#77 - April 27, 2007, 6:42 p.m.
Q u o t e:
What about the negative side effects PvP has on this game? A large ammount of players hate how PvP nerfs affect PvE play. Do the devs have any plans on seperating PvP and PvE rules anytime in the future?
They are intricately tied together and trying to do so would be like creating two completely different games. There has to be a certain level where the triggers for PvP vs. Non-PvP make sense. Not to mention, I've seen a lot of sentiment from people that they want all PvE or all PvP and that really WOULD push the elements of design to diametrically opossed purposes. People get upset right now about the timeline to push out new content or bug fixes and in the next breath wish there was more separation between PvP and PvE but in the end, having that separation would cause even more time to be invested to where the entire process would slow down even more.
I'm quite sure that people will theorize about how to make it possible and usually the ideas are "simple to implement" in their minds, but as much as people try to criticise developers, it's really not that simple when taking in the various complexities within the code.
Also, let's say, someone creates a character on a "pure" PvP realm. Now that person gets curious about the PvP side. They go there and realize, all their abilities are completely different because PvP warrants it to be so. They've basically walked into an entirely new game that they can't just start playing and enjoying because they now have an extra learning curve. We don't want to build on those sorts of learning curves when it doesn't make sense.
We are continuing to push forward in both aspects of the game and will continue to do so. There are a lot of opportunities for us to add interesting new elements to both and we haven't even reached the end of the ideas that we have brewing.
Neth's Notes version:
More diversification between PvE and PvP = More time in development and more hurdles for people to learn and get past.
Also= Developing two different games wrapped up as one.
End Result= It's not the most feasible way to design a game and lends itself to too many extra complications.
Future Goals= To keep adding elements to both, hopefully, in fun and interesting ways.