117562-merge-warhound-and-entity

Page 1, Page 2

Content
{| style="width: 100%;"

Are you implying that I should transfer to a different server just to be able to have a population that sustains casual group making?

The vast majority of my friends are inactive until Drop 3. They just couldn't handle the wait, and neither can I really. That's why I've been looking at other aspects of the game to fill my time. The other issue is that having 2 separate servers limits your groupability. Sure, you can try and find something in group finder, but the queues are absurdly long, without a guarantee of anything rewarding. By default, most of the people that enjoy PvP (like my focus) are on Warhound. This poses a problem as I'm either choosing between a server with a healthy economy / population / groups / new people to play with, vs having people to pvp with.


 * }
 * }

{| style="width: 100%;"

OH! I see the problem now. You don't like having to choose, so you want the game developers to choose for you and then force that choice on everyone else as well. That's much more reasonable! Carry on.

I rather think he wants to be on a densely populated PvP server. This is how he's attempting to cope with the realization that he can have one or the other, but not both.


 * }
 * }

{| style="width: 100%;"

I'm for a PvX Mega-Server and neutral toward PvP either being always on or off but this isn't gonna slide in a faction split game with a large margin strongly against. So instead merge Jabbit, Entity and Luminai, Warhound! That would be a large boon for me in Wildstar. I have my main account and EU WoW account to play with a few friends and don't think I would anytime soon open a W* EU account with my client optimization being subpar then all the continuing population talk.


 * }
 * }

{| style="width: 100%;"

Explaining why your idea is a bad one is a difficult task. To people that actually like to PvP competitively, no explanation is needed. We simply look at this idea and facepalm and say things like, "silly pvers." What you're suggesting is having players with different rulesets coexist side by side, by making certain spells only heal / deal damage to other objects of the same state. While in theory your idea makes it so that they CAN play together, doing it your way is like making a co-ed bathroom with no stalls. People want immersion, and they don't want to be limited. Why should I as a pvp flagged player not be able to heal someone who is dying to a pve mob? Or why as a PvE player should I not be able to help someone out who is getting attacked? Why would I ever want to use my telegraphs over someone and it not have an impact? Have you tried open world pvp in this game, like, at all? IF someone dies, they have a short time where they can't be attacked. That's a very big deal and a very frustrating experience when you're trying to swing on someone who can't be attacked. The whole idea is pretty shit when you compare it to other suggestions. People want a pve only daily zone? So what--- give them some. People want a PvP only daily zone? Give them one. You can call it Crimson Badasslands and all of the people that want to pvp can duke it out. In return, you get a different set of rewards. Make them better rewards, as they're a little bit more challenging to obtain. This effectively solves the same issue you have, without actually *cupcake*ing up the game / having a considerable time investment. What other games have you seen your idea in?

Yet again, just to reiterate:  the entire idea is to make it so that you can play with as many players as possible. Its a MMO. We're already split in half faction wise-- why do we need yet another split on whether we're pve or pvp? Don't you think, that if your idea had any sort of worthwhile merit, they would implement it in some of the most recent pvp games?

Small interest in World PvP + Lower population on the PvP Server + Very little real difference in the World PvP in this game = Recipe for Server Merge. Hell, drop 5:  War of the Wilds is a new open world pvp zone, complete with MOBA aspects. People want to pvp against other players. Sure, some people like ganking defenseless pve players, but I personally prefer open world pvp in the sense that it BLOCKS OFF or captures objectives. I want to kill the opposing faction so that mine benefits. I want to unlock certain areas of the map for my PvErs to go farm. I want to set up a fire at the entrance to an Eldan Earth farming ground so that people actually have to PvP to get the benefits. That's what World PvP is about, to me.


 * }
 * }

{| style="width: 100%;"

Vick, your thoughts here mirror my own, phasing would have to be designed so that people could pass between rulesets for there to be any benefit behind it, but I don't think it'll be considered for reasons explained below. I agree W-PvP needs actual in game world objectives, I made a post a while back https://forums.wildstar-online.com/forums/index.php?/topic/116626-how-i-would-do-world-pvp/ saying the same. Note: I repost that without ego, it faded to page 2 for a reason, I figure most people didn't find the ideas interesting, most prefer WPvP to consist of just ambushing. I don't say that to disparage those who feel this is what a PvP ruleset server is supposed to be, or stray into the PvE-vs-PvP player debate; what I mean is phasing might solve some issues, but WPvP will be the same as before because there's no incentive. WS's "PvP economics" is reskinned WoW style BGs/Arena (with Gearscore issues) but without the population to drive it. PvP is in need of a overhaul from the ground up taking at least a year to see a light at the end of that tunnel. WS was built as a "Raider's Paradise" i.e. PvE theme-park. All of the content of the game is designed to funnel the player into raiding (insert disclaimers about not having to raid if you don't want to here). The game was never designed to give PvP servers anything different, you're flagged and targetable, but otherwise they expect you to raid and any "meaningful PvP" is done in instances just like the PvE servers. That's why I think phasing will not considered, you want more PvE access then roll PvE server and flag yourself, instant "W-PvP". Is that a good solution for players who like PvP servers? Hell no, but when you take a step back and look at what the game design actually is, the writing on the wall is (IMO) obvious. PvP players are punished by the game's design funnel, there are no world objectives, you can't use pvp gear to do raids with, etc. Its game design that's some 5-8 years behind current market desires and the PvP servers are making the best of it as they can (and in all sincerity, they have my respect for doing so). So with all due respect to suggestions how a merger could be done, Carbine/NCSoft isn't going to invest that much effort given what I see their PvP design elements being. PvP servers are in the state they are due to population attrition that mirrors the game's design, no ques for BGs while leveling means you're raw meat for ganking bullies, thus you’re not getting new players and its all about raiding anyway baby. (However, I'd bet you a box of hot donuts that if Carbine instituted a automatic zone deleveling like in GW2, new players might be more willing to tough out ambushes). i don't mean this in a angry/hostile/doomsayer tone, just expressing my perception based upon their past actions:  If another merger happens, they won't care one lick what we think, they'll do it to further reduce overhead and any subs they lose will be offset by simplified costs and they'll tell PvPers the same thing they told RPers prior to the megaserver, deal with it. <_<


 * }
 * }

{| style="width: 100%;"

Look Diabolical, I think that organizing events is a great thing. I think that you are a positive impact on Wildstar and Warhound, and I think that you should continue your efforts. However, I think your scope is lacking for the sake of pvp in this game. Let's be clear on a couple of things here, that everyone should know about Wildstar. First of all, World PvP exists, but it is in a very poor, poor state. Anyone who participates will know first hand just how bad the lag, game optimization, and mechanics are. When you kill someone, they come back with an invulnerability. This very clearly shows that pvp is not a priority for this game, but a simple handicap to those that get ganked.... which is all World PvP in wildstar is, ganking. Your events are "organized zerging," where you bring 2 groups together and tell them to wait and then to participate. This isn't true PvP. This is people looking for ANYTHING to participate as all of the people who truly love pvp have left the game, due to unacknowledged or grave errors in design. Wildstar does not have world pvp. Warhound is not a true pvp server. You have no objectives, you have no penalties or  rewards, nothing. The more people that participate, the less likely your expensive PC can handle it, thanks to poor optimization. Level 50s can go into low level zones and just wreck lowbies with impunity. None of this is fair or balanced or fun world pvp. This is all ganking, uneven fights, and people that don't enjoy competition. When you have fun at your "open world" events, its because you're having fun at an event, not for the sake of world pvp. Not for competition etc. Warhound is not fine. There are not a bunch of "competitive people coming back," there are a few. There are some people that you think are competitive players coming back. The bottom line:  The majority of people that play MMOs / Online Games do not see Wildstar as a balanced or competitive pvp game. They see it as a sorry excuse, a sideshow for the PvE, and a poor WoW clone at best. You guys don't understand the pvp in this game. You don't understand the novelty that is your organized world pvp. That's all it is -- novelty. This game is a WoW clone. It's all about instanced pvp. There's no reason to world pvp-- look at guild wars 2, or an RvR game, anything like that and see how they do world pvp / rvr. There are games for balanced and fun world pvp. Wildstar is ALL ABOUT IMBALANCE. Wildstar is INSTANCED PVP. That's their strong point. Battlegrounds, Arenas, Warplots--- nothing else matters. Battlegrounds aren't popping at the rate they should because people aren't as interested in pvp anymore. Arenas pop, but they still haven't been fixed in the manner that makes them worthwhile or fair in OVER 6 MONTHS. Warplots are only people that organize them a week in advance get to see. ITS RIDICULOUS, for people to get PAID to produce things like this. The only thing that Wildstar management and Carbine Studios has said about PvP in WEEKS is that they'rE REMOVING leaderboards, for the sake of high standards. What a joke. Tony Rey is too ashamed to even post in the thread that got such backlash because of how absurd it is. Honestly, I wish Wildstar wasn't at the state that only the people that enjoy the sorry excuse for world pvp are having fun. You're all that's left. If the devs want to listen to the <100 that are okay with the state of Wildstar pvp, despite the problems, then so be it. I'll leave, so will most of the other high ranked players, and you'll have the game you always wanted. The game where the pvers flag / pvpers show up in X zone once a week for a little bit of fun / a warplot and pvp slowly fades into nothingness. But until then, we will be here passionately pushing for competitive Wildstar PvP, that can one day be considered good enough to be an e-sport if it ever finds the money to back it up. If Carbine Studios chooses a different path, well, then it's obviously not the game for PvPers. It wouldn't be the first time they've made mortal mistakes with PvP. /rant over   All we can do is just wait and see what Carbine Studios wants for their game, and if they want to keep their jobs, or not.


 * }
 * }