06-16-2004, 01:27 AM
Hi,
I personally like the idea of standing guard at towns and repelling invaders in my off hours -- and heck maybe kill off some opposing faction NPC's for the fun of it.
If PvP (or even FvF) is so central to the game, how come it has no influence on the characters? I mean, fighting monsters gives to both XP to make you a better monster fighter and SP to make you a better tailor or whatever, making cloaks makes you a better tailor (up to a certain point, where you've got to go back to killing critters), but fighting other players (an admitted major goal by Blizzard) gives you squat. Blizzard likes to stress "Massively Multiplayer", but it cannot just ignore the "Role Playing" and "Game". So, just how is this PvP/FvF thing so central to the game? That, and the well known and well observed griefing issue is what's got me so pissed at this push. Maybe Blizzard is getting closer to the game they want to make, but it is getting further from the one I want to play. Perhaps I'm all wet -- wouldn't be the first time. Perhaps Blizz did it right. If so, then hooray, I've been waiting for it for years.
But consider, still. How can you really even test a PvP system when the full attributes of the characters in that system (talents) aren't even implemented yet. Isn't that a little like taking a car out for a test drive before the tires are mounted?
Sure, we don't know what Blizz is doing, or even what they are aiming for. As a friend and a boss used to say, "When you're down on the benches pulling an oar, you don't know where the ship is heading, but you have a pretty good notion if there's someone on the tiller." I (again) think there's no one at the Blizzard tiller. I think that they are doing what they know how to do rather than figuring out how to do what is necessary. And like arenas and guild houses in D2, what they can't figure out they'll just leave out.
--Pete
I personally like the idea of standing guard at towns and repelling invaders in my off hours -- and heck maybe kill off some opposing faction NPC's for the fun of it.
If PvP (or even FvF) is so central to the game, how come it has no influence on the characters? I mean, fighting monsters gives to both XP to make you a better monster fighter and SP to make you a better tailor or whatever, making cloaks makes you a better tailor (up to a certain point, where you've got to go back to killing critters), but fighting other players (an admitted major goal by Blizzard) gives you squat. Blizzard likes to stress "Massively Multiplayer", but it cannot just ignore the "Role Playing" and "Game". So, just how is this PvP/FvF thing so central to the game? That, and the well known and well observed griefing issue is what's got me so pissed at this push. Maybe Blizzard is getting closer to the game they want to make, but it is getting further from the one I want to play. Perhaps I'm all wet -- wouldn't be the first time. Perhaps Blizz did it right. If so, then hooray, I've been waiting for it for years.
But consider, still. How can you really even test a PvP system when the full attributes of the characters in that system (talents) aren't even implemented yet. Isn't that a little like taking a car out for a test drive before the tires are mounted?
Sure, we don't know what Blizz is doing, or even what they are aiming for. As a friend and a boss used to say, "When you're down on the benches pulling an oar, you don't know where the ship is heading, but you have a pretty good notion if there's someone on the tiller." I (again) think there's no one at the Blizzard tiller. I think that they are doing what they know how to do rather than figuring out how to do what is necessary. And like arenas and guild houses in D2, what they can't figure out they'll just leave out.
--Pete
How big was the aquarium in Noah's ark?