119366-treatise-pvepvp-server-idiosyncrasy

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However, this isn't meant to be a zero-sum game, hence the point behind making sure that the art resources are shared as much as possible and the PVE servers get just as much. I would agree that they shouldn't be designing areas solely for PVP; I'd actually say that's not a good idea anywhere. However, by differentiating the areas by server type, certain assets can pull double duty and not only give PVP players a reason to be out and about in their world, but PVE players a reason to be out and about beyond whatever 20 man event is going on. The entire point is that world interaction is very limited, even on PVE servers, leading to the open world feeling empty. In games like WoW, this also happens but isn't as much of a problem. Raw population simply powers the game through that. Wildstar doesn't have that kind of raw population right now. I think Entity could benefit from a random PVE event just as much as Warhound could benefit from a random PVP event. All I'm proposing here are ways in which those can be done using the most minimal amount of exclusive code to improve interactivity in the server populations. That's why I think the argument has been somewhat misplaced. The argument has nothing to do with how many people are online, or how many people are online at once, but how many random people you see out in the world just doing things. It just so happens that I see making the assets different between the servers is a better way to prioritize services. Then you don't need to make a PVP area that is empty on a PVE server or another 20 man event that Luminae can't put together consistent teams for; you can do both at the same time and all that changes are some NPC locations, objectives, and at first just some dailies. That's what I got from that survey. Everyone wants more events and more going on in the open world, there's no reason they can't introduce minimal objective changes between servers using the same world assets, give the people what they want, and save a LOT of time.


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You don't seem to understand how this works. 1) Tony shows up on a PvP server. Tony is level 10.  The opposite faction will have to go through ridiculous lengths to even get to Tony in that leveling area and when they die from Guards and/or other players who will surely show up to guard him, they will be teleported away... far away. Few players will go through those lengths to get to him and those that do get to him will make a great show of a) the douchebags they are to lower players and B) their skill at getting that far only to face a wall of resistance that makes great TV. And CORRECT ME IF I'M WRONG: Isn't flagging for PvP optional for players under a certain level anyway? I don't think PvPers can kill a level 10 player in the leveling zone even on a PvP server. 2) Tony takes forever to level up but somehow manages to get to Thayd/Illium. The whole server as you predict shows up and and there's a massive battle in the city. People will show up in droves to watch, subscribed or not and if they subscribe they will show up to participate. TL;DR: I don't care about how "unobstructed" his leveling is. The resulting morale boost is worth Tony's sacrifice.


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