Noaani wrote: » In PvP, all combatants have access to the same class kits, gear, number of allies, strategies and tactics. As such, it is literally always a fair fight. If someone had better gear or more numbers than you, that doesnt make it impossible for you, it just means they beat you fair and square.
NiKr wrote: » I think the main problem of Noaani's argument is the fact that he got to the top of pvp in AA, while he was still struggling in pve in EQ (unless I missed a mention of him clearing all the content that was present in the game at the time of him playing it).
Okeydoke wrote: » In pvp you don't always have the same number of allies as the enemy. You have access to it, as you put it. In the same way that the enemy has access to bringing in even more allies themselves. And we're not talking about the fairness of the fight, we're talking about the difficulty of it.
But none of that applies to the pvp encounter that's currently taking place. It's happening the way it's happening now, not the way it's happening next time. And you definitely can be so outnumbered or otherwise outmatched that it's impossible to win yet fair and square at the same time. Because that's how open world pvp works. Sometimes you get screwed. Nearly everyone at some point will run into pvp content that far exceeds what the numbers and composition of their group is designed for.
I ain't going 10 pages with you Nooani lol. I don't care enough about this topic. It's obscure...what even is top tier pvp, it varies from game to game and from person to person. The game I'm most referencing in my mind is the open world pvp of Cyrodiil in Eso. On a daily basis I ran into fights with my group that were impossible to win. It's uncontrolled compared to the controlled environment of a pve encounter.
Noaani wrote: » The reason I bought this up is because in PvP (specifically open PvP), just bringing more people is always a viable way to dumb down PvP and make it trivial. This is simply not possible with top end PvE.
Okeydoke wrote: » By the one metric there was to judge who's the best, I was the best.
Noaani wrote: » You are saying that PvP can be hard because you can go in to it with not enough people for the task in front of you.
Noaani wrote: » This is literally the same argument - not enough people for the task. .
Okeydoke wrote: » Even if everyone from all 3 factions in ESO stayed zerged up in 3 respective zergs, one of those zergs is going to be the biggest and one will be the smallest. And what happens when you're in the zerg of your faction, fighting the zerg of the second faction, but the third faction rolls up behind you, and you're a sandwich dinner now for both factions.
From there, you move in to questions of "is everyone completely geared with exactly the best item in each slot that we have available to us right now?", "does literally everyone present know exactly what their role is, and what to do in any number of potential situations we may find ourselves in without needing direction?", "does everyone have the exact best spec for that player to be able to fulfil their assigned role to the absolute best of their and their characters ability?" and "are we all well versed in playing with each other to the point where we can anticipate each others thoughts?".
Mag7spy wrote: » YOU JUST DONT GET IT ARRRGH FREAKING PVE PLAYERS. From there, you move in to questions of "is everyone completely geared with exactly the best item in each slot that we have available to us right now?", "does literally everyone present know exactly what their role is, and what to do in any number of potential situations we may find ourselves in without needing direction?", "does everyone have the exact best spec for that player to be able to fulfil their assigned role to the absolute best of their and their characters ability?" and "are we all well versed in playing with each other to the point where we can anticipate each others thoughts?". All of this shit you do on a much higher level in PvP. In PvE that is 2 dimensional like some paper Mario. In PvP that is 3d mario if you aren't doing that you aren't going to survive in top tier pvp where there will be many points where you have less tiem to react and think of a counter plan quickly. Not just once but multiple tiems through a major fight that can be happening in multiple instances around the battlefield. It is exactly why you have multiple leads to manage things and its not just one person.... You just don't god damn get it PvP players are built differently, simply dealing with puzzles not not a issue. Dealing with the complexity of a war with a large amount of players its leagues above running a dungeon. You have shit on the line to lose, you need to get better every single fight, push yourself and grow. Learn far more scenarios and gain experience. Its not a PvE encounter where there is a guide up and you just practice the mechanics until you can do it well enough. IF YOU have experienced real pvp you would know. If you just did some pvp and had someone tell you what to do or follow what you needed you wouldn't understand the whole picture...
SirChancelot wrote: » Mag7spy wrote: » YOU JUST DONT GET IT ARRRGH FREAKING PVE PLAYERS. From there, you move in to questions of "is everyone completely geared with exactly the best item in each slot that we have available to us right now?", "does literally everyone present know exactly what their role is, and what to do in any number of potential situations we may find ourselves in without needing direction?", "does everyone have the exact best spec for that player to be able to fulfil their assigned role to the absolute best of their and their characters ability?" and "are we all well versed in playing with each other to the point where we can anticipate each others thoughts?". All of this shit you do on a much higher level in PvP. In PvE that is 2 dimensional like some paper Mario. In PvP that is 3d mario if you aren't doing that you aren't going to survive in top tier pvp where there will be many points where you have less tiem to react and think of a counter plan quickly. Not just once but multiple tiems through a major fight that can be happening in multiple instances around the battlefield. It is exactly why you have multiple leads to manage things and its not just one person.... You just don't god damn get it PvP players are built differently, simply dealing with puzzles not not a issue. Dealing with the complexity of a war with a large amount of players its leagues above running a dungeon. You have shit on the line to lose, you need to get better every single fight, push yourself and grow. Learn far more scenarios and gain experience. Its not a PvE encounter where there is a guide up and you just practice the mechanics until you can do it well enough. IF YOU have experienced real pvp you would know. If you just did some pvp and had someone tell you what to do or follow what you needed you wouldn't understand the whole picture... I've done both, in multiple games, over the last 25 years... You're giving PvP waaay too much credit. I'll agree there is a learning curve to PvP, due to it not being the same as PvE... But there is most definitely a plateau that people rarely get better than. And to argue with with your "having a guide and practice"... You can do that in any style game. I had a buddy that used to study heat maps of player activity on CoD MW/MW2 maps just so he would learn spots to yeet grenades into the distance and pick up kills on statistical guesses. People said he was cheating all the time because the kill cam would show him throwing grenades randomly and getting a double kill... But it just comes down to people are predictable. I'm sorry, I'm not impressed by your feelings on PvP...
Noaani wrote: » At this point - the point where you literally have as many people present as you can possibly have present - that is when you start getting in to the realm of PvE difficulty.
NiKr wrote: » Noaani wrote: » At this point - the point where you literally have as many people present as you can possibly have present - that is when you start getting in to the realm of PvE difficulty. I think this is the core of the issue. Any PvE is centered purely around what Devs dictate to you is the "right way to do things", while any owPvP is centered around what Players dictate is the "right thing".
Azherae wrote: » This last line of yours is mostly just about the numbers aspect again, right? The 'Dev limit' in question. Or is it your opinion/experience that Devs generally or always specifically script how groups should take on harder PvE content?
Mag7spy wrote: » Learn far more scenarios and gain experience. Its not a PvE encounter where there is a guide up and you just practice the mechanics until you can do it well enough.
NiKr wrote: » Noaani wrote: » At this point - the point where you literally have as many people present as you can possibly have present - that is when you start getting in to the realm of PvE difficulty. I think this is the core of the issue. Any PvE is centered purely around what Devs dictate to you is the "right way to do things", while any owPvP is centered around what Players dictate is the "right thing". You main argument stems from the premise of "Devs told me that I can only bring 40 people into this instance, so I gotta work with those 40 people to beat the instance", while owPvP players who want to be seen as "the best pvpers" think along the lines of "what is the smallest amount of players I can bring to win in any given situation?" because that is what will get you called "Best PvPers" by other players. When you can win against higher numbers - you're highly skilled in pvp. When you can kill 5 people for every death of your team, even if you lose at the end - you're highly skilled (literally 5 times as skilled as your opponents). To a owPvPer it's not a "Devs told me this is the limit so I must follow it", it's "Devs gave me these tools and I shall put as many limits onto myself as possible to prove that I'm better than all the people that don't have these limits". It is literally the "themepark" vs "sandbox" argument. It's obvious that you prefer to go against the Devs rather than the players, while the owpvp enjoyers here prefer to go against the players instead of the Devs. Both ways are valid and both ways are difficult, except the difficulty is controlled by different people.