Actually, yeah it’s probably just the balance team being on crack but the reason why deepwoken’s pvp is better than ao rn is because it’s simple as hell.
Fights are always close with little to no distance. No goofy air fights and dodge reflex which literally made even the top pvpheads have trouble tracking. Low levels can actually destroy max levels meanwhile this game has to give them protection due to the huge power gap. Doesnt have the creeping size meta as endgame which forces people to actually focus on timing and precision.
There’s a lot more but one thing to highlight is that even the pve players in deepwoken doesnt actually have trouble pvping because the gameplay is literally that simple. The only hardcore thing about the game is that permadeath exists which doesnt really matter considering you can get back to max hella fast.
In other words, ao pvp is just whacky with the skill ceiling being hella high for no reason simply for the fact that people move hella fast a ton of times even in air, with a ton of attacks having clear obvious huge hitbox to compensate having to fight mosquitos. It literally just isnt a good pvp system in general when compared to other games’ pvp system.
Nah, the average player can actually learn everything in the game pretty easily so the skill floor isnt really that high. Trying to advance on it is the hardest part.
Oh yeah forgot to mention this but no matter how much we point out the issues with pvp, vetex wouldnt prioritize making it better because he has said this countless of times in vetcord that the game is mainly “story-driven”, pvp is a side feature and no dev is gonna focus on a side feature that much.
Source:
There’s a ton of him pointing this out but I chose the most obvious one where he literally said the main focus of the game isnt pvp
I think this was a response to me I remember that conversation lol. Still find it hard to believe that COMBAT is considered a side feature in an ACTION - RPG. If anything it’s just as important as the RPG elements. If it was a side feature, you might as well have just made the combat turn based like Adventure Story
this makes sense i guess but it is bound to happen in nearly every game. PvE is mandatory but PvP isn’t but- i honestly don’t know where to go with this thank you (Gamehero and Saiju as well)
Just because it’s bound to happen in nearly every game doesn’t really make anything better. At the end of the day, one has their experience interrupted and it creates discord around the playerbase.
Since deckhands were reworked, there’s nothing really binding PvE and PvP together other than sealed chests and gradually increasing renown/bounty (which can be solved by going to Silverhold/Whitesummit every once in a while).
For the most part, it’s all just a matter of whether or not someone’s willing to kill another person to have fun - with a good chance of said person being a pver who’s minding their business. At least that’s what I could make of the entire ordeal.