And the so-called PvPers ARE the PvEers you are complaining about.
From the very start they did only PvE to level up everything – farming bears and cheesing Elite zones for chests.
They AVOID PvP every chance they get unless they can win easily. Just look at the spam posts about wanting to PvP bots. They don’t want real human opponents, they actually want to gank people who are AFK, even if it’s a bot.
And PvPers go to Outpost Rush and guess what? The first thing they try is to AFK for loot. Now they PvE for score to guarantee loot in Outpost Rush.
Just delete PvP already. I’m glad there’s ZERO new content for PvP. Maybe that’ll finally get these fake-PvPers and exploiters and cheaters and RMT buyers to leave and ruin another game.
Who wants full loot PVP when you can get 1v3 in open world? Unless your company milked the server dry and you are fine with losing progress since you know you can get the gear back in 24 hours, I don’t believe anyone wants that
YES PLEASE! or at least create a full pvp server, just like the one that exists right now, but with forced pvp since lvl 10.
And do not forget about new players, they are the ones you should hook: Create a dedicate pvp events like micro wars in each stage of the game, wars for lvl 0-15, 0-30, 0-45 and 45-60. This will retain people more and give them a reason to grind and upgrade their gear in each step to participate on this. Dungeon will have meaning, grinding will have meaning and so on.
The solution are dedicated servers for both group of players. A dedicated PVE server is the best for farming simulator lovers. A server where practically no more humans are needed than the player. Why bother playing an MMO if you don’t want real human threats?
Come on dude this game is not even hard. I could escape from 3 levels 20 and one 60 being 18.
With a friend we even escaped making fun of 4 levels 60 being level 27. It was fun and exciting
If a group of dudes seems to approach you while farming, just run, is that easy.
Player A and B are running to a node.
Player A is flagged
Player B is not flagged
If “Player A” is complaining player b cannot be attacked when tapping a node.
If the above is true, We do not have an issue for harvesting mechanics
If player B is running around player A and intentionally “griefing” them, we do have an issue and we need to look at disciplinary actions (which is less desirable because it ties up support staff and increases expenses for ags), or create a mechanical (design) work around to solve the problem.
The intent of the pvp flagged system with luck is to encourage people to do world pvp. It was never intended as a form of harassment. It rarely is the case in wow as well and even then its more of just as “kill them because they are there”.
I have been investigating the idea of creating “PvP Events” and “pvp zones”.
PvP Events are similar to corruption events where things take place based on that event type. In this case, orichalcum event would spawn a massive set of rocks with say 500-1000 ori in it. Players who enter the area are auto flagged.
“PvP Zones” are similar to “elite zones” were things respawn faster, but there is more danger. In these zones the options for flagging is removed and forced (upon entering the area).
I’d also like to look at some sort of mechanic like “if you are near a large group, or a battle area you will be forced to pvp” to make sure people do not play this “lets have an unflagged guildy-spy game”.
Ultimately, the solution to removing the entire situation is to remove luck-flagged bonus from nodes while flagged.
As a full PVP oriented player. The only solution is a dedicated pvp server.
The zones sound good, but they are almost always oriented towards the End game, so new players don’t enjoy pvp until they are level 45. Which is extremely boring when you don’t have much time to play, I don’t want to travel the world without knowing it well, cross through 3 cities in 20 minutes doing missions quickly to reach level 45 and finally realize that I never practiced my skills against real people bc I was just rushing. Then, finnaly reach those pvp areas so that those who have been there for 2 months kick my ass without a chance due to their skills and gear.
It’s never a good idea to allow players to crowd into a single area without putting a level and gear restriction on it. The only ones farming there will be level 60s with all the legendary gear. So no chance for new players. As a CEO of the game you lost them
I am also a full pvp oriented player, however, This is just a wish not a solution to a problem or a change to the game which is even good (and is actually horrible).
Servers need more population cap, not less. We need to bring people together so there is more “blood” pumping in the “heart” of the game. Without the influx of players, the game will cease up (which looks like consolidations of players into 1-3 guilds) and die (which looks like those 1-3 guilds having horrible retention rates). btw, this situation has never been corrected or reversed and many prodigy level designers like myself, greg street, and so on “do not even know how we’d do it”.
Its a very concerning situation.
I understand people want more pvp but there is ways to do this that are not going to abuse the other portion of the population. Btw, a portion that makes up 85% of the games population.
To save this game now, you’d remove the orb system at once (or at the very least remove all crafting requirements except azoth with a no less then 5 crafting limit a day). PvE needs to massively be expanded.
The proof of this can be found in the arguement “put an orb requirement on each opr for each 5 players” or “for each 5 in a war”. Watch how fast this game dies. Its clear as the sun in front of you, yet we still progress with this system.
This is undoubtedly the reason for the decline of this game. I am very worried that even after talking to various designers, producers, and analysts in the game and all of them agreing on it, that its still not being addressed.
PvP being stale until later in the game is a result of the weapons you use, likely bow that you mention that specific level as its the only weapon that really massively changes at that specific level. Yes, there is some issues with the talent tree, but i think its indirectly related to players and more about the grind to get to that point then it is the tree itself.
Yes, when thinking about a PVP server I was also worried about the population, as it is now without people it would be a nightmare, an empty world.
But the reason for the current low population is because the game is still in open beta. The game is not finished at all. this Bugs? this bots? I’ve never seen so many bots in an MMO. The game is just being put together, once it’s half finished and amazon invests in advertising, it will fill up with people again (Or at least I hope so)
If it were up to me, before making a dedicated PVP server, I would improve the rewards for flagging, then add more PVP events for all levels and spend on advertising to get the same population in when the game was released and analyze whether or not a PVP server is necessary, I remember that when the game started there were many people flagged, so many that a PVP server was not necessary.
honestly i blame their tiny server what mmorpg has server cap with 2k players lol…a game where new players are needed to maintain proper economy but theres like no new players coming in. i dont understand why dint just make servers with multiple channels to swap too. the whole problem stems from players all are separated into so many dif servers.