Aug 05, 2005, 03:15 PM // 15:15
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#81
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Frost Gate Guardian
Join Date: May 2005
Location: Athens Georgia
Guild: Outlaws of Ascalon
Profession: E/Mo
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Quote:
Originally Posted by Blackace
Damn someone got my last post :/
Canadian most people on this forum know me as being sarcastic, so I see how you were mistaken.
OMG I WAS BEING NICE FOR ONCE BAN ME PLZ!
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Blackace being nice? Isn't that one of the first signs of the apocalypse? Repent, the end of days are near.
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Aug 05, 2005, 08:38 PM // 20:38
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#82
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Frost Gate Guardian
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Quote:
Originally Posted by Tigris Of Gaul
Bosses should leave the game.
Player: "Must get Barrage..."
Player: "Ok, Markis is dead, hit SoC..."
Markis has left the game.
Player: "SHIT."
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Blahahaahaha.
*catches breath*
Hahahahahaaaaaaa....
Okay Okay i'm fine now. =]
Now on to more serious matters:
I see the point that blackace is trying to make (or at least I hope so). Plainly put: PvE is boring. You use the same tactics with generally the same class (Where are the necros and mesmers?) for almost every mission. Pull, tank, nuke.. rinse and repeat.
I think PvE would be more interesting if the missions were different and enemy units interact better in battle. For example, include quests/missions that have users do different things or have scenarios that would divide the group. Make it so that necros and mesmers are useful but don't make the missions so dependent that they can't be completed without them. It'll be neat to see an elementalist and a necro team up to do a particular task while having the warrior and mesmer do something else that would pave the way for the monk and ranger to complete the mission. It would really make things interesting.
Although i think the monk boss thing is a little too extreme, I do feel that adding aggressive "bosses" who utilize more of their skills would add spice and challenge to the game...
OR better yet, multiple boss like enemies that work together like an actual party. The enemy party can call focus fire, disrupt and nuke like a normal team. It would be awesome to see a group of NPC warriors "sprint" to attack our casters using frenzy and spamming andrenal-based attacks. In the mean time, the enemy's mesmer is interrupting our healers and their rangers crippling our warriors.
EDIT: Current in-game mini bosses suck nuts... really big ones. =[ Might as well make them regular enemies if they're that bad.
Last edited by Nexx; Aug 05, 2005 at 09:55 PM // 21:55..
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Aug 05, 2005, 09:08 PM // 21:08
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#83
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Academy Page
Join Date: Apr 2005
Location: Asia
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Oh oh also, add a quest where an NPC calls targets and if you don't down targets in the order called, you're transported back to town. And you won't be able to progress anywhere until this quest is done.
Great post, I second the motion to stickie.
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Aug 05, 2005, 10:06 PM // 22:06
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#84
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Desert Nomad
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Quote:
Originally Posted by Mountain Man
And that's about where I stopped reading.
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Hurray for tunnel vision. By design, the pvp side is forced to run through pve for skills, mods and runes in order to be effective. So looking at it from that perspective, it is there to prepare for pvp. To people who dont pvp, then it doesnt matter because it changes nothing regarding the experience.
Quote:
Originally Posted by MSecorsky
Why convert PvE to a PvP training ground when a huge number of people aren't interested in a life of PvP? Sheer lunacy.
Now... a few areas that were jacked up like that... that could be fun. Just don't ruin it for real PvE folks to try and prove a PvP whining point.
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Yay, more people feeling threatened by ideas.
If something like what he suggested actually made the pve challenging, then it would be more interesting and a benefit to the pve experience. This is regardless of any after effects it would bring towards people who choose to play the pvp side as well.
Quote:
Originally Posted by Lost
I don't PvP at all and have no plans on doing it. Setting up PvE to prepare people for PvP is silly. If people want to get better at PvP, they can go PvP.
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I dont know, this strikes me as someone who didnt like one of the well done sequences within the pve where you must fight a pvp match in order to advance in the plot line. Oops, i guess your plan was foiled while trying to play the pve segment of the game.
People get better at designing builds as they are able to experiement with different skill combinations and tactics. This can occur anywhere, not just within pvp and is a fundamental within the game.
Quote:
Originally Posted by Blackace
Get rid of Pre-searing Ascalon. It's worthless, has nothing to do with the rest of the game, and being it's the only source of PvP embedded in PvE content you give false hope to new players.
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I realize the sarcasm involved, but i do hope that new pve content does attempt to blend pvp into it, giving it some form of purpose or a reason to exist in the first place. Perhaps even taking it a step further to have the pvp affect other segments of the game, similar to the temple of the ages, but not based off of regional server victories. This would add some form or function towards replayability and lessen the tediom somewhat. The pve segement within the tomb of the primeval king is a nice touch, but it feels more like a new person filter instead of something to really blend the two styles together.
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Aug 06, 2005, 12:06 AM // 00:06
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#85
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Banned
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Imagine if you couldn't do any mission/quest/whatever in the game unless your country had favor. I wonder how many of those 'I hate pvp or I have no intention to pvp or I don't see the point ect ect' people would start PvPing......
Oh yeah, and the next time you want to PvE in the underworld or fissure, and a guild has to go win the halls for you to do it, just remember those same PvPers trying to make the game a better place are doing it for you, since you don't have any intention of ever trying.....
It would be funny to see the PvErs cry if the American PvPers went on strike for a month and let Korea dominate the halls.... OMG NO FISSURE OR UNDERWORLD FOR YOU!
Last edited by Kaylee Ann; Aug 06, 2005 at 12:10 AM // 00:10..
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Aug 06, 2005, 12:21 AM // 00:21
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#86
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Frost Gate Guardian
Join Date: Mar 2005
Location: Kent,Washington
Guild: Dei Victorae [dV]
Profession: R/
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People would get ran to Droks..buy SoC then go kill monk bosses and WALA skills galore...
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Aug 06, 2005, 12:44 AM // 00:44
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#87
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Krytan Explorer
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Quote:
Originally Posted by Kaylee Ann
Imagine if you couldn't do any mission/quest/whatever in the game unless your country had favor. I wonder how many of those 'I hate pvp or I have no intention to pvp or I don't see the point ect ect' people would start PvPing......
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They would quit, PvP requires a lot of work and builds already dominate PvP gameplay.
Its the same to ask a MMORPG to start PK to access other areas of the game, how many of such people enjoy PK?
Better, how about PvP cannot starting a PvP character at the start and being forced to play PvE just to access the arenas and ToEK, how many PvP would quit because every build they made would have to spend days just to reach the "good stuff" of PvP play?
The end result would be horrible, PvE would cease to exist and PvP would simply be the game since PvE would lack the same impact in the game unless they did my sugestion and then the PvP would quit.
Quote:
Oh yeah, and the next time you want to PvE in the underworld or fissure, and a guild has to go win the halls for you to do it, just remember those same PvPers trying to make the game a better place are doing it for you, since you don't have any intention of ever trying.....
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Those people are not trying to make the game a better place for PvE players, favor is a product of WaW concept and most PvP players play HoH not to win favor but to play PvP, how many people quite HoH to adventure in UW or FoW?
Quote:
It would be funny to see the PvErs cry if the American PvPers went on strike for a month and let Korea dominate the halls.... OMG NO FISSURE OR UNDERWORLD FOR YOU!
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No, they would do what europeans players do ... ignore those places (that are not even vital away).
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Aug 06, 2005, 01:21 AM // 01:21
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#88
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Banned
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Quote:
Originally Posted by Drakron
No, they would do what europeans players do ... ignore those places (that are not even vital away).
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Actually, all I see European players do is cry about the current system and how they can never get down there....
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Aug 06, 2005, 01:55 AM // 01:55
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#89
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Krytan Explorer
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I could say all I see is PvP player cry about not having a UAS button ...
We point out a flaw in the WaW concept that americans players would do as well if the situation was happening to then.
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Aug 06, 2005, 02:06 AM // 02:06
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#90
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Frost Gate Guardian
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And the PvP players point out a flaw in the play preperation concept that PvE players would do as well if the situation was happening to them.
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Aug 06, 2005, 02:39 AM // 02:39
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#91
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Desert Nomad
Join Date: Apr 2005
Location: Northeast USA
Guild: Guilded Rose
Profession: Me/
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regardless of orginal game design intent (or the OPs humor)
many people can *avoid* PvP
- with exception of a 3 minute fight in PreSearing
most players enjoy both PvE and PvP
theres games like EQ or WoW for people that want primarily PvE online rpg
theres games like Shadowbane for people that want primarily PvP online rpg
Anet has taken on the challenge to satisfy both interests
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Aug 06, 2005, 02:44 AM // 02:44
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#92
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Desert Nomad
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Even though he was being sarcastic, the things he stated merly change the pve encounters, but do not stop the pve experience from occuring. It was a pointed suggestion towards tailoring the pve environment to include some of the situations found within pvp. Unlike a pvp environment though, even if things like this existed, it would still follow the same predictable pattern that makes pve experience.
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Aug 06, 2005, 02:51 AM // 02:51
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#93
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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What happens when things change?
When people stop doing the build/techniques so described?
Is ANet just going to rewrite every single mob in the game based on the most popular Tombs builds/strategies?
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Aug 06, 2005, 02:53 AM // 02:53
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#94
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Jungle Guide
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great post blackace.
o and second the sticky request
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Aug 06, 2005, 04:19 AM // 04:19
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#95
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Academy Page
Join Date: May 2005
Location: Oregon
Guild: [MB] Moa Birds for life
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I'm on my 5th RP character and have plenty of PvE experience. Here are the main things I've noticed and should probably be examined:
1. Mission Difficulty is very inconsistant. It seems as though at every point in the game, there are occasional very hard missions, occasional very easy missions, and everywhere in between. Perhaps that's the way it's supposed to be, but it seems to me like it'd make more sense to start missions easy and gradually get harder. The missions do more-or-less follow this path, but there are outliers. A perfect example is the three desert missions: Elona's Reach, Thirsty River, and Dunes of Despair. Just about any player will tell you they've had problems with Thirsty and/or Elona, yet I think most players will agree when I say Dunes is one of the easiest missions in the game. Another mission that many people have many problems with is The Wilds, yet I seldomly hear about player difficulties with Divinity Coast or Bloodstone Fen (the missions before and after the wilds, respectively). I saw a post on here (or maybe it was a different GW forum) asking community players what they thought the toughest mission was, and most of the votes went to Thunderhead Keep. Generally, I would think the last mission in the game should be the hardest, but I suppose that's not always the case.
The same could be said for areas outside of missions and towns, where you generally do quests. Some areas are easy (Spearhead Peak comes to mind) while others are rediculously hard (Tasca's Demise/Mineral Springs). Along with that, as I stated in the state of the game address post, bosses need to spawn as the same type (ie ranger, necro, etc) in the same location every time. As I type this I am trying to capture an elite skill only found in a certain area, and it takes over and hour to get there by fighting. Unfortunately the boss there is random, and I'm assuming I only have a 17% chance (1/6) of actually seeing the boss I need. This type of thing is very frustrating and completely unnecessary grind.
I also think, just like everyone else, that good drops need to increase, especially for bosses. I'm sick of killing a level 28 boss and have him drop 89 gold or 2 alpine seeds.
Just some of my thoughts/wishes for PvE
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Aug 06, 2005, 05:03 AM // 05:03
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#96
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Elite Guru
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
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Looks like someone needs a Sarcasm Detector. "A sarcasm detector. That's a real useful invention"
__________________
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Aug 06, 2005, 05:04 AM // 05:04
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#97
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Krytan Explorer
Join Date: Jun 2005
Guild: Dark Horizons
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Quote:
Originally Posted by Quintus
And the PvP players point out a flaw in the play preperation concept that PvE players would do as well if the situation was happening to them.
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Indeed, image the ruckus if PvEers had to win 200 arena matches (roughly 2-4 min a peice=400-800 hours) in the ascalon arena before they could progress through the game. I'm sure something as critical as that would be changed in days.
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Aug 06, 2005, 06:21 AM // 06:21
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#98
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Pre-Searing Cadet
Join Date: Jul 2005
Profession: W/Mo
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The real way to fix PvE
IMHO, they really should eliminate the whole post-searing world.
The pre-searing part is actually fun. It's pretty much wide open, freeform, quest based.
Post searing is really a drag. First off, the world gets much uglier. Yeah, this is part of the storyline, but it's still ugly.
Secondly, the game goes to a mission based structure. Personally, I find the missions to be awful. Way too linear. You just follow the path, kill the mobs when they appear, repeat x50, then beat the boss at the end. Not fun.
But this means that you are no longer really free to go where you want. You pretty much have to stay around the map where your mission is based at.
So it's basically like pulling teeth, once you get to post-searing.
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Aug 06, 2005, 06:43 AM // 06:43
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#99
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Krytan Explorer
Join Date: Aug 2005
Profession: E/Me
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Really great post.
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Aug 06, 2005, 06:46 AM // 06:46
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#100
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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Quote:
Originally Posted by trancejeremy
IMHO, they really should eliminate the whole post-searing world.
The pre-searing part is actually fun. It's pretty much wide open, freeform, quest based.
Post searing is really a drag. First off, the world gets much uglier. Yeah, this is part of the storyline, but it's still ugly.
Secondly, the game goes to a mission based structure. Personally, I find the missions to be awful. Way too linear. You just follow the path, kill the mobs when they appear, repeat x50, then beat the boss at the end. Not fun.
But this means that you are no longer really free to go where you want. You pretty much have to stay around the map where your mission is based at.
So it's basically like pulling teeth, once you get to post-searing.
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so to fix pve they should get rid of it
yeah great idea tiger
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