The future of PvP in SWL

pvp

#193

Because PvP’rs have loud and nasty mouths and if they re-open minigames, event that PvP’rs cause the positive spike on charts (might be pretty big I say), afterwards those loud and nasty mouths will open. Why? Because everyone compares SWL PvP to TSW PvP, and SWL combat system is just awful shadow of flexible TSW Ability Wheel. Not forgetting Glyph, Signet and Augment tweaking possibility what made TSW system just great. It was most fun thing to min-max your build and test it against the Legends.

Secondly, if Funcom does not find prize tag to PvP minigames, it wont happen. They say that they do stuff for community, and they do… but PvP community is not their target community in SWL. Funcom what made TSW Test Server Events for Dev killing fun and building PvP minigames together with PvP’rs is gone. No more Dev Killer T-Shirts nor nothing…

SWL does not want harsh-trashtalking-PvP veterans in this version of game, so why bother more? Lets just go back to TSW and Events what players seem to organize in here to there too… untill they shut it down.

If we get upcoming TSW PvP Event enough folks to participate, I promise to re-open my Enjin Forum with Event calendar and voice server. Heck I even pay it, but someone has to help me. We can drag our ■■■■■ to TSW and organize mayhem and fun-fun.


#194

Well … where to begin?^^

The reasons are probably that PVP since the launch of TSW always played a minor role as content in comparison to the dungeons for example.

The reasons for that are probably, that TSW once did put a heavy focus on PVP in its concept before the launch (-> there is a Dev-Diary-Video where Martin Bruusgaard talks about “[…]where Over 100 players clash over control[…]”) and “the secret war” (The Pre-launch facebook-app/ARG) beetween the factions, but i think they found out very soon, that the engine or the netcode (or both) couldn´t handle such massive numbers, wich maybe was the death-sentence for the Development-Focus related to PVP after launch.

Also PVP always had its problems and they were probably very hard to fix (mostly balancing- and game-performance-wise).

Also the PVPers and the Devs did not always have the best relationship to each other because of different reasons back in TSW.

And last but not least (Disclaimer: Speculation!): Funcom has statistics but it seems they don´t know how to interprete them properly.

They said they included Shambala in SWL with the relaunch because they thought it had been the most popular Game-Mode in TSW.

Shambala was indeed popular for a certain time when they introduced it rather late in TSW because the PVP-players were happy and curious about something fresh, so a lot of them played it when it was introduced.

Additionally Shambala had exclusive PVP-signets as a reward wich also motivated a lot of people to play it, because there was no other option to earn them ( Except the Auction house ).

BUT … the popularity of shambala was never related to the gamemode itself!

Shambala has a huge lack of tactical depth, the teams are random and it´s nearly impossible to talk tactics before the match begins. The matches are over way to quick, there is no respawning and the gamemode is very easy to exploit (aka: making the match ending early) when one plays it only for the rewards, wich are now nearly the same for winners and loosers.

99% of the PVPers like me (= TSW-veterans) never played shambala because it was fun. They played it because there were no alternative game-modes when it comes to PVP in SWL. Also some played it just for the shards (Wich is totally ok but says nothing about the quality of the gamemode).

And i think funcom still doesn´t understand that, because they just look at the numbers and not at the things we are writing here.

If they would, they would recognize, that nobody plays shambala currently because it is just garbage and even the last player has finally realized that.

But their interpretation probably is: “Nobody plays it so there is no interest in PVP in general”
And thats just wrong!

EDIT: Sawo also wrote a lot of true stuff!

EDIT: Who doesn´t believe me about the PVP-Focus pre TSW-Launch should watch this:

EDIT: Typos ^^


#196

As we’ve mentioned before, PvP is not a priority of SWL and SWL’s gameplay systems were not designed with PvP in mind. There is nothing “quick” or “easy” in the world of game development, and PvP won’t take priority over developing new gameplay content. That said, we’re obviously aware of your requests. :slight_smile:


#197

Hey, thanks for the answer.
Is it possible that you guys make a few adjustment into TSW if we get PvP back and running there, even it is in maintenance mode? This way we could have our fun time in TSW, and you/we can focus only PvE in SWL side. Only major issue in TSW seem to be few NM Raid talismans… and then its ok for most of the PvP folks for sure.

Say yes and make people happy :wink:


#199

Our development resources have been and will continue to be focused on SWL.


#200

Sry to keep you up with the topic but can we get the lowering to the shambala players needed from 20 to 10 per game.
5v5 would give pvp players and pvp interested more wiggle room to organize stuff and while pvp is no focus that should be a relative small change compared to adding new tsw maps back.

I know many dislike shambala but me and a few of the other peeps enjoy the short, relaxed nature of shamabal for inbetween dungeons/missions.


#201

Appreciate seeing some responses from Andy. A few worlds whether positive or negative go a long way sometimes. I do think there is still a much larger concern in that players are just bored. I run the South Africa missions daily, sometimes twice a day and every time I see comments in general chat to the effect of “Is that it?” Or “Wow that was fast”. Also contrary to my expectations I’ve seen much less people return to SWL then I had expected would upon release. I’ve spent hours in South Africa and Agartha where it is dead silent and feels like there really wasn’t this big content release that people have been waiting for for 3 years. Perhaps everyone is just busy picking corn though :slight_smile: BE THE CHANGE!


#202

I think the people being vocal about it are just used to rushing through content or lets call it burning the candle on both ends. Most people take it slower but aren’T as active in any of the outlets even if it’S general chat.
And no matter how much content funcom provides there is always a portion of the game community that feels it’s not enough.

Content is like a good wine. You have more from it if you saviour the taste and drink it slow with good food and company. Even if some people claim drinking the whole bottle in one swoop is the only way.


#203

Perhaps a PvP weekend would be good, then? Double rewards for finishing Shambala, Triple for winning.

Or just make that a general change.


#204

andyb, Thanx for beeing “crystal clear”! :wink:


#205

This may even be a good way for them to test permanent reward changes


#206

Andy, thank you for answer.

I do not consider myself as a pvper, but back in TSW I really enjoyed pvp. In fact, it was the only game I have pvped. I miss pvp in SWL (and The Secret War or at least some more faction rivalry).

As we know we will not get any of old maps, I would try to be constructive and have some ideas how to make SWL pvp a little more appealing for more people with no so much work…

  1. As already mentioned, lower Shambala teams to 5.

  2. Reconsider rewards. Make them a liitle more attractive. I don’t mind any RNG even. What about idea to have few unique agents, with very low chances to get them if you are in a winning team. And maybe even to have few very unique ones who would appear in loot for limited times only. This may work as some kind of “event”: for a limited time (a week maybe) there is a chance to get an attention of some professional who will join your agent team. As I said I would not mind, if it would be RNG based and chances would not be high. It would be far better than nothing we have now.

  3. What about some agents for pvp achievements? I would recommend tie them to winning achievements/killing player ones. It may motivate people try to be active in pvp and not afk for rewards only.

  4. We have 3 fight clubs and they could be used in more creative way. What about some kind of tournament sponsored by Council of Venice.

I have few ideas but most of them would require more coding/database work. It should be as much simple as possible. What about a chance to have for this kind of “event” one prefered fight club and each pvp victory would give us some special currency and buy something at a special vendor?

Of course I have better ideas eg. to have events when the victories in event fight club would be counted for each faction across whole population and it would enable have more sophisticated options how the events build. But this would require far more coding/database work…


#207

In fairness, even Tilty himself said it’s going to take ‘casuals’ about a week to finish this. Unless you’ve committed to ‘one mission a month and no more’ it’s still not going to take all that long.

But yes, if you burn through it really fast, well, guess what, you burned through it really fast and that’s all there is.


#208

And that is a good thing. I still do not understand why some people here want PvP back in SWL while the new gameplay cannot provide an enjoyable experience. For those who want PvP, you have TSW. The game is still open. I am pretty sure if you suggest PvP events, people will answer the call.

Maybe one day, Funcom will release a TSW game devoted to PvP with the good old combat system but with some graphic and animation improvements, more maps, the carbon character system and the possibility of fighting with your clothing style :rabbit:


#209

For me? I have no time for several games, I enjoy some level of faction rivalry in Secret World universe, I like diversity as SWL has very limited content and it is easy to burn out…


#210

To my knowledge most of the maps were removed from TSW also. I believe only Fusang is still operational. Atleast this is what I’ve hear from efforts made to pop the other PVP zones even with more then enough players qued.


#211

This is me also. I work 12 hours a day and don’t get chance to play as often as I like but even with limited time and an honest effort to take my time through things I still hit a wall.


#212

So, what we play next? andyB was clear enought so I lost interest to play both TSW and SWL :rofl:


#213

Well as Andy said the game is not designed for it which is a shockingly honest perspective compared to other MMOs that think they can balance abilities around killing monsters with 10-100x the HP of players and killing those same players.


#214

I agree you wholely. SWL PvP will be a shallow compared to TSW. But, as andyb said, FC wont spend resources to TSW. And last PvP Event in TSW, about month a go, big thing to talk about was NM Raid gear. I dont care about Raid gear, I love my Purple Riposte more than any of those Raid drops. By saying this, TSW PvP will turn to NM raid gear drama as it was before SWL announcement. There will not be tweaks to this, so all TSW PvP will also have whinery about this issue, and I dont want to hear/read it in General/Forums/nowhere anymore.

Im happy that andyb made clear statements, and o’boy have we poked him for that answer from early Reddit days to this day. PvP is dead in Secret World, at least it is to me. No point.