@HrToHavFun Redox mentioned me and of course, I know why. I entered realmeye forum sometime last year with a well-made, so I think, idea of how a PVP could be introduced to the game of RotMG: Let's Introduce PVP :) . I created that idea based off of the belief that at some point, this game would become boring. Every dungeon either could be soloed or simply couldnât, and therefore, there was no unpredictability. The most unpredictable dungeon was, in fact, the Arena, but such a dungeon could only go on for a certain amount of time, and at least from personal experience, it was more likely to lag out from the Arena then to actually die in it. Along with the massive amount of lag, the Arena suffered from another significant problem. Every single monster in the Arena had an algorithm that it ran off of and once the normal person figured out how these monsters worked, each individual monster also became predictable. The only way to remove this predictability would be to add in real-life people (or to use a really complex algorithmâŚ) Essentially, my argument was that a PVP would be an interesting concept that could create an end-game battle in which one could not know for sure they would win, even if they were more skilled. Of course, some people disliked the idea of such a change. Most arguments against PVP were illogical. Iâm going to try to split these arguments into three groups.
A. Noting a problem in PVP, choosing to ignore that it already existed in RoTMG.
a. For example, many of my early arguments were over the creation of a META in PVP. A legitimate problem. However, such a META exists in RotMG. I believe that the example used was a that a juggernaut warrior would be powerful in PVP. Personally, I disagree, but still, juggernaut warrior is already a META and not making a PVP is not going to suddenly remove juggernaut warrior from being a META.
B. They noted a problem with PVP that wouldnât be a problem if they had read what I wrote
a. For example, the constant argument over health which, for some reason, was constantly repeated. For some reason, very few people actually read my section about hp modification and therefore a lot of the âoverpoweredâ classes they were suggesting were actually not as strong as they thought they were.
C. No problem with my idea but simply thought it didnât fit in.
a. My problem wasnât at all with that they didnât think it fit in. I understand that there were problems but that didnât mean that some BS reason had to be made. If you think itâs a bad idea, just say you donât like how itâs going to fit.
However, with these illogical problems, came legitimate problems.
A. A cost/reward system had to be made
a. Many people disagreed with my cost/reward system and I could understand why. You donât want to make the prize absolutely broken yet obtaining it must be difficult due to the amount of work and luck required to win. The biggest problem is that there is no individual item in the game that could logically work as a prize as most of the people who are going to be playing and winning are highly skilled and probably already spend money on the game.
B. An implementation
a. The idea is cute and the thought behind it might be great. However, there are two major problems.
- Implementation is difficult if at all possible. If implemented, it would have to work under a different system then that of the current game.
- Although the idea is not fundamentally bad, there simply isnât much support for it and therefore no logical reason why DECA or any organization would spend the hundreds of hours necessary to make it.