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Nevrax new direction? PVP Heaven

vqlyvqly Member UncommonPosts: 296

Here's my thought.
Given the choice between releasing PvP content and PvE, and let's say they have to decided to do one or the other, and not both, for one launch, it makes sense to release PvP content first, then to add more PvE content later (e.g. rites, new lands up in canopy, new skill trees etc).
Why?
PvE content lifespan? a month.
PvP content lifespan? a year/infinite (depending how well it was implemented).
Hope the PvE content people hang in there, once they knocked the PVP content out, and have at least *something* for the purpose of leveling up, then they can start churning out more PvE contents.

Comments

  • vqlyvqly Member UncommonPosts: 296
  • GRIMACHUGRIMACHU Member Posts: 528

    PvP in and of itself adds nothing though.
    PvP linked with content takes away (from those who don't want to PvP)

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  • SinfulSinful Member Posts: 10

    Its more like a Gankers Heaven or a PK heaven. 

    The PvP system really doesnt require any indivudual skill.  Morever clear simple oversights makes me think it was a rushed implementatin of this episode.  Really Really Stupid things get put into this episode that should have been caught.

    1.  The Kami Tolerence had to be patched - this is completely moronic they never considered all those people digging to build the temple would kill the tolerence of the zone quickly.

    2. Town Killing - People teleporting to town and ambushing others while they "load" from respawnign or teleporting.

    3. NPC guards not respawning.

    There are more but the new direction of pvp is more likely gonna be a bug filled poorly implemented gankers paradise.  This doesnt surprise its only the latest slap in the face.  Seems they are catering to the bottom of the barrell.  They dont punish exploiters (the treatment of exploiters is disguistingly forgiving) and now they make it a gank festimage

    Luckily there seems to be many options as well as a couple new realeasesimage

  • maguemague Member Posts: 70


    Originally posted by vqly
    Here's my thought.
    Given the choice between releasing PvP content and PvE, and let's say they have to decided to do one or the other, and not both, for one launch, it makes sense to release PvP content first, then to add more PvE content later (e.g. rites, new lands up in canopy, new skill trees etc).
    Why?
    PvE content lifespan? a month.
    PvP content lifespan? a year/infinite (depending how well it was implemented).
    Hope the PvE content people hang in there, once they knocked the PVP content out, and have at least *something* for the purpose of leveling up, then they can start churning out more PvE contents.

    There is some truth in releasing PvP first. But the way how it was done doesnt show any intention to bring in more PvE content.

    About the lifespan of PvE and PvP i have a different opinion. Latest patches and latest informations about outposts will bring in an very different kind of players. You subscribe, join a guild. Your guild supports you with XP tickets and you level up to AoD in 10 days, another 7 days to be a master of life. If no guildmember has time for the new player, the guild makes it easy to solo with consumables. Then having fun for 2 to 3 month of PvP and fighting about outposts.After this it starts to get boring and those cancel sub. Most new subscribers will not have the boost of success and achievement. But success and achievement are the basics for a long term player.

    I predict that in 6 months there is a large number of players who dont know anything about Atys. Virgina falls, ancient graves in WoM, ruins in prime roots and hundreds of other details that are not directly connected with leveling and outposts. These players will know all huntingspots from lvl 50 to 250, not much more.

    This might be good for the company bankaccount, but not for the game.

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