Either make the buffs always on in pve or do away with them all together. 2 alliances having buffs servers and the other alliance getting beat up on is demoralizing to the whole player base. Was a bad idea to begin with imo. Buffs from the campaign should stay in the campaign.
Either make the buffs always on in pve or do away with them all together. 2 alliances having buffs servers and the other alliance getting beat up on is demoralizing to the whole player base. Was a bad idea to begin with imo. Buffs from the campaign should stay in the campaign.
Or, <gasp>, play the servers the way they were intended. The reward for the players who go and fight in AvA is buffs in exchange for their time and efforts. If an alliance does not want to put any effort into a campaign, they get no buffs.
Either make the buffs always on in pve or do away with them all together. 2 alliances having buffs servers and the other alliance getting beat up on is demoralizing to the whole player base. Was a bad idea to begin with imo. Buffs from the campaign should stay in the campaign.
Or, <gasp>, play the servers the way they were intended. The reward for the players who go and fight in AvA is buffs in exchange for their time and efforts. If an alliance does not want to put any effort into a campaign, they get no buffs.
In theory or on paper this sounds great. It isn't the reality and any body who isn't lying to themselves can see that. Forcing pve people to pvp is like forcing pvp players to pve. It can kill your player base.
Either make the buffs always on in pve or do away with them all together. 2 alliances having buffs servers and the other alliance getting beat up on is demoralizing to the whole player base. Was a bad idea to begin with imo. Buffs from the campaign should stay in the campaign.
Or, <gasp>, play the servers the way they were intended. The reward for the players who go and fight in AvA is buffs in exchange for their time and efforts. If an alliance does not want to put any effort into a campaign, they get no buffs.
In theory or on paper this sounds great. It isn't the reality and any body who isn't lying to themselves can see that. Forcing pve people to pvp is like forcing pvp players to pve. It can kill your player base.
Well One does not need PvP buffs to do PvE to begin with.
There are a lot of people in here who have never done Serpent and have no idea how difficult it is. Nobody has completed Hard Mode yet, and not for lack of trying.
Either make the buffs always on in pve or do away with them all together. 2 alliances having buffs servers and the other alliance getting beat up on is demoralizing to the whole player base. Was a bad idea to begin with imo. Buffs from the campaign should stay in the campaign.
Or, <gasp>, play the servers the way they were intended. The reward for the players who go and fight in AvA is buffs in exchange for their time and efforts. If an alliance does not want to put any effort into a campaign, they get no buffs.
Either make the buffs always on in pve or do away with them all together. 2 alliances having buffs servers and the other alliance getting beat up on is demoralizing to the whole player base. Was a bad idea to begin with imo. Buffs from the campaign should stay in the campaign.
Or, <gasp>, play the servers the way they were intended. The reward for the players who go and fight in AvA is buffs in exchange for their time and efforts. If an alliance does not want to put any effort into a campaign, they get no buffs.
In theory or on paper this sounds great. It isn't the reality and any body who isn't lying to themselves can see that. Forcing pve people to pvp is like forcing pvp players to pve. It can kill your player base.
AhPook_Is_Here wrote: »
How can you be so callous to that sweet pouting face? Where is your heart? Where is your AMERICAN soul?
The longest a boss has ever gone unkilled in WoW is 86 days for Ouro, Hard Mode Serpent has surpassed that record. Hard content is good, but all the people in here saying that the PvE content in this game is easy are not smart.
ZOS' first attempt at content was too easy because it was their first attempt, their second attempt (DSA and Serpent) were excellently scaled.
The longest a boss has ever gone unkilled in WoW is 86 days for Ouro, Hard Mode Serpent has surpassed that record. Hard content is good, but all the people in here saying that the PvE content in this game is easy are not smart.
ZOS' first attempt at content was too easy because it was their first attempt, their second attempt (DSA and Serpent) were excellently scaled.
The longest a boss has ever gone unkilled in WoW is 86 days for Ouro, Hard Mode Serpent has surpassed that record. Hard content is good, but all the people in here saying that the PvE content in this game is easy are not smart.
ZOS' first attempt at content was too easy because it was their first attempt, their second attempt (DSA and Serpent) were excellently scaled.
I think you are confusing the longest to kill from time of the instance opening, with longest to kill from the boss before.
ouro was killed 86 days after twin emps, not 86 days after AQ opened.
we werent getting world firsts, but did open the gates on our server and were in the hunt for top couple dozen us guilds.
i believe medivh was the first server to open it, and it was many months before the first ouru. and the first cthun came right after
The longest a boss has ever gone unkilled in WoW is 86 days for Ouro, Hard Mode Serpent has surpassed that record. Hard content is good, but all the people in here saying that the PvE content in this game is easy are not smart.
ZOS' first attempt at content was too easy because it was their first attempt, their second attempt (DSA and Serpent) were excellently scaled.
I beg to differ if you think Ouro was the longest before being killed. Everquest was released in March 15, 1999. The "unkillable" game boss Kerafyrm, "the Sleeper" was killed on November 15, 2003. So, the longest would be four years and 8 months. <Sigh, even reading about that in the forums was exciting.>
However, I am pretty sure the poster you were responding to was talking about "normal" players, not the elitist type who have to be server first in everything.
This is why Cyrodiil buffs shouldn't work in trials. Raid of PvP'ers shouldn't be able to crash the PvE leaderbord, mess up trial night for multiple guilds and so on.
Don't get me wrong, I love crashing filthy buff campaigns to. Killing angry and self-entitled Crushing Shock spammers with 0% impen, is the best. Knowing I ruined the enemy's timed trial attempt makes me feel smug and fulfilled. :grimacing:
But wouldn't it be better if they gave all characters a few passive trial buffs while removing the Cyrodiil buffs? I don't think PvE leader-boards and results should be affected by PvP to this high degree. Saying this as someone (biased ofc) playing for a faction that's been lacking a stable buff-camp since old Wabbajack. Undoubtedly leading to lack of interest in endgame PvE and progression. This is not a good system.