A
Arden
Guest
So I havent weighted in on this topic for a reason, but after much thought and perusing I finally have formed my opinion.
I vote the way that makes artifacts/gear/faction gear/whatever gear that is better than GM gear easier to get, or possibly easier to re-obtain.
The "haves" 99% of the time out play the "have-nots" due to gearing. Everyone can agree a GM set of armor does not size up against a faction suit full of arties and imbuing. Over time the "have-not" gets tired of dying and give up on pvp, or maybe siege.
Why does a "have-not" never become a "have?" Not everyone likes farming silver (afk, dont act like it doesnt happen), not everyone has 4+ accounts in order to obtain good gear, not everyone has the time or wants to expend the effort to have the top end gear.
So, if you make it easier for the "have-nots" to obtain the high end stuff, there will be more "haves" and hopefully reverse the effects that was mentioned earlier with people giving up on pvp and maybe siege.
Getting this changed, obviously take time and much effort, but coming from WoW, YES WORLD OF WARCRAFT THE GAME YOU ALL LOVE TO HATE, I know it works. Orginally, pvp was dominated by the high end pve'rs. Thier T3 gear was unmatched and pushed many people out of pvping. So pvp gear was made better so "everyone" had access to gear that made it possible for balanced fighting.
Later with the introduction of Arena (a new platform for pvp with better rewards but only for the top 2% of players) we once again had an issue where top players had top gear, and made it hard for lower ends to compete. So again, Bliz went in and changes the gear structure and made it easy for everyone to have similar gear.
Why doesnt UO do this?
Sorry long thread
I vote the way that makes artifacts/gear/faction gear/whatever gear that is better than GM gear easier to get, or possibly easier to re-obtain.
The "haves" 99% of the time out play the "have-nots" due to gearing. Everyone can agree a GM set of armor does not size up against a faction suit full of arties and imbuing. Over time the "have-not" gets tired of dying and give up on pvp, or maybe siege.
Why does a "have-not" never become a "have?" Not everyone likes farming silver (afk, dont act like it doesnt happen), not everyone has 4+ accounts in order to obtain good gear, not everyone has the time or wants to expend the effort to have the top end gear.
So, if you make it easier for the "have-nots" to obtain the high end stuff, there will be more "haves" and hopefully reverse the effects that was mentioned earlier with people giving up on pvp and maybe siege.
Getting this changed, obviously take time and much effort, but coming from WoW, YES WORLD OF WARCRAFT THE GAME YOU ALL LOVE TO HATE, I know it works. Orginally, pvp was dominated by the high end pve'rs. Thier T3 gear was unmatched and pushed many people out of pvping. So pvp gear was made better so "everyone" had access to gear that made it possible for balanced fighting.
Later with the introduction of Arena (a new platform for pvp with better rewards but only for the top 2% of players) we once again had an issue where top players had top gear, and made it hard for lower ends to compete. So again, Bliz went in and changes the gear structure and made it easy for everyone to have similar gear.
Why doesnt UO do this?
Sorry long thread