|61 posts found|
4/19/11 11:46:46 AM#61
Yeah the whole game didn't link together well. RvR Lakes were usually empty, PVE was lacklustre and RVR was just RVR. If you weren't gank-fested with stuns and knockbacks you were really just running the same thing over and over.
The major problems that game had was they simply forgot to "link" each area together with each element of the game. PvE contributed nothing to the game, PvErs got the short end of the stick, Public Quests were quite often deserted because people beelined the straight road to the next zone (look up the in game map and most zones are simply one road with the entire quest line directing you straight to camp/next zone)
PQ's out of the way were empty. Their "Easy, medium, hard" PQs didn't solve anything and just appeased those who thought it meant you could ajust the difficulty slider for the PQ (you can't.) I remember people calling for the PQ zones to recognise how many people were in the zone in order to adjust the mobs to suit the groups in there. But the anti-soloers got shirty with it.
RvR was just RvR. You get in, you hit stuff, it dies, you die, respawn, go again early on. There was never really a tangiable benefit to RvRing apart from gear progression. Plus the queues at times ¬_¬
Three starter areas per zone when you're only spending an hour in each zone because of the rate of levelling didn't help either (They've made this bit worst. Nordland hardly has any quests nowadays compared to launch day O_o)
Anyway what they needed to do imo was link everything together. Have the RVR lakes with objectives be the main area of the game with major, critical and minor objectives to secure. Have an RVR scenario be relevant to the RVR Lake so the losing team of the scenario couldn't capute the critical objective of the RVR Lake for example. Have PQ's refresh defensive icons and npcs that were on-con for your side that spawned in the objective locations you had secured (allowing the PvPers to cut down their own defence forces and get into attacking). Have the 1st zone RVR lake contribute to the 2nd zone RVR lake by having it so if you capture all battlefield objectives some overpowered boss ranked monster several levels above the zone levels would 'attack' the critical objective in THAT zone, forcing the opposing team to either be extremely good and PVP while PVEing or to back off and hold the line out of range waiting for the result to swing in their favour so they can launch an attack.
That's just a basic summary and outline but it would have linked everything together and given everything a point and a role to play. PvErs could avoid RvRing if they so chose (especially since the choice is there they could have built a huge quest hub world for every zone building on a PvE story that would have been accessible at any level) particularly if rewards for gear were point based or token based depending on what you did in game but were all convertable on a 1:1 basis.
That's the problem with WAR imo, nothing to do in PvE really, empty PQs, empty world, an' alright scenario bash-time and not much else (though I do notice there is some progress on RvR lakes nowadays but it's too little too late really.)