AGS please remember your true playerbase

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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ā€œpaid 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 cardsā€

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 ā€œwellā€ 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.

If you think that is the reason for the population decline and not the lack of content, constant bugs, and the game being full released in a beta state, then we are playing different games

What a joke. PvEer are the ones who quit the game, whenever the is ā€œno contentā€, then log on after a new patch for 2 weeks and burnout. PvPers are the backbone of the game, and play Wars and OPR constantly regardless of patch. That is why AGS is placing a huge emphasis to PvP sseason balance cause they realise this too.

  • My reply was to your statement about catering.

  • I 100% agree on all the global problems you mention.

  • In regards to MMOs being group centric thought

    • Example: Mutations(yes it is harder content that not everyone should be able to do of the bat) but there is so much artificial gatekeeping created by the players that i’d rather run them solo and get les rewards than having to carry ppl or not be able to get in without a group.

Ya I mean with regards to mutations, it has gone to far with some players limiting to what the speed runners are doing when it is not needed if you’re just trying to gold m10s. Not everyone is trying to speed run.

I have a group of PvP friends that I run dungeons with on occasion. We aren’t trying to speed run and really enjoy it. Dealing with pub lobbies in high level Muts is not fun, no one likes wasting runs on randoms.

I understand you want to play the game solo, but the game is 1000% more enjoyable with others. Makes all content better. I don’t think making dungeons solo able should even be on the radar of changes they make, and should instead on pumping out actual content while fixing bugs

Yes the game is 10000% :slight_smile: percent more fun socially and sorry maybe mutations is not the best example.

  • Lets take corrupted breaches for instance.
    -You cannot close a level 66 breach solo anymore unless you go full tank and spend 100 hours chopping HP.
    • Now imagine having the breach scale with how many players are partaking in it. It is a public event after all.

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