Thrill did an excellent job of answering the question directed at me, so I'll let people read that and know he pretty much mirrors my thoughts on it. Instead, I'll hit this statement up:
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Originally Posted by hamlet,January 31st, 2006 @ 3:12PM
If there was no pvp I dont think you would see this become such an emphasis by blizzard but because they dont want to make everyone that doesnt have the newest and brightest get one shotted in pvp they will always do it. Soon tier 1 will be out moded and if you dont upgrade from your tier 2 then they will pass you up there also.
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I see it that way, as well. In Everquest and other past games where PvP was more of an afterthought than a main game idea, there was never a huge rush to jump-start later additions to the game. PvE balance was everything and PvP balance was a kind of a side project that was mostly disallowed from having an effect on the PvE functionality of the game.
My biggest issues with WoW thus far have been their nerfs to various PvE skills, functionality, or gear due to PvP-oriented reasons. Anytime you're changing a working PvP functionality because it breaks PvE or vice versa, you have a bit of a problem and are likely approaching things from entirely the wrong angle.
An excellent example of a needed fix for both sides would probably be SS/WW, negative resists, or the original warlock beta ability to banish virtually everything. Those functions were horribly broken in all versions of gameplay, so they were not something that had a particular bias and negatively effected or rebalanced one side in order to fix a serious issue on the other. An example of a PvP oriented change would be Invis-O-Mages. While they were complete and total BS in PvP, invisibility itself wasn't a horribly broken PvE ability. It could have easily been tweaked into balanced PvE, but balance in PvP is always a nightmare with skills like that and the rogues would've whined due to stealth being all they've got.
These two completely seperate worlds of statistics, functionality, and calculation should not hold sway over one another at all if you wish a true balance in your game, IMHO. Easy to say. Near impossible to do. In the past MMOG's, balance due to time invested wasn't really an issue. All groups of players pretty much equally benefited from new additions to the game. If something was below your main raiders, it was still fun to screw around on and you weren't missing anything. If something came in above you, all the better. Now you had an easier means in which to achieve goals you already had.
Time invested meant getting to kill things the moment they showed up or explore things before everyone else. If you didn't have a level 60+ character by the time certain EQ expansions went in, oh well. You'd get there eventually and if that content wasn't used anymore by that point, it would likely be due to much better content being in full force.
There came a time in many of those games' development cycles where the devs had to say "Okay...we're completely erasing the usefulness of these old zones with upcoming content...but they've had their time in the sun and the game needs to move on." I would be both surprised and disappointed to see newbie expansion characters doing Scholomance, RFK, or the like in as serious a fashion as we all came up with them. I don't think expansion characters should have to. There should be so much more content available by then, they shouldn't have to.
In the PvE-centric games, it became easier to gear up through different means, but there was never a serious pressure on any individual or the developers to keep a static balance of any sort. The difference in WoW is that they have specific realms in which they feel obligated to hold a reasonable gap between player skills. Even on PvP realms in other games, PvP was never the main focus. In WoW, there has developed a rather large subsection of people who do almost nothing but that, so Blizzard is being forced to address their concerns.
It boils back down to what I felt was their biggest mistake in WoW development. They tried to forge two seperate games into a singular experience and the nature of the genre just doesn't allow for it to mesh very well. Half-Life 2 was a great game. Starcraft was a great game. That said, they do things very differently and for important reasons.
I'd much rather see someone try to churn out Half-Life 3 and Starcraft 2 as seperate and very polished entities than see a thrown together attempted mixture of Half-Starcraft-Life in which the very core elements you loved both previous games for were dilluted if not completely erased for sake of hybridization.
I think WoW could have been the best MMO-PvE game to have hit shelves in history, hands down. I think it could have easily blown away anything that has come before and most everything that would come after for a very long time. It's a damn solid game. Look at what all it has accomplished in spite of the many things it has working against it, at current. Seeing it as a strictly PvE balanced game would have been incredible, no doubt.
That said, it's WARcraft so I've never understood the concept of a PvE server to begin with. I can't imagine a strictly PvE version of warcraft any more than I can imagine a multiplayer version of Nethack, so I don't know what else they legitimately could have done without wrecking lore/immersion in a serious fashion. I might not kill Newladin or Elfan sometimes because they have renounced their lameness and begged for acceptance in spite of their most unfortunate and unfair births to alliance parents. But mostly?
The entireity of the alliance cheered that pretentious jackass Arthas all the way from childhood to murdering his own father before they realized he was a worthless, weak-minded moron of an individual. Any halfwitted Peon of an orc would've killed his sorry arse before he got to grow up and become what he currently is.
Damn you to hell in advance for blood elves, Blizzard. I don't want those kind of people playing horde. I'd rather lose the war and die a man than link up with a bunch of freakish elven wankers and dishonor my ancestors by accepting their help.
Call me oldschool, but I feel Thrall has sold me out. If I had a cave, I'd go sulk in it with my succubus, felhunter, and imp (my useful pets) and plot some form of ritualistic murders to call down demons worth having in my service. Maybe then I could secure a group of like minded individuals and focus on creating a worthwhile splinter horde cult that doesn't get repeatedly smacked down by level 20 Barrens kids or roaming silithid hunters...
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*ahem* I digress... Sorry.
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I think a 3d WoW-styled action game balanced and based strictly on PvP could have been very interesting as well. I always felt that Battlegrounds and World of Warcraft should have been two seperate games, perhaps linked in more trivial ways than they currently exist if linked at all. Both sides of the game could have been much better off for uncomplicating it in that fashion. Unfortunately, that's not a very realistic goal to have had, so we get what we get.
To me, trying to mix the Quake experience with D&D has always seemed similar to a person suggesting Rugby-Golf. I'm sure it would be an interesting game, but balancing would be overly complex. I'd rather play either of the two games (or both) as seperate, balanced, and polished versions of their core self.
(Okay, I'm lying about golf because they don't let me hit anyone. Rugby all the way. You get the idea, though.)