Didn’t know whether to tag this under PvP or not, but considering the subject I thought it’d be best.
With the recent confirmation that Agility is being removed, it’s probably a decent time to voice my criticisms of the “feature” that is PvP. Please note, I am referring to nonconsensual/forced PvP (as some may misinterpret), which I believe to be a major problem that will negatively impact the game. After all, Arcane Odyssey is a Story-Driven RPG, not a PvP-centric game.
Firstly, the amount of changes made to improve the PvP experience that simultaneously negatively impact the PvE experience is rather atrocious. The removal of Agility, the reduction of dodge reflexes, the removal of brig bed spawns, and probably more. Only one of these changes was warranted (dodge reflex), while the other two hurt PvE players more than they benefit PvP players. Balancing a supposed PvE game around PvP makes little sense to me.
Secondly, the idea that one player should be able to force another into an activity that they actively want to avoid is an absurd one. If someone wants to mind-numbingly fish instead of PvP, they should have that choice. They shouldn’t be forced to sail across the map or server hop to get this “person” to stop trying to kill them. This is the main problem I have with PvP, the fact it can be forced upon you at any moment. Yet I see no concerns about this being voiced, and how it could affect the game.
After a certain point, PvE players will leave the game because of the frequency of forced PvP and the balancing around it. If the options to avoid it are few and there’s little replayability, there’s no point in continuing to play. PvP players get their replayability via PvP itself, though this sometimes comes at the cost of PvE player enjoyment. There’s no good fix for this without adding a good amount of replayability, which at the soonest is coming in Full Release. Until then, this problem will persist.
Elysium being locked behind Robux only makes this problem worse, as not everyone wants to pay for a private space to PvP, leading to more open world PvP against the unwilling. This entire problems divides the community as well, leading to even further infighting (seriously, the PvPer vs PvEr arguments feel constant). It keeps the game alive, but at the cost of the enjoyment of a lot of players. I guarantee there’s been more than one player who quit at Sailor’s Lodge because they were being farmed.