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Balance PVP and PVE for PVX please....

GardosienGardosien Member, Alpha Two
edited October 21 in General Discussion
" Please for the love of God, stop forcing pve on pvp players at a unbalanced rate. Should be rewards you get via pvp and only pvp. Since you have to pve to get stuff, you should have to pvp to get stuff. Balance please... or an honest effort PVX, GAME Can start with pvp only rewards, that are are good for pvp and pve. Forcing pvp players to pve to get what they want for pvp,, why shouldn't pve players not have to do some pvp to improve their toon..
Additional stats or skill you only get via PVP , would be nice... So people do not have to PVP, they will just not have those stats or skills. Ie improved blocking for tanks, Uninterrupted casting for healers for 5secs on 5 min cool down, ,,,all kinds of good ideas.... See DAOC realm abilities for ideas"

Wonderful Idea.... Before you cry, "you can just Flag up".. I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.

Comments

  • I really liked in WOW WOTLK expansion that there were pve items and also pvp items. The pvp items had stat like "resilience" that reduced dmg taken and increased dmg done when fighting other players and stacking it was important for any kind of pvp, for any class (be it tank, healer or dps). And you could get pvp items only from pvp activities like arenas/battlegrounds or world map pvp.

    In the other hand pve items gave bigger dmg for dps in both pve and pvp scenarios. but you would be more squishy, so you become easy to kill in pvp. And also resilience would be useless in pve so you wouldnt want to use pvp items there.

    There were hybrid builds where you put some pvp items for some resilience and also some pve items for more dmg output/healing. depending if you want to survive, or do burst dmg.
  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    Wonderful Idea.... Before you cry, "you can just Flag up".. I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.
    We will literally have PvP rewards. They are just not implemented yet.
    https://ashesofcreation.wiki/PvP_seasons

    As for forcing pve onto pvp players - that's already the equalizing tool for the playerbase, because all pvers will have pvp forced onto them and they will suffer from pvp that doesn't even involve them (i.e. node sieges).

    "Pvpers" are so fucking whiny...
  • GithalGithal Member
    edited October 21
    Ludullu wrote: »
    Gardosien wrote: »
    Wonderful Idea.... Before you cry, "you can just Flag up".. I want rewards,,,, Like I get when forced to PVE so I can PVP. What is good for one player base , should be good for the next.
    We will literally have PvP rewards. They are just not implemented yet.
    https://ashesofcreation.wiki/PvP_seasons

    As for forcing pve onto pvp players - that's already the equalizing tool for the playerbase, because all pvers will have pvp forced onto them and they will suffer from pvp that doesn't even involve them (i.e. node sieges).

    "Pvpers" are so fucking whiny...

    Hmm. Reward once each 6 months? For only the top players? Seems far from enough tbh.
    If it was rewards each month for the best players, would seem bit better.
    Tho there need to be rewards even for regular pvp players, not just the top branch
  • LudulluLudullu Member, Alpha Two
    Githal wrote: »
    Hmm. Reward once each 6 months? For only the top players? Seems far from enough tbh.
    If it was rewards each month for the best players, would seem bit better.
    Tho there need to be rewards even for regular pvp players, not just the top branch
    This is where Steven would go "it's subject to change after testing".

    L2 had rewards for anyone who participated in the arena. Rewards were monthly and the top players did get more of said reward (+a HUGE reward for literal top1 dudes), but everyone still got something.

    I'm sure the precious little baby pvpers will complain enough for Steven to reward all of them :)
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited October 21
    Sure, I'm down for this, give PvP players progression within their spaces. I'd like some myself.

    I want a gear loadout that is stored in my Node that is provided by my Node for when I protect it in any sort of Node War. They give me this loadout based on my efforts in that war (win or lose). If I prove I'm good enough in some way, I get appropriate gear.

    Whenever going to war or defending against a Node Siege I get access to this gear loadout and I can wear it within the conflict zones until the conflict ends.

    The Mayor can use some form of mandate to temporarily issue me access to this gear for a period even when there is no sanctioned/Event based PvP, probably using 'points' or something earned from war performances (or the dreaded PvE, for some of us PvX players).

    I lose access to this loadout if the Node falls (but it can stay saved somewhere, who knows what the future will bring).

    Settlement(Node) dependent PvP progression that benefits me when I just want to PvP. Can loop in Crafters too so that they provide some of this gear to the Node. When the Node falls, the enemy gets to raid the Armory and find extremely damaged versions of this gear (which they can donate to their own Node Armory if they have one, or someone else's, at which point it can be repaired). Only some percentage of the gear in the Armory can be salvaged when it falls.

    Players still defending can even keep their gear on and make a run for it, but it drops the next time they die, meaning that for that gear, once your Settlement is destroyed, you are now playing a Full Loot MMORPG. If you die randomly to a mob and no one is around to pick up the gear from your ashes, it's gone.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
  • GardosienGardosien Member, Alpha Two
    edited October 21
    The fact that you are so darn defensive of pve out performing in game player time by 1 to 40 in a pvx game is silly. Step up brother or go back to EQ/WOW

    Way more pve forced on pvp players. I would be happy with a 25/75 balance. But like 90% pve to pvp is stupid in a pvx game.. We should just call WOW pvx
  • AszkalonAszkalon Member, Alpha Two
    edited October 21
    Gardosien wrote: »
    The fact that you are so darn defensive of pve out performing in game player time by 1 to 40 in a pvx game is silly. Step up brother or go back to EQ/WOW

    I think the current System is just okay as it is - > aside from the fact that Corruption is rather SERIOUSLY dissuaded with that you can immediately lose not just one but SEVERAL Gear/Armor/Weapon-Items if you die while being under Corruption.

    This must get weakened and be it only the Timer for a bit when You are corrupted. Like if you don't get slain in the next Hour your Corruption wears off - and if you die you can lose only "one" Item with like a Chance of 50% or so. >:)

    ( No Idea how long Corruption is right now. Could be an Hour. Could be more. Could be less. )

    Gardosien wrote: »
    Way more pve forced on pvp players. I would be happy with a 25/75 balance. But like 90% pve to pvp is stupid in a pvx game.. We should just call WOW pvx

    So it is just as i thought - and PvP is like 90% out of 100% dissuaded. When the Game release someday sooner or later - this must be fixed so that it is not as overly punishing.

    Otherwise - say goodbye to Open World PvP aside from "Warzones" or the Open Sea or whatever. ;)
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