BaSkA_9x2 wrote: » From previous experience, even though I enjoy Arena it can get boring/sweaty after a while. For that reason I hope that Intrepid considers adding Battlegrounds to the game, which are basically Arena in a larger scale but with specific goals such as capture the flag or whatever. Regarding the rewards for instanced PvP, I believe non-combat related rewards like cosmetics would be ideal to avoid people selling services in these activities.
Blindside wrote: » As someone who values fair play and meaningful competition, I derive my satisfaction from taking on opponents who are on par with my skill level. The idea of preying on weaker players or engaging in unbalanced fights holds no appeal to me. That's not true competition - it's nothing more than bullying. Structured PvP emphasizes the aspects of true sportsmanship, providing an environment where players can test their skills and compete on a level playing field. In contrast, open world PvP feels more like a random street fight, where anything goes, and the outcome is often determined by luck rather than skill. However, I understand the appeal of both open world PvP and structured PvP. While structured PvP provides a level playing field and a competitive environment that rewards skill and strategy, open world PvP offers a more dynamic and immersive experience. I fully support those who enjoy both formats, but I believe that it's entirely subjective to say that one is more fulfilling than the other. Some gamers thrive in the highly-competitive environment of structured PvP, while others find joy in the spontaneous and unpredictable nature of open world PvP. At the end of the day, what matters most is creating an environment where both can coexist and thrive.
Trenker wrote: » The only structured PvP that is not time restricted, not limited to server prime-time (castle & node sieges & related fights) and not occasional (caravans,) is Node Wars and Guild Wars. From the wiki: "These can be declared at any time, but the quest objectives will only spawn during server prime-time, but players can kill each other at any time during the war (not only during server prime-time)." So to always have PvP available a player will need to be part of a constantly waring node and/or guild. I have not mentioned Naval PvP because that is 'between ships' according to the wiki, although players can use ranged skills. Nor am I considering corruption as that is likely small scale roamers at best. So to get as much of an open-world PvP fix as I do on the GW2 WvW maps, I need to join a constantly waring node and/or guild. Right/Wrong/Good/Bad?
superhero6785 wrote: » I don't know about y'all, but I'll be running caravans at 3am while the bandits are sleepin' Come 1v1 me.
ClintHardwood wrote: » I have a feeling PvP will be dead in this game outside of specific scenarios. At this rate just get rid of corruption and overworld PKing altogether. It's a dead feature. Very little reward and high risk.
Dygz wrote: » Steven is a hardcore PvPer. There is no way he's going to release Ashes of Creation with non-viable PvP.