Ranking system that is Job/Class Specific(ie when you change from paladin to Warrior you have a different rank) rank can be reset after reaching a certain lvl range(ie lv 10-19 you got rank 20, but when you hit lvl 20 your rank goes back to rank 1, etc, all the way up to lv 50) Rank will determine who you fight against so that the less experienced/new people to pvp dont have to fight super experienced people right off the bat and be discouraged from PVP.
- Have there be a Intro quest line you have to do before you can PVP that is a tutorial to PVP and awards an intro lvl PVP gear set.(havnt thought of how to handle the diffrent level ranges with this idea, i had lvl 50 in mind when thinking of this, maybe have where you could trade in your intro set from lvl 10 for your current level(ie your lv 40 and you have lv 10 intro set, you trade to npc to get lv 40 intro set))
- After you complete the Intro PVP quest line you also unlock a PVP gear swap space(they show this feature in Alpha vid, where you have multiple gear sets that arnt tored in your bags) that stores your PVP gear for you(can only store PVP gear), and each Class/Job you do the quest on you unlock it for that class.
- Have Skills act diffrently in PVP(ie effects last longer/shorter, does more/less dmg etc) than what they do in PVE, so that way the dev team doesnt have to try to balance the jobs in both PVP and PVE at the same time they can be seperate. maybe even have PVP/PVE only skills.(like not being able to use 15min CD in PVP.)
I feel like im forgetting something, if i remember i would edit and post lol
I think all gear should work anywhere, and some should have bonuses inside PvP only; and they should look awesome..
if skills made less damage, it would be like auto attack lolsI agree that PVE shouldnt suffer at the cost of PVP, to make it so that stat/skill reallocations dont need to happen to balance pvp and harm what is happening in PVE you make both skills and gear diffrent in pvp, to explain, when you enter a pvp zone your skills are adjusted to do more/less dmg or have diffrent effects or just have some skills pve/pvp only and the seperation of gear would take care of the need to adjust stats.
i think it's fine though; with players having armors etc, ppl wouldn't take any huge ammounts of damage; so it wouldn't be like in some other games, where you just trollolol around 1hitting people.
it would just be really confusing if all skills did different things in pvp setting...i played tera again a little bit a few days ago, and omg, i was so confused, took a while to get used to the skills, what they did, combos etc. having to do that with 15 something classes would be FUBAR.
What i ment was that you adjust what an ability does, not change it but say in PVE you have a ability that does 1000dmg but in PVE like you said "trollolol" people in PVP with it, so instead for balancing perposes it does slightly less dmg in PVP or something, maybe there is a ability that does more dmg in PVP to help balance a class, that way you dont have to relearn what abilities do. and maybe make 15min abilities disabled during pvp.if skills made less damage, it would be like auto attack lols
i think it's fine though; with players having armors etc, ppl wouldn't take any huge ammounts of damage; so it wouldn't be like in some other games, where you just trollolol around 1hitting people.
it would just be really confusing if all skills did different things in pvp setting...i played tera again a little bit a few days ago, and omg, i was so confused, took a while to get used to the skills, what they did, combos etc. having to do that with 15 something classes would be FUBAR.
i think players will already take less damage than mobs, because of players having more defense/resist than mobs...in general. but sure, there tends to be pvp skills nowdays in most games that has pvp.What i ment was that you adjust what an ability does, not change it but say in PVE you have a ability that does 1000dmg but in PVE like you said "trollolol" people in PVP with it, so instead for balancing perposes it does slightly less dmg in PVP or something, maybe there is a ability that does more dmg in PVP to help balance a class, that way you dont have to relearn what abilities do. and maybe make 15min abilities disabled during pvp.
anyways ^^ the only problem i had was that i dont think gears should be exclusive. the rest we'll just see how it looks in-gameim probably gonna suck regardless hehe.
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