For the devs, what are your plans for the PvE content?
Posted: Fri Oct 02, 2015 10:24 pm
So obviously, BIG disclaimer here at the start of this post. No I'm not here for the WAR PvE content. Nobody should be. WAR is first and foremost an RvR game, and that's going to be the big draw that brings people back into the game/to this emulator.
With that said, I'm curious what the devs ultimately would like to do re: PvE.
Right now, just testing it for testing it's sake, a solid 2/6 quests in the starter Empire/Chaos zone just don't work, or don't work right. PQs don't work at all that I can see. And there is no turn in quest text, it's just the quest acceptance text reapplied to the new NPC with a "complete quest?" prompt over it.
The Orc and Elf zones are significantly worse, which makes sense as most of the development has been put into the Empire/Chaos zones.
Now, again. RvR is the biggest part of this game. As long as the RvR works fine, people will come and stay. But I feel ignoring the PvE is a bad example, and I want to see where the devs stand on this issue/what they plan to do as they finish fleshing out the emulated server/t3/t4.
First off is image. The first thing people do in an MMO is quest. Everyone I saw in both Empire and Chaos t1 questing zones were entirely new players. And the response was largely the same, that the quests barely worked, and they were basically just doing them to get high enough level to RvR. While once they get into the RvR they'll enjoy themselves, having such a large gap before they get to the "fun" content makes only the hardcore WAR fans stick around. Anybody who didn't originally play WAR, but wants to see what it's about will never get past the initial stages of the game, because those areas aren't fleshed out enough to funnel those people into the RvR lakes.
Secondly is the "cooloff". RvR is the best part about the game, but sometimes it's not in your favor. Sometimes you get wiped just a few too many times, or the zerg gets a bit big for your blood, and you want to do something else. Back when WAR was out, me and my friends would take this time to go grind out PQs, go get lore entires, or see where the WAR PvE storylines were going, as we thought the storytelling was honestly kind of neat, if poorly handled. On RoR, those experiences can't happen. If you want to cool off, you log off. This in turn takes players out of the game. If you are just **** around with a PQ to cool off, the zerg may die down in the 10 minutes it took to get there. A huge keep battle could erupt, or the tide could turn, drawing you back in. But if you logged off, you'd never see these events, and may go do something else for a few hours instead, not providing another RvRer. By giving the players reasons to stay in game, you give people something to cool off on when they get sick of RvR, but still in game, so they can potentially jump back into the fight when needed/they are done.
I'm mainly curious what the dev plan is in regards to the scripting for PvE stuff/getting that stuff all working, since I can't find anything said about it. Everything is ( rightfully ) focused on the RvR. Is the plan to get the game 100% in line with what it was at release? Get PQs/most lore entries/basic quests done based on player feedback? Ignore it because whatever, this game is about RvR? It'd be nice to get some sort of comment on it.
With that said, I'm curious what the devs ultimately would like to do re: PvE.
Right now, just testing it for testing it's sake, a solid 2/6 quests in the starter Empire/Chaos zone just don't work, or don't work right. PQs don't work at all that I can see. And there is no turn in quest text, it's just the quest acceptance text reapplied to the new NPC with a "complete quest?" prompt over it.
The Orc and Elf zones are significantly worse, which makes sense as most of the development has been put into the Empire/Chaos zones.
Now, again. RvR is the biggest part of this game. As long as the RvR works fine, people will come and stay. But I feel ignoring the PvE is a bad example, and I want to see where the devs stand on this issue/what they plan to do as they finish fleshing out the emulated server/t3/t4.
First off is image. The first thing people do in an MMO is quest. Everyone I saw in both Empire and Chaos t1 questing zones were entirely new players. And the response was largely the same, that the quests barely worked, and they were basically just doing them to get high enough level to RvR. While once they get into the RvR they'll enjoy themselves, having such a large gap before they get to the "fun" content makes only the hardcore WAR fans stick around. Anybody who didn't originally play WAR, but wants to see what it's about will never get past the initial stages of the game, because those areas aren't fleshed out enough to funnel those people into the RvR lakes.
Secondly is the "cooloff". RvR is the best part about the game, but sometimes it's not in your favor. Sometimes you get wiped just a few too many times, or the zerg gets a bit big for your blood, and you want to do something else. Back when WAR was out, me and my friends would take this time to go grind out PQs, go get lore entires, or see where the WAR PvE storylines were going, as we thought the storytelling was honestly kind of neat, if poorly handled. On RoR, those experiences can't happen. If you want to cool off, you log off. This in turn takes players out of the game. If you are just **** around with a PQ to cool off, the zerg may die down in the 10 minutes it took to get there. A huge keep battle could erupt, or the tide could turn, drawing you back in. But if you logged off, you'd never see these events, and may go do something else for a few hours instead, not providing another RvRer. By giving the players reasons to stay in game, you give people something to cool off on when they get sick of RvR, but still in game, so they can potentially jump back into the fight when needed/they are done.
I'm mainly curious what the dev plan is in regards to the scripting for PvE stuff/getting that stuff all working, since I can't find anything said about it. Everything is ( rightfully ) focused on the RvR. Is the plan to get the game 100% in line with what it was at release? Get PQs/most lore entries/basic quests done based on player feedback? Ignore it because whatever, this game is about RvR? It'd be nice to get some sort of comment on it.