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GvG and New Players.


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Poll: GvG and New Players. (143 member(s) have cast votes)

Should new players be exempt from GvG as they are in PvP?

  1. Yes. (117 votes [83.57%])

    Percentage of vote: 83.57%

  2. No. (23 votes [16.43%])

    Percentage of vote: 16.43%

If yes, at what level should they be introduced?

  1. 25 (42 votes [29.79%])

    Percentage of vote: 29.79%

  2. 50 (54 votes [38.30%])

    Percentage of vote: 38.30%

  3. 75+ (29 votes [20.57%])

    Percentage of vote: 20.57%

  4. N/A (Chose 'No' for question 1.) (16 votes [11.35%])

    Percentage of vote: 11.35%

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#81 yotwehc

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Posted 30 May 2013 - 22:22

I really don't see GvG as onerous as PvP, even though I recognize that some players react negatively when hit in GvG.

I do not feel a solution includes players suffering damage -- that is loss of levels and XP and gold in GvG as well -- is a viable option. After all in this forum, as in others, there continues a raging debate on PvPing - likes and dislikes.

I say keep it simple... young guilds can opt out until they reach a certain level.

Otherwise, I don't think there is the issue as severe as the issue and debate around PvPing.

In the grand scheme of things FS, yes, gvg is among the least of the issues but when people push so vehemently against wanting to farm newbies, it makes one wonder. I agree, keep it simple. Your idea may have some bonus for small guilds as they will have one minor advantage over big guilds.

#82 BraveKath

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Posted 31 May 2013 - 01:33

Very few brand new players join a guild unless a friend from outside FS has brought them in, or they're an old player that can't access their old account for some reason, or ... if they're a multi.   If they have a friend in the game or played it before, GvG will be explained or they'll be familiar with it already.  I think this subject seems whiny frankly.  I joined the game when GvG and PvP were quite active and I survived.  I did join a guild quite early on because a friend recruited me and helped me get into the guild where he had joined.  PvP was always a bigger issue, but getting hit and then learning to hit back taught me so much that I then could apply to PvE and I met so many folks that became friends through GvG and PvP and it's the people that kept me coming back when I started and still does. I don't think coddling players is necessary.  

But I'm not a kid and I'm not a whiner, but I voted for a limit until level 25, as apparently this is an issue for someone.  I believe making it any higher than that is not significantly beneficial.



#83 yotwehc

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Posted 31 May 2013 - 02:07

Very few brand new players join a guild unless a friend from outside FS has brought them in, or they're an old player that can't access their old account for some reason, or ... if they're a multi. If they have a friend in the game or played it before, GvG will be explained or they'll be familiar with it already. I think this subject seems whiny frankly. I joined the game when GvG and PvP were quite active and I survived. I did join a guild quite early on because a friend recruited me and helped me get into the guild where he had joined. PvP was always a bigger issue, but getting hit and then learning to hit back taught me so much that I then could apply to PvE and I met so many folks that became friends through GvG and PvP and it's the people that kept me coming back when I started and still does. I don't think coddling players is necessary.

But I'm not a kid and I'm not a whiner, but I voted for a limit until level 25, as apparently this is an issue for someone. I believe making it any higher than that is not significantly beneficial.

Whining goes both ways. The idea of Upping the limit is drawing a lot of whines, no? And no ones been able to tell me why it's so absolutely necessary to farm noobs aside from my assumption that they are plentiful and easy. Yeah. Have to be a kid and a whiner like me I guess.

#84 jominor

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Posted 31 May 2013 - 02:13

let the players play the game how it is...if you take that out then you take out more fun for the low level players who enjoy gvging at that range...it only pushes the new players to become stronger and i say let it be...



#85 yotwehc

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Posted 31 May 2013 - 02:26

let the players play the game how it is...if you take that out then you take out more fun for the low level players who enjoy gvging at that range...it only pushes the new players to become stronger and i say let it be...

Then vote No... so far you have 15 others with you. GVG'rs have the skillz to adapt, I'm sure they will be able to find success at lvl 25 or 50 or 75. People who have just started? not so much. The new players can learn to become stronger when they get farmed at lvl 25-75. But at least they will hopefully have a better understanding of what's happening by that point.

 

The proposal is not to remove GVG. They will just have to hit some targets that are just a wee bit harder.



#86 Crzy

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Posted 31 May 2013 - 02:57

This is why I suggested we just make the Colosseum a GVG/PVP Training ground. It's so huge that newbs will not miss it and will most likely be drawn to it to see what it's about. Then they'll be given tutorials and quests encouraging PVP so they can learn the basics and how to defend themselves. Yes this is the Guild leaders job but how many new players are joining top guilds or even competent guilds that care about GVG enough to teach it?

 

I honestly feel getting hit is a good thing but when you're fresh out of the gate, it can discourage people if they just assume they'll constantly be hit without having a chance to grow. This is the guild's and HCS' fault to a degree because unless the person takes the time to read the Conflicts page, they won't know GVG doesn't hurt much other than repairs. I say leave GVG as is but make sure new players know about GVG before they can keep mindlessly leveling passed 50.


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#87 yotwehc

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Posted 31 May 2013 - 03:29

I honestly feel getting hit is a good thing 

Sure - but why can't this be after level 50? why MUST this happen under 25/50/75? Why does it ruin the game?



#88 Crzy

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Posted 31 May 2013 - 03:55

I'm in favor of the 50-75 GVG cap. People could get there in 2-3 days no problem these days.


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#89 yotwehc

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Posted 31 May 2013 - 06:10

 I say leave GVG as is but make sure new players know about GVG before they can keep mindlessly leveling passed 50.

 

 

I'm in favor of the 50-75 GVG cap. People could get there in 2-3 days no problem these days.

oh ok... I thought you said leave it as is...



#90 Zord

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Posted 31 May 2013 - 07:11

Whining goes both ways. The idea of Upping the limit is drawing a lot of whines, no? And no ones been able to tell me why it's so absolutely necessary to farm noobs aside from my assumption that they are plentiful and easy. Yeah. Have to be a kid and a whiner like me I guess.

You should also take into consideration that many lower level player do PvP for own fun and also participating in the process of making RPs (this income) for their guild in the way of being a hitter. GvG is actually a teamwork, hitting is just one part of it, and again, if you make a level cap of GvG participation, I wonder what would happen with e.g. the lowest PvP band since it would not be possible anymore to deliver hits within conflicts... So basically they are forced to level up.

 

On the other hand side, I have heard many complaints that why this game should be turned further into a simple leveling game? I think the major incentive in playing this game is the fact that there are MANY aspect to have fun with... Not to mention that a new player can reach high levels fairly quickly in the first days and thus can get out of the reach of those "evil farmers" relatively quickly...

 

As it was mentioned by others, if someone is invited by a friend, he/she will be taken care of, so the "farming" would not be an issue, and also multies does not care much, so only the genuine new player remains an issue. If a player just registers and starts playing without going after what this game offers, I honestly think that the chances that he will feel lost and thus quit is high. On the other hand side, he will mostly stay guild-less, so it wont be possible to "farm" them, so again, I do not see the issue here. If he joins a guild and gets the MINIMUM support from the guild it again I doubt it would make them leave.

 

So basically the question is fairly simple: should a player, who stays at a certain level range since he/she enjoys it for whatever reason, be punished just because others does not take a little extra step (i.e. giving a little information to a just invited player, explaining how joining a guild could affect his/her gaming experience)...

 

I truly believe that the major root cause of new players losing their interest in the game is that they dont see a reasonable chance/way to improve their characters using in-game resources, so they just feel that they are progressing slowly in the are they like... Enabling players to upgrade their characters is actually what could make them to stick more, and thus any restriction implemented might work in the wrong direction...



#91 yotwehc

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Posted 31 May 2013 - 08:25

You should also take into consideration that many lower level player do PvP for own fun and also participating in the process of making RPs (this income) for their guild in the way of being a hitter. GvG is actually a teamwork, hitting is just one part of it, and again, if you make a level cap of GvG participation, I wonder what would happen with e.g. the lowest PvP band since it would not be possible anymore to deliver hits within conflicts... So basically they are forced to level up.

 

On the other hand side, I have heard many complaints that why this game should be turned further into a simple leveling game? I think the major incentive in playing this game is the fact that there are MANY aspect to have fun with... Not to mention that a new player can reach high levels fairly quickly in the first days and thus can get out of the reach of those "evil farmers" relatively quickly...

 

As it was mentioned by others, if someone is invited by a friend, he/she will be taken care of, so the "farming" would not be an issue, and also multies does not care much, so only the genuine new player remains an issue. If a player just registers and starts playing without going after what this game offers, I honestly think that the chances that he will feel lost and thus quit is high. On the other hand side, he will mostly stay guild-less, so it wont be possible to "farm" them, so again, I do not see the issue here. If he joins a guild and gets the MINIMUM support from the guild it again I doubt it would make them leave.

 

So basically the question is fairly simple: should a player, who stays at a certain level range since he/she enjoys it for whatever reason, be punished just because others does not take a little extra step (i.e. giving a little information to a just invited player, explaining how joining a guild could affect his/her gaming experience)...

 

I truly believe that the major root cause of new players losing their interest in the game is that they dont see a reasonable chance/way to improve their characters using in-game resources, so they just feel that they are progressing slowly in the are they like... Enabling players to upgrade their characters is actually what could make them to stick more, and thus any restriction implemented might work in the wrong direction...

So GVG players will be unable to be successful because they won't be able to win if the max level was upped to lvl 50? Is that what you are saying? suddenly it will be impossible to win at GVG because all the noobs will suddenly know how to defend themselves from lvl 50 and higher? C'mon... be honest. GVG players will be successful regardless... they know what they are doing... So give the noobs a chance to be farmed a little less. We are not going to end gvg... just against the uber-noobs.



#92 Zord

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Posted 31 May 2013 - 09:58

So GVG players will be unable to be successful because they won't be able to win if the max level was upped to lvl 50? Is that what you are saying? suddenly it will be impossible to win at GVG because all the noobs will suddenly know how to defend themselves from lvl 50 and higher? C'mon... be honest. GVG players will be successful regardless... they know what they are doing... So give the noobs a chance to be farmed a little less. We are not going to end gvg... just against the uber-noobs.

No, I havent said anything about winning a GvG. I said that players who currently can do conflicts on a regular basis might not be able to do GvGs due to lack of available targets - not just easy ones, targets as such since you remove them basically, they cannot hit anyone anymore regardless of skill (...and winning a conflict is actually always two-fold: delivering hits, and defending against incoming...).

 

I was simply just against limitation of availability of targets. As you might remember, the GvG range has been extended at higher levels to allow players to participate in GvG in a normal way since having only one single target to hit is fairly time consuming:) 

 

Also, as you might remember, the opt-in has been introduced to ladder, and basically it made the ladders a joke, since only a few players can race and thus luck received a bigger role than before, unfortunately... And the smashing medal introduction made the BB live, while the limitation of the targets resulted - again - a little step back. 

 

Is it really discouraging new people to stick and play, rather than hinting them that there are many areas to discover including the combat mechanics in the game..?



#93 clock96

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Posted 31 May 2013 - 14:49

I think all players starting from 25+ should GvG it is a fun thing to do :)


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#94 Removed8950

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Posted 31 May 2013 - 15:12

How will exclusion from activities in game convince players to stick around?

 

You'll essentaily be forcing them to level up to participate in anything.

 

This question would seem better answered by those it will affect directly.


Removing the ability to Bounty a PvP Ladder attack is something I've been thinking about. If enough people want it, I don't see why not. It might be a relatively easy tweak, unlike the rest of the suggestions.


#95 wigz

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Posted 31 May 2013 - 15:57

I don't think a specific level should be attached to GvG. If there is PvP protection for "X" amount of days then as a new player why not allow GvG protection for the same amount of days during which time the guild can help them understand it and how to participate. The epic quest will allow the needed stam for them to level up and should easily be level 50 at the end of the protection period. If they choose not to level then they should be fair game.



#96 Zord

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Posted 31 May 2013 - 17:56

I don't think a specific level should be attached to GvG. If there is PvP protection for "X" amount of days then as a new player why not allow GvG protection for the same amount of days during which time the guild can help them understand it and how to participate. The epic quest will allow the needed stam for them to level up and should easily be level 50 at the end of the protection period. If they choose not to level then they should be fair game.

This might work it would also include the losing of GvG protection if the player participates in a GvG as hitter since it would be most likely an intentional act. 



#97 yotwehc

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Posted 31 May 2013 - 18:13

Wow. That sounds like the easiest solution of them all. Nice idea wigz

#98 wil72

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Posted 31 May 2013 - 18:30

I don't think a specific level should be attached to GvG. If there is PvP protection for "X" amount of days then as a new player why not allow GvG protection for the same amount of days during which time the guild can help them understand it and how to participate. The epic quest will allow the needed stam for them to level up and should easily be level 50 at the end of the protection period. If they choose not to level then they should be fair game.

Fantastic idea, I would like to see how this could be argued against ;)

 

Cheers.

 

wil72



#99 michael65

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Posted 31 May 2013 - 19:08

Or another idea:
Separate out combat from log to a new combat log. This way the players are not forced to see the many hits they take.
Also, make GvG for levels 1-80 (or 100 or 125) not give durability loss. there would be no complaints about repair costs.
and some explanation that GvG usually is not personal but a part of the game.

my further 2 cents

#100 RebornJedi

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Posted 31 May 2013 - 19:38

I don't think a specific level should be attached to GvG. If there is PvP protection for "X" amount of days then as a new player why not allow GvG protection for the same amount of days during which time the guild can help them understand it and how to participate. The epic quest will allow the needed stam for them to level up and should easily be level 50 at the end of the protection period. If they choose not to level then they should be fair game.

think this becomes more a hassle then just to make the GvG limit for level 25/50/75+.. why do players under level 25+ have to be open to easy conflict farms? adding a time limit for a GvG protection just makes it POSSIBLE for a very low level player to be farmed. they create account, come back after time limit is up, and can be easily farmed with some facerolls on the keyboard by an experienced GvGer.

 

i don't understand the suggestions for a GvG protection time limit.. a time limit has loopholes. makes no sense since its so easy to level up in the beginning of the game. just make it so you can't attack a player below level 25/50/75+ in a GvG and move on! why make the whole system even more messy with a time limit when a level limit is the most secure way to go.

 

lets stop catering low level GvGers who have the easiest job in Fallen Sword.. where i could only imagine how many are multi accounts, cheaters, and exploiters.


 



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