View Full Version : PVP fights don't seem longer on test. - was that the point or not?
Somatic
06-22-2007, 12:07 PM
A) Fights still seem to take under 1 minute for most 1v1s. B) Gank groups still kill solo people in less than 15 seconds. So what exactly was the point? Instead of people dieing in 30 seconds they die in 1 minute? The only thing the test server has proven is how much gankage goes on in pvp servers. Which is actually a pretty good representation of what does happen. People do this on Live though mainly because they are farming tokens in a way to protect their precious titles while getting rewarded with fabled gear. In live EQ2 pvp your rewarded for ganking, and thus ganking is rampant There is no honor in pvp, now how you would create honor in this pvp game who knows maybe it's impossible. I'm not angry about the gankage either, just saying that's the reality of EQ2 pvp. On test they of course are not ganking because of tokens, but instead because they all have beta buffed characters with tons of AAs and master spells, but don't know how to play their classes so they suck in 1v1s so instead they group up with 5 other crappy players in the same situation and thus gank squads are born on Test server. Though remember, regardless how they get to that gankage conclusion this actually is a pretty good representation of what happens on Live also.
Bozidar
06-22-2007, 12:09 PM
If you were looking for an "in testing" version of the live pvp forums, that was it ^^^^^
Pvpmedics
06-22-2007, 01:25 PM
<p>I agree with you Somatic,</p><p>I have not noticed any change in the length of PvP fights on the test server. Healer vs. Healer fights still take 20 minutes, and any other class that I fight usually last about 30 seconds or less. This is about the average length that a fight is on the live server for a one vs one. </p><p>As for the people that are ganking people on test server its pretty lame, I wish they would log on the live server and come fight me. </p><p>Also I wish there was a way that SoE could imput some sort of content to help get the exiles to accually pvp. I would have to say that 90% of the time exile guilds on Nagafen are just PvE raiding then they go to bed or get on there low lvl twinks. When we are out looking for pvp we mainless see Freeport groups out and that is about it. I would rather SoE put time into thinking about this topic then trying to make a PvP fight last longer IMO. Its kind of boring running around for 30 minutes to find one person to kill. So if there was a way to get Exiles out of there Cave and stop being afraid of a PvP fight I think that would help make the PvP server more active. I would also like to see a way for Freeport or Qeynos to be able to get into haven. Exiles are aloud to come into our citys, yet we cant go in theres. Like you can make a quest that we have to do to get into Haven, or somthing like that.</p><p>Perigrine</p>
Elephanton
06-22-2007, 01:57 PM
<p>All was fine with EQ2 PVP before these changes anyway (except big hits).</p><p>But quite ridiculously, big hits nerfs got cancelled, and other changes are pretty minor (except that rangers got to play new class after GU36).</p>
Somatic
06-22-2007, 02:36 PM
Perigrine@Nagafen wrote: <blockquote>Also I wish there was a way that SoE could imput some sort of content to help get the exiles to accually pvp. </blockquote>Your right, the third faction (exile), has no motivation for pvping really. What do they gain? They get no pvp gear, they do get infamy but titles are now considered pointless with all the proven title/token farmers--something Sony has never been able to stop. Many people have earned their pvp gear, but many have cheated to get it. Making pvp gears prestige tarnished among the 70 crowd. So all exiles do when they pvp is give non-exiles chances to get fable gear with no return reward. The non-exiles go around in 2x and stacked 1x groups non-stop now. They will even go around in a 2x but not grouped so every person gets max Infamy hits. These 1x and 2x groups will kill people who are not heroic flagged (gank). So there is very few 1v1s, almost 93.5 percent of the time they are interrupted and one side is ganked. Things that have ruined pvp: ----------------------------------------- Infamy Farmers Increased gank groups No pvp rewards for exiles I see the point of no pvp rewards for exiles, the only problem is it has created a 3rd faction that will only pvp when they have free time from pve. Why would they want to fight when the only thing they are doing is making it so a faction gets better equipment? There is no risk for that faction since the exile faction gets no rewards in return. If they did give exiles pvp gear most people would move to exile I think. Why would you not, even if it cost 100x more, you would eventually get it and you would be able to raid better if you *wanted*. The only advantage city would have then are status items which are nice, but not sick. Hopefully they do not make this same problem next expansion. I hope they figure out a way to reward people for pvp but not in the manner they did in EOF. That mistake being raid level fabled gear for relatively low pvp kills. If they do, people will have raid equivlant gear before they even reach 80. I've noticed Freeport and Qeynos will fight each other in 2x's on purpose now, and they tend to lose and win around 50 percent. So it's token farming on a more sophisticated level. Ventrilo allows this to happen. Is it really farming if you get two 2xs to agree to fight each other? They know tokens will drop. They know they are going to meet up to fight. They can repeat this encounter over and over, and basically get enough tokens in a few days to fully equip one person. -- It's the equivlant of being able to do a raid zone over and over without any lockout timer. I think this trend will increase in ROK. Guilds from opposing factions will rig the system in the above way to get the new PVP gear very very fast. I expect to see level 80s in full ROK gear within 5 weeks of launch...this is assuming they do something similar EOF gear/pvp rewards. I'm hoping personally they come up with a better system that is much harder to gain the gear and not as rewarding to ganking groups and x2+. Just my take on it, Somatic
Radigazt
06-22-2007, 10:54 PM
Or they could just get rid of the good/evil dynamic and just make all the cities neutral and treat everyone as killable on a PvP server, with the only limitation being the level-ranges. Then we wouldn't have to worry about this faction or that faction having too many people ... gank anyone you see.
Selioth
06-23-2007, 11:08 AM
with 10sec recast cures and heals getting even more of a nerf then what thay had, no fights are prolly gona be just as short if not shorter then what thay are on live
D-DevilK
06-23-2007, 12:15 PM
Exile was not intended to be a 3rd permanent faction. You chose to forsake certain luxuries for the other luxury of being able to have ANY CLASS YOU WANT ON A RAID.
Gutmonger
06-23-2007, 06:55 PM
<p>The resist fixes are great. They do help alot of classes. Its long overdue. The problem here is not making fights longer and nerfing big hits its the fact that the twinks will still run the game untill the endgame. New players are not trying out EQ2. Everyone knows you either buy plat online or be bored to death farming and crafting. All test has shown is that some casters will have a better chance to help out now. We will still have no real pvp goals. No real reason to fight. Way to many restrictions on pvp that creat exploits. Most of all twinking takes away any reason to level and snuffes any new players out of the game.</p>
Findara
06-23-2007, 10:41 PM
Guthix@Venekor wrote: <blockquote>Exile was not intended to be a 3rd permanent faction. You chose to forsake certain luxuries for the other luxury of being able to have ANY CLASS YOU WANT ON A RAID. </blockquote> They may not have wanted it to be, but it has become one. If your going to be a strong guild and have a chance at any of the PVE aspects your going to be Exile. Sure you loose the PVP gear, but that gear has gone from a symbol of accomplishment to something that every one gets because they farm alts for tokens. Good job with your set of gear that took almost no effort. Yea we dont have status stuff, but who cares its crap any how, just a crutch for weak raiders. If you have to get PVP gear to find PVP fun then are you sure your playing the right game? I hear WoW has an awesome rewards system for their PVP. Exile is and Will always be a force to be reckoned with, no guild can stop Onyx or The Nights Watch. Remember that big talk from Den of Madness, about how they break up guilds. Now they are broken up and ran back to a city because they were too weak in PVE as well as PVP. PVP gear is mainly for those who can't raid, and know how to farm tokens. If you have a full set that you PVPed days on end to get well grats you. Less effort required to raid for better gear. Like it or not Exile is the PVP faction, Qeynos and Freeport have nothing on us.
Spider
06-23-2007, 10:59 PM
<p>its simple add in somethign from old school daoc</p><p>certain super powerful items that give bonus' to an entire faction </p><p>these items are kept in special towers in cl and ant or even in the cities themselves</p><p>and the towers all have very tough gaurds and can also be defended by players </p><p>the items themselves should be obtained on very high end raids and once one is obtainted obviously another cannot be</p><p>for only one will exsist at a time but it can be stolen by the other faction INCLUDING EXILES </p><p>the items will do things like boost casting skills by x ammount or melee skills or hp or power or spell damage aor healing etc for all members of the faction as a perma buff as long as said item is in the tower of your faction </p><p>you can get multiple of these items but theres only one of each kind and as i said u better defend them because you dont want your enimies having them </p>
Cocytus
06-24-2007, 05:14 AM
If a fight takes longer than one minute....it's not going to be 1 v 1 anymore, in most cases.
Meatmonster
06-24-2007, 09:37 AM
Guthix@Venekor wrote: <blockquote>Exile was not intended to be a 3rd permanent faction. You chose to forsake certain luxuries for the other luxury of being able to have ANY CLASS YOU WANT ON A RAID. </blockquote> This is nonsense, really. All of the flavor text and things of that nature in Exile point to you having the option to go to the opposing city, back, or stay in Haven. All of the basic city things, Banker, Tradeskills, Guild Creator/Guild Cloak, etc. and so on are there. If Haven was pretty clearly given everything needed to be a viable 3rd faction.
willnotuse
06-24-2007, 10:03 AM
I have a pretty good idea of how to stop the ganking and encourage more fair, worthy and honorable fights. The ones who gank are the type who are too afraid to do a fist to fist fair fight but instead bring a gun. Solutions: <ul><li>Remove experience locking.</li><li>Remove experience from unbalanced fights such as three or more against a single target. </li></ul> Add more fun back into PvP: <ul><li>Add a version of capture the flag outside of the arena that is continuously ongoing.</li><li>Allow players to sabotage (and other side to repair with their crafters) game features like the grif towers and bells.</li><li>Allow the stealing of weapons off of corpses.</li><li>Allow the rare critical spell or combat art failure to reverse said spell or combat art against the caster.</li></ul> All ideas are fully public domain (and have prior art) and I do not take credit nor want credit for them if they are applied in game.
Soulhunt
06-24-2007, 10:22 AM
<p>exiles in haven where given the bare minimals to exist by soe becuase they found that people where staying longer in transition from one city to another and to help the pve raiders stay in exile. whether u consider it a third faction or not is not a concern of mine. but for those that think that u deserver pvp gear...thats laughable....u knew what u where geting into when u exiled...u knew the pros and cons...and now u want to have ur cake and eat it too? ROFLMAO....LETS ALL EXILE THEN!!! if u want the pvp gear go back home...period! </p><p>putting ur skills up against another player is a good enough reason alone to pvp, before eof came out people pvp'd with out trying to get pvp gear. u couldnt buy any type of good gear til u where 40ish in the beginning. but yet people still pvp'd</p><p>for some, titles alone enough reason to pvp.</p><p>as for the fights not lasting longer...true for the most part....fights in most cases last about the same or just a few secs longer...all soe has done is make 1-2 sec fights go bye bye.</p><p>they should just done a 40 to50% across the board cut on all debuffs cas spells heals wards and etc...the fights would last atleast 40 to 50% longer. althoough some fights would still be fast in some cases it would allow tactics to play a bigger part and allow someone who got jumped to have a chance to use skill to turn the tides and maybe win.</p><p>SOULHUNTER</p>
silentpsycho
06-24-2007, 10:54 AM
Soulhunter@Vox wrote: <blockquote>they should just done a 40 to50% across the board cut on all debuffs cas spells heals wards and etc...the fights would last atleast 40 to 50% longer. althoough some fights would still be fast in some cases it would allow tactics to play a bigger part and allow someone who got jumped to have a chance to use skill to turn the tides and maybe win. <p>SOULHUNTER</p></blockquote>Uh, this part lost me completely. How do you have *longer* fights if you cut debuffs, heals and wards? Logically, cutting the survival part of the equation *shortens* the fight, while cutting the DPS portion *lengthens* the fight. Cutting both, which SOE has apparently done, keeps everything the same - which is what I think most of us are seeing.
Soulhunt
06-24-2007, 11:17 AM
<p>kk let me explain better then...if all...i said all cas spells everythin decreased 40 to 50% then how could it not take longer?</p><p>ur not going to get one shotted anymore</p><p>most healers in a toe to toe fight [not surprised attacked] can out heal most classes dps...some exceptions of course. </p><p>also take in to account that resists are less likly to happen.</p><p>debuffs can be just as devestating as one hitters such as decap....look at the brigands....they dont hit for a massive amount of damage in one hit but with combining thier debuffs with thier cas they drop most people like rocks.</p><p>AGAIN ALL DAMAGES DEBUFFS HEALS AND ETC 40% TO 50% DECREASE. i dont understand why u would not understand that if all offensive capabilities dropped then healers would be overpowered if thier heals not reduced the same amount. </p><p>also, we all know there are some things that would need alittle changing cuase not all classes equal.</p><p>soe is making some selective dps nerfs and healers get about a 10% nerf on some heals and number of wards. they trying to do alittle here and there. not across the board cuts as i propose.if soe is finding that by dropping peoples dps , that they need to nerf heals....there is some logic there.</p><p>in test....templars almost impossible to kill as a scout and other healers very tough if they have stun/stifle pots</p><p><span style="color: #ff0000">effectively, what i propose would be the same as doubling ur health. but not interfering with pve</span>.</p><p>SOULHUNTER</p>
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