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Comment Re:Another game that doesn't get it... (Score 1) 353

A couple important things that the above post doesn't seem to get:
  • PvP may be a niche market, but if that niche is only 10% - well, I think I'd call a million subscriptions a success.
  • WAR is oriented towards RvR (realm vs. realm). RvR is different in some aspects than a number of common impressions about PvP. In particular:
    • the pvp aspect is voluntary (you choose to go into the area) - no getting ganked when you want to relax
    • you are detached from your enemy and have de facto allies (each realm is one side, your allies can't hurt you and are likely working towards killing your enemies) - side bonus, enemies can't talk trash to you
  • RvR is implicitly cooperative - see above.
  • Just because RvR is a primary feature in this game does not mean there is not a wealth of PvE content. As others in this thread have said, public quests are a wonderful new feature to encourage cooperative play. There is also raid content, dungeons, etc.
  • RvR is just as social as casual pve - perhaps more so because you are more likely to be working on a coordinated objective, unless you are in a coordinated raid (not necessarily casual)... or a public quest!
  • Open parties (an easy way for a casual player to join a group looking for new members) are a huge social mechanic for casual players to meet and play with people.

There are a large number of people who say that they hate pvp because their impression of pvp is running around on a low level character getting killed by higher level min-maxed characters when all they want to do is kill their first fluffy bunny. WAR has an alternative rule set for that style of play, but the core rule set intentionally prevents it.

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