Archived Post
09-07-2009, 07:44 PM
First of all, I'll get this out of the way: I'm not a PvP gamer, I don't PvP, I've never done PvP, and I don't really like PvP. I don't like how those calling for PvP nerfs never consider how their suggestions will affect PvE players, and I don't like how PvP players have to deal with imbalances if they're truly unfair.
That's that.
My proposal: Have the game handle mechanics differently for PvE/PvP zones.
If you're in a questing zone, there's no reason why PvP mechanics should be present. Why should PvE players have to put up with a nerfed teleport just because PvP gamers say it's unfair? And if you're in a PvP zone, why should you have to put up with what PvE players want if you feel it's ruining your game?
Usually, I'd say that it's not possible to have one's cake and eat it, but if the mechanics were handles so that a PvE set of zones had one system, and a PvP set of zones had another, both suited for each style of play, we wouldn't have this problem. If that was the case, then any nerfs which impact PvP would not need to impact PvE at all.
The problem that I see it is this: There's no such thing as a balanced PvP game.
Despite that truth, the devs are going to try to adhere to the desires of the PvP playerbase and make the game as fair as possible. It'll never be truly balanced, but it might be a bit more fair than it was, at least for a while until a new power-set comes in which requires a whole new set of balancing. But these balancing efforts create sweeping changes across the board, for PvE players as well.
A question: Would so many players be crying out for a better retcon system if PvP balance changes weren't affecting PvE too?
So that's my proposal. Each set of zones has its own mechanics with its own balancing. Balancing for PvE (vs mobs), and balancing for PvP (vs players).
That's that.
My proposal: Have the game handle mechanics differently for PvE/PvP zones.
If you're in a questing zone, there's no reason why PvP mechanics should be present. Why should PvE players have to put up with a nerfed teleport just because PvP gamers say it's unfair? And if you're in a PvP zone, why should you have to put up with what PvE players want if you feel it's ruining your game?
Usually, I'd say that it's not possible to have one's cake and eat it, but if the mechanics were handles so that a PvE set of zones had one system, and a PvP set of zones had another, both suited for each style of play, we wouldn't have this problem. If that was the case, then any nerfs which impact PvP would not need to impact PvE at all.
The problem that I see it is this: There's no such thing as a balanced PvP game.
Despite that truth, the devs are going to try to adhere to the desires of the PvP playerbase and make the game as fair as possible. It'll never be truly balanced, but it might be a bit more fair than it was, at least for a while until a new power-set comes in which requires a whole new set of balancing. But these balancing efforts create sweeping changes across the board, for PvE players as well.
A question: Would so many players be crying out for a better retcon system if PvP balance changes weren't affecting PvE too?
So that's my proposal. Each set of zones has its own mechanics with its own balancing. Balancing for PvE (vs mobs), and balancing for PvP (vs players).