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Why All the Hate?
Why All the Hate?
Published by Melchizedek
05-31-2006
Why All the Hate?

I always try to look at things at a slightly different angle than most. This week, it is no different as I witnessed some of the most brutal debate in a long time. The two major themes were PvP vs PvE and Casual vs Hardcore. Am I the only one who is astonished over the ferocity of the debates? It is, after all, just a game.

Point 1: PvP vs PvE

The differences are obviously huge. In all fairness, I have never played on a PvP server, although, the guild I am hoping to play Vanguard with will be on the or a PvP server. I have had several conversations regarding the decision to PvP or not to PvP with a friend of mine. He really brought to light some points that I never really looked at as a PvE person.

He said the guild is incredibly tight. Everyone looked out for everyone. There is a bigger sense of danger in that you could be “ganked” at anytime, especially traveling alone. Isn’t that the same in today’s “real” world? You could be robbed at the ATM tonight or hit the 1.21 jigawatt mega lotto this Wednesday night. No one knows. This is one of the elements that draws people into the PvP sphere.

Guilds are just as tight on PvE servers. While PvE players do not have to worry about being PKd, they do have concerns. They worry about the E in PvE. They need to progress through the content and experience it all. It is not a race, most PvE will experience 80 percent or more of the content in the game, they just will not be on the leading edge. PvE players can solely focus on character development without the worry of being steamrolled by stronger, more powerful players or rival guilds.

PvP offers instant justice, with a price. There is no instancing, so get over it. Here you are, grouping with guild mates, when a rival guild comes in and kill steals (KS) a mob you have being working toward. You have the opportunity to kill them and loot more than the item(s) they just looted from the mob. Moreover, if they really tick you off, you can have a guild war. While this seems cool for a bit, all PvE aspects of the game will come to a halt as you are more concerned about murdering your rival guild than killing uber dwagon 0602.

On a PvE server you just call mom, the GM, and they roll in using the “tools” at their disposal to figure out what just happened. The GM response could be quick (5 minutes or less) or days. It just depends on the luck of the draw. And while a certain guild may get a bad name, what will really happen? I have witnessed KSing on Veeshan so many times where the “offender” got away unscathed. How many of us have ever heard the phrase, “The first ones to engage”?

People build reputations very quickly on PvP servers, whether they are good ones or bad ones, depend on the person. Undoubtedly, the poor newbie will be player killed (PK) by some one of a higher level. This is much more the exception than the rule. I think a lot of the PvP people sekritly will admit that they have whacked a noob just because once or twice. It is kind of like hazing, welcome to the club kid. However, if you run around shwacking people, the server population will become keenly aware of your exploits and common “good” and begin to hunt you mercilessly.

Diplomacy means something entirely different in PvP. You are not just politically jousting with NPCs, but other people who can kill you, loot your prized possessions, and roll along their merry way while you get on your mount and run back to you tombstone. This is the dynamic which PvE people have a hard time grasping. It is just not enough to kill uber_mob0576, you have to make peace with other guilds. Or, sign an armistice like the Americans and Koreans. Otherwise, you will be whacking people left and right and never going through content.

So in conclusion of point one, there is a different dynamic in PvP than PvE. I am not here to say one is better than the other. They are two different animals that have both pros and cons. There in no reason to say one is better than the other. I think people can have a lot of fun on either side of the isle. And I know there are many PvErs out there that would just once, really like PK some of those special people who have KSd a mob.

Point 2: Casual v Hardcore

I have a much stronger opinion here, much stronger. In full discloser I would be considered a hardcore player. I will game roughly 40 hours a week. I will raid, group, and craft as much as my guild can stomach. I want to experience the end game content of Vanguard. I will be active in all phases of the game.

I am having a really hard time accepting that a group of six, seven, or eight players should get the same types of loots that a raid of say 54 does. I cannot accept that someone who games 12 to 15 hours a week should have the same gear, or comparable, to that of someone who games 30 or 40 hours a week. Now before all the casual gamers go nuts, there are some valid arguments that need to be made as far as casual gamers are concerned.

Argument one: "I do not have the time that hardcore gamers have, but I want to experience all of the content that Vanguard will offer" (and there will be a lot of content). This is completely understandable. Moreover, sometimes casual gamers get in an eight hour session and crawl through a dungeon. Why should they not get some type of high end item?

The fact is there will be nice items in the group type of environment. If you look at the breakdown Mr. McQuaid has talked about, it is something like 60 to 70 percent of the time he would like us to be grouped, 20 percent of the time raiding, and 10 percent with some type of solo activity. In the recent E3 video the speaker says that you can solo to 50 by soloing, however, you will not get there nearly as quickly as if you group. In other words, sorry necros, but no quad kiting for uber XP and lewtz.

I think the point that a lot of casual players miss is that there is a considerable difference in grouping for eight hours and raiding for six. Raiding, by sheer numbers alone, is incredibly more complex. Math in public! /duck

Assumptions:
Raids in Vanguard will have 54 players.
Groups in Vanguard will have 6 players.
Each decision point will be 4 seconds as each combat round in between 4 and 5 seconds.

Group Difficulty:
60 divided 4 = 20 decision points per second (Used for both groups and raids)
20 times 6 = 120 decision points per minute per six man group
120 times 60 = 7200 decision points per hour
7200 times 8 = 57,600 decision points per eight hour grouping session

Raid Difficulty:
20 times 54 = 1080 decision points per minute for a raid
1080 times 60 = 64,800 decision points per hour for a raid
64,800 times 6 = 388,800 decision points per six hour raid

These numbers speak volumes. Remember, while grouping the level of difficulty is designed for only a six man group. Two or maybe three mobs max? Also, the difficulty will be designed for healing and tanking respectively. How much more room can be left for diplomacy or crafting while “adventuring”?

There will be massive amounts of flexibility in a raid as far as how things will be encountered, confronted, and conquered. There will be more people to do different things. You may have a diplomacy group and or a crafting group (or two!) inside your raid. While people battle mobs your crafters work to mine ore for new armor or your diplomats begin negations for a truce.

However, for a group, there are not enough people accomplish everything you can in a raid on the same scale. In the grouping environment, the mobs will always have to be geared downwards to support a six person group. There will be golden mobs and certain encounters that will reward groups of mighty adventures who complete a certain tasks. But when you measure the accomplishments of a group to a raid, there really is a difference.

What ticks me off with this entire debate is that somehow casual gamers are, in some way, inferior. This is a huge misnomer and nothing could be further from the truth! Many casual gamers are incredibly skilled players who just do not have the time to invest like the hardcore gamer and in fact, could make several hardcore players look silly. I remember the Best of the Best competitions where a no-named casual player would stomp all over well known players of uber guilds. Why? Because they had to know their class and get more out of it due to less then high-end gear.

No one style of play is better than the other. It just so happens that raiding is where you can add all the elements together in a large scale faction. I realize that if you are grouping you can have just as long CRs as a raid. However, instead of wasting just six people’s time, now you are wasting 54 people’s time.

Casual players need to have good gear and loot drops. There is no denying this. However, it is unreasonable to think that casual gamers should be able to get equivalent loot drops to full blown raids, or gear close to raid loot. This is not to say that a casual crafter cannot make some high-end stuff, I hope they can. However, this needs to be exceptional in nature.

In the end a lot of us will group a lot, however, lets make sure dragon 0986 is not able to be taken down by a six man group. Additionally, I hope that a six man group cannot get loot equivalent to dragon_0986, even after a long session.

Sidebar:

It is an exciting time to be following Vanguard. Could beta 3 be right around the corner? Are you going to beta? I don’t think I will. I want “zone in” for the first time and just be blown away. I know I will be.

Until next time,
Melchizedek CEJ – FTW
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  #1 (permalink)  
Nil on 06-01-2006, 01:50 PM
Re: Why All the Hate?

Quote:
Originally Posted by Melchizedek
Are you going to beta? I don’t think I will. I want “zone in” for the first time and just be blown away. I know I will be.
I always tell myself that same thing. Then, when the invite is looking at me from my inbox, I always cave.

As long as they have plenty of content for casual gamers, I think you'll see that discussion go away. It really got ugly after WoW came out and left casual players with NOTHING to do (though, in my opinion, they've fixed that to some degree). Most casual (sane) players (I am one. Casual, anyway. Sane is up for debate) don't feel entitled to the best stuff. We just want some way to advance.
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  #2 (permalink)  
Greymain on 06-01-2006, 02:29 PM
Re: Why All the Hate?

Nice discussion piece it is easy to see why these subjects generate such hot debate.

For the record I have lots of PvE and PvP experience. It is a fact that the biggest adrenaline rush is generated in PvP when you come into contact with a more powerful foe. nothing in PvE is as unpredictable or challenging as another human. But I have seen friends driven out of games by bullies or campaigns by jealous players. Being ganked and spat upon in WOW for me is disgusting gameplay which I hope will not be a feature in Vanguard.

I am barred from PvP nowdays being partly disabled I am no longer nimble enough on the keyboard to take on a guild war and refuse to be liability on a contested raid.

If PvP is emotion based then PvE is Cerebral. Know your class, study the mobs and my favourite explore the world.

On the other subject I am a casual player who will put in 30-40 hours a week!

Forced into semi retirement I have many hours to kill and want to savour the experience. I will be a good player, learn my class, be a reliable guild member but I dont expect ever to reach the level cap or take part in high level raids.

I will level slow, be social or spend time solo exploring. I will craft and be a diplomat, harvest for my guild and group for dungeons but 8 -12 hour intense sessions would be more than I can handle.
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  #3 (permalink)  
Aredhel on 06-01-2006, 08:24 PM
Re: Why All the Hate?

My kind of guy, Grey! I'm in no way, shape or form PvP material! Sure, I've gotten angry at someone and turned around and landed a DD on them, but I'm not going to get into the whole KILL, MAIME and PILLAGE thing!

I'm happy just taking my time and enjoying what the world has to offer, thank you, and if I have people of like mind to do that with, then great, but I'm not going to push ahead and deal with those who have the "MUST WIN" attitude! Too many guilds are destroyed that way. I might even be a loner, but I know that it will be next to impossible to accomplish some things that way, so we'll see.
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  #4 (permalink)  
LordDragon13 on 06-02-2006, 03:56 AM
Re: Why All the Hate?

I think you make the mistake of equating raiders with people who play a lot, and groupers as casuals, who don't play as much. I don't think anyone sane suggests that someone that plays twice as much shouldn't have better stuff, but just that the game shouldn't so heavily reward one chosen playstyle over another, raiding/grouping for instance.

I knew people in EQ1 who played half as much as I did, but they liked to raid. I spent far more time grouping than they did on raids, but they had far better gear. I think that is the key imbalance.

While you make some arguments for raids being more difficult, many would argue the opposite. Unless you are the MT, puller, or some very crucial position, what you do will probably not screw up the raid(unless you go pull a train on the raid or something, lol).

However, in many truly nasty group encounters, every single member has to be at the top of their game, there is no leeway or the group dies.

So why could a game not be designed with group encounters that provide raid level loot, provided that;
1) The group encounter is of comparable difficult
2) It rewards loot at a similar rate per player (So a 4 hour raid for 54 people would reward 9 times the loot of a 4 hour group encounter for 6)
3) The group encounter entails similar risks

You could even give the raid somewhat more loot per time investment to account for organizational issues.

Giving players that raid vastly better gear(and its always hugely better, not just a decent improvement) just rewards one particular playstyle while shutting out others. I know lots of people that left EQ1 at the end game because they wanted to improve their characters still, but didn't like raiding. Eventually, I was one of them.

A system like I have described would allow hardcore players of all types to keep some loot parity, and might actually ease up some of the annoyances of heavy raid guilds (heavy mandatory attendance etc) by providing an equally challenging alternative.
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  #5 (permalink)  
Greymain on 06-02-2006, 04:17 AM
Re: Why All the Hate?

Quote:
Originally Posted by LordDragon13
While you make some arguments for raids being more difficult, many would argue the opposite. Unless you are the MT, puller, or some very crucial position, what you do will probably not screw up the raid(unless you go pull a train on the raid or something, lol).

However, in many truly nasty group encounters, every single member has to be at the top of their game, there is no leeway or the group dies.
Small point but I was talking about PvP raiding where you must fight other raid parties as well as mobs.. I sthink this is the biggest challenge of all. My experience of PvE raiding is mostly hours of bordom and a bit of intense action followed by hours of argument after a wipe.
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  #6 (permalink)  
Arctic_Slicer on 06-02-2006, 05:11 AM
Re: Why All the Hate?

I have to agree LordDragon13. You made some mistakes with your labels there.

First of all casual is a playstyle that has nothing to do with time commitment. Whereas the term "hardcore" literally means very dedicated. However just become someone plays 70 hours a week doesn't mean they care at all about raiding. Casual gamers are not in it "for the win". They are the people who can lock up all of their exp into AA points and never go past 51 while doing Lost Dungeon adverture after adventure while having fun all the while.

It would actually be more accurate to discribe the debate as "time-starved power gamers" versus "hardcore power gamers". Which really isn't much of a debate as someone who is more dedicated to something is generally going to see more rewards from something.
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  #7 (permalink)  
Melchizedek on 06-02-2006, 01:36 PM
Re: Why All the Hate?

Quote:
Originally Posted by LordDragon13
I think you make the mistake of equating raiders with people who play a lot, and groupers as casuals, who don't play as much. I don't think anyone sane suggests that someone that plays twice as much shouldn't have better stuff, but just that the game shouldn't so heavily reward one chosen play style over another, raiding/grouping for instance.

I knew people in EQ1 who played half as much as I did, but they liked to raid. I spent far more time grouping than they did on raids, but they had far better gear. I think that is the key imbalance.
This is a fantastic point and I think you are right in that I could and should have worded this better. Perhaps casual players may play longer hours but never really get into the raiding content where the "phat lewtz" are. This is a personal decision. I do not see an this as unbalanced or rewarding one play style (grouping) versus another play style (raiding).

The person is making a choice, choosing their particular destiny. This happens in real life too. Who honestly should be getting the "phat lewtz" in today's society? Mrs. Johnson, the second grade teacher who works with children who are abused, neglected, hungry and poor or Mr. Johnson who is a stockbroker dealing with the well to do crowd?

We all make choices. We have to live by those choices.

Quote:
Originally Posted by LordDragon13
While you make some arguments for raids being more difficult, many would argue the opposite. Unless you are the MT, puller, or some very crucial position, what you do will probably not screw up the raid(unless you go pull a train on the raid or something, lol).

However, in many truly nasty group encounters, every single member has to be at the top of their game, there is no leeway or the group dies.

So why could a game not be designed with group encounters that provide raid level loot, provided that;
1) The group encounter is of comparable difficult
2) It rewards loot at a similar rate per player (So a 4 hour raid for 54 people would reward 9 times the loot of a 4 hour group encounter for 6)
3) The group encounter entails similar risks
This is just my opinion here and it does not represent SGO, VanguardSpheres, or anyone else, just Melchizedek:

I am not sure you can make the level of difficulty for a group match, or come even close, to raid difficulty.

Moving parts: 54 people all contributing. I will admit that if one person blows it in a group, there is a high degree of likelihood the group will wipe. I could also argue that as long as the tank and healer are ok and someone can perform some type of CC, an error by dps (wizzie not controlling his nukes and over aggroing for instance) usually does not result in a complete wipe.

When Kunark came out, 6 of us crawled through Droga on day three or four. It was awesome. We did do something incredibly difficult and we didn't get any phat lewt although we had a ton of money. It would have really been nice to get something for a nine hour crawl, but the fact we moved all around the dungeon and didn't wipe was a testament to our skill, and probably more importantly, dumb luck. Our monk was awesome and I was the chanty. I could go on and on. The point is that grouping does need a serious reward, however, nothing like raid gear.

Let me say this also. End game raids need to be something that is ever evolving. An example would be a guild shwacks epic mob 0021. The last thing we should see is a post on the guild's website that reads, "Welcome to Farm Status !". This may be a pipe dream as hardcore raiders learn an encounter, they will work endlessly, almost like cancer, to make sure everyone has the required loot before moving on. That is just what raiding guilds do.

Quote:
Originally Posted by LordDragon13
You could even give the raid somewhat more loot per time investment to account for organizational issues.

Giving players that raid vastly better gear(and its always hugely better, not just a decent improvement) just rewards one particular play style while shutting out others. I know lots of people that left EQ1 at the end game because they wanted to improve their characters still, but didn't like raiding. Eventually, I was one of them.

A system like I have described would allow hardcore players of all types to keep some loot parity, and might actually ease up some of the annoyances of heavy raid guilds (heavy mandatory attendance etc) by providing an equally challenging alternative.
In the end it comes down to a lifestyle issue. There are farmers who work 18 hour days for 40 years and never really make more than a living while you have people who work in air conditioned offices 40 hours a week pulling in 300k. Could the farmer do the job that the other person is doing? You bet with school, he just never chose to go down that road.

I realize people feel passionately about this on both sides of the isle. It is a great topic. Looking forward to hearing from you soon!

Melchizedek
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  #8 (permalink)  
LordDragon13 on 06-02-2006, 02:18 PM
Re: Why All the Hate?

Quote:
Originally Posted by Melchizedek
This is a fantastic point and I think you are right in that I could and should have worded this better. Perhaps casual players may play longer hours but never really get into the raiding content where the "phat lewtz" are. This is a personal decision. I do not see an this as unbalanced or rewarding one play style (grouping) versus another play style (raiding).

The person is making a choice, choosing their particular destiny. This happens in real life too. Who honestly should be getting the "phat lewtz" in today's society? Mrs. Johnson, the second grade teacher who works with children who are abused, neglected, hungry and poor or Mr. Johnson who is a stockbroker dealing with the well to do crowd?

We all make choices. We have to live by those choices.
I don't think pointing out fundamental flaws in rewards in society is a good argument, lol.

Quote:
Originally Posted by Melchizedek
This is just my opinion here and it does not represent SGO, VanguardSpheres, or anyone else, just Melchizedek:

I am not sure you can make the level of difficulty for a group match, or come even close, to raid difficulty.

Moving parts: 54 people all contributing. I will admit that if one person blows it in a group, there is a high degree of likelihood the group will wipe. I could also argue that as long as the tank and healer are ok and someone can perform some type of CC, an error by dps (wizzie not controlling his nukes and over aggroing for instance) usually does not result in a complete wipe.

When Kunark came out, 6 of us crawled through Droga on day three or four. It was awesome. We did do something incredibly difficult and we didn't get any phat lewt although we had a ton of money. It would have really been nice to get something for a nine hour crawl, but the fact we moved all around the dungeon and didn't wipe was a testament to our skill, and probably more importantly, dumb luck. Our monk was awesome and I was the chanty. I could go on and on. The point is that grouping does need a serious reward, however, nothing like raid gear.

Let me say this also. End game raids need to be something that is ever evolving. An example would be a guild shwacks epic mob 0021. The last thing we should see is a post on the guild's website that reads, "Welcome to Farm Status !". This may be a pipe dream as hardcore raiders learn an encounter, they will work endlessly, almost like cancer, to make sure everyone has the required loot before moving on. That is just what raiding guilds do.
You are right in one point, in EQ1 Enchanters were usually a get out of jail free card, lol. But I believe its been stated that Vanguard will not have classes with such extreme CC abilities. And in a tough fight that can go either way, one person in the group screwing up almost certainly wipe them out. Healer looks away, tank dies, they wipe. Tank tried to do damage instead of aggroing, healer and dps die, group wipes. Wizard overnukes, he dies, healer wastes mana trying to save, group dies.

A raid can more easily absorb someone being stupid, 1 loss out of 54 is not really going to matter, unless it is a crucial role.

Quote:
Originally Posted by Melchizedek
In the end it comes down to a lifestyle issue. There are farmers who work 18 hour days for 40 years and never really make more than a living while you have people who work in air conditioned offices 40 hours a week pulling in 300k. Could the farmer do the job that the other person is doing? You bet with school, he just never chose to go down that road.
The problem is, you automatically equate your playstyle with the one that should be paid more To play Devil's Advocate I could just as easily argue that raids are just zergfests and the "easy" way to get loot, while doing a nasty group encounter requires the real skill, and should be better rewarded.

Now, for a few points to clarify things, lol. I am not suggesting that the average group fight give raid loot, of course not. But that there be group encounters/dungeons designed for such difficulty and reward. Like a group having to fight his way through a zone to kill a nasty mob, not just camping it. Much like a raid only with fewer people. I think that these kind of zones and encounters, particularly endgame, could greatly benefit the game and increase its longevity.

Ok, for the sake of argument lets say there are 5 "tiers" of end game content, each with progressively better content. Your guild is on tier 2, you want to try tier 3. Whats the old solution? Forced raid attendance many nights a week, etc. This is hard on the schedule for many people and causes burnout.

But if you had tier 2 group and tier 2 raid encounters, your guild could be far more flexible, and embrace more people. When people can't play during a raid, they can get a guild group and work on the group encounter. So it lets people gear up through different paths. The heavy raiders can raid every night, while other members can do more group encounters, until everyone is geared up. Then when people are geared, they can head to tier 3 group or raid encounters, whatever they enjoy.

One last point. The biggest problem with insane raid loot is that it not only effects raids, but tends to screw up group content. Difficult and fun encounters become a joke because your tank is raid geared and takes no damage. So encounters get ramped up heavily, and pretty soon you are crap in a group unless you are raid geared, and have no way to access better group encounters without raiding. Raiding becomes NECESSARY to advance.

There is no hard and fast rule that raiding should be the only route to good loot, lol. It just kind of turned out that way in eq1 and other games copied it. Vanguard is supposed to be 3rd gen after all
Last edited by LordDragon13 : 06-02-2006 at 02:23 PM.
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  #9 (permalink)  
Greymain on 06-02-2006, 04:41 PM
Re: Why All the Hate?

I think it is wrong to use adventuring as the measure of dedication crafters and merchants can be just as enthusiatic and if memory serves right will produce the best gear in Vanguard granted using rare raid loot as components.

Could we perhaps explore another definition of casual / hardcore namely attitude.

Casual - No commitment to the game. Got it for Christmas only play cos nothing else to do. The account is shared with a few mates and they gather to have a bit of fun. they just to muck about or show off. They are the ones who cant be bothered to give their characters a proper name they spam and grief. They crave instant gratification, They join guilds and steal guild gear. When their reputation is bad they just create a new alt. They dont hang around very long or get banned then linger on the forums as trolls.

Hardcore - At the other end of the spectrum we have the fanatic who lives the game. Hypercritical of those less able than themselves. Here we find small elite guilds paramilitary in nature whose only contact with the lower orders is to show off.

I played in a fun guild we played hard but would take time out to help low level members. Always ready to cast the odd heal on struggling players and share gear around the guild. We raided but very rarely because there was not enough online to do guild raids and we had to mix with other raiders who took things far to seriously.

On raid gear in Vanguard.. Situational gear could mean Raid gear that is only really useful on raids. For instance a poison blade while affects a specific mob. AC1 armor with very high fire resistance. This would not reduce the "boast factor" but would stop none raid content becoming too easy.
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