PvE has a static difficulty level. It's all a matter of what is accessible to whom. An encounter could be difficult for 20%, 50% of your players, but 10% of your players will still find it very doable. If you make something challenging for that 10%, you're effectively cutting that content off for the rest of your players. Look at DoA and the problems you get when you make really inaccessible content.
There are important balance issues in PvE, they're just based on different concerns than PvP balance. PvP balance is about fine tuning the potentials of different strategies against each other...PvE balance is more about normalizing the difficulty level of a given encounter and making sure that your content is accessible to lots of different types of players. For example, making sure that your dungeons are challenging enough that they aren't trivially power-farmed to saturate the economy, but not so challenging that your more casual players can't fight through one in a couple hours and accomplish something; or making sure that no class is either dead weight in a given dungeon or so strong that it trivializes everything else.
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Don't argue with idiots. They bring you to their level and beat you with experience.
Last edited by Ensign; Aug 27, 2007 at 10:29 PM // 22:29..
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