Noaani wrote: » 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. Ever wonder why I keep saying I know you have never been involved in top end PvE? It's because of comments like this. Low end PvE sees you dealing with the same mechanics, and muscle memory is all it takes once you've killed a mob once and figured it our. Top end PvE though, that doesn't work. You aren't facing the same mechanics, and muscle memory simply will not get you through. Your comments also make me think you have never participated in top end PvP. You mentioned about about dueling in BDO - that isnt top end PvP. You also talked about learning from fighting a good player - that isnt top end PvP in an MMO either. Top end PvP in an MMO is guild or faction based. You dont fight 1 on 1 in top end PvP. If you think you do, then not only do you not know what top end PvE is, but you also dont know what top end PvP is. All you know in regards to top end is your few days at the top end in one shit fighting game - easy to be top 10 when only 30 people are playing.
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: » 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). 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.
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: » To say PvP is harder is to say you dont understand top PvE - let alone that you have never participated in it.
akabear wrote: » A small thread with a poll ranking pvp vs pve in terms of difficulty. There was a pretty heavy weighting one wayhttps://reddit.com/r/classicwowtbc/comments/uhojgz/is_tbc_pve_harder_than_pvp/
Azherae wrote: » Just in case it somehow matters to y'all, at some point you switched from discussing 'variety' to discussing 'difficulty'.
NiKr wrote: » Azherae wrote: » Just in case it somehow matters to y'all, at some point you switched from discussing 'variety' to discussing 'difficulty'. As we always do
NiKr wrote: » 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. Like I said, winning is subjective. I don't care for the aggregate, because if we were to take the aggregate - that boss saw you as the easiest content around. It's just that you don't respect AI rights
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.
Noaani wrote: » I mean, this is kind of my point.
NiKr wrote: » Noaani wrote: » I mean, this is kind of my point. And I addressed this point. Even when you come to the top, there's gonna be people doing their best to take you down. And if the game's design allows that, you gonna have a tough time being at the top. L2's private servers rarely allow that, which is why I've had cases where some people were completely unbeatable, but Ashes could design their classes in such a way that there are no unbeatable player opponents. RPS design will definitely help with that. And when you then apply the zerg potential to the equation, you have yourself a never-ending fight for dominance. And in PvE you don't really have that kind of fight. Well, you do, but it's just a "fight" against rng and more about your ability to react/adapt to sudden changes in the encounter rather than a more wholistic skillset of controlling your enemy, knowing their reactions, triggering those reactions at correct times rather than just reacting yourself, and changing your party/raid composition to properly address your enemy's changes in composition (be it an increase in numbers or a changeup in classes). Btw, were there any EQ2 bosses that changed their mechanics between fights so completely that they required a different set of classes or gear? That is, not while you were trying to figure out how to beat the boss, but after that.
Azherae wrote: » There are many assumptions in this response that don't apply. It would take long to detail them all and derail yet another thread into 'You haven't actually fought hard PvE yet'. But I can tell you that FFXI has multiple bosses where 'Which party composition you need to take to it depends on the weather, time of day, and which day of the week it is in game'.
NiKr wrote: » Azherae wrote: » There are many assumptions in this response that don't apply. It would take long to detail them all and derail yet another thread into 'You haven't actually fought hard PvE yet'. But I can tell you that FFXI has multiple bosses where 'Which party composition you need to take to it depends on the weather, time of day, and which day of the week it is in game'. So that just balances out the pvp side of everchanging enemies. But am I wrong in equating a mass of players with boss rng? Noaani said that he considers mass pvp being the high end pvp content in an mmo (and I agree). With mass pvp you gotta know how to control your enemies on a granular scale, because some parties might not react to your baiting or might overreact and your slight bait would lead to a few deaths on your side which makes you overextend to res them, and so on and so on. Obviously you can agro the boss and/or its adds, but unless the boss has rng agro stages/abilities/triggers - you'd be able to fully control the boss, which would let you do other things to the boss like maybe triggering new mechanics or just better react to incoming ones. And I know that you've said that people can be controlled too, but from my experience out of, say, 50 people at the front of a moving crowd of enemies maybe 10-20 might do the same thing, while the other 30 will react in different ways. And then their counterreactions to your reaction would also be different because some of them might not be as well-coordinated with their PL and GL, so their responses are staggered which leads to pickoffs which leads to overextensions. The flow of the battle can become quite chaotic even when you're attempting to properly control it. To me that sounds like a high end pve encounter. Am I wrong in that assumption?
Azherae wrote: » An opponent 'doing something poorly' or 'reacting strangely' is nearly NEVER a reason to change your strategy. That's why you get those 'unbeatable people' in some games. They have learned 'the strategy that basically does not lose', but they're not even THINKING about you when they execute it. Some people can do this in 16v16 combat. Some can go higher than that. You see chaos, I don't. I see 'headless chickens' and switch to 'rounding up the chickens' mode, which doesn't require as much thought either. Once again, top end gamers are INSANE and they are generally NOT doing or even thinking in the way that most people believe they are. So, complex PvE is added to push them more. Top end League players for example think so differently that they can't always even remember/understand why certain things are possible in the lower tiers of play.
NiKr wrote: » Azherae wrote: » An opponent 'doing something poorly' or 'reacting strangely' is nearly NEVER a reason to change your strategy. That's why you get those 'unbeatable people' in some games. They have learned 'the strategy that basically does not lose', but they're not even THINKING about you when they execute it. Some people can do this in 16v16 combat. Some can go higher than that. You see chaos, I don't. I see 'headless chickens' and switch to 'rounding up the chickens' mode, which doesn't require as much thought either. Once again, top end gamers are INSANE and they are generally NOT doing or even thinking in the way that most people believe they are. So, complex PvE is added to push them more. Top end League players for example think so differently that they can't always even remember/understand why certain things are possible in the lower tiers of play. So this is where we come back to Noaani's argument of "someone can always bring more people". How many "you"s are there in the mmo genre? And how many people can they realistically kill in 1v5-7 per each one of "you" fights. I don't doubt that there're insanely skilled players out there and I'm sure they'd be able to beat a ton of people (like I said, I've seen that happen, though usually through overgearing on top of their skill, rather than pure skill). But what would be the limit? PvE limits the amount of insane people you could bring to the encounter, while owpvp doesn't. And when we talk about subjective winning sides, the entirety of the zerg would've been attempting the hardest pvp content all up until they'd turn into a zerg big enough to overpower those "insane ones". At which point the insane ones would have to come up with ways to beat the zerg, which would now be a challenge to them and the difficulty of the challenge would depend on the quality and size of the zerg. And another example I know from L2's history is of a highly skilled and geared party that broke off of the strongest guild on the official servers (pretty much pinnacle of L2's power scaling), made their own guild with a few other strong parties and started standing up to their original guild. And they were managing to win fights. So again, even when you're at the top - someone will come for you in some shape or form. This is why I think that PvP can still be as difficult as PvE. It's just a different kind of difficult. Leading and tearing apart a zerg until they all die is somewhat different from trying to control a boss agro and managing his mechanics and abilities. Though maybe I'm missing a yet another FF11 or EQ2 boss, where you had to pretty much fight a "zerg boss" with 40 mechanics and a 100 attacks of different kinds
Calibix wrote: » 1) The guy who claimed PvE is more dynamic than PvP probably has never pvped more than getting ganked. I literally almost spit out my beer laughing. In my vast experience, Pvp is only somewhat static at higher levels of arena when people have full knowledge of their class and the meta. Using AA as an example, I'd win almost every single 1v1 I participated in, but owPvP whether solo or grouped, or fight at Kraken (can't remember what it was called) was always different because there were inherently more variables. The supercomputer analagy was accurate.
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, if you want to talk about individual pulls as the resolution we are discussing rather than a full night, the winning percent for players in top end raiding g drops below 1%. 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, and in good games, they only have a few months of one per week kills before it is no longer top end content. This means you will spend often 60 or more nights, each night with 25 or more pulls, trying to work out how to kill an encounter that you will then only kill perhaps 10 - 12 times, and will still die to it 10 or more times on subsequent kills. To say PvP is harder is to say you dont understand top PvE - let alone that you have never participated in it.
Mag7spy wrote: » PvP is far more difficult than any PvE, End game PvP is far more difficult than any end game pve raid.
Beyolf wrote: » End game PvP in most MMOS is instanced based and therefore size of groups is normalized and equal. So this whole thing is wrong.