It wasn’t me, I wasn’t focused on mesh then. At that point I was actually trying to stop a particular now-moved-on YouTuber from killing peaceful testers. He was trading them for clicks.
I mean if anyone else wants to know what TestLive was like, it was a constant battle simply to complete one’s testing.
On the server @droch-aon and I shared a time ago, when my eyes failed me, it was during a time when 6-7 people were actively pinholing away at everyone on the server. A needle here, a bomb there. Just exploit the fuzz of “protected one minute, not the next.” I can’t say for sure that the stress compounded my injury, but it made life especially tense.
At that point I was resolutely against “no climb” defenses. Flash forward, I’m healthy, but now we’re forced to do things inherently bad for performance simply to accommodate this playstyle.
You might have misunderstood what I meant by priority. Course the one in question may have as well. But I won’t dwell on them.
The point is, there was quite a few changes like the ones you listed. But compare them to the list of other changes in the patch those changes happened in. I’ll agree with you and make the statement that PVP changes happen every patch.
But for every PVP change, there’s a ton more changes in PVE, in cosmetics (usually in the form of DLCs, but not always as in Grave Matters), and let’s just say the patch notes for modders is quite extensive (they’re not included in normal patchnotes, they have their own location).
First off, no need to put theory in quotations. It comes off kind of like you are implying I am trying to ignite an argument.
Secondly here is how I have witnessed the dev cycle 9ver the last 4 years.
PVE–Should be first based on the core lore of franchise. NPC battles, dungeons, etc are core to most gaming experiences. So no qualms from me having it first.
RP- take the feats chart and just tag each as needed to play vs decorative/cosmetic. My guess 90% of things are there to meet a RP type players choices.
Modd8ng- Again, no problems with it being high up. By making things more mod friendly, it will allow for a longer life dpan due to some really great modders out there.
PvP—The nwrf issue most have is because it is not always well thought out when something combat related is released. The balancing of weapons is lower than the “coolness” of how they look. So new weapons/armors usually break pvp when first released.
Raid-Should not even have to say this again. What was the last true raid mechanic overhaul/update. Explosives and offlining are still the only way to raid. Gods are now back, but other than some exploit fixes, still as they were day 1. Trebs, still easily destroyed and unless you offline, can be countered easily when online.
And as stated by another poster, it is more a business decision for FC. The majority of base is now less about raids, even pvp and about Pve and RP. Even on raid servers, it was to easy to be part of a non pvp alpha, that uses offlining as the way to “win”.
I apologize if that is how you took it, I did not mean it that way. I hope the rest of my post made it clear that I do agree with you that the raiding aspect of PvP does need some love, and that some things should be implemented to liven it up.
I will admit I’ve been sick for the last, well almost a whole week now, so maybe I came off a bit more cranky that I aught to have. Again, I am sorry for that.
Fair enough. I’ll certainly accept your statement with regards to the modding side - I know you are far more knowledgeable about those matters than I am. And ok, you could well be right about relative numbers of changes in any given update - though, as biggcane points out, PVE content (at least of a non-decorative nature) is arguably for PVP as well - but let’s set that aside and stipulate it, for the sake of debate, as being pure PVE. I’d still question that this shows priority - partly a question of hours put in (which we’ll obviously never know for sure), but in particular the fact that it is mostly only PVP changes that have a negative impact on other game modes - changes for other game modes tend to less often be damaging, more often being simply additions. (An arguable exception to this being some of the nerfed items - which could be said to have been introduced for PVE but damaged PVP - but then they were nerfed, whereas changes for PVP that ‘damaged’ other game modes have generally not been reversed.) Of course, a big part of the reason for this difference in impact is the nature of what can be added to benefit the target game mode - adding new decorative items is unlikely to impact anyone that doesn’t care about them, whereas changes to PVP naturally imply changes to combat or the like.
Of course, I may still be misunderstanding how you mean ‘priority’ - but that’s how I see it at any rate - not that PVP is in some way favored, just that it is not so ignored as is often claimed (not that I mean that is what you are doing - I’m thinking more of the classic - patch gets released featuring multiple requested PVP and PVE changes, cue immediate comments of ‘We all know Funcom only cares about x game mode, but will there ever be any changes for y game mode…’)
on the contrary, just because something is weapons based doesn’t make it pvp. The issue is because the pvp side of the weapon/armor is lower priority means when they introduce it, it is more for pve combat and immediately breaks the pvp combat. Then a nerf is post-release done to “fix” pvp, and pve does get affected. But here is the thing, PvE combat is still pretty easy even after a nerf, and most pvp induced nerfs just makes pve combat last longer, not necessarily harder. RP is affected the same way. A person who likes to “play” as an archer, a mounted barbarian may have to endure a slight uptick in combat time, but again, doesn’t make it harder or even broken for pve/rp.
Not so much weapon based - I can see how that is not necessarily PVP - but more the alterations to combat and its surrounding elements (healing, stamina, dodging etc). In terms of weapons i think it’s fair to say they tend to come in with PVE ideas, that sometimes then get nerfed for the sake of PVP.
Ok - I see what you’re saying here - yeah, that seems a fair description of the usual combat impact. Some changes have made things harder, but certainly most tend towards making them longer instead. And therefore, I’ll accept that maybe ‘damaging’ is too strong a term - but can we agree that, however slight we may regard it, this can still be considered a negative? Which for the sake of my argument regarding priorities, I still think holds to show that PVP is given some priority (not more than others, but I just don’t see that it is so much less either). Though what little I am coming to understand of what you mean by ‘raid’ does indeed seem to not get prioritised - though whether that is because Funcom does not consider it or because they consider it as an aspect of PVP in general, I couldn’t say.
Absolutely
(Edit: I should probably mention - the only reason I’m not ‘liking’ the posts in this exchange is because I was away for a few days and have just caught up on the posts - so apparently I’m not allowed anymore likes for another 15 hours, lol - discourse has some odd rules, but I guess maybe ‘like’ farming is a thing in some other context…)
I think we are all close to same idea…that in general not much thought goes into combat balance during the dev cycle. Most get released and then they are tweaked based on feedback. I still believe a balanced combat is achievable, but FC would have to try and implement a scissors/paper/rock. And FC needs not be afraid of a class system for players. Can still respec when wanting to. By making various builds usable, it would organically make a balance and less meta builds.
OK so we’ve had an influx of Mexican players and to be honest it’s been a lot of fun. The cats with the treb never came back but apologized profusely before they logged last night.
My bud was just provoked by two newbs at the beach, pickaxes vs Erii and him. I don’t think we’ve laughed like this in a while.