No most PvE servers would not die in the added PvP servers.
The luck bonus is not turned on yet, I also dont see it creating much of an uptick in flagged players. My feeling is the Devs dont know what to do with this hybrid game style.
Wouldnât the fact that the faction stuff which is PvP controlling benefits of PvE show light on the fact that the end game is centralized around a PvP aspect and there for should have additional benefits in all aspects of the game?
I am arguing that the benefits they propose are a good start, not a perfect solution. I honestly feel there should be more like PvP centric armors only obtained through PvP which would give a leg up in PvE content. Or rare resources dropping only from kills on other players for end game crafting to stimulate the economy more. Just ideas I have had, not saying good or bad, but saying by your own argument, PvP dictates how the game is played no?
First off in regards to them changing this in game. Nothing they implement is permanent as they continue to monitor the situation with world PVP. In the post describing increasing the luck for PVP flagged players; no where does it indicate this is going to be the end all âSolution to world PVP problemsâ. Playing flagged is a choice if you do not want to play flagged then you lose the luck/bonus xp and whatever else comes with it. In my opinion they have a lot of different options and giving flagged players luck is temporary until a better solution gets implemented. I do not think bashing them for trying to solve problems with simple solutions is the way to go. AGS has been super responsive to the community and the issues that have been presented before them.
Cuz pvp players never ever craft right? So why give them something that would help thier crafting since they are willing to die for a node when ur not?
I dont think the change will hve too much of an impact either, the whole system needs attention, but that (hopefully) will come over the next months.
The issue I have with your argument which others also use, is the attempt to define crafting as âpveâ. Leaving aside the fact I hate the whole pve v pvp fighting, what makes crafting only a pve activity by whos definition?
If I focus on pvp, thereby becoming âa pvp playerâ, part of my gameplay is aquiring armor and items for my builds and to progress. And one way I do that is crafting. Therefore crafting becomes an integral part of my âpvpâ gameplay. Crafting becomes a pvp activity. So this extra luck I get when flagged is actually, exactly what you are suggesting, a pvp reward as it rewards with something that can potentially help my gearing progression for pvp.
So i just want to farm everyday and never do dungeons. Dungeon players will get GS 600 Weapons eventually. At this point i will quote you.
âRight, thatâs why no player should have a bonus over the other and simply play the game the way they like to and not be forced to play the way they donât like to because itâs more effective.â
Can we now admid it is common practice to hide some things and boni withtin specific content?
Because i will never get a BoP GS 600 Hammer from farming ressources. I HAVE TO DO dungeons.
Cancel Generation right there !
Sorry for the length hereâŚ
People have all kinds of opinions about whether this is a PvP or PvE game and which AGS intends it to be. Itâs the starting point for a lot of forum posts. But AGS has come right out and said what they intend the game to be. They intend it to be for a wide range of playstyles. We donât have to guess about that. The only way these rewards proposals really make sense is to assume AGS just wants a pvp game all along and is lying about it.
The problem is theyâve already done a good bit of design that favors pvp. I take that as less-than-good design, but other people take that as a hint from AGS. 
According to what theyâve said, they donât intend end game to be pvp-centric, but whatâs happened is that theyâve pushed 90% of the pvp content into end game. Everything except open world pvp is gated into at least late game if not end game. And open world pvp doesnât happen enough to make pvp players happy with it.
If you can step into a PVE playerâs shoes for a minute, this puts a weird spin all on the demands for more and more pvp content and incentives, because PvP players have all the faction stuff to do once they reach high levels, but for PvE theyâve added nothing like that. And the pvp players routinely come to the forums to say âGive me better pve stuff than pve getsâ. The pve players feel like itâs enough they control all the territory and economics and get added stuff to do at end game, now they want the BIS crafting and gear stuff as well.
I think thatâs the best way I can explain where the viewpoints are coming from, but what I donât understand is why pvp players wouldnât be happy with pvp-type rewards if thatâs the most important aspect of the game to them.
So for me specifically if I have to choose between turning on pvp or not Iâm probably not currently. Not because I donât want to pvp. But because I only have limited play time if about 5hrs a day split between 2 play sessions. I donât need to be throwing in extra downtime because of losing or even winning a pvp fight when doing so means there are others on the server progressing ahead of me because they arenât opening themselves to pvp
On a pvp server I would be ok with it because everyone is opening themselves up to those possibilities which means my delay is no different than anyone elseâs on the server
It all comes down to competition and hiw level the playing field is.
Youâre playing a game that is incredibly competitive in almost every way regardless of what you do.
Also this is in regards to my current not level 60 self. When I hit 60 I plan on playing almost exclusively in pvp aside from any elite farming I do obviously. Which is an issue. We should be able to form raid groups and our pvp status shouldnât make us available for group members to hit.
You can do open world content as well or get it from PvP activitys like outpost rush or sieges. Well no you donât need to farm dungeons but you can, as well as PvE players can play said PvP content :).
No problem there but what if someone plays PvP and PvE or do only opt in players get the bonuses? because NP again because most is applyable in town and will have 0 change to the game.
In all honesty they should simply put up 24/7 flagged servers where people who like PvP can trans to and be good with it. i donât understand why they even go through all the troubble to implement extra stuff when the change is that easy. Everyone who is okay with with the normal mode stays in normal mode and everything is fine for everyone ^^.
Wait YOU are the guy who said ;
âRight, thatâs why no player should have a bonus over the other and simply play the game the way they like to and not be forced to play the way they donât like to because itâs more effective.â
And NOW you say i have to play the game in another way, then i would like to?
To start again ; I only want to farm and sell farmed ressources 24/6 and on the last day i want to do PvP duells. Iâd like to have a good GS 600 Weapon. Since i dont wanna craft i have no possibility to obtain it through my general playstyle. I have to do smth which i dont want to get a bonus, which i want.
@MatosQc
why are u replying to me ?
I told you you donât have to ^^. But I doubble checked and get something worng :D. if you ONLY farm then youâll never get 600gs stuff untill you take a breake and find a crafter who uses all your gathered gear to craft it. If you insist on not taking a breake and crafting and you only want to gather welcome to your personal endgame :).
I came here to argue that being flagged for PvP should give extra rewards, but after reading it youâre right. Increased rewards for PvP activities is what we need otherwise weâll have people who flag up for luck and then run from every fight
They are not forced to play the way they donât want to and the Luck is not a huge benefit - by not being flagged you gather resources far more quickly and effectively. By being flagged and fighting for resources you are taking time away from farming even if you winâŚif you lose, there is even more time wasted. In the space of one hour farming, the PvEr is going to walk away with a lot more than the flagged player. This is why no one flags - it is a pure disbenefit. Even this boost wonât swing it the other way, simply mitigates it.
You draw the line at there being no reason to PvP, that is not going to work (as we can see now). Except for some very extreme exceptions, âPvP for the sake of itâ is not reason enough to flag - because PvP or PvE, everyone here is an MMO player and we are addicted to the carrot. I am sure every PvEr (myself included) would be outraged if crafting produced nothing meaningful because âyou do it for the fun of it, you donât need it to be usefulâ. Same goes for dungeons, portals etc. take away the reason to do it and no one will - that is where PvP flagging is at the moment and why it is dead.
Incentives are required in every aspect of the game, even ones you donât want to take part in. People donât want to be force flagged when gathering in enemy territory, they donât want a zone where you are force flagged, they donât want flagged people to gain luck because they feel like they are being forced into flagging. Some even complained about the tiny xp bonus until they realised how really insignificant that is. Like it or not PvP is meant to e a meaningful part of this game - yes, they turned from the crazy idea of being exclusively a PvP game, but PvP is stlll a big part of its core, and for it to work they need to give rewards for it. If this offends people, then they should have gone to a more purist PvE game, there are plenty around.
I look at it this way - a pvp player is usually a PVP and PVE player. They get to play both sides of the game. If youâre doing quests or chopping trees, those are pve activities no matter whether you choose to put your flag on for them or not. What youâre saying by flagging up is, âI donât mind being interrupted in chopping these trees for a pvp breakâ
Just because you might interrupt logging to do some pvp doesnât mean the logging is a pvp activity.
A pve player is just a PVE player. By definition, they donât do PVP activities. If they did, theyâd be in the other group.
Crafting is a pve activity because you donât have to kill other players to do it. If you choose to do that, thatâs fine but itâs not mandatory. Pve players can still do it.
Once you gate the highest achievenents in crafting behind having to fight other players, then high level crafting is no longer a pve activity. Itâs been taken away from pve players and that pisses them off, because itâs something theyâd normally expect to be able to do.
I agree with you , I donât like the whole pvp vs pve thing either, I donât understand why, if the pvp aspects of the game are so important to someone, they donât want rewards for that aspect of the game, but keep insisting they need something from the pve side. Hell, they play the pve side of the game anyway, they get tto have anything good added to that side as well.
Flagged players arenât restricted to PvP exclusively. They can and do engage in PvE and gathering while flagged. Thereâs considerable risk to overall efficiency while flagged that should be supplemented to not discourage players to flag in the first place. Unflagged players can farm their mobs and nodes without fear of interruption and loss of time and resources.
i hate it when iâm flagged for pvp and the pver isnât flagged and dragging mobs to me so they can mine the node, i hope this makes it so they pvp up and we actually fight for the node.
i hope they add high risk areaâs later on where you can ONLY be pvp flagged to enter the zone to farm the mats
you need to pve in this game to pvp, if the âpverâ doesnât feel safe farming find a company and make some friends to farm in a group, this isnât a solo game.
i wouldnât bother with this crowd, most of the âwe want more open world pvp waaaahâ people are just people with the fantasy that open world pvp is amazing 1v1 battles in the wilds
while in reality itâs just zerg wars utterly crushing solo/small group pvp players into dust