AGS please remember your true playerbase

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.

EDIT ^^PvE and PvP^^

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Why people like this can post here and not get banned? True true true troll.

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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

As a PVX player I feel attacked by both sides :smiley:

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You can not be attacked if you are not PvP flagged :smiley:
Just kidding, it also annoys me that you always shoot each other here.

Forum arguments are the real PVP

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Also as a full Hvy pve bruiser player, my solo ability has been diminished.
My usefulness in dungeons, diminished. was not best to start with.

And again, forge PVE dungeon M10 records no Heavy’s in the party’s.

It would appear the pvp moaning has pushed the game into dont get hit or git guud arena even in pve events.

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“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.

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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 :smile: 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

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Nah. Its otter way around 20/20/60 or even 10/10/80. Based on data we have from leaderboards seems majority of players do both: pvp and 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

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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.

TLDR

Supposedly I need to add some words.

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.

Honestly don’t think you should ever cater to solo players in an MMO, it’s a team based game in endgame dungeons, chest runs and PvP. Things have been unbalanced for a long time.

I’d argue that the PvX crowd is more the majority of the game and partake in plenty of activities the game offers. They have been hurt by not being able to balance PvE and PvP separately, but they never should be balancing around solo play. It’s an MMO, things should be balanced around functioning as a group

A company caters towards the consumer aka user aka the entity that is willing to pay for the product on a per capita bases. As such every customer aka owner of a game copy has a voice. Groups do not exist if solo players do not log in to form them.

When a player (singular) is logging in, creates a character, completes a quest, crafts, levels up fights and loses or wins; It is all happening SOLO as in singular.

People are social creatures wanting to share when something exciting or interesting like the above happens. However no one wants to be constantly challenged to every piece of activity by other players.

All MMOs originated from single player games that were such a success that the player (every one of us) wanted to be able to share and play together with their friends. Over time to keep things challenging and to account for corrupted individuals who always pursue mall intent certain rules were put in place to ensure balance and peaceful co existence between players.

So TLDR MMOs should cater to solo with the option to co op and group to multiply the fun. This is the success formula for online gaming to survive.

Ya I hard disagree with you. But all is well. The fact of the matter is all endgame content in NW is made to be multiplayer. Sure you can be a solo and find randoms to do the content, but that doesn’t change the fact that it’s group content

And look how “well” the game is doing :slight_smile: . Had AGS catered towards the player from the start with scalability as more players join the same activity it would have been an increasingly pleasant experience. Lets face it not all players are equal some rely on help more than others.