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Originally Posted by Indigo
How could this be a bad thing? Let me count the ways... If you split the game as you suggest, it will completely remove the need for PvE. And eliminate that portion of the game.
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Huh?
I play PvE because I like the storyline, and I do like developing a character. Why would this go away?
I find it strange that you call it a "need for PvE". PvE is a reward in of itself, and I suspect that many players, maybe even most players, don't even touch PvP, or maybe just a dabble in some arenas.
I'm not for universal unlocking, but I've never understood this argument. Why can't someone play PvE characters that develop over time
and PvP characters that don't?
I've read the extensive bits going back and forth (with hopefully not too much skimming), but I don't see the problem. The "separation" that would occur is that players who don't like PvE wouldn't be forced to play it. The fact that PvP-only players are downright
infesting PvE isn't good for anyone. They don't want to be there. They are the players who simply want to rush through everything as fast as possible, which most PvE players object to. And PvE players have every incentive to keep developing their PvE characters for PvE purposes. Yes, it's nice to have another incentive to develop your PvE character, but I think the harm it brings by forcing PvP players into PvE greatly outweighs the general good.
(WARNING: Potentially Useful Suggestion might follow! Skip if you want only the cruft of this writing!
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That said,
the PvP world doesn't have to all go one way on this. There could be a few arenas that are fully unlocked, and a few arenas that are only open to PvE players, and some kinds of things in between.
This seems to be an option missed by most players, and possible ArenaNet also. Why do all PvP areas need to be open to all PvP players at the highest levels? Sure, the Tombs should be open for everyone, because the
absolutely highest form of competition surely shouldn't require PvE. But there could be an almost equal, topmost level competition strictly for PvE players, which would keep some incentive for people to develop PvE characters for PvP purposes.
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Because right now, the two are dependant on each other for a complete game experience. This would result in the game being taken over by PvP players, for awhile, all playing the same 3 or 4 "Uber" builds and then it would fade into obscurity like so many games before it.
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Why would the game be taken over by PvP players? I feel like I've totally missed some part of this argument.
PvP players can't even enter the PvE parts of the game. How could they possibly take it over? What in the world does that mean?
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I'm going to stop you there. This is where we completely disagree. You see this as two sides, I see it as two aspects of one entity. The difference? My view is a whole game, yours seems to be two different games under the same title. In your example, PvP is merely playing another user, and PvE is merely playing the computer. The two should overlap, and do overlap nicely in the game's current good configuration. PvE is dependant on PvP, and vice versa. These are good things. They bring balance to the game. Keeping everyone honest.
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Keeping everyone honest how?
That's is just rhetoric.
I like the idea of each part of the game overlapping. It's great. That doesn't mean I want to impose that on everyone else. If there are players who want to just play PvP or just play PvE, they should be able to. More to the point, they should be able to without feeling like they are severely handicapped by not playing the part of the game they don't enjoy.
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I would think that PvP's accomplishment would be teamwork, if you're going to seperate it from the rest of the game. Beating your opponent is merely a side effect of good teamwork. And teamwork can be exercised out in PvE with your guild. If you know that a certain skill will help you, call on them, work together and you will all accomplish great things to help your guild succeed. PvP shouldn't be reduced to just logging in and getting what you want. There should be effort involved. A struggle. Something to make you feel like you've earned what you have. As I do with all of my characters. Perhaps there are those who would rather have everything now and easy. I say let them play games that give you everything when you want it. Like UT2004, for example. But even that game, in some modes, makes you run from weapon tree to weapon tree to gather up the weapons you want. So even there, is effort put forth for gain. A sense of accomplishment.
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Many, many players, myself included, like developing characters and even just "stuff" over time. (See: The Sims, SimCity, etc.)
But you don't mention the satisfaction of competition. It's not for everyone. But unless there's a level playing field, you take away the sense of accomplishment of developing
your own personal skills, rather than some bits in a computer.
Even if it's "only a game", there's something to be said for being good at it relative to other people. Can't people have that too? No one is trying to take away the PvE experience you are lauding; let the PvP players enjoy the game they like to the utmost too. It's
almost there in Guild Wars. That's why people keep making suggestions, to make the game better. Not because they want to turn Guild Wars into some other game.
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In a normal MMO, I would whole-heartedly agree with you. But this is innovation. It's different. So you need a different mindset to look at it properly, IMO. PvE is linked, like it or not, to PvP. Without one or the other, the game dies. Whether you see it or not, the game is lessened by losing one aspect or the other.
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The game is absolutely lessed if you take one element away. So I think we can all agree to not take anything away. No one has suggested taking any of it away, right?
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I disagree here. Timing and Build discovery can be done with practice, and doesn't need to access every skill/item/rune in the game to accomplish that. Work in PvE, in this game, is unlocking the items/skills/runes in the game, that is the reward for both PvE and PvP. Period. You do work in PvE (Now in PvP as well) and you are rewarded with skills/items/runes, or the means by which to "purchase" them. The reward of discovery makes games fun.
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Are you saying there cannot be any other rewards? That's a rather bold statement from anyone who doesn't wholly own Guild Wars.
There already
are rewards: The satisfaction of besting your fellow players in combat. It's just not besting them
fairly, yet. (This works from both sides. It's far less fun to lose and wonder if you could have won with better equipment, and far less fun to win and wonder if it's only because you had better equipment.)
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I have to say that is interesting. But I don't like the idea of finishing the game once and everything is unlocked for me. (you don't get the option of unlocking two professions until you've reached some insane amount of EXP). Quarrantining the PvP is an interesting twist on the proposition though.
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PvP is quarantined to a great deal already. If you make a PvP character, they can only do PvP. Think of PvP characters as being diseased and dangerous to society: It's ok for normal people (PvE) volunteers to visit them, but they can't just be allowed to roam
free!
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This was fun. But in the end, it isn't you or I that decides what direction a game is headed, but the developer who is responsible for such actions.
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"Never doubt that a small group of thoughtful, concerned citizens can change the world. Indeed it is the only thing that ever has."
— Margaret Mead
Tyria is just another world, and we the concerned citizens. Arena Net might be in charge, but we all know they are listening.
Peace.