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Better focus on new content instead of making or talking about an acceptable core foundation of the game for pvp kappa.
Same for random PvP encounters.
They said they would address PvP and endgame this update since last update was more PvE focused, but from what they've blogged it's just more of the same PvE updates. I haven't seen much other than a few balances for PvP, which doesn't even come close to the requests and feedback given for PvP when the game launched.
I never had problems with 20+ people grouping, with the friendly fire and everything else that happens from that, unless you are talking about the horrible raid designs that alerted the entire server that a golem was spawning. I'd say the community didn't ruin PvP, but the game design did.
I guess you could argue that there wasnt actual pvp content, but they did change alot of spells and added jewels and legendaries, that did quite a bit for pvp - atleast in my opinion.
Even the arena players wouldnt say gloomrot was pvp focused.
Not to mention, sls has said it was pve focused.
PvP meta change was massive, for so called PvE update lmao.
What do you mean by pvp being ruined by progression being linear? If I understand that correctly: progression being linear meaning that you progress the same way in the game every time - I kinda like that because that means that I know what to do and where to do it, which means I can progress faster and get to the end game pvp quicker.
Also, whats really wrong with raiding? I feel its kinda unbalanced in the defenders favor, but they risk losing stuff as well so its kinda natural.
I have also played thousands of hours on over 20 different server and never really felt that bosses were gatekept by anyone. If anything ever gets gatekept on fresh high pop servers its iron and later on, the city.
I think pvp in this game is great, it just needs some new systems and reasons for people to stay out on the map for longer periods of time.
Im also of the opinion that not all feedback is good feedback, even though the majority of the player base wants it. The developers needs to do what THEY think is best for the game, not what players think is best. While it often seems like everyone has the same consensus, thats rarely if ever, the actual case.
You dont wanna know how it initially looked during gloomrot beta. We explained an unholy amount of problems which they then acted upon with balance changes, but its still bad.
Not a single arena experienced pvp player agrees that raiding is in a good spot, far from it, and sls has stated they acknowledge it. They and we know, both the golem system and servant system is far from optimal.
It’s a game one plays for a limited number of hours and then they move on the next one ( pve has a start and an end, and as for pvp, people will get tired of it at some point ).
I mean if you think the PvP is great, then there is nothing I need to say about it. I'm talking about things that had lots of feedback at the beginning of the game and doesn't need repeating. The devs have said they would focus on PvP and engame this patch and they are not.
To the other comments:
Yes games get boring after playing them enough: that is not the point. There are things you can do to a PvP game that makes people log back in occasionally just to do a few tasks within the world because of the fun player interactions that come from it. Fun and competitive PvP with a purpose would always keep players coming back if done right. It's the whole point of even wanting PvP in a game: to have a reason to keep playing cause PvE content is limited. Rarely do people repeat the same PvE boss over and over unless it is mixed with the thrill and competition of PvP.
Vercci is correct though. You can't make a game like this specifically for PvE and expect it to be a good PvP game, even if they do have different rules for different server types. The game still needs fundamental designs that encourage and give meaning to PvP. Giving meaning to PvP includes more than just turning it on and letting people roam around aimlessly able to PvP without any purpose, it would make more sense to play a BR game at that point.
Also, if the developers did what THEY think is best for their vision of the game, this game would've been more PvP focused. The whole reason the game even went in this direction is because games like this use PvP for bait then switch to a more PvE styled game to get both sides of the spectrum to buy their game. It's a disingenuous tactic that lots of games seem to use. It's a tactics just to get a purchase rather than completing a vision or making a great singular game for a more specific genre. It's why so many games seem so watered down with so much missed potential. As a recent example, New World launched with many bad game designs for this very reason: bad for PvP and PvE. The fact is, devs don't make games the way THEY want to.
Anyway... TLDR, they didn't do what they said they would with this patch. Adding an endboss isn't the replayable endgame and PvP design that was talked about at the start. I'll see what the "dynamic events" add for endgame, but most likely they will be timed spawns that nobody really waits around for to happen as an endgame mechanic. The linear progression in this game is still beat a boss one time, finish an area one time, beat the game one time, and there is nothing replayable about any aspect of the game. At least give some reward or reason to doing bosses over and over. The game design is too far gone and probably will never make a good PvP experience now. PvP will remain a dead aspect with this game instead of a popularized one.