Why there are no GW1 style PvP modes in GW2.
I understand why Anet had to limit the number of persistent servers they had to maintain. I understand why this feature has a cost. The system would need to be very different if everyone could have one. That would be very expensive to Anet if I understand how the servers work. What I just don’t understand why there wasn’t a decent gold generating strategy for PvPers introduced at the same time. That’s why they’re not the most popular right now. More features would help, too.
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Both the posts above me are way off the mark.
@Zaloias
“Never attribute to malice that which is adequately explained by stupidity.” Not to mention money from pve is a pretty safe bet. It’s exactly pvp that is difficult to monetize correctly. This wasn’t some devious plan to make money, they just preferred making a quick buck with custom arenas rather than seeing it as a long term investment that would pay for itself with esports advertisers and more box sales. If anything, it reveals how little faith the company had internally for any serious pvp.
@Chaith
Terrible cost assessment. Just think of all the massive areas in pve and wvw that host hundreds of players at a time, but suddenly 10 players in a pvp arena is cause for a monthly fee? Sure, for suckers maybe. PvP in this game is funded on a dribble of cash from anet headquarters and expected to deliver profits immediately because they don’t believe it has any future beyond what people pay for $$$ to gems conversion.
I feel custom arenas are more complicated than you understand – it doesn’t build off of the existing GW2 PvE / WvW Game Engine and is in a kind of separate entity that is never ‘off’. That’s why it was such a developmental hurdle. To be honest, the number of players on the server and the size of the virtual landscape are not good measures of cost either.
Everyone’s entitled to their own interpretations, though!
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I feel custom arenas are more complicated than you understand – it doesn’t build off of the existing GW2 PvE / WvW Game Engine and is in a kind of separate entity that is never ‘off’. That’s why it was such a developmental hurdle. To be honest, the number of players on the server and the size of the virtual landscape are not good measures of cost either.
Everyone’s entitled to their own interpretations, though!
We can make a closer comparison with hotjoin servers. Hundreds of those for free, but the minute we want to play vs our friends they charge us. Again, very short-sighted of them. Sure, it added extra features that are interesting to play around with, and that’s very nice for some hardcore players that want to adjust the game, but where is the basic option to just play vs a rival team on a map you choose for -gasp- free?
- Lock an empty hotjoin server
- Put 2 teams in it
- When match is over release server back to public
Wow. That’s gonna be expensive to pull off. I bet tourny system is just as costly.
It’s not about cost here, they’re making a quick buck at the expense of player goodwill.
“PvP Discussion”
“making a quick buck”
I wish I heard those two words in the same sentence more often. Maybe then we’d have some more impressive systems in place for the player’s benefit.
Costs aside, I don’t think that it’s always a bonfire of goodwill when you allow PvP players the option to support the developing company (and NCSOFT, * le sigh *) for some additional control over your gaming experience. Only one of your friends needs a custom arena, pitching in is usually pretty manageable. Like I said before, the biggest problem was taking Gems away from PvP. Even if players were on a custom arena treadmill, (tPvP for gems, to pay for custom arena) at least there would be people playing. I still extremely sad about this. We MMORPG players need all the carrots-on-a-stick that we can get.
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BECAUSE LOLESPORTS