V Rising

V Rising

View Stats:
Sir Víve Feb 15, 2024 @ 8:11am
did they listen to any PvP feedback
In the blog, they turned the shards into a necklace. They added a bunch of cosmetic overhauls and character customization. They added a new zone, gear tier progression, and a new end boss, and from a previous blog they added dynamic events.

The most negative feedback I've heard on why this game is bad for PvP is that the progression is very linear, making most players quit after the first zone to play new servers. Base raiding has gotten a lot of feedback and a desire for change, if not just totally removed from the game with additional reasons to PvP in the open-world. Bosses are too easily gate-kept and players are funneled into higher end zones, completely trivializing the rest of the map for most any reasons to visit them later in the game. Farming from within the castle mostly automates the entire game besides a few mining areas, giving even less reason to interact with other players in PvP.

This is now another game with potential for really fun PvP ruined to a point that the entire game would now have to be reworked to make it worth playing for it. Hope your new audience of PS5 players makes you lots of money, but I could care less about all the added PvE in this game with all the new games coming out for PvE to try.
Last edited by Sir Víve; Feb 15, 2024 @ 8:17am
< >
Showing 1-15 of 23 comments
TheS1X Feb 15, 2024 @ 8:14am 
Your points are valid.
Yumeko Feb 15, 2024 @ 9:50am 
They indeed have yet to talk about fixing the critical issues for pvp servers.
Better focus on new content instead of making or talking about an acceptable core foundation of the game for pvp kappa.
Last edited by Yumeko; Feb 15, 2024 @ 9:51am
Smug Kot Feb 15, 2024 @ 6:55pm 
They are changing the progression and most updates are pvp focused anyway, lmao. Also community ruined PvP with 20+ clans taking whole servers in stupids "alliances", no the changes, people don't need reasons to go raiding in active pvp servers anyway, they just do it for the fun.

Same for random PvP encounters.
Last edited by Smug Kot; Feb 15, 2024 @ 6:58pm
Sir Víve Feb 15, 2024 @ 7:52pm 
Last update was the same as this one according to the blog, just another zone, extra boss, and a few new additions like the shard necklace. The only thing that even catches my attention so far is the "dynamic events," but nobody usually waits around for dynamic events to spawn for endgame. Nothing so far improves replayablility of PvP or encourages players to get to endgame, which was the main downfall of PvP when game launched into EA, other than the gatekeeping of the linear progression of bosses.

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.
Yumeko Feb 15, 2024 @ 11:09pm 
Originally posted by Smug Kot:
They are changing the progression and most updates are pvp focused anyway, lmao. Also community ruined PvP with 20+ clans taking whole servers in stupids "alliances", no the changes, people don't need reasons to go raiding in active pvp servers anyway, they just do it for the fun.

Same for random PvP encounters.
Gloomrot was severely pve focused. And the upcoming update is also mostly pve.
Dribs Feb 16, 2024 @ 1:32am 
Originally posted by Hi im Royeen:
Gloomrot was severely pve focused. And the upcoming update is also mostly pve.

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.
Yumeko Feb 16, 2024 @ 1:37am 
spells, jewels and leggos were as much for pve as pvp.
Even the arena players wouldnt say gloomrot was pvp focused.
Not to mention, sls has said it was pve focused.
Last edited by Yumeko; Feb 16, 2024 @ 1:39am
Smug Kot Feb 16, 2024 @ 4:02pm 
Originally posted by Hi im Royeen:
Originally posted by Smug Kot:
They are changing the progression and most updates are pvp focused anyway, lmao. Also community ruined PvP with 20+ clans taking whole servers in stupids "alliances", no the changes, people don't need reasons to go raiding in active pvp servers anyway, they just do it for the fun.

Same for random PvP encounters.
Gloomrot was severely pve focused. And the upcoming update is also mostly pve.

PvP meta change was massive, for so called PvE update lmao.
Sir Víve Feb 16, 2024 @ 5:53pm 
My OP stands with same issues from launch not having anything being done about it. Doesn't matter if they did some balance changes that changed the PvP meta. They limited building, added legendary weapons and gems, and adjusted ability balances. That doesn't address the problems or most the ea launch feedback for PvP at all.
Last edited by Sir Víve; Feb 16, 2024 @ 5:56pm
Dribs Feb 17, 2024 @ 12:08am 
Originally posted by Sir Víve:
My OP stands with same issues from launch not having anything being done about it. Doesn't matter if they did some balance changes that changed the PvP meta. They limited building, added legendary weapons and gems, and adjusted ability balances. That doesn't address the problems or most the ea launch feedback for PvP at all.

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.
Last edited by Dribs; Feb 17, 2024 @ 12:11am
Sagi Feb 17, 2024 @ 12:49am 
Originally posted by Dribs:
Originally posted by Sir Víve:
My OP stands with same issues from launch not having anything being done about it. Doesn't matter if they did some balance changes that changed the PvP meta. They limited building, added legendary weapons and gems, and adjusted ability balances. That doesn't address the problems or most the ea launch feedback for PvP at all.

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.
+1
Yumeko Feb 17, 2024 @ 2:08am 
Gloomrot was horrible for pvp because it was pve focused. So the balance for pvp servers went to ♥♥♥♥. So yeah it changed the meta, but not for the good.

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.
Last edited by Yumeko; Feb 17, 2024 @ 2:10am
Vercci  Feb 17, 2024 @ 4:34am 
I'd wish them luck but I think it's just going to be impossible to have a fun PvE experience that can also support PvP. They're too at odds with each other.
Kappa Feb 17, 2024 @ 5:13am 
I think it’s just normal for people to get eventually tired of pvp and pve.

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 ).
Last edited by Kappa; Feb 17, 2024 @ 5:13am
Sir Víve Feb 17, 2024 @ 8:45am 
Originally posted by Dribs:
Originally posted by Sir Víve:
My OP stands with same issues from launch not having anything being done about it. Doesn't matter if they did some balance changes that changed the PvP meta. They limited building, added legendary weapons and gems, and adjusted ability balances. That doesn't address the problems or most the ea launch feedback for PvP at all.

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.

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.
Last edited by Sir Víve; Feb 17, 2024 @ 9:10am
< >
Showing 1-15 of 23 comments
Per page: 1530 50

Date Posted: Feb 15, 2024 @ 8:11am
Posts: 23