f13.net

f13.net General Forums => MMOG Discussion => Topic started by: Sky on January 27, 2010, 06:34:16 AM



Title: EQ2 adds Battlegrounds
Post by: Sky on January 27, 2010, 06:34:16 AM
Why? I don't even know why they have a pvp server, though. Pvp already sucks dev resources and fucks with pve balance, so of course we should highlight the great pvp of EQ2 and it's totally unbalanced classes and equipment. When you have an older game, the best thing is to add features that really stack on the development man-hours. Fuck solo dungeons, add group pvp!

And it's for max-level characters, which despite playing years of EQ2 and actually trying last year, I don't have, so I'm biased.

http://eq2players.station.sony.com/gameinfo/battlegrounds


Title: Re: EQ2 adds Battlegrounds
Post by: Nebu on January 27, 2010, 06:37:51 AM
WoW class balance sucks ass and yet its pvp is quite successful. Participation is all about the rewards.  IF the EQ2 team can get the rewards right, then you'll see participation.  

I personally don't see EQ2 PvP being all that fun even with good itemization.  The combat pace is just too slow.  I played on the pvp server when it was in beta and there were too many serious issues to make it even remotely enjoyable.  


Title: Re: EQ2 adds Battlegrounds
Post by: Koyasha on January 27, 2010, 09:24:03 AM
Slow combat pace is good in my opinion.  Not that I'm saying EQ2 specifically makes for good pvp, I don't even know since I've barely played that game, ever, but I'm just saying, slow combat pace?  I like that.  Means there's time to think.  Decide.  Choose.  Fast-paced pvp always feels to me much more like the need to learn everything to such a reflexive degree that I function automatically.


Title: Re: EQ2 adds Battlegrounds
Post by: Redgiant on January 27, 2010, 10:32:46 AM
Well, since I have an 80 Illy and there is nothing at all I can do while moving, I am not even interested in bothering to be fodder.


Title: Re: EQ2 adds Battlegrounds
Post by: Numtini on January 27, 2010, 10:41:19 AM
Slower combat is definitely good for PVP.

But I have heard a lot of people list a lot of things they would like for EQ2 that other games have and not once was instanced battlegrounds something anyone had any interest in.


Title: Re: EQ2 adds Battlegrounds
Post by: Lakov_Sanite on January 27, 2010, 10:45:50 AM
Why?

$


Title: Re: EQ2 adds Battlegrounds
Post by: Nonentity on January 27, 2010, 11:36:39 AM
Having played on the EQ2 PVP server, I can say that there is nothing slow paced about it. It's maybe 1.5x the time of a WoW pvp combat encounter.


Title: Re: EQ2 adds Battlegrounds
Post by: Count Nerfedalot on January 27, 2010, 05:26:16 PM
Slower combat is definitely good for PVP.

But I have heard a lot of people list a lot of things they would like for EQ2 that other games have and not once was instanced battlegrounds something anyone had any interest in.

I'll second that.  Nobody I know in EQ2 gives a rat's ass about PvP. 

Unfortunately, that is probably the problem.  Sony is hoping that by revamping a badly implemented and never used portion of the game, hordes of players will suddenly see the light and come throw money at them.  After all, it worked so well the last time they tried it!  The revised and vastly improved (at great effort) EQ2 available now is growing their subscriber base like, um, er, well, OK, so changing the game from a stinking pile into one of the richest PvE games currently available didn't exactly bring in the masses it likely would have had it released in its improved state.  But it did save a game that almost certainly would be dead by now had they not done it. 

So maybe the lack of compelling PvP is the missing magic ingredient?  Yeah, that must be the ticket!  By spending the effort to revamp and  polish the till now totally ignored PvP aspects of the game, stuff that basically none of their existing customers care about, they will be sure to steal a march on Blizzard and eat their lunch in this surprise foray into a new and improved gaming experience (the NAIGE  :why_so_serious: )!  After all, ignoring their existing base and trying to whore themselves out to the masses interested in a different play style from what their game previously offered also worked so brilliantly well the last time they tried it!

Personally, as a mostly PvE player, this really ticks me off.  (heh, can you tell yet?  :grin: )

And it's not because I begrudge the PvP players their place in my games, as long as it doesn't affect me.  But there's the rub.  NO MMO that I've ever heard of has EVER managed, after launch or even after early beta, to enhance or even balance PvP without hurting their PvE game, often drastically.  Not EQ, not DAoC, not CoH, and not even WoW.  While it should theoretically be possible to completely disassociate PvE from PvP, scaling abilities differently, limiting loot to benefitting only in the mode it was earned in, etc, nobody has been willing or able to actually DO that.  Instead, balanced-well-enough-that-everyone-can-still-have-fun classes like ranged dps, crowd controllers, and anyone with long-cooldown get-out-of-jail-free special capabilities like paladins, monks, shadowknights and etc, ALWAYS end up getting changed in ways that impact their PvE game during the process of trying to tighten up the balance issues to support enjoyable PvP. 

See, when balancing PvE, while it's a very important issue, a "close enough" solution is good enough.  There may still be some FoTM issues and such, but as long as every class is still fun to play (and has access to all of the content - meaning usefulness in the end game), they all will be played.  This is NOT true of PvP.  Even the slightest imbalance between classes will result in large portions of the player base not having fun.  Every imbalance MUST be jumped on and neutralized as soon as it is discovered and that need for fast action always seems to result in the nerf effects spilling over into the PvE game as well as PvP.

Also consider that EQ2 is a game which has spent several years tearing down the barriers it had initially set up between the "good" and "evil" races.  These days, there is no restriction on communicating, grouping, raiding or even guilding between good and evil, and switching sides has become trivial.  So now, a playerbase that has largely been trained to see itself as one big group, is going to be thrust into a situation where there are now "us" and "them" conflicts with no communication barriers.  So the entire population is going to be bombarded with all the trash talk and e-peen waving that comes with internet competition.  Something SURE to be considered a welcome new social dynamic in the already uneasy mixture of playstyles and personality types crowded into a single space.

tl;dr version:  wtf are they thinking?  Did they learn NOTHING from the NGE?  :roll:


Title: Re: EQ2 adds Battlegrounds
Post by: Grimwell on January 27, 2010, 11:16:31 PM
Did they learn NOTHING from the NGE?  :roll:
Really? This is something that SOE should not have done because of a lesson learned via the NGE? Really???

How exactly does adding on a new system for a game, without taking away from the old system at all equate to a NGE situation?

When you cry wolf over ever little thing, people tend to stop listening.



Title: Re: EQ2 adds Battlegrounds
Post by: Margalis on January 28, 2010, 01:02:34 AM
Less of an NGE situation and more of a why bother situation. Hard to imagine EQ2 luring in a new audience at this point. And if not many players are interested it won't do much for retention either as it requires a baseline interest level to be worthwhile to anyone.

If this launches with a bunch of other changes that break the game then we can call it an NGE situation.


Title: Re: EQ2 adds Battlegrounds
Post by: Koyasha on January 28, 2010, 01:55:37 AM
Well, some people are going to cry wasted dev time on this no matter how it's cut, and they may have a point.  However, as long as the game remains balanced for what it apparently does well, the pve, and doesn't screw that pve balance for the sake of balancing in pvp, then at worst it's wasted dev time, and at best it'll attract some people to come play or help keep existing players.

It's only if they fall into the trap of messing with pve in ways that make it less fun in order to achieve that pvp balance that this will have been a really bad decision, because that's going to be hurting the audience that does like the game now, in favor of an unknown.  And as Count Nerfedalot says, that is a very easy trap to fall into, and historically a very common one, so it's understandable that people are afraid that this sort of pvp focus is going to wind up having fun stuff that works perfectly well start getting nerfed in the name of balance.


Title: Re: EQ2 adds Battlegrounds
Post by: Count Nerfedalot on January 28, 2010, 03:16:21 AM
Well, some people are going to cry wasted dev time on this no matter how it's cut, and they may have a point.  However, as long as the game remains balanced for what it apparently does well, the pve, and doesn't screw that pve balance for the sake of balancing in pvp, then at worst it's wasted dev time, and at best it'll attract some people to come play or help keep existing players.

It's only if they fall into the trap of messing with pve in ways that make it less fun in order to achieve that pvp balance that this will have been a really bad decision, because that's going to be hurting the audience that does like the game now, in favor of an unknown.  And as Count Nerfedalot says, that is a very easy trap to fall into, and historically a very common one, so it's understandable that people are afraid that this sort of pvp focus is going to wind up having fun stuff that works perfectly well start getting nerfed in the name of balance.

This. 

Also, there have been some major changes to basic class combat abilities under development on the test server the past several months, often for no apparent reason at all as they were working fine before (Paladins' aggro management abilities, for example).  And many of those changes have been felt as nerfs to core capabilities which were already well-balanced making the need for the changes a mystery.  Learning that all along they have been working on a secret project to expand their PvP game/audience casts a whole new light on the possible motivations behind those otherwise inexplicable nerfs. 

Detrimental changes to the PvE experience that come as a side effect or consequence of changing the game to make PvP work better in a game where PvP is an interest to a trivial minority of the existing customers really is the same kind of mistake that brought us the NGE.  Sure, the magnitude of the mistake is (probably) of a different order, but the nature of it, and the broken thought- and decision making- processes that birth it are identical. 

Given the lack of details I didn't even get into speculating on the less obvious ways this could hurt the existing player's game experience.  EQ2 is a complex game with a lot of interrelated systems combining to deliver the overall experience.  It has a very healthy economy which a large portion of player base participates in. It features a huge number of classes, all well balanced and able to access all of the content (ie nobody is shut out of raids due to their class having nothing to offer). It has a fairly deep crafting system that includes such rare (for MMO) features as the ability to advance your crafting skills to max without having to advance your combat skills, the ability to craft equipment that is useful for your character AT THAT TIME (you don't have to be adventure level 50 to craft something useful to a 40th level), and the ability to craft some of the best equipment available to players at every level of the game from level 1 to well into the end game.  It has harvesting as a separate system from crafting with separate skill progression, yet is both tightly integrated to crafting (crafters are the ONLY market for harvested goods, NPCs wont buy them) and to adventuring (it is marginally possible to harvest a few resources in places well above your adventuring level, but it is FAR more productive for a higher level character).

Any bleedover from this tacked on new PvP stuff has the high potential of disrupting the delicate balance of those systems.  Any gear, resources, skills, faction, or anything else that is useful in any way in the PvE environment, even furniture or clothing which is more desirable than that currently available through PvE, but which can only (or even just more readily) be acquired from the PvP environment WILL disrupt that balance to the detriment of the PvE players.

We don't know, yet, that there is any bleedover.  The EQ2 live team has shown a remarkable (almost unique in this industry) talent for learning from and avoiding other peoples mistakes, so maybe they have kept the new PvP completely isolated from the existing PvE, more like LotRO monster play and less like the various WoW PvP venues.  Maybe.

But as I pointed out, NOBODY else in the history of MMOs has succeeded at doing this post launch, so the odds don't seem very good.  And they've already shown their willingness to accept those "minor" perturbations of the existing balance by adding a lot of highly desireable furniture and clothing items to their cash shop, to the dismay of the crafters who suddenly found a lot of their crafted goods less desired by the community.


Title: Re: EQ2 adds Battlegrounds
Post by: Sky on January 28, 2010, 07:05:16 AM
How exactly does adding on a new system for a game, without taking away from the old system at all
Yes, trying to balance for niche pvp play doesn't take away from pve play at all  :oh_i_see: More group content, for a tiny niche of the population, and balancing woes galore. It takes away from the old system because people were working on the new system.

Again, how about striking pvp entirely from the EQ landscape and focusing on catering to the spectrum of pve players. Although I'm of course referring to better solo options, I favor a balanced approach that maximizes soloing/grouping/raiding across the board..without penalizing anyone else.

But that's tough to figure out, I guess. So just add some battlegrounds!

Seriously, we have a small but pretty steady EQ2 following here, and there is only one person who sounds even remotely interested. And by interested, I mean has done regular EQ2 pvp for more than five minutes.

It's kind of odd how much my interest in EQ2 has diminished after Scott left. They're chasing a different dragon these days.


Title: Re: EQ2 adds Battlegrounds
Post by: Grimwell on January 28, 2010, 07:11:22 AM
All of which is fine and well, and useful criticism. I was objecting to calling this an NGE. That phrase gets used far too much where it has no context at all.

Tweaks to classes for "balance" have been discussed and whatnot for over a year. In fact, just about one year ago I was helping handle the fallout from changes that were made to the fighter classes. They weren't communicated well and the surprise added to the complaint pile. The changes were reversed, but the notion of class changes was left on the plate, discussed at Fan Faire, etc. -- and are unrelated to the Battlegrounds.




Title: Re: EQ2 adds Battlegrounds
Post by: Draegan on January 28, 2010, 08:03:38 AM
I agree it's not NGE worthy, but I'm still scratching my head about this addition.  I never got into EQ2 at all, never passed level 20 myself, but I always thought the game was more about PVE than anything else.


Title: Re: EQ2 adds Battlegrounds
Post by: Sky on January 28, 2010, 08:32:52 AM
All of which is fine and well, and useful criticism. I was objecting to calling this an NGE. That phrase gets used far too much where it has no context at all.

Tweaks to classes for "balance" have been discussed and whatnot for over a year. In fact, just about one year ago I was helping handle the fallout from changes that were made to the fighter classes. They weren't communicated well and the surprise added to the complaint pile. The changes were reversed, but the notion of class changes was left on the plate, discussed at Fan Faire, etc. -- and are unrelated to the Battlegrounds.
Right. The NGE thing was stupid. Know your posters :)

Class balance != class PVP balance, and pvp balance is much more important than pve balance. I remember the fighter changes, but since I play solo I really didn't notice much of anything (was it even live?). I'll withhold a rant about how raid players are fucking crazy and too focused on the game to enjoy it.   :grin:


Title: Re: EQ2 adds Battlegrounds
Post by: Numtini on January 28, 2010, 08:54:44 AM
I'd like to think that SOE will be the company that doesn't screw up PVE balance to placate the small percent who PVP. But so far, I've never seen a company not give into the screaming pvp board warriors.


Title: Re: EQ2 adds Battlegrounds
Post by: Kovacs on January 28, 2010, 10:15:06 AM

 Did they learn NOTHING from the NGE?  :roll:


You've got to be kidding me.


Edit:  I may as well add something constructive. I played on the PvP server at launch and thought it was decent in groups but had some obviously unbalanced classes.  When I say unbalanced I generally mean that at the time certain classes (e.g. Swash/Dirge) were good in both solo and group PvP without being forced to specialise or trade off any of their PvE advantages.  

Also, given that the PvE game is going through a new round of balancing issues with the aborted hate changes, retasking summoners and rogues etc. and that the call for PvP was so underwhelming Venekor was just merged I'm not sure that creating an entirely new PvP system was a good use of resources.  


Title: Re: EQ2 adds Battlegrounds
Post by: ezrast on January 28, 2010, 10:47:22 AM
80-90 only confuses me. As I recall from my short stint on the PvP servers, even the game's current PvP player base would rather just PvP at 15 or so than level to cap. They're certainly not going to entice any new players with cap-only BGs, not when you can level exclusively through BGs in WoW and WAR. And, as has been said, the current 80-90 base will probably only see this as, at best, a distraction while they wait for the raid to start.

Only thing that makes sense is that 10-19, etc., tiers are in production and this is just the testing bed to make sure the system isn't broken before they implement it across all levels.


Title: Re: EQ2 adds Battlegrounds
Post by: Shatter on January 28, 2010, 11:52:22 AM
All of which is fine and well, and useful criticism. I was objecting to calling this an NGE. That phrase gets used far too much where it has no context at all.

Tweaks to classes for "balance" have been discussed and whatnot for over a year. In fact, just about one year ago I was helping handle the fallout from changes that were made to the fighter classes. They weren't communicated well and the surprise added to the complaint pile. The changes were reversed, but the notion of class changes was left on the plate, discussed at Fan Faire, etc. -- and are unrelated to the Battlegrounds.




Since I havent played EQ2 in a while, nor did I ever PvP in it(still find it hard to imagine PvP in EQ2 but thats just me) I will assume there are currently some classes and / or abilities considered to be overpowered by the general PvPers.  If so, are you in fact going to "balance" abilities and/or classes since this game addition will, or at least is intended to draw more people to Eq2 PvP?


Title: Re: EQ2 adds Battlegrounds
Post by: Soln on January 28, 2010, 01:35:05 PM
I never understood why there wasn't some consensual PvP in EQ2 given they have a good and evil side.  With separate zones, etc.  The Betrayal Quest between sides was one of the best things I've ever played in an MMO. Loved it.  It gave my toon an actual history. And seeing good/evil races in a good/evil starting zone always seemed pretty cool. Made me feel unique. Would've been even cooler if we had PvP :)


Title: Re: EQ2 adds Battlegrounds
Post by: Count Nerfedalot on January 28, 2010, 04:48:30 PM
All of which is fine and well, and useful criticism. I was objecting to calling this an NGE. That phrase gets used far too much where it has no context at all.

Tweaks to classes for "balance" have been discussed and whatnot for over a year. In fact, just about one year ago I was helping handle the fallout from changes that were made to the fighter classes. They weren't communicated well and the surprise added to the complaint pile. The changes were reversed, but the notion of class changes was left on the plate, discussed at Fan Faire, etc. -- and are unrelated to the Battlegrounds.

Perhaps you missed the fact that at no point did I call this an NGE?  If mentioning the NGE in any context makes you as a Sony person butthurt, well, tough.  That's your history, you guys brought it on yourselves, you'll have to deal with it.  What I did ask was "Did they learn NOTHING from the NGE?"    Since the post and context in which I asked that question was ridiculously long and reading is hard and all, I'll sum up the specific lesson I was hinting at in short easy words:

Dance with the girl that brought you to the party.




Title: Re: EQ2 adds Battlegrounds
Post by: Soln on January 28, 2010, 04:52:12 PM
I know who said that!   :grin:


Title: Re: EQ2 adds Battlegrounds
Post by: RhyssaFireheart on January 28, 2010, 05:27:08 PM
I just heard about the battlegrounds today and at first glance, I'm all for them.  But I started EQ2 on Nagafen and have played PvP in all the games I've played over the years, starting with AC (WTH does everyone forget about AC?)

As long as it's not going to be required for anything, I'll be happy to check out the Battlegrounds for a change of pace.  I think that's where you're going to draw in players - something different to do that doesn't involve raiding or finding a group to do X dungeon for the nth time on your whatever number alt.  Running across an actual brand new to gaming or EQ2 is so rare that it's practically a celebration when it happens.  Plus it could be an attempt to draw off some players who enjoy that aspect of gaming but in general prefer to play PvE normally.

I really wish SOE would freaking give up their stubbornness about adding more char slots.  I have 2 chars still on Nagafen that I refuse to delete (one for name reasons, one because she's holding our original guild name there still) and 4 on AB that I'm actively playing.  That leaves me 1 slot open if I ever want to make a new char (I'd love to try out a mystic) or else I have to delete an existing character.  Not an option on the latter.  And I don't have a computer that I want to try running 2 instances of EQ2 on just so I can get a second account either. *sigh*  Seven slots per server would  be fine with me even.


Title: Re: EQ2 adds Battlegrounds
Post by: NiX on January 28, 2010, 06:33:50 PM
Perhaps you missed the fact that at no point did I call this an NGE?  If mentioning the NGE in any context makes you as a Sony person butthurt, well, tough.  That's your history, you guys brought it on yourselves, you'll have to deal with it.  What I did ask was "Did they learn NOTHING from the NGE?"    Since the post and context in which I asked that question was ridiculously long and reading is hard and all, I'll sum up the specific lesson I was hinting at in short easy words:

Dance with the girl that brought you to the party.

I saw your NGE comment and stopped reading. Not to mention you're bordering on Wall Of Text territory here. Also, if you're not calling it an NGE or even remotely trying to imply it's the same, then do tell what they were supposed to learn.. from something that's not related to Battleground PVP. Never make changes? Ever? Good idea!


Title: Re: EQ2 adds Battlegrounds
Post by: statisticalfool on January 28, 2010, 09:45:34 PM

Dance with the girl that brought you to the party.


See, a complaint about this is a complaint about focus. You are asserting: they are working on X, and they shouldn't, because Y is their core strength and X never will be.

That is not related to the NGE. I think the pithy lesson you were looking for was:

Dance with the girl that brought you to the party, not cut her open, rip out all her organs, and replace them with cyborg parts built from a LEGO mindstorms set you're pretty sure stopped working a few months ago.

Small difference.


Title: Re: EQ2 adds Battlegrounds
Post by: Sheepherder on January 28, 2010, 10:12:42 PM
But as I pointed out, NOBODY else in the history of MMOs has succeeded at doing this post launch, so the odds don't seem very good.

Warcraft didn't launch with a functional pvp system.


Title: Re: EQ2 adds Battlegrounds
Post by: Kageru on January 28, 2010, 10:29:35 PM
WoW is probably the best example of after-thought PvP damaging the PvE game balance so not sure you are really making the point you wanted.

And thanks to EQ2flames for reminding me that Pardo said as much,

"We didn’t engineer the game and classes and balance around it, we just added it on, so it continues to be very difficult to balance. Is WoW a PvE cooperative game, or a competitive PvP game? There’s constant pressure on the class balance team, there’s pressure on the game itself, and a lot of times players who don’t PvP don’t understand why their classes are changing. I don’t think we ever foresaw how much tuning and tweaking we’d have to do to balance it in that direction."


Title: Re: EQ2 adds Battlegrounds
Post by: Sheepherder on January 29, 2010, 12:04:32 AM
WoW is probably the best example of after-thought PvP damaging the PvE game balance so not sure you are really making the point you wanted.

Pardo said it was hard, not that it damaged PvE.  Regardless, I concede the point: WoW is clearly in a bad state right now.  I mean, clearly.


Title: Re: EQ2 adds Battlegrounds
Post by: Grimwell on January 29, 2010, 12:28:08 AM
All of which is fine and well, and useful criticism. I was objecting to calling this an NGE. That phrase gets used far too much where it has no context at all.

Tweaks to classes for "balance" have been discussed and whatnot for over a year. In fact, just about one year ago I was helping handle the fallout from changes that were made to the fighter classes. They weren't communicated well and the surprise added to the complaint pile. The changes were reversed, but the notion of class changes was left on the plate, discussed at Fan Faire, etc. -- and are unrelated to the Battlegrounds.

Perhaps you missed the fact that at no point did I call this an NGE?  If mentioning the NGE in any context makes you as a Sony person butthurt, well, tough.  That's your history, you guys brought it on yourselves, you'll have to deal with it.  What I did ask was "Did they learn NOTHING from the NGE?"    Since the post and context in which I asked that question was ridiculously long and reading is hard and all, I'll sum up the specific lesson I was hinting at in short easy words:

Dance with the girl that brought you to the party.
If we are going to mince words no - you didn't call it an NGE. You did reference the NGE and in the context you were indeed comparing this change to the one made there. If you don't think you were, then you were using words wrong.

The NGE is indeed SOE's history, and before my time. I'll dance with my bitch just fine thank you. Don't go throwing my brothers old hag in my direction and telling me that I have to hump her leg because he did too. She's not mine, and I'm not interested.



Title: Re: EQ2 adds Battlegrounds
Post by: Count Nerfedalot on January 29, 2010, 02:50:03 AM
The NGE is indeed SOE's history, and before my time. I'll dance with my bitch just fine thank you. Don't go throwing my brothers old hag in my direction and telling me that I have to hump her leg because he did too. She's not mine, and I'm not interested.

Oh, way to go twisting an analogy beyond all possible reason.  OK, I can play along.  So you are calling the existing (and mostly PvE) EQ2 playerbase your brother's old hag?  That's going to endear you to them real well.  Almost makes one misty-eyed recalling the days of Absor and Abashi.

No?  That's not what you meant?  OK.  Stop exaggerating, twisting and then arguing with a throwaway snarky comment.  And I'll refrain from replying in kind AND stop poking that painful wound with a stick.  Apparently that particular TLA is another way to Godwin a thread worthy of a Corrolary.

Truce?


Title: Re: EQ2 adds Battlegrounds
Post by: tkinnun0 on January 29, 2010, 03:01:57 AM
Pardo said it was hard, not that it damaged PvE.

"a lot of times players who don’t PvP don’t understand why their classes are [nerfed]"


Title: Re: EQ2 adds Battlegrounds
Post by: statisticalfool on January 29, 2010, 06:02:39 AM
Pardo said it was hard, not that it damaged PvE.

"a lot of times players who don’t PvP don’t understand why their classes are [nerfed]"

Pardo said it was hard, and cost more resources then they had expected. Could they have had have launched another raid or two, or added a bunch of smaller things in each X.0 version of WoW if they had ignored PvP beyond "hey, you can duel"? Sure.

But after some really clumsy, horrible implementations, they've now got a large chunk of their playerbase who PvPs casually, and a significant chunk for whom that's the game they're around there for. They put in the time to build another core competency, and it costs them time/resources, but I'm pretty sure one of the hooks that keeps people in WoW is that there's a lot of different things to be doing, based on your whim.

Similarly, max-level BGs in EQ2 may seem as clumsy as the first honor system, and if that's all they're going to do, then sure, shoot em up. But my guess is that this is part of a large scale effort to add another way of playing. You can argue that EQ2 is so heavily focused that having more game modes is not going to slow attrition/bring growth, but that's an argument I'm not sure is obvious (other than yada, yada, EQ2 will never have 10 million subscribers).



Title: Re: EQ2 adds Battlegrounds
Post by: devildog on January 29, 2010, 07:47:02 AM
I played eq2 specifically for the pvp when they opened Nagafen. I accept that i'm probably a minority, but this announcement definitely got my attention. I loved the small group vs. small group combat at times in the open world, but several factors brought that to a close after a short period of "wild west" type action early on. The zerg, camping, zone hopping, hackers, etc. brought that to a screeching halt. At this point i would gladly settle for bgs minus hackers in eq2 instead of arena in WoW for my gaming fix.

There were plenty of bad things about eq2 and i'm sure those who played know the pros and cons, so i won't even go into that. I personally loved the combat system in eq2 and thought the ability for tanks to taunt in pvp was pretty revolutionary. Maybe i missed a game that brought this to the table previously, but i finally found a game where a tank had a role in pvp for once. I was pretty impressed by that alone. Yea, it's a team game, but it seemed like you could form competent teams from just about anything and be competitive without being pigeon-holed into x/y/z or go home. I'm sure it isn't an earth-shattering system to many people, but i thought it was different enough from WoW, DAoC, and SB to grab me for a while.

I will probably take a look at this again and see how it goes. My main concern now is if they have a population to drive something like this.

- Typhoid


Title: Re: EQ2 adds Battlegrounds
Post by: SnakeCharmer on January 29, 2010, 07:57:27 AM
The NGE is indeed SOE's history, and before my time. I'll dance with my bitch just fine thank you. Don't go throwing my brothers old hag in my direction and telling me that I have to hump her leg because he did too. She's not mine, and I'm not interested.

Oh, way to go twisting an analogy beyond all possible reason.  OK, I can play along.  So you are calling the existing (and mostly PvE) EQ2 playerbase your brother's old hag?  That's going to endear you to them real well.  Almost makes one misty-eyed recalling the days of Absor and Abashi.

No?  That's not what you meant?  OK.  Stop exaggerating, twisting and then arguing with a throwaway snarky comment.  And I'll refrain from replying in kind AND stop poking that painful wound with a stick.  Apparently that particular TLA is another way to Godwin a thread worthy of a Corrolary.

Truce?


He's not talking about the playerbase, dude.  He's talking about the NGE specifically - as in RADICAL OVERARCHING (over arching?) GAMEPLAY MECHANICS.  As in completely changing the game.

Yeesh.


Title: Re: EQ2 adds Battlegrounds
Post by: Modern Angel on January 29, 2010, 08:30:52 AM
Jesus, Nerfedalot, shut up.


Title: Re: EQ2 adds Battlegrounds
Post by: Sheepherder on January 29, 2010, 11:05:13 PM
Pardo said it was hard, not that it damaged PvE.
"a lot of times players who don’t PvP don’t understand why their classes are [nerfed]"

Which is still not the same thing as damaging the PvE game, unless you're being nerfed.  Then it's a tragedy, because you're the only one who plays the game and the other people complaining about being benched from content until they get geared enough to compete with others of your class are actually elaborate Turing machines.


Title: Re: EQ2 adds Battlegrounds
Post by: Koyasha on January 30, 2010, 12:44:42 AM
Balancing for pvp will always change the pve game, usually in ways that make it less fun.  For example, if we're balancing for pvp, most of the time we really can't have an ability that gives you tremendous defenses at the same time as allowing extremely good offense, even if it's balanced for pve via a long cooldown.  WoW paladins are a good example of this, and how they were forced to add all kinds of limitations to their abilities because their bubble allowed them invulnerability in pvp while they could also throw out a ton of damage.  Did they eventually come out balanced?  I dunno, I guess.  But they did change things that people liked, that would not have had to be changed for pve.


Title: Re: EQ2 adds Battlegrounds
Post by: statisticalfool on January 30, 2010, 03:10:45 AM
Balancing for pvp will always change the pve game, usually in ways that make it less fun.  For example, if we're balancing for pvp, most of the time we really can't have an ability that gives you tremendous defenses at the same time as allowing extremely good offense, even if it's balanced for pve via a long cooldown.  WoW paladins are a good example of this, and how they were forced to add all kinds of limitations to their abilities because their bubble allowed them invulnerability in pvp while they could also throw out a ton of damage.  Did they eventually come out balanced?  I dunno, I guess.  But they did change things that people liked, that would not have had to be changed for pve.

People don't like change, unless you're buffing their class and nerfing everybody else. Period.

Sure, PVP affects class balance, but if anything, I think it spurred them to tighten class balance a lot more than without out. Remember the good ol' days of: "I guess we have to bring a hunter because they have Tranq shot"? That's the kind of stuff you can get away with much easier without PvP.



Title: Re: EQ2 adds Battlegrounds
Post by: Kageru on January 30, 2010, 06:26:29 AM

PvP balance is almost always towards homogeneity. For PvE having lots of very different powers is fine because they are being applied cooperatively against an NPC mob that doesn't complain. And having vulnerable cloth classes, support classes or heavily armored melee classes is great because that gives interesting group dynamics. In PvP the balance is far more demanding and discourages from having too many unique abilities or role strengths. So from a PvE view PvP balancing is almost always a negative.

Entire playstyles that are interesting from a PvE perspective (such as crowd control) are disastrous when brought into a PvP perspective.


Title: Re: EQ2 adds Battlegrounds
Post by: statisticalfool on January 30, 2010, 07:16:33 AM

PvP balance is almost always towards homogeneity. For PvE having lots of very different powers is fine because they are being applied cooperatively against an NPC mob that doesn't complain. And having vulnerable cloth classes, support classes or heavily armored melee classes is great because that gives interesting group dynamics. In PvP the balance is far more demanding and discourages from having too many unique abilities or role strengths. So from a PvE view PvP balancing is almost always a negative.

Entire playstyles that are interesting from a PvE perspective (such as crowd control) are disastrous when brought into a PvP perspective.


I accept this in theory. I'm not sure this works in practice: relative homogenity enables you to have less strict group composition mechanics, and means you don't have to design every boss around the sum total of: "here are all the most degenerate builds: there's the person who can keep 5 adds CC'd indefinitely, so we'll need at least 6 adds to put any pressure on anybody, or we'll need to add immunities" or "here is how we make every class useful: tranq shot!".

This is actually really close of the dynamic/static argument: when classes are more homogenous, it's easier to build dynamic content that hits the sweet spot of difficulty. You can make those characters feel a lot different, or give each one its quirk to make it bring something new to the table. But having the 'diversity' of classes that are so weak that one slash of a boss kills them, and having classes that are so resistant to damage that they can take those slashes quite easily, as long as they have someone to heal them, and hey, tank/dps/heal time.


Title: Re: EQ2 adds Battlegrounds
Post by: Rendakor on January 30, 2010, 12:29:24 PM
For everyone crying about EQ2 nerfing PVE for PVP's sake: don't spells in EQ2 work differently in PVE and PVP? I remember playing on Nagafen when it first opened, and spells would do X damage in PVE, Y damage in PVP; this allowed them to nerf a class for PVP without impacting PVE performance, and was a really great idea. Did they do away with that, or did everyone here forget/never play EQ2?


Title: Re: EQ2 adds Battlegrounds
Post by: Grimwell on January 30, 2010, 01:09:26 PM
For everyone crying about EQ2 nerfing PVE for PVP's sake: don't spells in EQ2 work differently in PVE and PVP? I remember playing on Nagafen when it first opened, and spells would do X damage in PVE, Y damage in PVP; this allowed them to nerf a class for PVP without impacting PVE performance, and was a really great idea. Did they do away with that, or did everyone here forget/never play EQ2?
This.

My apologies for not putting the social math together on that one, I assumed it because I live and breathe SOE products.

In EQ2, the abilities work differently between PvE and PvP. They have the exact same name, but the numbers and effects are different. So when they need to tweak the game for PvP balance, it does absolutely nothing to the way abilities work for PvE. The two systems have the same surface (names, icons, rough idea of what a power does) but are different when you go beneath it.

Which might explain why I had a hard time understanding how someone could suggest that a lesson from the NGE applies here. The core game system is not being changed.

People debating the value of spending development on a new PvP addition for a mature game are speaking to a different point. :)


Title: Re: EQ2 adds Battlegrounds
Post by: Sheepherder on January 31, 2010, 12:50:08 PM
Balancing for pvp will always change the pve game, usually in ways that make it less fun.  For example, if we're balancing for pvp, most of the time we really can't have an ability that gives you tremendous defenses at the same time as allowing extremely good offense, even if it's balanced for pve via a long cooldown.  WoW paladins are a good example of this, and how they were forced to add all kinds of limitations to their abilities because their bubble allowed them invulnerability in pvp while they could also throw out a ton of damage.  Did they eventually come out balanced?  I dunno, I guess.  But they did change things that people liked, that would not have had to be changed for pve.

People like not having trade-offs, they like being the unfettered god of everything they see.

I have a a paladin, they're fine.  An expected side-effect of Divine Shield / Avenging Wrath mutual exclusivity is that people need to be aware of when a boss is going to throw out of of his massive raid damage abilities, need to evaluate whether they may need the bubble to survive, and need to evaluate whether they risk of dying offsets the increased damage in the meantime, and vice versa.  The 50% damage reduction while under the effects of Divine Shield forces them to evaluate whether they really want that shield to go the full length, or whether it's safe to drop it.

Both of these have improved the PvE game, to my way of thinking, because there is an implied player managed risk to hitting the AW button now.  It could conceivably be better if removing either buff triggered a (shortened) wait time, giving the player more control over their exposure to risk (so if you used DS for 2 seconds and dropped it you would have AW back 8 seconds from the initial DS cast as opposed to 18) but either scenario is better than "Press buttan fer moar damage, press udder buttan fer godmode."


Title: Re: EQ2 adds Battlegrounds
Post by: veredus on March 27, 2010, 03:37:13 PM

Now that these have been out like a month or so (I think anyway), what level ranges are the battlegrounds and most importantly are they any fun? Debating on re-subbing to EQ2 to try these out since I liked the pvp server when it first came out. 


Title: Re: EQ2 adds Battlegrounds
Post by: Count Nerfedalot on March 29, 2010, 08:56:43 AM

Now that these have been out like a month or so (I think anyway), what level ranges are the battlegrounds and most importantly are they any fun? Debating on re-subbing to EQ2 to try these out since I liked the pvp server when it first came out. 

if it's solely the battlegrounds you are interested in, you may want to wait a bit longer.  We still see messages to the effect that BGs are being disabled until further notice several times a week.  :awesome_for_real:

Of course you're missing out on the chance to be first to do this that or the other, so you'll have to make that call for yourself.


Title: Re: EQ2 adds Battlegrounds
Post by: veredus on March 29, 2010, 01:49:05 PM
Don't need to be first but I read its for 80+ only. That's kind of a downer since highest level is only 65.


Title: Re: EQ2 adds Battlegrounds
Post by: Sky on March 29, 2010, 01:59:31 PM
Har har, I've got a level 77 wizard.

Too bad I have zero interest in pvp in EQ2.


Title: Re: EQ2 adds Battlegrounds
Post by: veredus on March 29, 2010, 04:55:20 PM
I really enjoyed the pvp, at least up until mid 20's (as far as got on the pvp server) but don't really enjoy the pve anymore. Would certainly give it shot again if I could resub and log in and start with the pvp right away. I can't force myself through the parts I don't like anymore to get to the fun, so unless they lower the lvl requirement for it, looks like a pass for me.


Title: Re: EQ2 adds Battlegrounds
Post by: devildog on April 02, 2010, 07:17:41 AM
I'm sitting in the same boat as a previous poster. I have a couple of 65ish level characters and decided to push them along a little bit to get to the pvp. Yea, it sounds silly to me too. I see a lot of chat about the bgs being down or messages that it is currently disabled. I see some emblem/badge gear for pvp rewards, but it seems a bit too early to try and jump in.

 Being a long-time open world pvp proponent i feel dirty even advocating instanced pvp, but i just don't have the time to jack with spending 3 hours to finally land that all=important open world engagement like i used to. Any more i find myself logging a couple of hours a night on the PS3 playing MW2. Instanced pvp in eq2 would just be a notch above that i think and allow for a little different mix.

 I may wait a bit and see if this even turns out before i try and burn through to 80. For some odd reason this has me missing the old daoc battleground, Thidranki i think it was? Just pop out your alt goof around character and go mess around some tiny keep on an island we mildly care about.