Artificial Level scaling still ruining OWPvP.

dandelions Profile Options #111

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Nice video.

It confirms what I saw during beta, which was an insane crit rate modifier for level differences and gear being excessively influential. As an avid fan of PvP in any game I was very disappointed in the OWPvP experience.

Levels far too important, gear far too important, safe zones far too abundant, zerging encouraged with no FF of any sorts, horrible "outlaw" system that encourages higher level ganking (player turns red which means automatic association of "bad" and immediately gangbanged by everyone with no FF derp). The "PvP" servers are no different then "PvE" servers for all intensive purposes.


The worst part was that Tera takes it further than most AAA title themepark MMO's while claiming to be a "skill-based" game. As of beta I found OWPvP to be pretty awful due to this. I planned to just ignore it for the most part and try to mess around with PvP at cap where it has the potential to be enjoyable.

Levels> Gear > Skill

Get to Cap and you only have to deal with Gear > Skill. It's an MMO, it's cool, gear matters. It's just excessive compared to most other themepark MMO's (which I already feel gear is too influential given it can't be lost).
Edited by: dandelions about 1 year ago
Remiri Profile Options #112

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This is as it should be, a lower level player should always have a vast disadvantage to a higher level player.

A geared player should always have a vast advantage over someone in greens.

The solution is to level, travel in groups, or roll PVE.
Tidwell Profile Options #113

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Remiri on 04/12/2012, 12:40 PM - view
This is as it should be, a lower level player should always have a vast disadvantage to a higher level player.

A geared player should always have a vast advantage over someone in greens.

The solution is to level, travel in groups, or roll PVE.


god i hope youre trolling.
Remiri Profile Options #114

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Nope, why should (at a similar skill level) a player with a lower level or worse gear be at an even fighting stance with someone at a higher level or better gear? Even 1 level should make a difference, that is point of leveling, to be stronger than you were before.

Just remove levels and gear from the game if you carry that philosophy.
Tidwell Profile Options #115

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Remiri on 04/12/2012, 01:06 PM
Nope, why should (at a similar skill level) a player with a lower level or worse gear be at an even fighting stance with someone at a higher level or better gear? Even 1 level should make a difference, that is point of leveling, to be stronger than you were before.

Just remove levels and gear from the game if you carry that philosophy.


no ones asking them to be equal. just more so than it is now. cause right now both gear and levels are ridiculously influential to fights. especially for a game that pretends to pride itself in being skill-based.

Edited by: Tidwell about 1 year ago
Remiri Profile Options #116

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And my point is that they should be ridiculously influential to fights, there is no reason for EME to waste time and resources attempting to balance OWPVP at anything but max level.

If anything, getting decimated because of a level disparity is a prime incentive for you to go out and level. You are directly responsible for solving the problem, by playing the game.

Person X played longer, or was more efficient with their time than you were, so you will get housed. Step it up and level.
wabbitseason Profile Options #117

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Pretty huge issue. The scaling system should definitely be changed for PvP, unless max level is the only concern.
Remiri Profile Options #118

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An analogy for you:

Person X and person Y are kung-fu grandmasters and equal in skill in every aspect.

Person X is 120 lbs.

Person Y is 150 lbs, and trains more than person X to keep his body and mind fresh.

Both equally built in ratio of fat to muscle mass.

Who wins?
Cogbyrn Profile Options #119

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Remiri on 04/12/2012, 01:18 PM - view
And my point is that they should be ridiculously influential to fights, there is no reason for EME to waste time and resources attempting to balance OWPVP at anything but max level.


This is a good point, even if it's aggressively made. Right now, damage calculations and gear values are such that you gain loads at lower levels. That's just how the game is. What can they do about that? Go back and change the item values for every piece of gear? Change health of mobs to accommodate? Does this have balance ramifications at 60 with dungeons?

They're stuck. There are a number of skill components to combat mechanics, and with things more even at level cap, the issue does disappear by the time you reach a competitive level (everyone has all of their abilities and there's no level difference). The amount of time they would have to put in to this change just for some random OW encounters while leveling would probably be disproportionate to the return. While people shout and cry for content, they would say "Well, we're rebalancing everything in the game for a few OW encounters, sorry rest-of-the-game."

They won't.
dandelions Profile Options #120

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Remiri on 04/12/2012, 12:40 PM - view
This is as it should be, a lower level player should always have a vast disadvantage to a higher level player.

A geared player should always have a vast advantage over someone in greens.

The solution is to level, travel in groups, or roll PVE.


Have you played the game?

The level/gear disparity is so ridiculous that travelling in groups doesn't solve the problem.

Leveling is the only option. Groups of 8-10 24's will get destroyed by a 32.
Edited by: dandelions about 1 year ago