This has actually been a topic for a long time. I remember discussing it with people in 2009 even. The idea is pretty simple, you separate attributes from pve and pvp creating 2 different paths to level your character. This has the potential to do a couple of things really well. You can lower the time to become PVP viable, or remove it entirely if so desired, and create a leveling process for PVE that lasts as long as we please. Since we have open world pvp, and full loot to boot, we felt it was imperative to reach pvp viable in as short a time as possible so players didn't feel like they were getting kicked around for years before having a character able to fight back. The problem is character development diminished and the feeling of making progress on your character disappeared. So what would we do? We duplicate all the characters primary attributes, skill levels, and protections. When a player is leveling they will raise both at the same time. The PVP attributes would level up as fast as ROA and the PVE attributes would level at a rate more like DFO. There would be some quirks like gaining skill access would have to happen on the PVP side, but the levels for each skill in PVE would still be slow like DFO. This also allows us to add in new skills, attributes, and items that are PVE specific. Increased PVE attribute caps (unlimited?). Give weapons and armor different values and different PVE purposes without affecting their use in PVP. It really opens up a nearly endless number of possibilities to extend characters without ever affecting PVP. So what would happen with existing characters? We would calculate the PVE level based on the current PVP level and set everyone appropriately. This is just a starter discussion, but this is something some of us have thought about for a long time and would be eager to get it in asap if there is enough support. We're curious what you all think.
This sounds amazing. Pvping with no extra disadvantage while providing endless growth and content options for pve. Imagine all the cool items that could be made, the bosses, the skills, the power you could obtain. Even if that stuff doesn't interest you, it should open up a lot of pvp opportunities and greatly increase play retention and concurrent users. I've been eager to have more skills to grind and items to obtain for a while, this kind of stuff is really exciting for me.
For play rise of agon we need 1hour for farming mobs...1 hour for duells...1 hour for pvp....we need time for crafting..make gear bags...ecc and you wan new skills for pve ?more time...but this game its a work or a game? Casual players havent more than 1or2 hours for day!!!the idea its interesting but for me cant work fine in this game...make more interesting farming mobs in safe zone....some new racial skills for pve....and maybe an messagge whe someone its close to the spawn where you are....
The idea is intriguing, however, I am concerned with the concept of having PVE specific spells and abilities. It's already a nightmare trying to balance my hotkeys currently. Having two separate play styles and having to switch on the fly if someone jumps me seems impossible with the games current UI / Binding setup. Maybe my brain is just foggy because I just woke up, but unless there is something I'm missing, this seems like it would guarantee PVE'ers to be walking lootbags more than they already are.
Make hell Gates like Albion, make random/auto daily events that push people to do something expecially in the Sea, pvp and pve. Please .
new racial skills for pve...... DWARF - Dwarf Tecnology - dwarf can place explosive trap for damage mobs MAHIRIM - Animal Smell - they can sniff nearby players MIRDAIN - Follow the Tracks - mirdain can see the tracks of the other players ... ORKS - Wild Fury - for 20 seconds orks doing 40% more dmg on mobs ALFAR - Evil Cloud - all the mobs in the area are debuffed to spells damage HUMANS - Arcane Shield - when humans use that skill they are immune to mobs attac for 10 seconds all that racial skills for pve need cd.....
The skills were just a thought thrown in. I'm more interested in the attributes, gear stats, extra enchants, maybe pve relics, things that can potentially progress endlessly without ever interfering with pvp.
Well in that case, I’m all for it. Anything to cater to the PVE crowd without hurting PVP and help populate the game is a welcome idea in my book. No matter what, PVE needs addressed and given some love. Preferably sooner than later. I’d really like to see some dynamic fights that require teams that have special events. Like making players flip switches to set traps for boss monsters, or stepping on platforms to remove a bosses shield. Stuff like that would be really interesting and add a lot of depth.
Pefect solution, in my opinion. Can have lighting fast pvp viability with endless or near endless progression. Can always feel competitive, while still having goals to work towards. Heck, can even implement relics, or other such systems freely, without fearing for pvp balance. Another thing - it could be a nice gold sink. Have pve levelling be sped up by meditation/scribing/buying skills/whatnot for a solid gold sink!
That game it's realy conplicated for new players split pve and pvp its a bad idea for me ....add confusion... If you make more complicated the game new players need one year of formation for play the game fine hehe
Complicated from a player perspective Please dont do this Just expand on the journal/title system. Add more aesthetics and collectables There was a post about how Billy Lee wanted to build a monster diary type thing, i forget the exact name of it. Go that route with expanding on PvE
this is like turbo high dev, tiny impact. just complicates things without adding much IMO focus on content for the masses pls. idk why this isn't top priority. it's been what 2 years now and the gameplay cycle hasn't really changed at all. TCS, more interesting, viable playstyles of gathering, fishing? & crafting for those types of players, ship trade routes, land towers, racial wars, dungeon bosses, better spawn scaling, daily pve / pvp tasks/events? SAND!
Those things are not mutually exclusive though. Seperating pvp and pve progression is a balance tweak, while adding content is content additions. More content is always nice, but I suppose it is a lot harder dev-wise than tweaking some numbers.
Rise of Agon isnt complicated? You joke right?hehe...i play 10 years and like a lot this game but isnt easy ...
Promoting pve is unlikely to ever be a gold sink lol. Unless people are buying pve skills but not using them. --- Post updated --- I think the low impact is your opinion. Others will have different opinions, especially for future players. --- Post updated --- Black desert online balances out PvP and pve slightly by making certain skills have lower PvP damage. Just adding a description to each skill would allow you to make it make sense to a newer player.
Are you just going to reduce our damage in pve and make us grind it back up to its current status or is it going to remain as it is now and increase? If this is just going to reduce our damage and make us grind back to be where we are now it is a horrible idea. I dont think a mechanic like this really fits into this game no matter how its implemented.
It could scale to how normal mmos are where you start killing goblins or brownies and then slowly upgrade your skills so you can take on harder things. The scaling could be where a newer character could never kill stuff like champions, guardians, or anything difficult until they level up.