Noaani wrote: » I'm curious. Of the following, which store had the most variation in its product offering. Shop A has 120 varieties of Kit Kat. Sop B has 4 varieties of Kit Kat, two Reeces products, Twinkies, Doritos, apples, bananas, two types of hot burritos, four types of cookies, Dr Pepper, Red Bull and four Ben and Jerry's flavors. The way you are arguing about PvP variety suggests you think shot A has more variety, due simply to the fact that it sells more products that are all technically different. I am of the opinion that shop B has more variety, because there is a greater difference in its offerings.
Kubitz2 wrote: » worddog wrote: » So is this game PvX? Or is it just a PvP game? It's a legitimate question and the current YT-content-creator spam about PvE vs. PvP is proof that there are alot of misconceptions on both sides of the spectrum. I think there is a major misconception in the PvP crowd too. We agree that AoC will not be a game for PvEers, who grudgingly accept owPvP, but actively avoid PvP whenever possible. You will have to like PvP in a general sense. However. I don't think it will be a PvP game, with some good PvE content added either. I don't think you can just opt out of PvE except for some dungeon runs(for mats) and some grinding(for progress/gold). My take on PvX: PvP and PvE content are intertwined in a way that one doesn't go without the other. As a PvEer, you will have to PvP/play with PvPers to defend yourself/node, while gathering/grinding/dungeoning. As a PvPer you will have to support your dungeon groups, crafters and gatherers. You will even have to have decent crafting/gathering levels and a good understanding of dungeons yourself. I hope AoC won't be a game where you can just say: "I do PvP and don't care about the rest". A lot of the comments in the current YT-discussion are in the vein of: - "AoC has owPvP, so it's a PvP game. PvX means that you can do some PvE-stuff, if you want to." - "AoC is PvP focused, so the combat will be designed for those that like competitive hc-PvP." I don't agree with these statements and think alot of PvPers have interpreted their own wishes into Stevens comments.
worddog wrote: » So is this game PvX? Or is it just a PvP game?
worddog wrote: » Kubitz2 wrote: » worddog wrote: » So is this game PvX? Or is it just a PvP game? It's a legitimate question and the current YT-content-creator spam about PvE vs. PvP is proof that there are alot of misconceptions on both sides of the spectrum. I think there is a major misconception in the PvP crowd too. We agree that AoC will not be a game for PvEers, who grudgingly accept owPvP, but actively avoid PvP whenever possible. You will have to like PvP in a general sense. However. I don't think it will be a PvP game, with some good PvE content added either. I don't think you can just opt out of PvE except for some dungeon runs(for mats) and some grinding(for progress/gold). My take on PvX: PvP and PvE content are intertwined in a way that one doesn't go without the other. As a PvEer, you will have to PvP/play with PvPers to defend yourself/node, while gathering/grinding/dungeoning. As a PvPer you will have to support your dungeon groups, crafters and gatherers. You will even have to have decent crafting/gathering levels and a good understanding of dungeons yourself. I hope AoC won't be a game where you can just say: "I do PvP and don't care about the rest". A lot of the comments in the current YT-discussion are in the vein of: - "AoC has owPvP, so it's a PvP game. PvX means that you can do some PvE-stuff, if you want to." - "AoC is PvP focused, so the combat will be designed for those that like competitive hc-PvP." I don't agree with these statements and think alot of PvPers have interpreted their own wishes into Stevens comments. The funniest thing would be if so many PvE players joined the game, that they actually ended up making the game PvE lol. Imagine mayors investing heavily into bounty hunters and the majority of players never going purple.
NiKr wrote: » Imo WoW destroyed any potential for a pvx game to survive, because it created and cemented in people's minds the idea of pure duality. You either do pvp or pve. It then reinforced this idea by giving people equal gear by being good at either instead of both. And this led to people only thinking within that duality. PvErs can never enjoy pvp and PvPers can't do PvE. And after several generations of gamers we have ourselves the current situation, where PvX doesn't mean shit, or, to be more exact, it means that "it's a pvp game that also has pve, but only pvpers can enjoy it".
Dygz wrote: » That was created by EQ and a bunch of other MMORPGs before WoW.
Kubitz2 wrote: » You actually didn't get my point at all. It doesn't matter how many PvEers join, they won't change the design choices. Imo it also won't matter, how many PvPers will play the game and how loud they express themselfs. It won't be a PvP game either.
Voxtrium wrote: » PVP has: spells, augments, 64 classes, gear, reactive players, learning players + 1200 km^2 of battle locations. PVE has: spells, augments, 64 classes, gear, reactive players, + only the locations that these mobs exist in.
Noaani wrote: » Voxtrium wrote: » PVP has: spells, augments, 64 classes, gear, reactive players, learning players + 1200 km^2 of battle locations. PVE has: spells, augments, 64 classes, gear, reactive players, + only the locations that these mobs exist in. This is incorrect. PvP is limited buy the classes and gear in the game. PvE is not. The funny thing about location, 99% of the time in PvP it doesn't matter. When it does matter, it is usually a really small consideration. Saying it is something that adds variety to PvP is disingenuous, especially when you incorrectly say that PvE is limited by classes and gear. As to reactive play, for the most part, players are more predicable than top end encounters. Any given class usually only has one way to play it against any other given class. 95% of all players use the same basic strategy. While PvE can only do what it is scripted to do, there is often more variety in that script than there is in what a player is likely to do. An example of this is a mob that every 30 seconds may summon any of 5 different sets of adds (all of which require different strategies), or may fire off one of three different AoE's (each of which needs a different counter).This is a fairly low end mob, and every 30 seconds it can do one of 8 different things, and does not always do the thing that is the best for it to do at that point in time. Players almost never have 8 options that are viable - or at least not 8 options that will require vastly different actions from their opponent. Now, I fully accept that these things don't apply to PvE in games like BDO, or L2, or Archeage. However, those games don't really have PvE - they have mobs that exist in the game doer the express purpose of encouraging players to fight.
akabear wrote: » PvX .. time commitment wise - > 95% pve / 5% pvp
Mag7spy wrote: » Noaani wrote: » Voxtrium wrote: » PVP has: spells, augments, 64 classes, gear, reactive players, learning players + 1200 km^2 of battle locations. PVE has: spells, augments, 64 classes, gear, reactive players, + only the locations that these mobs exist in. This is incorrect. PvP is limited buy the classes and gear in the game. PvE is not. The funny thing about location, 99% of the time in PvP it doesn't matter. When it does matter, it is usually a really small consideration. Saying it is something that adds variety to PvP is disingenuous, especially when you incorrectly say that PvE is limited by classes and gear. As to reactive play, for the most part, players are more predicable than top end encounters. Any given class usually only has one way to play it against any other given class. 95% of all players use the same basic strategy. While PvE can only do what it is scripted to do, there is often more variety in that script than there is in what a player is likely to do. An example of this is a mob that every 30 seconds may summon any of 5 different sets of adds (all of which require different strategies), or may fire off one of three different AoE's (each of which needs a different counter).This is a fairly low end mob, and every 30 seconds it can do one of 8 different things, and does not always do the thing that is the best for it to do at that point in time. Players almost never have 8 options that are viable - or at least not 8 options that will require vastly different actions from their opponent. Now, I fully accept that these things don't apply to PvE in games like BDO, or L2, or Archeage. However, those games don't really have PvE - they have mobs that exist in the game doer the express purpose of encouraging players to fight. PvP is far more difficult than any PvE, End game PvP is far more difficult than any end game pve raid. The exact same way players adapt to the scripted element of pve content, knowing the challenges, etc. Every time you do it things get easier. Fighting a player that is good will adapt to you and continue to improve. Not to mention getting more gear in the game as that is also a progression that is only one sided in PvE where it is two sided in PvP.
BlackBrony wrote: » Mag7spy wrote: » Noaani wrote: » Voxtrium wrote: » PVP has: spells, augments, 64 classes, gear, reactive players, learning players + 1200 km^2 of battle locations. PVE has: spells, augments, 64 classes, gear, reactive players, + only the locations that these mobs exist in. This is incorrect. PvP is limited buy the classes and gear in the game. PvE is not. The funny thing about location, 99% of the time in PvP it doesn't matter. When it does matter, it is usually a really small consideration. Saying it is something that adds variety to PvP is disingenuous, especially when you incorrectly say that PvE is limited by classes and gear. As to reactive play, for the most part, players are more predicable than top end encounters. Any given class usually only has one way to play it against any other given class. 95% of all players use the same basic strategy. While PvE can only do what it is scripted to do, there is often more variety in that script than there is in what a player is likely to do. An example of this is a mob that every 30 seconds may summon any of 5 different sets of adds (all of which require different strategies), or may fire off one of three different AoE's (each of which needs a different counter).This is a fairly low end mob, and every 30 seconds it can do one of 8 different things, and does not always do the thing that is the best for it to do at that point in time. Players almost never have 8 options that are viable - or at least not 8 options that will require vastly different actions from their opponent. Now, I fully accept that these things don't apply to PvE in games like BDO, or L2, or Archeage. However, those games don't really have PvE - they have mobs that exist in the game doer the express purpose of encouraging players to fight. PvP is far more difficult than any PvE, End game PvP is far more difficult than any end game pve raid. The exact same way players adapt to the scripted element of pve content, knowing the challenges, etc. Every time you do it things get easier. Fighting a player that is good will adapt to you and continue to improve. Not to mention getting more gear in the game as that is also a progression that is only one sided in PvE where it is two sided in PvP. Arguing with Noaani it's an exercise in futility, I wouldn't recommend it.
Mag7spy wrote: » PvP is far more difficult than any PvE, End game PvP is far more difficult than any end game pve raid.
Noaani wrote: » Mag7spy wrote: » PvP is far more difficult than any PvE, End game PvP is far more difficult than any end game pve raid. Statistically incorrect. In end game PvP, the side with the most players is most likely to win. As such, there is a greater than 50% chance that any one player in a top end PvP fight will be on the winning side. In top end PvE, that number goes down to single digits. Guilds will often spend months on a top end encounter, pulling it dozens of times a night, losing every time. Then, when they finally get a kill, it is still fairly normal for any subsequent kill attempts to take a dozen or more attempts. It is not unusual to walk away unsuccessfully from a night of attempting a top end encounter that you have already killed.
Mag7spy wrote: » Knowing mechanics and what to expect takes time, that does not mean they are difficult it simply means you need to spend time figuring it out and once you do it becomes easy, as well as muscle memory knowing and seeing the exact same mechanics.
Noaani wrote: » To say PvP is harder is to say you dont understand top PvE - let alone that you have never participated in it.
NiKr wrote: » Noaani wrote: » To say PvP is harder is to say you dont understand top PvE - let alone that you have never participated in it. I mean, to me that description sounds like my party trying to kill the enemy party that was holding a spot. The enemy was overgeared so we'd kill ourselves several times against them, but after trying different approaches we might be able to get a win, cause either rng was on our side or the enemy slipped up (which in pve's case would mainly just be ability/mechanic rng being more favorable towards players in a particular run).
Noaani wrote: » I've had boss encounters that took over 1k attempts to kill the first time ( not many encounters fit this, but it is more than 1 encounter). What's the most attempts at a single PvP situation you've had? Then you have to consider that the harder it is for you, the easier it is for the other side. Top end PvP is thus - in aggregate - neutral in difficulty.
Noaani wrote: » Then you have to consider that the harder it is for you, the easier it is for the other side. Top end PvP is thus - in aggregate - neutral in difficulty.