Valadorn wrote: ↑Tue Feb 01, 2022 1:05 pm
So many Toxic PvE people here, yet they dont even notice how toxic they are :(
Let's ban everyone that dares even slightly enjoy PvP, and then do the Surprised Pikachu face when there wont be enough ppl left for Dungeons. :)
You seem to be pretty tone-deaf on this. I'm not sure how you came to the conclusion that PvPers are the crux when it comes to populating PvE content; nor that there were always enough people for dungeons even before Warmode. I think, honestly, you're just trying to ghoulify the point so that you feel less bad that PvP players are finally being called out. Turtle survived for a long time before the current wave of PvP refugees - they're not the solution, they are the problem.
I was there when the discussions about Warmode first started going around. Back then, I was in support of them; which I still am, in theory, if it is
done correctly.
0
What has happened, however, as I'm sure has been explained to death in this thread: The devs have used PvE rewards to encourage PvP. So, rather than getting Warmode because they want to engage in PvP, people are getting it purely for the XP bonus, even if they personally do not like to PvP (because, it's a biiiiig bonus); and in turn, toxic players are capitalizing on it by ganking them, and acting snide to prove a point.
PvP should be about encouraging PvP players to positively engage in PvP, while encouraging PvE players to do their thing without muddying the waters - and as such, the rewards (and mechanisms) of Warmode are
desperately in need of fixing. It's not enough just to deride somebody by the schizophrenic argumens of saying, "Get Warmode because the XP boost is too good!", and then saying, "If you didn't want to get ganked, don't get warmode!". Once again, PvP should be about encouraging positive, balanced PvP in the wilds; not gank paranoia.
Ultimately, if this can't be done (which it absolutely can), I think that Warmode should be removed. PvP players seem to say things like, "Well, anecdotally,
I never got ganked!"; but, obviously, these are PvP players. They don't play like the rest of the Turtle crowd; which is, socially, and without PvP anxiety. They don't visit the meetups at Tents, they don't run around neutral hubs to chat to players; and ultimately, their attitude doesn't fit with the server. Turtle has always been a RP-PvE server. I'm sure that PvPers enjoy Turtle for all the great things it has, and don't want to simply be kicked back into the toxicity of open-PvP servers; but, sadly, we've got to take care of our community first, and if PvP players are killing the vibe, they have no right to run around making arrogant, hackneyed arguments to support what is clearly a poorly-instituted game mechanic. In the end, there's no other server like Turtle, and there's a reason. Let's not forget it.
I'm honestly not sure how the developers settled on the current confuguration for Warmode. I love the devs' efforts, but I've noticed a very strong trend that
devs on Turtle lack foresight. They'll make quick, dirty changes that seem (and often are) pretty cool on the surface level; but end up having more ramifications than boons.
For instance, look at the current issue with classes: Many people have stated a strong eagerness for Undead Paladins and Dwarf Shamans. However, this is no longer possible, because the class limit on both races has been maxed out. Somebody decided that it would be cool to have Undead Hunters; and clearly without thinking it through, they made the change, and forever locked Turtle into its current paradigm. It could be argued that faction-restrictions like that are a trait of vanilla; but it's not 2005 anymore, and the idea of faction-specific classes no longer has the same whimsy and excitement as it did twenty years ago (now that everybody knows classes inside-out).