That PvE players form the core of the playerbase I would not sign so.
I would rather say that 40% are PvP only players, 40% PvE only and the remaining 20% play both.
I understand the problem that balancing adjustments made primarily for PvP just with the last patch (Fortify rework) have a significant impact on PvE.
Basically I think that PvP is the “better” mode to balance weapons.
If you are honest, before the patch almost all M10 groups looked the same, tank + healer + 3x DD with different primary weapons and all had a Hatchet as secondary weapon.
In PvP you have to make changes to weapons, armor and how buffs/debuffs work for balancing.
In PvE, on the other hand, you can also make adjustments to the expeditions.
Example Fortify, in PvP the basic system must be revised, for PvE you could simply set the damage of the opponents down.
In summary, I think as long as AGS makes no distinction between how things work in PvP and PvE, it’s better to do the balancing based on PvP and then adjust the PvE system around it accordingly.
because they are making such oversights it’s just hard to not complain
most? i would say it would be very rare case
My father is PvE player that used to play New World on free time after dealing with work - he quitted the game because of lack of content, and he does exactly what you accuse PvP players of:
people are going through this content at warp speed and that just shows how little content this game gets
And he does exactly the same thing, saying you were probably not serious and you immediatly jump at his throat. Congrats you’ve been playing yourself. Or you’re really a troll, i still don’t know and probably will never know.
As the ‘true playerbase’…ahem…yeaaaaaah.
PvE killed this game entirely so let’s not talk about this
delusion! grouping all pvpers together is mad. My company is entirely pvp based about half the people are on everyday, I am on almost everyday if not everyother. You sir are the problem. (making blanket statements about others with 0 real evidence other then you obvious bias). You have clearly gotten upset with someone / something as stating PvPers are the type of people to collect in insurance is WILD. Some but not all? nice qualifier dude…
Now lets chat about A SOLUTION. The issue you are trying to get at is: some weapons suck in PvE but are amazing in PvP. This feels bad for anyone playing the game… sure a rollback could tech work, but that would just be a old patch… I think (with the current ward/bane/resil system in mind) having a separate balancing is necessary for both.
This is just a bandaid fix for a not perfect weapon system since there are so many factors to balancing a game. But i am positive having the exact same scaling for each individual perk across pve and pve makes the balancing process much harder.
Even though I’m a PVPer it’s true that the weapon nerfs affect PVE which was fine in the first place.
It’s like I play a balanced weapon in OPR and they nerf it even more because in PVE aoe it’s insane.
World of Warcraft nerfs or buffs and says (On PVP only) in the patch notes
“paid for the season pass mistakenly thinking I could complete it as a PvE solo player. There is no way that can be done without hours and hours of mind-numbing drudgery of activity cards”
It only took me 54 cards, and most of them were just casual whilst I did the journey, only spent an hour or two grinding cards… do the Journey steps they are much better season XP.
I’m in a very active pvp company. People even do scarab runs and 70% of us do mutations as well but they boring as hell because they are too easy. After fortify changes it’s almost the same sadly. A pve player is someone that simply can’t or don’t like pvp. A lot of pvpers pve for gold. Most pvers can’t even pve. We min max whatever content we engage in The one thing you are right about it’s that there need to be separate pvp and pve weapon balance! Some cool set bonuses for pve
i think the point of his statement was to invalidate the OP argument, which has now been done by many. This is some really reassuring information for the health of the game. Ty for the clarification
agreed this thread is pointless divisionism, if mutations need tuning down they can lower the elemental damage on them… otherwise they are meant to be difficult. I’d much prefer a more casual difficulty as I can’t always run a perfect comp and carrying a team through a dungeon is a pain.
PvE players are historically a majority seasonal players that hop in for new content and leave once they completed it though. If anything pure PvE players are largely the reason for the massive fluctuations we see when new updates drop while pure PvP players consistently play the game even when there is no new content on the horizon.
I can understand your complaints somewhat but I think they are bit off. I think the only weapon nerf really targeted specifically toward PvP was the musket and it was hardly used in PvE anyway. Most PVP players don’t agree the way they changed it was very good. Mages were never seen in high tier PVE now they are viable. The Fortification nerfs were, in my opinion, made in large part to make PVE more difficult and change the all melee group in sacred ground meta. The Season Pass has some PVP things on it but the vast majority are PVE things, for example, complete 10 mutated Emp Forge expeditions.
My guess is that there’s about a 50/50 split between PvP/solo players. If so, NW has two player bases with two completely different ideas of gameplay. I have another guess that PvP players have a significantly higher financial investment in the game (more likely to purchase from store) than the solo players (like myself).
The problem with the PvP player base is that it’ll never grow significantly, IMHO. Too much competition with far more popular titles, and even competition from AGS.
If AGS focused NW on solo, they’d probably take a revenue hit and may never really grow the solo player base (but I’d be happy until they shut down the servers). If AGS focused NW on PvP, they could soak those players for more revenue, for a time, but will likely shrink the player base as solo players moved on. I think the only practical solution is for NW to behave slightly differently for solo vs. PvP. I think that would be doable. It could potentially grow both bases a bit and encourage crossover.