TheMajority wrote: »Not sustainable? Waste of time? That's the definition of games!TheMajority wrote: »thats not even a sustainable games model if you do something then get rewarded otherwise a total waste of time
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What's the reward for years of playing Chess? Mario Brothers? DnD? Am I wasting my time while playing them? Was the enjoyment I got from the simple act of playing them completely invalid?
If the game itself isn't reward and incentive enough then either the game is not well made or the player playing it isn't the target audience of what it offers.
DnD is rewarded with items discovered during play and character development
Mario Brothers rewards the player by winning levels and beating the game
Chess players have professional reward systems too
PVP system needs a reward system or people are not going to be drawn to it. It needs a way to show you "won" plain and simple, as all these other games do.
Minnesinger wrote: »This is what happens when you put everyone on the same playing field and make it even.
Everyone shouts from the roof tops "no ball groups no pulls" but then complains because the game is a zerg fest.
You literally can only win a fight if you're a zerg. It's just a front line wins PVP MMO - not sustainable or fun.
They need diversity in play styles......
This type of a message is mistakenly often citated when the map turns into a color of red, blue or yellow. The type of ball groups I have seen playing in GH/ NA run at the head of general zerg and do contribute more to the imbalanced game rather than balance. Why! Because they have fixed times when they play and the campaign is locked for the duration. What is needed to balance is the equal populations and as little ball groups as possible or that they actually seek to play other ball groups rather that just farm pugs.
xylena_lazarow wrote: »Uh no all we asked for is Meatbags which would solve most of the problem, not broken unfun crap that only a handful of sweatlords with a love for hours and hours of outside-game logistics are ever going to ever access.Everyone shouts from the roof tops "no ball groups no pulls" but then complains because the game is a zerg fest.
licenturion wrote: »TheMajority wrote: »Not sustainable? Waste of time? That's the definition of games!TheMajority wrote: »thats not even a sustainable games model if you do something then get rewarded otherwise a total waste of time
...
What's the reward for years of playing Chess? Mario Brothers? DnD? Am I wasting my time while playing them? Was the enjoyment I got from the simple act of playing them completely invalid?
If the game itself isn't reward and incentive enough then either the game is not well made or the player playing it isn't the target audience of what it offers.
DnD is rewarded with items discovered during play and character development
Mario Brothers rewards the player by winning levels and beating the game
Chess players have professional reward systems too
PVP system needs a reward system or people are not going to be drawn to it. It needs a way to show you "won" plain and simple, as all these other games do.
U get sets that you can sell, collect or make materials with. You get AP points, there are 2 or 3 pursuits for PvP each year, titles, XP gain which unlocks more CP, etc. If all those is not enough 'incentive', then you really don't like playing
I don't understand this reward culture either. I play Overwatch since launch. I am very good and have lots of fun daily solo and with my partner. That got me and keeps me playing.
My other friends drop out after 3 weeks when they completed their seasonal battle pass 'because there is nothing to do anymore'. Don't people play for fun anymore if all you care about is digital rewards or 'number go up'...
TheMajority wrote: »Not sustainable? Waste of time? That's the definition of games!TheMajority wrote: »thats not even a sustainable games model if you do something then get rewarded otherwise a total waste of time
...
What's the reward for years of playing Chess? Mario Brothers? DnD? Am I wasting my time while playing them? Was the enjoyment I got from the simple act of playing them completely invalid?
If the game itself isn't reward and incentive enough then either the game is not well made or the player playing it isn't the target audience of what it offers.
DnD is rewarded with items discovered during play and character development
Mario Brothers rewards the player by winning levels and beating the game
Chess players have professional reward systems too
PVP system needs a reward system or people are not going to be drawn to it. It needs a way to show you "won" plain and simple, as all these other games do.
ForumBully wrote: »BXR_Lonestar wrote: »This is what happens when you put everyone on the same playing field and make it even.
Everyone shouts from the roof tops "no ball groups no pulls" but then complains because the game is a zerg fest.
You literally can only win a fight if you're a zerg. It's just a front line wins PVP MMO - not sustainable or fun.
They need diversity in play styles......
This isn't true per se....
So in MOST instances, in Vengeance, the group with bigger numbers is going to win. The exception to that general rule though, is keep defenses, where smaller numbers of players, if played right, can hold a keep against larger numbers. I've seen several fights in Vengeance now where a smaller force held the inner keep because the players holding it knew what they were doing. They knew how to run siege, use crowd control to maximize the effect of the seige, etc. But this is just in ONE situation only - playing defense.
In all other situations, the only thing that will dictate wins and losses is numbers
I played a healer at several points during Vengeance and found that dedicated healers were often able to able to turn the tide in outnumbered fights.
4. You picked just about the worst time to run this test. I mean, come on?! Clashing with a PVE event with actual rewards, a few weeks before the "crown jewels" PVP event, again with actual rewards, just after the drop of a new chapter when everyone is madly grinding to subclass their characters. I know the per-bar population in Vengeance is 3x higher than on live but I don't think I ever saw 3/3/3 bars during the test, whereas I did in the previous Cyrodiil Champions test earlier in the year. I hope you got enough data but it was a really poorly thought-out time to do a stress test requiring as many players as possible.
BXR_Lonestar wrote: »I'm a healer main too. Healers DEFINITELY help, but they don't have as big of an impact as they would have in ordinary Cyrodil because your limited in the number of targets you can heal and your sustain is poor so you need to really pick your points when you burst and fill in the gaps with light and heavy attacks.