Morhir
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I was going to post this in the thread regarding PvP skill hypocrisy, but since it took me awhile to write, I'd like to know that atleast a few people will read it.
The only reason BGs will destroy OWPvP is if they have better rewards. If I can get a piece of gear after completing 3 or 4 BGs, compared to farming open world kills/ganking for hours, clearly I will choose the BGs. That being said, I also dislike the system of being able to get gear whether you win or lose a BG. This happened in WoW and SWTOR and was the leading reason why people claim that “MMOs these days hand out gear like candy†or “everybody is a winner†or all the other sayings people have been spreading around like cancer. Not that I don’t agree with them, I just tend to dislike the manner in which people say them. Also, it seems that most of the arguments against instanced PvP are based on these systems where rewards were given to both sides regardless of win or loss. Systems like these can encourage people to join a battleground and not focus at all at winning, because even if they lose, they can still get rewards. This was especially dramatic in SWTOR where the reward difference between a loss and win was almost non-existent. People would just queue up, sit on a node, proceed to afk and collect their winnings. Atrocious. What makes you think that EME will follow in their footsteps?
Regarding the adrenaline aspect of OWPvP compared to BGs, I believe similar rushes can be achieved in both fields. I agree that one gets quite a heated rush when jumping a couple of equal level players (not giving a [filtered]) and slaying them, or surviving a gank attempt when you stood no chance. However these rushes are not exclusive to the open world. For example, in a CTF scenario when you go on a hunt to slay their flag carrier in the late minutes of a tied match, see that he is surrounded by a couple of his homies and without enough time to wait for backup you dive in, blowing every cooldown you have to barely get the killing blow and return the flag before you die. That is a rush. You single-handedly changed the outcome of the game due to superior tactical and combat prowess, and felt badass while doing it.
Some of you have said that you prefer OWPvP because of its consequential based nature. If you are killed by a player while questing you have the inconvenience of having to travel back to where you were to continue with your objectives, thus taking time from you, or possibly losing items, which cost coin/time to replace. If you succeed in your clash, you have the glory of victory and the benefit of having the area to yourself for farming/gathering/frolicking, whatever suites your desire. The consequences of dying in a BG can be equal if not MORE than that of the open world. While not every death in a BG has an impact on the outcome of the game, there are certainly times when you living or dying will determine whether your team will win or lose. For example, let’s say you and your healer buddy are defending a node that is currently winning the game for you, and you come under attack by 4 members of the opposing team. If either of you die, the other won’t be able to survive, but through skilled teamwork you just might be able to hold out until either help arrives or the game ends. Dying at that point will lose the game, and you would have wasted the past 10-20 minutes you were in the game, gaining no coin or XP or PvP rewards. If wasting 20 minutes of your valuable gaming time for no benefit isn’t a huge consequence, I don’t know what would be.
In reference to skill, I can’t think of a single valid argument one could make saying that there is more skill involved in OWPvP than in BGs. Most, not all, but most of OWPvP is based on level/number advantages where skill doesn’t come into play at all. Being able to mount your horse and run to a town aka “surviving a gank attempt†does not reflect PvP skill. Ganking a player who is 2 levels below you and was fighting a mob doesn’t constitute skillful play. There are certainly situations where skilled play can be the difference between life and death in the open world but I would say that is the case less than 50% time. In battlegrounds not only do you have more even combat where individual skill matters more, but you also have to strategize with your team to win in an environment where you have the same advantages/disadvantages as the other team.
With all that being said, I love OWPvP. I enjoy ganking people just as much as the next guy; either because we are competing for mobs/resources, or just because I felt like it. I like rolling with my friends in a terror squad and killing everything in sight, until a larger terror squad ruins our fun. I also hate being ganked as much as anyone else. But I understand the rush that people refer to and like to level in a competitive world where danger lurks behind every corner. MY REAL QUESITON IS, why can we not coexist? What is with this sense of elitism from these “hardcore PvPers†who resist all talk of battlegrounds and instanced PvP. Like I said in the beginning, the only real way it will affect their gameplay is if EME rewards players more for participating in BGs, which doesn’t have to be the case. The only reason I can think of for this animosity towards BGs is that they only enjoy killing players. They don’t enjoy objective based games where they have to actually communicate and use teamwork and strategy, where it’s more complicated than chasing down the red names and killing them. If that’s your cup of tea, stay in the world. Others of us wish to put our combative and strategic skills to the test in an environment that isn’t based around how many people you have.
TL;DR
BGs only destroy OWPvP if the rewards from BGs are better. I disagree wholeheartedly with instanced PvP that rewards both the winning and losing team. Adrenaline rushes are not limited to OWPvP and occur often in intense BGs. There are just as many consequences associated with losing a BG as with dying in the open world. Less than 50% of OWPvP situations involve skill. Most of the time the victorious party is the party with the most people. OWPvP is great. Let us have our BGs as well.
The only reason BGs will destroy OWPvP is if they have better rewards. If I can get a piece of gear after completing 3 or 4 BGs, compared to farming open world kills/ganking for hours, clearly I will choose the BGs. That being said, I also dislike the system of being able to get gear whether you win or lose a BG. This happened in WoW and SWTOR and was the leading reason why people claim that “MMOs these days hand out gear like candy†or “everybody is a winner†or all the other sayings people have been spreading around like cancer. Not that I don’t agree with them, I just tend to dislike the manner in which people say them. Also, it seems that most of the arguments against instanced PvP are based on these systems where rewards were given to both sides regardless of win or loss. Systems like these can encourage people to join a battleground and not focus at all at winning, because even if they lose, they can still get rewards. This was especially dramatic in SWTOR where the reward difference between a loss and win was almost non-existent. People would just queue up, sit on a node, proceed to afk and collect their winnings. Atrocious. What makes you think that EME will follow in their footsteps?
Regarding the adrenaline aspect of OWPvP compared to BGs, I believe similar rushes can be achieved in both fields. I agree that one gets quite a heated rush when jumping a couple of equal level players (not giving a [filtered]) and slaying them, or surviving a gank attempt when you stood no chance. However these rushes are not exclusive to the open world. For example, in a CTF scenario when you go on a hunt to slay their flag carrier in the late minutes of a tied match, see that he is surrounded by a couple of his homies and without enough time to wait for backup you dive in, blowing every cooldown you have to barely get the killing blow and return the flag before you die. That is a rush. You single-handedly changed the outcome of the game due to superior tactical and combat prowess, and felt badass while doing it.
Some of you have said that you prefer OWPvP because of its consequential based nature. If you are killed by a player while questing you have the inconvenience of having to travel back to where you were to continue with your objectives, thus taking time from you, or possibly losing items, which cost coin/time to replace. If you succeed in your clash, you have the glory of victory and the benefit of having the area to yourself for farming/gathering/frolicking, whatever suites your desire. The consequences of dying in a BG can be equal if not MORE than that of the open world. While not every death in a BG has an impact on the outcome of the game, there are certainly times when you living or dying will determine whether your team will win or lose. For example, let’s say you and your healer buddy are defending a node that is currently winning the game for you, and you come under attack by 4 members of the opposing team. If either of you die, the other won’t be able to survive, but through skilled teamwork you just might be able to hold out until either help arrives or the game ends. Dying at that point will lose the game, and you would have wasted the past 10-20 minutes you were in the game, gaining no coin or XP or PvP rewards. If wasting 20 minutes of your valuable gaming time for no benefit isn’t a huge consequence, I don’t know what would be.
In reference to skill, I can’t think of a single valid argument one could make saying that there is more skill involved in OWPvP than in BGs. Most, not all, but most of OWPvP is based on level/number advantages where skill doesn’t come into play at all. Being able to mount your horse and run to a town aka “surviving a gank attempt†does not reflect PvP skill. Ganking a player who is 2 levels below you and was fighting a mob doesn’t constitute skillful play. There are certainly situations where skilled play can be the difference between life and death in the open world but I would say that is the case less than 50% time. In battlegrounds not only do you have more even combat where individual skill matters more, but you also have to strategize with your team to win in an environment where you have the same advantages/disadvantages as the other team.
With all that being said, I love OWPvP. I enjoy ganking people just as much as the next guy; either because we are competing for mobs/resources, or just because I felt like it. I like rolling with my friends in a terror squad and killing everything in sight, until a larger terror squad ruins our fun. I also hate being ganked as much as anyone else. But I understand the rush that people refer to and like to level in a competitive world where danger lurks behind every corner. MY REAL QUESITON IS, why can we not coexist? What is with this sense of elitism from these “hardcore PvPers†who resist all talk of battlegrounds and instanced PvP. Like I said in the beginning, the only real way it will affect their gameplay is if EME rewards players more for participating in BGs, which doesn’t have to be the case. The only reason I can think of for this animosity towards BGs is that they only enjoy killing players. They don’t enjoy objective based games where they have to actually communicate and use teamwork and strategy, where it’s more complicated than chasing down the red names and killing them. If that’s your cup of tea, stay in the world. Others of us wish to put our combative and strategic skills to the test in an environment that isn’t based around how many people you have.
TL;DR
BGs only destroy OWPvP if the rewards from BGs are better. I disagree wholeheartedly with instanced PvP that rewards both the winning and losing team. Adrenaline rushes are not limited to OWPvP and occur often in intense BGs. There are just as many consequences associated with losing a BG as with dying in the open world. Less than 50% of OWPvP situations involve skill. Most of the time the victorious party is the party with the most people. OWPvP is great. Let us have our BGs as well.