Totally agree with this. I enjoy both, but probably do more of the instanced stuff…
Instanced should be buffed and open world returned to its former glory.
The whole open world PvP experience needs overhauling anyway. IMO it should be areas of the zone you should have to capture and hold in order to throw it into conflict. Then the opposing faction can actually fight for the zone and it isn’t about who does the most quests(which is insane to me).
Then you would actually get open world PvP, because there would be something to actively fight for… A war before the war essentially.
Players should be rewarded for each area they capture/defend. This could be a timer that starts to tick the moment a point is contested. So depending the time it takes to attack/defend the greater the reward. This again rewards active open world participation.
There’s a logic problem too.
They nerfed the spy/delivery quests in great cleave because they were faster, and indeed they are because the objectives are closer.
But then they must tune ALL those quests depending on the distance/time needed to do them.
For instance, in Weaver’s Fen they take much longer to do because you have to cross some swamp/water that drastically reduces your run speed.
Not to mention that greater the distance, higher the risk of getting killed.
The longest quests should give more salt/XP. Way more.
They didn’t really nerf open world pvp. What they nerf is running simulator. In most servers GC “PvP” missions looked the same. All factions running together and not fighting (90% of the time). On my server one person encouraged people to mass report players that start fighting. So what AGS did is they want to put an end to this. And I think it’s good that it happened. But the problem is that real open world pvp is not rewarding. You don’t get xp for killing other players most of the time. You get xp when you last hit downed players. It should be reworked to give rewards. But it has to prevent players for trading xp by killing each other without a fight (just like they were doing with trading forts).
Yup. This is all they had to do and they would have been praised FOR ONCE.
Increase arena rewards and then make rotating hot spots instead of just always great cleave.
Then add extra incentives to throw that hot spot zone into war (or defend it)…
Would have been fun.
The reward track is RNG so who cares if people complete tracks quickly. I can’t be the only one who hates slogging through a track to find only shit at the other end of the rainbow.
Each area should have been treated separately.
In GC, the target of those PvP missions is right near the settlement. That’s why people were doing it, because it’s super efficient, more than any other zone.
Try running those missions in Weaver’s Fen for instance… and tell me if it’s still efficient.
My take is that they should have nerfed each area proportionally of the distance to the objective and the time it takes to get to it, including natural obstacles like water.
Weaver’s Fen and Mourningdale for instance should have kept the original rewards, while Great Cleave should have been nerfed like it was. Then you have all other intermediary areas.
Just a few examples, if you run those missions in:
Great Cleave, you get 100 salt / 200 xp.
Cutlass Keys or First Light, you get 200 salt / 350 xp.
Weaver’s Fen or Mourningdale, you get 300 salt / 500xp.
Yeah nerfing faction missions is a bad call. Buff OPR and 3V3. The people who no lifed to 200 already already have huge advantage over those of us with jobs and families. Come on please think about this. You guys have to be smarter than this. We complain more about time gates than anything else you do.
No, you need to make friends and get a group, you can’t leave everything on AGS side, you know, because it’s a classless game, so you can’t label “dps”, “bruiser”, “mage” or “healer”.
This can be achieved, generally, using the recruitment channel. Try it!
The problem with this is that your then making all areas equel(which is nice) but then your spliting the usercount up
by making one area better then your drawing in users to this area, which will obsly encourage more open world pvp for this area
(Ye i understand at times its been dominated by one faction or another) however its had some amazing open world pvp that iv been involved in, which has been more fun than opr or 3v3
Either a big company dominated, or they were all running together.
What little skirmishes started on balanced servers got quickly quenched by lag and the horrendous stutter on the area. Even selecting a spawn point after getting killed was laggy and disastrous.
They don’t, because the 3 vs 3 design is bad itself, no fun. Only 5 vs 5 have sense, with tanks and normal healers etc. What is the fun if 3 ppl jumps on 1 person, and kill that person in few second? Where is the fun?