@Overlord: I was
just about to comment on that.
Here's the section, for everyone else:
Quote
A viable alternative would have perhaps been to introduce this level playing field on a more staggered basis. With different tiers of competitive PvP locked at, say, levels 20, 50 and 80 thus allowing players to choose a PvP entry point and still leave room for progression to a higher stratum as they progressed through PvE and learn to juggle a greater number of abilities and traits.
My opinion: this guy never played GW1, at least not in Prophecies' days. We
had this, and while it was pretty cool for a while (mainly because PvP played significantly different when the pool of skills was drastically limited), it got old, abused, neglected, and abandoned within a year of the game's release, if not earlier. As Overlord said, the playerbase needs to be consolidated. No one campaigns for "newbie" CS servers where guns do half damage and run speed is reduced; you learn the game that everyone else is playing, find a server that has players of roughly your level, get better, and move on to better servers / organized play. That's how this works. If all these press people can get a decent feel for the PvP, enough to at least know where to go and what to do, within an hour or two play session, I don't see the need to break it up by level and dilute the playerbase. This is on top of the obvious issue of breaking the PvP down by level would require players to play through PvE to get to lvl80 in order to PvP at the highest level, something that this system is specifically designed to avoid.
In summation: it's a terrible suggestion, we know it, ANet knows it, I wish the guy writing this didn't bring it up.
@Xo1o: Instant-UAX is a
godsend to the competitive PvP community, period. If the fact that people are playing in PvP with max level characters that they can under
no circumstances transfer to PvE or even WvW bothers you,
you are the problem. Specifically, you should not be bothered with what other players are doing in a format that literally can have no affect on you or your character. It's like getting annoyed that people use cheat codes in their single player games while you struggle through without them, except even more ridiculous because you're not even playing the same game mode.
Better comparison: it's like asking Notch to force everyone who wants to play creative mode in Minecraft to first play through survival mode to some arbitrary goal (hours alive, structures built, mobs killed, or something else equally silly), because
you worked your tail off to build your castle in survival mode, and it's "cheapened" by the fact that someone else did it in creative mode much more easily. The two modes are incompatible, people play them for different reasons, and most importantly it shouldn't have an affect on
your game how someone else chooses to play
their game.
Was that clear enough of an explanation? Look, I'm all for choice, but not when your preference is to put artificial, meaningless barriers in front of other players' fun so you can feel better about your own experience.
Edited by Skyy High, 06 October 2011 - 11:25 PM.