Those systems existed for most of this game’s development though. They were removed less than a year from the final release, which was itself after 5 delays.
Many players still come to this game expecting PvP and skill-based combat to be a thing because that’s what it was known for, for a long time. AGS pivoted while keeping silent about their intentions while announcing changes with vague corporate speak.
Understand, this would have almost no bearing on PvE whatsoever.
EDIT: Also ironic since AGS ripped off LoL for a lot of abilities and even some OPR concepts.
I agree with the OP’s idea (posted similar a week or 2 ago). This will really cut down on bots and that is a huge improvement.
Yes it is an inconvenience to PvErs but the outcome will lead to much much cheaper resources on the TP. So even if PvErs gather unflagged, they can supplement with cheaper resource purchases on the TP. Overall it is better for everyone and worse for the bots.
And of course it further opens up world PvP
Don’t get caught up on PvE vs PvP. AGS is going to push players to do both in order to be effective, like it or not.
A game is not a game till its launched the point of alpha and beta is for developers to squash bugs and gauge metrics. They clearly saw something that showed them what the game was, wasnt going to be profitable or enjoyable to whatever metric they used.
And a game is still in development until the developers stop updating it. That’s what live services do. Hell, most people consider the current game still an early access version (which is really what it should have been dubbed).
They’ve already reverted some changes they’ve made, such as in the disastrous June 2021 patch that slowed everyone who used an attack. They were even told the moment that idea was announced that it was a bad idea.
They were also told Umbral Shards and gearscore cap raise were a mistake the moment they were announced, and they even admitted in a developer video.
They have yet to clearly see anything as we continue to see sweeping changes to the game in all sorts of directions.
But you are right, a lot of these changes are slanted based on what metric they’re looking for, which will obviously skew their decisions tremendously.
I love this idea, and maybe to add on it a little the amount you get farming in PVE would be nerfed a little from its current state (half at the most). Would really cut into the Bots profits and they may be forced to flag if they want to actually make anything worthwhile before being banned.
Even if it is early access it’s identity and genre is decided.
My point was in Alpha and Beta for most games the game isn’t widely available to the public. Your under NDA for a reason, because anything quite literally can change about the game. In this case a lot changed. What went live when the game was purchasable that’s the genre and the game. Like it, love it, hate it. It isn’t going to revert to a game from an entirely different genre that it might of been in Alpha or Beta.
Survival PVP <> PvX MMORPG.
The developers already made that decisions and now we live in it.
If they want to go back to a Survival PVP game the most logical business decision would actually be to rebrand and launch a new title in that genre using what they learned here and stealing assets as they feel appropriate to kick that off. They aren’t going to dramatically shift the design vision or genre of the game this late in the game’s life cycle.
It’s been made very clear the ship is steering away from the hardcore PVP experience that the vocal PVPers on the forums want or loved.
This is a misrepresentation. They said it wasn’t the right time for it, not that the increase itself was a bad idea. We will see more increases and we will see more whining when it happens but we won’t stay at 60 and 625 for much longer I would imagine. Even since that video was released we have data mining showing new increases to GS and Level that made their way into the live data.
It might not be this year but it is on the horizon in the next year I would bet my pay check on it.
It maters immensely in how you approach balance and what the vision for balance is based on the game genre and combat system.
A role based system isn’t meant to be balanced head to head but team vs team. So PVP balance will never function on a strictly 1v1 system which is what most PVP players from Moba want.
That’s incredibly hard to balance when there are no classes, no defined roles for weapons, and no weapon synergies to encourage pairing intended weapons together.
MOBAs are team-based games. No one expects them to be balanced 1v1.
They are, however, far more skill-based.
It’s not though, especially when you put more emphasis on the core combat mechanics rather than attempting to balance each weapon individually.
AGS is currently trying to balance each aspect individually instead of creating a coherent system to start with. Next month’s dodge changes mirror this.
MOBAs may be team oriented but you can plug an play literally any character into any of the team slots and it functionally can work. That is a lot different than a design where you expect the team to be composed of one healer, one tank, and three DPS which is how most MMORPGs function with few exceptions. What allows that to work is that the MOBAs are balanced individually with kit specific strengths and weaknesses.
In a role bases system you kind of can do the same thing.
In a game with no actual classes you can’t. Any ability interacts with every single other ability. You have a ripple effect you simply don’t have with pre balanced kits where for the most part you can elect to take whatever you want into combat as your team.
That’s an explicitly PvE concept and I think New World’s PvE sort of follows that, though the PvE is so easy that there is a lot of wiggle room.
That also has no bearing on the simple combat changes that would drastically alter PvP with little to know impact on most PvE. Instanced PvE least of all.
I’m pretty sure nerfing heavy armor and medium had a dramatic affect on instanced PVE. Let me check. Yup, forced a lot of people to completely rebuild their entire armor set with no compensation at all.
The reality is where PVP and PVE coexist both negatively impact the other in someone’s contextual opinion. The two can not co-exist in harmony without infighting. The only real answer is to choose a favorite child and be done with it. Then everyone knows where they stand and can know their place. I’m not advocating one or the other… just pick one and formalize that and move forward.
(Btw heavy and medium are still perfectly fine in PvE).
If anything that reinforces my point.
AGS is trying to balance PvP and PvE through numbers and spot fixes. Aka bandaids.
I want to revert a core system change that has no impact on those things you speak of.
You’re thinking of these things from a themepark mainstream tab target mmo perspective and not an action combat game. The answer is there, I just don’t think you’re familiar with the concepts.
I don’t want pvp activated even if they put 400000% while I’m collecting, if I’m collecting I’m collecting not doing pvp. The idea of mixing both ideas to be able to kill people who are gleaning seems to me an absurd decision to feed the ego of the one who wants to kill.