Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
I can't begin to imagine the nightmare that balancing a true classless, skill-based game like this for PvE & PvP would be for a small team. That would mean that either the quality of both game modes would suffer or the whole dynamic of the development team, process, etc. would need to drastically change.
I've never been that into PvP myself outside of the random dual for entertainment so I'm good with the focus remaining where it is.
As I've seen mentioned several times when this comes up, there are several high quality PvP games on the horizon to "scratch that itch" so to speak.
Why are people that have no interest in PvP always so vocal about making sure those that do can never get it? That is one thing I have never understood.
Change gruesome spooky punch to reduce damage by 90% instead of 50%, get rid of the snare effect and super jumping effect, that's about all you need to do to make it at least a little enjoyable. ( or add 30 minute PvP potions to a vendor with the same effects). This would have zero effect on the rest of the game, it wouldn't suddenly turn it into a PvPvE game.
Alternately you could just impose a zone-wide debuff on the PvP dungeon with this same amount of reduced damage. Don't tell people to go there "as is" because all it is is one shot kills.
Yea some tanky builds would be overpowered...who cares, at least you would get to fight each other for 10-20 seconds instead of 1 second.
Strictly voluntary with nothing to lose or gain from it....who the hell cares? Why go out of your way to not give people this outlet? And especially why go out of your way to post because you aren't personally interested in it? It doesn't seem like at least changing spooky punch as I have suggested would take much time, erase 2 effects and change a 5 to a 9.
Bonus: these threads would stop popping up every month.
EDIT to add this, I personally don't even care....I just don't see why you don't do that so they can have a little enjoyment and end the "why is there no pvp threads"
...If you like fighting monster sims all day thats cool, it just seems like playing chess versus a computer and never playing against another person. Unless you travel over here or eat this pie for 5 min, etc.
TLDR; pvp builds community and a means to compete over progression rather than holding hands and waiting in line.
From your point of view, you can look at PvP and say "What's the Harm?" but when you live to gank noobs you look at every other playstyle and say "What's the Point?"
A PvP dungeon can be useful because they WILL find exploits that can be patched, but if devs start trying to make changes in order to "balance" their little battles, it never ends
They will never be happy and they won't shut up lol
ErDrick, your suggestion I think is fine. But I don't think that's what most of the pro-pvp guys want. Some of the knee jerk reaction is from knowing that any time spent on PVP is time taken from other things.
Class balance matters even in PvE if you want players to be playing on the same field. The difference is the balance you're aiming at is so that players don't end up uninvited to groups or not able to complete solo content.