AhPook_Is_Here wrote: »Join a PvP guild. The experience and AP will roll in, and you can contribute just fine if you stick in your assigned role.
Which will be siege jockey. "Ok here is your job, once we get them running around the rock or the tower or the boulders you drop your two flame ballista and your meatballer and keep mashing them."
Even VR14 won't buy new players much 200 champion pts behind most players. It will take 6 months of masochism to catch up remain 6 months behind.
I have honestly never understood why when people are low level in PvP, they expect to be able to stand up to high leveled players. I use to play a game a while ago were the low leveled complained so much about not being able to take out higher levels that the developer made changes... to where a level 15 could take down a level 60. After that the game sucked. Why is it in PvP do some want to be able to take down a higher level, one don't expect to be able to do it in PvE.
"For starters, what defines ‘fair and balanced’? Most would make that judgment during or directly after an actual encounter, but I think that’s selling the whole thing short. If you get ganked in a 10v1, it’s hard to argue the fight was fair or balanced, but I’d ask why it was a 10v1 to begin with. If you lost a 1v1 because someone had a major character/gear advantage, I doubt you would call that an even fight, but I’d again ask ‘why’ the other guy had such an advantage. I’d also ask how important player-skill was in the fight as well.
That, to me, is one of the core differences between an MMORPG and a FPS; characters matter, and ‘balance’ is player-driven rather than hard-coded.
In a FPS, you can’t ‘zerg’ the other side on a 16v16 server, and you can’t bring out and risk the big toys to out-gear them either. It’s just you and 15 others, all with the same HP total, the same available weapons, and on a map that starts neutral, against 16 other guys. Before the first shot is fired, everything is ‘fair and balanced’ in terms of characters/gear, and it’s a pure player-skill driven game. The better players should always win unless luck plays a major role. Which is great if that’s what you are looking to play, but 99% of the time, it’s not what I’m after.
What I am looking for is a game where character progress matters. Where who you know and who you can call upon matters. Where what you bring out, and more importantly, risk, matters. Where yesterday impacts today, and sets up tomorrow.
That’s what an MMORPG is all about. You put in the ‘work’, you reap the rewards. And that work can be PvE grinding, playing politics, infiltrating clans, etc. Point is, you can tip the scales of balance in your favor before the fight even starts, but that in itself takes skill and determination. A FPS is just a raw display of twitch skills, while MMORPG success is a complex web of inputs that, more often than not, leaves someone on the short end of the stick.
If you are looking for a ‘fair and balanced’ fight, an MMO is not the right place to look, and that’s by design."
-Mostly quoted from an article on syncaine.com
I have been playing MMORPG PvP since the 90's and cant agree more with this article. If character progression is your issue you should move away from MMO's for PvP. Every single game that has catered to the casual player after a few people complain has turned to utter trash and flopped shortly after.
I played VR1 - VR6 doing nothing but pvp and seem to hold my own to all but a select few. I often find level 40 DK's harder to kill than most high VR characters and to me thats more infuriating than getting killed by a rank 14 PC transfer.
1. WOW was never fair or very balanced.
2. This game would be bland as hell if they did what you reccomend.
Remove character progress and I guarantee it withers away even faster. Im not saying the current state is perfect as it obviously needs alot of tuning. But if you want fair and balanced go play a MOBA or FPS. Fair is not something that an RPG or MMORPG tend to offer. Even balance is nigh impossible.
EQ1 had a very similar system to CP's and people had well over a 1000 of them. Not only that but the PvE was open world so certain guilds had gear 20x better than the other 98% of the population...some of the best pvp and memorable gaming moments I have ever had. Not only that but the game stuck around for years.
1. WOW was never fair or very balanced.
2. This game would be bland as hell if they did what you reccomend.
Remove character progress and I guarantee it withers away even faster. Im not saying the current state is perfect as it obviously needs alot of tuning. But if you want fair and balanced go play a MOBA or FPS. Fair is not something that an RPG or MMORPG tend to offer. Even balance is nigh impossible.
EQ1 had a very similar system to CP's and people had well over a 1000 of them. Not only that but the PvE was open world so certain guilds had gear 20x better than the other 98% of the population...some of the best pvp and memorable gaming moments I have ever had. Not only that but the game stuck around for years.
I never said that WoW was fair or balanced, I pointed out it was in the "remotely competitive area" and that it has PvP mechanics more similar to MOBA than what TES:O has to offer. (collision, Cooldowns, etc.)
Here's a crazy thought: How about making separate instances that are gated to certain levels, as happens for those below VR1 now. Here's a way:
- Zone Newbie: VR1 to VR 5 players only
- Zone Gettin'There: VR6 to VR10 players only
- Zone Almost'Good: VR11 to VR13 players only
- Zone IEatSandpaper4B'fast: VR14 players and up (including Tryhards with gobs of CP)
That way, the Tryhards would still be able to mercilessly gank and stomp new VR14 players, and all the others well below them would be on a much more even playing field.
Thoughts?
Here's a crazy thought: How about making separate instances that are gated to certain levels, as happens for those below VR1 now. Here's a way:
- Zone Newbie: VR1 to VR 5 players only
- Zone Gettin'There: VR6 to VR10 players only
- Zone Almost'Good: VR11 to VR13 players only
- Zone IEatSandpaper4B'fast: VR14 players and up (including Tryhards with gobs of CP)
That way, the Tryhards would still be able to mercilessly gank and stomp new VR14 players, and all the others well below them would be on a much more even playing field.
Thoughts?
When all of the VR1-VR13 get to VR14 all they can look forward to is getting ganked and stomped by the existing VR14 with 900 plus CPs. Most will never be able to catch up as everyone is still making CPs.
New PvP'rs will just have no motivation to continue and PvP must have new blood to maintain growth.
Here's a crazy thought: How about making separate instances that are gated to certain levels, as happens for those below VR1 now. Here's a way:
- Zone Newbie: VR1 to VR 5 players only
- Zone Gettin'There: VR6 to VR10 players only
- Zone Almost'Good: VR11 to VR13 players only
- Zone IEatSandpaper4B'fast: VR14 players and up (including Tryhards with gobs of CP)
That way, the Tryhards would still be able to mercilessly gank and stomp new VR14 players, and all the others well below them would be on a much more even playing field.
Thoughts?
When all of the VR1-VR13 get to VR14 all they can look forward to is getting ganked and stomped by the existing VR14 with 900 plus CPs. Most will never be able to catch up as everyone is still making CPs.
New PvP'rs will just have no motivation to continue and PvP must have new blood to maintain growth.
... while as is, they get ganked and stomped by existing VR14 with 900 plus CPs as soon as they hit VR1. What I propose is a happy medium that currently simply does not exist at all ... well, vice abandoning any and all VR-level characters for PvP purposes to go to kiddie land.
I didn't touch PvP till V14...stay away till than.
mike.gaziotisb16_ESO wrote: »Well a lot of us called it when the Champion System was announced, that the gap between future new players and old-timers will be too high to bridge. Thus frustrating the new players hugely.
Take a new inexperienced player with a v1 character, 0 CPs and some crafted sets. Now put him against an experienced player with legendary end-game sets, 300 CPs and all the Undaunted and Alliance War passives and skills.
The gap is not just big, it's huge and it's only going to increase. Hence why I thought that 1.5 did need tweaks but it was closer to balance compare to what we have now.
Plus while PvP was laggy in 1.5 it was somehow better than it is now, surprisingly. There are more zergs and more lag making it a torture to play at primetime.
Agreed completely here. In fact, most of us (veterans) predicted a widening gap between new players and established players. I actually (cynically) think that what they are going to do is simply remove veteran ranks w/o any recompense.