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Do you like PVP stats and why?

Discussion in 'WildStar General' started by Philips_666, Apr 24, 2013.

?

Do you like PVP stats?

  1. Yes

    51.6%
  2. No

    48.4%
  1. Philips_666

    Philips_666 New Cupcake

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    Well in the next article (http://www.zam.com/story.html?story=32258) speak about pvp and the offensive and defensive stats, i think still need more info about the subject but i didn't like the idea about pvp stats i believe this tipe of mechanic divided the community and force me to concentrate my gameplay more in pvp or pve, well alway there is the possibility that via crafting allows us to change the items and make them more pvp or pve changing their stats

    What do you think guys?
  2. Sabre070

    Sabre070 Cupcake-About-Town

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    No, but it is the easiest way to solve the PvP gear in PvE (and vice versa) problem.
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  3. Twinflame

    Twinflame Cupcake-About-Town

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    Actually, the easiest way to solve the gear problem is to normalize all gear-related stats in PvP. Progression should be skill-based, no gear-based. And besides that, if you give PvP stats to people who PvP the most, you're giving a stat-based advantage to players who by definition are already more experienced at PvP. It's just bass ackwards system from the get-go.

    I believe in PvP where everything's balanced and the gear doesn't matter. Like, you know, honestly competitive e-sports-worthy PvP games do it.
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  4. Zybak

    Zybak Cupcake-About-Town

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    I like it as long as it's not too overpowering. The way it was in BC/WOTLK was the best. You could choose to run a more offensive setup with PvP gear mixed with some PvE or more defensive with full PvP gear. Tie that in with gems, enchants, and specs and you've got a lot of loadout customization.
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  5. Zapp Brannigan

    Zapp Brannigan Cupcake-About-Town

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    Not a fan, I'd rather just see sets that could be used in both PvP and PvE. To me, the only thing separating the two does is create more grind. Now, that's not to say that I'm anti grind, I just don't think people ought'a be set back to square one if they decide to make a switch.
  6. FullMetalPizza

    FullMetalPizza New Cupcake

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    Yes, PvP stats means a player good in PvP will not have the best gear in PvE and vice versa, it's logical and also add gear progression in PvP even for PvE players.

    It's a very good news for me, but I hope the PvP stats will not be abused like in WoW where a PvP player can have +50% damages on player and -50% damages taken by players, -20%/+20% should be the max.
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  7. Ellianar

    Ellianar Cupcake-About-Town

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    I'm definitely for a Pvp stat in order to solve pve gear in pvp problem ( the opposite is rarely seen tbh ), but it needs to have a real impact/balance, Wow's resilience was basically a good idea but the end-wotlk pvp was invaded by full endgame pve players, whose damage were so high they didn't need resilience and were killing everybody with their enormous damages.
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  8. Dean Fry

    Dean Fry Cupcake

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    In theory this sounds good but like in GW2, if there is no progression then your stuck in limbo and eventually you get bored since you don't feel like you have progressed.

    Remember this is an MMORPG, there has to be noticeable progression for players to feel motivated to play the game. As much as I love competition and would love for this game to eventually become an E-Sport, it isn't the end of the world if it never does become an E-Sport and I'm sure that Carbine would host tournaments with real rewards for the game if it is a success.
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  9. Twinflame

    Twinflame Cupcake-About-Town

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    See, I pretty much don't get that. Before I was into MMOs, I played console fighters like Soulcalibur and Tekken, and there's no progression in that except for skill and community reputation. But there were thousands of players and massive tournaments with big pots of cash on the line all the time. Going from that to something where progression is all about gear numbers and experiences players are given the advantage against new players, is just boggling.

    I've been playing MMOs for years and I still can't respect PvPers that put emphasis on ear over skill. It's like they're not even PvPers. They're just e-peeners. They level their e-peen and then whack other players with it. That's not PvP to me.

    And I know there can be healthy competition without gear progression if it's good, solid, fun competition. Imagine if instead of having straight PvP, Carbine put in a fully-realized LoL-style MOBA that people could play for gold, gear, and rep, and that had leaderboards. Do you think people wouldn't play it just because they couldn't buy and equip gear on their little MOBA dudes? Nah, they'd play the heck out of it.

    I don't see why gearless PvP arenas would be any different.
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  10. Naunet

    Naunet Well-Known Cupcake

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    I pretty much would like to agree with everything Twinflame has said in this thread.

    Any time there is structured PvP - i.e. battlegrounds, arenas, and the like - gear should be automatically equalized. Now, this doesn't mean you can't progress your PvP gear. You could still earn points or however the developers want to frame the grind around, but that gear is applicable only in PvP outside of these structured environments - open world PvP.
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  11. Zapp Brannigan

    Zapp Brannigan Cupcake-About-Town

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    You can still have progression through PvP and PvE without PvP specific stats, though. It would be harder balancing act in working out how long it takes to get a piece through each path of progression, but it would be possible. In addition, top end PvP and top end PvE could be very different aesthetically, even if they had the same stats.
  12. Dean Fry

    Dean Fry Cupcake

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    Honestly, you only need to look at GW2 to find out what happens when you try to make a game for E-Sports.
  13. Mellow

    Mellow Cupcake

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    I don't like it, but It's the only way I know of to balance the pve and pvp gear in the game.

    Also I don't see why wildstar couldn't make it as a e-sport. I believe Carbine is aiming for that as well, with the introduction of arenas and everything.
  14. Dean Fry

    Dean Fry Cupcake

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    I agree that you can have progression without PvP specific stats however PvP stats make it easier to balance out PvP without effecting PvE that much.

    Personally I haven't seen a better solution then PvP stats yet so feel free to give me examples.
  15. Twinflame

    Twinflame Cupcake-About-Town

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    I do see where you're coming from. I'm just not on that page. There's a lot more wrong with GW2's PvP. It's boring anyway. If the play is boring, then adding gear progression won't fix it. And even besides that, it'll take more than a single negative example to swing me towards seeing PvP as necessary, or even anything other than a bad idea. That's where I'm standing, and the footing's pretty solid.

    As far as balancing it goes, if there's no PvP gear, and all stats are normalized in PvP, there's no chance of PvP effecting PvE, and no chance of the reverse either.
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  16. Zapp Brannigan

    Zapp Brannigan Cupcake-About-Town

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    Essentially, balance everything around both PvP and PvE having the same stats. I've no idea how hard that would be, though, seeing as I'm not a developer. Also, as I suck at maths.

    As I recall (and this can be considered hearsay, as I wasn't around at the time), the PvP stat was originally introduced in WoW to stop PvEers (who had access to the best gear) from dropping PvPers (who did not) based on gear, instead of skill. If the numbers were tweaked from the outset of building this game with the knowledge of what happened in WoW, it seems that this could be avoided all together.

    That said, there needs to be some check in place so that people new to PvP are either placed with people of a similar gear/skill level, or have gear within a reasonable level of top-end gear. If the game has enough people (and the amount of people at the level cap gradually grow), the former might be possible. That said, I can see the merits of having PvP gear that is necessary for PvP so that raiders can't deck themselves out and one-shot under geared level caps, so long as the different tiers of PvP gear themselves don't offer an insurmountable advantage.
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  17. Alverad

    Alverad Well-Known Cupcake

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    Don't like the idea personally, but at the same time, unless you are willing to design a whole 'spec', or two, exclusively for pvp, there isn't much choice. All I can hope for, that these stats will allow them to avoid major balancing issues between pvp and pve. My thinking, and potentially those of few others that are opposed to the idea, is because of WoW, and how poorly they implemented ressilience. However, WoW was a game designed without a pvp stat in mind, it had to be patched. In WS, it's a design choice, and "Im pretty sure it can be made to 'work as intended', and not, by Blizzard's definition of the phrase ;)
  18. Veckna

    Veckna Well-Known Cupcake

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    Not a fan as it tends to lead to some rather ridiculous imbalances for newcomers versus veterans. Myself (tank) and a friend (healer) in SWTOR wiping out the entire enemy team numerous occasions simply due to having PvP gear springs to mind.
    Rift was even worse if I recall - abilities hitting for around 20% (not sure if changed after I stopped) of normal damage on PvP geared targets if you weren't in PvP gear.

    While I don't mind some form of advantage it shouldn't be the 'PvP gear = faceroll' type I've seen in the games that use the system.

    Wildstar may have gotten the balance correct but with 2 PvP stats I'm not holding my breath. Stalkers stacking PvP offense and 1 shotting people in normal gear or healers stacking PvP defence and being unkillable are what I'd expect if the PvP stats make any real difference (dps without first strike + tanks likely to want both stats outside of organised teams/specialist roles).

    The ELO system may help by matching players with similar gear but not sure how it will work with the separate ELO ratings (/salute Wildstar devs if they pull it off right).

    At least the ganking types will be happy as now in addition to unsuspecting targets they will get increased damage on them too :eek:

    Much more a fan of titles/looks as rewards because of this and giving PvP gear more 'PvP weighted' stats i.e. higher health than PvE gear, maybe procs granting interrupt armour etc.

    Still, doom and gloom aside we won't know until we see the system in operation.
    Hopefully they get it right and don't make it a:

    "I'm new, I'll try PvP..."


    Edit: Starter PvP gear (like SWTOR put in) could help the newcomers but doesn't solve the open world/ganking issues caused by PvP stats.
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  19. Grelin

    Grelin Cupcake

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    I'm all in for the PvP stats mainly because I like to have a difference between PvP gear and PvE gear. Remember that gear in PvP will still be the same like it's always been in other games.

    All of these are gear:
    1: PvP
    2: Raid
    3: Dungeon/Crafting
    4: Quests

    So in that order is what it's like in other games and probably will be like in Wildstar too, but will have to wait and see before having this be a definitive answer.
  20. Dean Fry

    Dean Fry Cupcake

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    It doesn't matter that much anyway since it is already in the game but either way, as long as the game is fun then its fine with me.

    I have heard that there will be a system in place where people with roughly the same gear will be paired up instead of it being random.

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