11/16/09 07:52:57 AM
Patch 3.2.2a
Evilkase |
In SC 2 the PVE campaign seems to be
diverging from the competitive PVP, such that the PVE experience is
more robust than PVP and with more abilities. The PVP portion seems
to take some of those abilities and units away for competitive
balance. I think that is fine.
Why can't we have that in WOW? Why not more robust PVE abilities
that are really powerful and fun? How come we do not have abilities
that are only limited by the raids , 5 mans, and the mobs we
encounter?
During Beta I know locks lost a lot on the cutting room floor
because some of the abilities were way too powerful for PVP. I am
fine with that. But AOE corruption and cripple would be of
incredible use for PVE and raid encounters. Chaotic mind would
really spice up dps rotations for the destruction tree. I know they
would be waayyyy too over the top for PVP. But they would make the
game waaayyyy more fun over all.
In some ways we have something like this in place already. There
are already a list of spells and abilities that are not active in
PVP for fairness and other reasons. I say let the developers make
each class as incredible as they can and let the raid or 5 man
encounter be the only limiting factor. Then nerf the abilities into
oblivion or outlaw it all together in PVP.
Just my opinion... Cheers!
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11/16/09 11:00:59 AM
Patch 3.2.2a
Ghostcrawler <Lead Systems Designer> |
Couple of things....
SC2 is being developed from day one as a multiplayer and
single-player game. WoW added Battlegrounds and later Arenas after
it had already shipped. That's a little bit about what Rob is
talking about -- the difficulty we have had retrofitting WoW's PvP.
I don't want to put words in his mouth, but I don't think he is
saying Arenas were a mistake. It's the way we introduced Arenas
that has continued to cause ourselves a lot of work and
occasionally caused frustration for players. We like the Arena
gameplay though or we would have cut it or overhauled it long ago.
We do think we have shifted the PvP attention a little too much
towards Arenas and away from BGs, and yes we understand that loot
rewards are a big part of the reason why. We aim to fix this with
Cataclysm.
Starcraft is also just a fundamentally different game. You aren't
taking your campaign character into competitive multiplayer. In
fact, there is no multiplayer character per se in the sense that
you can grant your character more power over time. You start every
map with the same base and units as everyone else. Starcraft also
isn't going to change over time except for whatever balance or
design changes the team makes. There is no equivalent to the new
gear or whatever that suddenly shifts the balance of power.
We make PvP-specific rules when we think it's appropriate.
Resilience and diminishing returns are two obvious examples. SC2
does the same thing. Not everything works completely differently
between the two halves of the game though.
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11/16/09 12:26:11 PM
Patch 3.2.2a
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
so what you're saying is...
PvP is good in a game designed for PvP.
PvP is bad in a game designed for PvE.
No, we're not saying "bad." We're saying "hard to integrate."
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