Imagine if devs and those who manage the game stop laughing every time they talk about pvp and start working, well they should watch this.
This video is incredible. Perfectly argued by people with a lot of experience in the game and with a deep understanding of the PVP situation. I hope the developers take into consideration the things that are said.
I love this game and its combat system. I hope it becomes what I think it can be. One of the best MMOs of all time.
Dude is combining multiple topics that are not related. Reason many pvp companies got disbanded are few and are not related with state of pvp:
- lvl of toxicity you have in this companies - they arguee a lot
- pvp companies are offten dispanded moment they meet stronger pvp company they cant win against. Pvp companies are reason others are disbanding. They dont want to pvp. They want easy wins. Moment they cant have that, they dont wana play any more.
But he is right about:
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premades are issue for OPR. Maybe limited to 3 they would not be. But 5 out of 16 is to much. Cant be countered any other way that you also need 5 man premade of same quality. And liek 95% of OPR games this is not the case. So yea we need mm like yesterday.
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muskets - dude didnt mention them but they are biggest issue for OPR. Premades are 2nd biggest issue.
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score system on opr is bad. But score for dmg is not issue. Issue is score for taking objectives. It should be made like x5, x10.
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arena - true, healing is biggest issue. Healing has to be change in game. Couse its biggest issue of arena but its not only place where healing is an issue. On OPR also team that have 6healrs vs team with 1 healers will win most of the time
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wars - true. pvp missions has to go away. replace them with open world forts that do go into locked status. So every 1-2h forst are open for contest again and clan that do make most % to take it - locks it for themself for 1-2h and whil fort in locked state - it does generate infuelce.
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servers hoping - reason is bad zoen system and stupid pvp clans that want to controll all. but this is addressed right now.
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pvp tracks - yea rewards are crap. im on like 209 and got mayebe 8 random legendaries from it. its bad. i think each time we get named legendary in track we should have option to swap it for none named random legendary.
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invasions - allow players to take controll of mobs. would make invasions way waya more interesting for all players.
I was expecting to watch this and disagree but actually it’s pretty much spot on - at least for OPRs and Arenas; I didn’t watch the War bit because I don’t do wars.
Great Vid!
They let PvP die. That’s what they do.
They also speed that up by forcing PvP players to do PvE content.
Thanks for taking your time to watch it and comment on each of the points, I agree with what you say.
Im posting about this isses for some time now. Didnt make single topic but still. All issues are legit imho and each of them does bleed player base on its own over time.
Mega Dittos. Many excellent points here and they still didn’t cover everything. AGS won’t get it.
It’s a lost cause I’m afraid. If the ever do get it, it will be way to late.
To the PvE’ers who bash on PvP’ers on this forum… Careful what you ask for folks. This is a PvX game which is still based on a symbiotic environment of PvP & PvE. When PvP’ers are gone, you’re gonna have serious issues. Unless AGS totally revamps this system. PvP is on it’s death bed. When we’re completely gone, it’s gonna hurt you more than you realize.
Great video. I have felt and agreed with everything in the video about PvP.
I am very disappointed that I spent so much time on this game hoping AGS was going to continue to improve their PvP. It doesnt seem like this dev team has the resources to make a PvP game because their lack of improvement makes no sense otherwise.
Good video, on point.
Good video
As someone who played the game at launch, joined a company fully intending to take part in the faction stuff, saw said company struggle to make it’s first territory claim (it also was the first claim for our entire faction on the server and took donations from the entire faction to do so), then just constantly having to fight to defend it to the point where we didn’t have time to level/explore the game and the whole company getting burnt out from it all… I think this games faction and openworld PvP system are just flawed. It has nothing to do with balance, nothing to do with instanced PvP, nothing to do with the game focusing more on PvE… it was simply that the faction system does nothing for the longterm health of the game and it’s servers. At launch, people didn’t want to join a servers underdog faction… people chose a faction based off “who was winning/better” instead of which one they liked. The smaller factions struggled to even hold their ground and didn’t have the time to enjoy the game. Some factions were even mass reporting the “leaders” of other factions to purposely get them banned in time for a war. Even now, a single faction can take over an entire map… making other faction players feel like they don’t have a place in the game and in hand giving that “winning” faction nobody to PvP against. It was, and is, a hot mess.
I’ve learned the hard way that the game is much more enjoyable if I just ignore the faction stuff… which is sad, because I love PvP, New World’s combat, and was originally super excited for this games take on faction/openworld PvP… and even more sad because I think there are very simple ways to prevent all this from happening.
- Have one zone that belongs to each faction, no questions asked. This will help to always keep the color of each faction on the map and help to make sure players don’t feel like they don’t have a “home”.
- Have a buff for the “losing” faction, to further prevent one from getting erased from the map and giving more of a chance for comebacks. This will also help with the “now we don’t have anyone to fight because we beat everyone and chased them away from the server, if not the whole game” situation. I’m thinking the buff should be a small boost to stats (because sometimes factions are just drastically outnumbered) and a boost to their faction mission gain percentage.
- Don’t have settlements be company owned, but faction owned. Upgrades could be ran through a voting system that players of the faction who claimed a zone can vote on, etc. This would also prevent some settlements from being neglected by the company that owns them, especially at certain times of the day. I play late a lot and board missions aren’t always active.
- On top of the mission bar thing, change the game to have multiple forts throughout zones (maybe three) that have guards and a NPC boss. A faction has to hold all three on top of filling out the mission bar to be able to declare war. Each company that claimed a fort gets a cut of the gold a settlement makes. Which company gets credit for the fort could be based off who did the most damage to the boss or who has more players present, but I prefer the damage thing. Companies that claimed forts should also get priority on signing up for wars, obviously. And I know this might sound like a lot, but I kind of intended it so. I think as it is now, it’s too easy for big companies and factions to fill out the mission bar. This will also give smaller companies a chance to participate in wars/settlement claiming, a major feature of the game.
- A better faction war vendor/currency system to make it all more rewarding as well, especially since gold will be split depending on how many companies helped claim forts (Albion Online’s is a good example). This could also draw in more players to PvP in general and still make it somewhat beneficial/rewarding to do openworld PvP even if you are apart of the “losing” faction.
They’re not fully fleshed out since I’m already typing a book haha but those are just some ideas that I think could improve the game. It would for sure help with a lot of the toxicity by making the faction PvP more about the FACTION and not specific companies while also preventing complete takeovers. And I’m not saying they’re perfect, but I think they’re better than what we currently have.
Bump!
Yeah nothing kills a server faster than one faction becoming dominant, never letting up until they take all territory and driving all others to transfer off or quit (RIP Yama RIP agartha).
Good vid summary on the issues with pvp.
There are more topics too.
-Open world pvp doesnt exist as there’s nothing to fight over. There’s no tension and players want to go to war so dont defend their territories + its boring on both sides.
-Even if there was open world pvp it would mirror the issues with Bow/pr with everyone spamming ranged weapons as there is very little cover in the open world. Muskets and bows will triangulate you so you cant hide behind objects and pick you apart with their scopes. Its not a new tactic. Has been happening for 9+ months.
-Mortal Empowerment needs to be removed.
-Meduim and heavy armor feel terrible to play outside of a war comp for pvp. The light armor and ranged users just run laps around them. The one player mentioned how lousy bruiser feels in pvp outside of war and that’s very true. AGS in one way gave us tools (build options for different purposes in mind) and thats nice, but the imbalances in their purpose are so strong that if you have equipped the wrong tool for the job at hand you’re unlikely to enjoy the content you’re doing. This is true to an extent for pve as well.
-And developing multiple 3 perk competitive gear sets simply isn’t worth the time unless you rmt. The gear grind is a complete mess for pvp. Swiping to win in pvp and afford to buy the best crafted items off your server is a very real problem with the game’s design. This isn’t blaming the players, I don’t. This is blaming AGS for not understanding and resolving why players are swiping to win in pvp (because the thousands of hour grind to get anythig resembling good 3 perk gear for a bruiser costs many multiples of the player gold cap). The gear pricing in the game’s economy is 100% undeniably absurd. I’ve never played a game that required rmt or territory ownership to kit out your character. The only alternative is to grind for thousands of hours. It makes no sense and by the time you acquire a few items over time, new perks will be introduced that invalidate your build. And guess what, I can swipe and buy the best new perks for a meta build after the newest patch within a few days once players have done a crafting run.
Good 3 perk pvp gear with sensible weapon perks for pvp still do not drop anywhere near frequent enough. Its a lost cause and everyone knows it, gets demotivated by the gearing system, and quits.
The rarity of the mats used to craff, ie. Their market cost is insane. 10k for the average player is a lot. To consider spending that for one material used in crafting an item with huge rng and likely to junk is just a miserable gearing/crafting system for pvp.
This game should have 100% sold in game currency like Albion does and modeled their gear system mich more closely to Albion’s. It needs to drastically lower the bar to make competitive builds more flat to encourage fresh 60’s to not be so hard dominated by gear. Its very disheartening for them to spend the time to grind to 60 and get obliterated by gear dif. And the game doesn’t help explain to them hpw to get the most out of their build.
feel like open world pvp is more thrilling wish would could fight in the towns and have to fight a commander or something and have that faction that owns it gets a server message to come help defend it and be able to set the building on fire shoot lol i burn down a few opr same old thing over and over
My issue with OPR is the lack of balance in the teams, the funnest matches are when there is a good balance of ranged, melee and heals on both sides… the games that suck are when the other side has melee plus heals and my team is just all bow players (which are unequivocally useless at winning a match vs heals). at the start of the game when we are waiting at the gate and looking around if all you see is bows and no melee then you know you are going to have a bad time as you will just lose as bow players just sit in a line 30 meters back from a fort, rolling sideways and shooting at the 10% of the view they get through the doorway while the other teams melees roll the point and then charge out with heals making all bow damage mean nothing. and then roll to the next point and the bow players all sit outside being entirely impotent firing through the little 10% view they have of the doorway achieving absolutely nothing.
the fix is super simple. when placing people onto teams. simply ensure a good split of the roles. do not make one side have the heals… do not make one side have all the melee. instead when assigning players to a side (even groups to a side) check and see… oh wait… side 1 already has 4 healers… so lets not put this healer or this group that has a healer onto side 1 but lets put them onto side 2. this should be extremely simple for the devs and while a true MMR system will be great… matching the same MMR players but in unbalanced teams will still equal not fun games… the biggest bang for the buck would be just to ensure that the teams both have a good split of the available roles… and maybe don’t allow players to swap weapons out during OPR match done. problem mitigated.
I have had a lot of fun OPR matches and I still enjoy it… because every now and again, we do randomly get equally balance teams and that’s a recipe for good times.
Good video till he said weapons are balanced…lmao
I agree with a lot of it but not all
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