Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
PvP New vs High
foxstalvind
Member, Alpha Two
Even though I have not played as much as others in AoC I have been playing MMOs since like Meridian 59, I do feel the pvp needs a lot of balancing. I've only been in a few skirmishes, and have mostly won them. All of them were me flagging purple on others who had run up to loot either a party member or a fellow solo experience farmer that was pulling a group near by, and we had 'the understanding.' Know that I am at heart a carebear, with this I don't mind PvPing, it's actually a lot of fun, and is the second best endgame in my opinion. First being Fashion. Also there was generally a 3 to 4 level gap, which means I normally quick hit 3 skills and a weapon combo, and they died.
That being said the power scaling between both Levels, and Equipment is too vast, especially if you want to entice new players. If a New or Casual player doesn't have an area to safely learn the game, or does not have at least a 2 to 5% chance of beating a max level character then the feeling of "fairness" will disappear, many will argue that life is not fair or games are not fair, I am not saying you should not be rewarded for your efforts, but the rewards should lean more into versatility than raw stats. With a system as grindy and punishing as AoC can be, it can ruin a gaming experience fairly swiftly. The most successful PvP systems I have seen tended to be ones where a group of 5 to 10ish averagely equipped level 5 or newish players should be able to kill a max level character in a straight 5 to 10 v 1, or if the newish players catch the higher level character by surprise. Or where the lowbies are actually of use during wars. Eve did a fairly good job of this, as I think when I started I was able to become a 'tackler' after a few days to a week, but I could also safely build the skills/resources necessary to go into Null Sec and FAFO. Of course if the max level catches the same opponents by surprise it is understood they will win, as we have seen 20+ level mages wipe entire 20+ level groups in montages. As of right now, if you have a 5+ level deficit towards the current level curve, you are basically useless in GvG content. Some of us do not have 6 to 12+ hours to spend grinding on the game to stay in the curve.
BTW, this is only my opinion, and like anuses, just about everyone has one. (( Yes, I know, some people don't have anuses due to medical reasons and/or traumas. Please don't Strawman that silly point. ))
TLDR: Lowbies in group of 5 to 10 should be able to kill or at least worry a high level player. Lowbies need something to feel useful as they will be almost useless in guild wars almost from the beginning if they are not grinding like it's a job.
That being said the power scaling between both Levels, and Equipment is too vast, especially if you want to entice new players. If a New or Casual player doesn't have an area to safely learn the game, or does not have at least a 2 to 5% chance of beating a max level character then the feeling of "fairness" will disappear, many will argue that life is not fair or games are not fair, I am not saying you should not be rewarded for your efforts, but the rewards should lean more into versatility than raw stats. With a system as grindy and punishing as AoC can be, it can ruin a gaming experience fairly swiftly. The most successful PvP systems I have seen tended to be ones where a group of 5 to 10ish averagely equipped level 5 or newish players should be able to kill a max level character in a straight 5 to 10 v 1, or if the newish players catch the higher level character by surprise. Or where the lowbies are actually of use during wars. Eve did a fairly good job of this, as I think when I started I was able to become a 'tackler' after a few days to a week, but I could also safely build the skills/resources necessary to go into Null Sec and FAFO. Of course if the max level catches the same opponents by surprise it is understood they will win, as we have seen 20+ level mages wipe entire 20+ level groups in montages. As of right now, if you have a 5+ level deficit towards the current level curve, you are basically useless in GvG content. Some of us do not have 6 to 12+ hours to spend grinding on the game to stay in the curve.
BTW, this is only my opinion, and like anuses, just about everyone has one. (( Yes, I know, some people don't have anuses due to medical reasons and/or traumas. Please don't Strawman that silly point. ))
TLDR: Lowbies in group of 5 to 10 should be able to kill or at least worry a high level player. Lowbies need something to feel useful as they will be almost useless in guild wars almost from the beginning if they are not grinding like it's a job.
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Comments
Tldr.
No. No they should not. Scaling like GW2 is trash.