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  1. #1
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Please Separate the Rules for PVP and PVE games.
    No, No, No, No. PvP and PvE should be seperate, but not seperate rules. Everything you do in PvE should work exactly as the player expects when he or she plays PvP. If you treat them like different games it is very disjointing and a barrier to entry.

    They are carefully desgining the spells and abilities of the game such that they shouldn't need seperate rules in the first place.

    They should be different parts of the same game, not treated like two totally seperate games.

    Look at BLIZZARD and their worldwide success. Even Blizzard has separate rules (different rules) for PVP games and PVE (story gameplay / normal) games.
    I don't know what WoW you play, but this is completely untrue of the one I played. You can't have the open world PvP that is possible in that game if the rules of PvP are different. Some abilities have additional/different effects in PvP- Just like how it was done in FFXI- but that's about it.
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    Last edited by Alhanelem; 02-16-2013 at 04:47 AM.

  2. #2
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Xatsh View Post
    PvP and PVE should be completly seperate, because I honestly feel they are impossible to balance.

    Something that works great in PvE might be totally off balance in PvP. Like positioning for combos, it was a good thing kept it less tank and spank. Made you go into spots that put you in danger to get off a combo. But in PvP with people jumping and runing in circles around you obviously this would not work at all.

    Everytime something gets changed in PvE because it was not working well in PvP... at least in my opinion it is a very bad move on the devs part. This is a final fantasy PvE > PvP, I hope the devs always keep this in mind.
    Quote Originally Posted by Alhanelem View Post
    No, No, No, No. PvP and PvE should be seperate, but not seperate rules. Everything you do in PvE should work exactly as the player expects when he or she plays PvP. If you treat them like different games it is very disjointing and a barrier to entry.

    They are carefully desgining the spells and abilities of the game such that they shouldn't need seperate rules in the first place.

    They should be different parts of the same game, not treated like two totally seperate games.
    Well said Xatsh. I agree with all your points about separating PVE and PVP.

    Alhanelem, I see what you're saying and I'm definitely not advocating something dramatic like having "brand new Weaponskills / Spells" that only exist in PVP matches, etc.

    The problem I can see is the inevitable Nerfing / Tweaking / Changes that 100% of the Players will have to suffer, due to some "exploit" or "balance issues" in PVP Death Matches (a more limited audience).

    Beyond the examples that Xatsh brought up, I can see scenarios like:

    * PVP Problem: "White Mage doesn't have enough to do in PVP Death Matches / Protect is too powerful to run on 30:00 minute timer. Thus, let's nerf Protect, and make it last only 4:00 minutes, so that the White Mage has to stop and recast it more often in a PVP Match."

    Result: All the players who don't play PVP now have to suffer with a nerfed, shorter Timer on Protect in the main game (PVE), for the sake of making PVP "more exciting / balanced."


    * PVP Problem: "Some player finds an 'exploit' in a PVP Death Match, where they use 2 specific Weaponskills back-to-back, and it results in a near instant Win."
    Result: "100% of the players in PVE suffer the nerf, as they change those 2 Weaponskills just to make PVP Matches more fair."


    * PVP Problem: "Paladin's New AOE Buff covers too large of an area in PVP matches. It's unfair and too powerful being able to cover all his/her teammates."
    Result: "Let's reduce the range of the AOE Buff to be 50% of what it once was. Now all Players suffer this 50% Reduction in Range, even in PVE for the sake of PVP."


    I see a later post where you mention tweaking #'s (coefficients). "Yes," that's what I talking about in separating PVE and PVP mainly (besides possible Human vs. Human exploits that later the PVE game). It'd just be frustrating to see game-wide changes for *everyone* (and most players enjoy the PVE (vs. Bosses, AI), not the PVP Death Matching), made for the sake of trying to balance PVP games.
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