-
Posts
7232 -
Joined
-
Quote:No problem with a balanced ranged/melee damage AT. That by itself is not a tankmage, and is what blasters are supposed to be.I'm not talking about a Tankmage - always amuses me the way people bandy that term around.
The idea is for a balanced ranged/melee damage AT, I believe this can be achieved quite easily using the existing sets and I see no reason why it would be overpowered.
As I said the damage would need to be relative to the risk:
Ranged attacks cause moderate damage.
Melee damage is high.
Blasters would be invited for the higher ranged damage!
Scrappers and Brutes for their higher melee damage through Crits and Fury!
Tanks would be invited for their higher survivability!
In many ways the argument would be why invite the proposed AT?
- less ranged and melee damage than a Blaster!
- less melee damage than Scrappers and Brutes!
- brings no control or buffs to the team.
It should be a well rounded AT that fills a niche and would probably be good fun to play, certainly not a Tankmage of any description.
AV soloers would get better results from Scrappers/Brutes in melee and Softcapped Blaster/Corrupters/Defenders at range.
Farmers would also need to look elsewhere.
So no not a Tankmage!
The problem i when you add scrapper level defenses on top of that.
THAT'S the tankmagey part of it. The ranged/melee is fine, just not the ability to softcap all 3 positions, get stupid amounts of resistance, or heal from anything, that's thrown at you. That is what makes it overpowered, not the damage. -
Quote:Not bad. I have no problem with most of the ideas.Me and a friend were talking about how to make certain travels better and/or more realistic the other night, and I wanted to post some of these ideas to see what ya'll thought.
Super Jump: Have the inital leap off the ground and the post apex part of jump have greater acceleration, and when nearing the top of jump it goes a llittle slower. And perhaps a more lateral movement, sacrificing a little of the height so it's more of a leap than a jump.
Teleportation: Can also click on map to move around, however the farther away you teleport, the more endurance you lose. Starting base (for max distance--max being 1 mile) could be around 50 endurance, with end reductions lowering that by 20/10/5.
Superspeed: Get rid of stealth. Have it take a couple seconds to get to max speed, and be able to wall run at a slightly slower speed after you build up some initial speed. (We threw around a couple other ideas, such as having a placate effect when you hit max speed, and what not.)
Fly: Couple seconds to get to max fly speed, with max speed being faster than it is now.
Obviously, these changes would take a lot of programming, and possibly not feasible, but I'd like to know what you guys think. Any other suggestions, or new travel power ideas I'd love to hear.
One problem though: The wall running idea for super speed is impossible with the game engine's limitations.
Also, the max speed on Fly is slower compared to other travel powers because otherwise Flight would be the best travel power to have by a wide margin. It is the only power that keeps you completely safe from attack while traveling (unlike SJ and SS) and it won't completely drain your end bar (unlike TP). Fly is also the ONLY power that will let you hit the zone ceiling and stay there as long as you want.
Other than those two points I like your idea. -
So, you want basically the definition of a tankmage?
Ability to deal significant damage at range? Check.
Ability to deal significant damage in melee? Check.
Ability to survive return fire, perhaps indefinitely? Check.
That's a tankmage. A well rounded character with no real weaknesses to overcome.
A blaster has the first two covered, they deal damage from anywhere, but they lack the ability to survive large amounts of return fire. That is the cost of their damage dealing ability.
Scrappers, tanks, brutes and stalkers have the second two covered. They deal good damage in melee. And they can survive return fire, some of whom can do so indefinitely. But...they must be in melee range to be effective. That's the price THEY pay for what they can do.
Defenders and corruptors are more support classes. They have damage dealing ability of their own (at range), but they aren't well suited to surviving damage dealt to them. Their survival depends on A) teammates, and/or B) Intelligent use of their abilities.
Controllers do exactly what their name implies, they control the battlefield, but they are pretty frail. Most controllers also do very little damage of their own, instead relying on pets or teammates to defeat things for them. Don't believe me? Try soloing an Earth/FF before it gets it's pet.
Dominators have control and damage, but if they encounter something that cannot be controlled easily and is difficult to kill they're in trouble, because they lack any passive survival tools like resistance or defense. If you've ever run into a Fortunata Mistress on a low level Dominator you know what I'm talking about here.
Then we come to Masterminds. They can be extremely powerful......until you take their pets away. By themselves Masterminds are just barely this side of helpless. They have decent buffs and debuffs, but without their pets sthey deal very little damage. Also, buffs are useless without something to use them on.
EATs are already tankmages in a way, but they're balanced by the fact that they have access to a wide range of abilities, but they can't have them all at once on the same build. If you choose to have everything on a Kheldian you run into a severe slot shortage, so you are better off choosing something to specialize in most of the time. Choosing a build on a VEAT means you completely shut out half their abilities because they're closed to you.
What you're asking for here is something that has all the strengths of blasters, tanks, scrappers, brutes and stalkers, with none of the weaknesses associated with them. I very seriously doubt you will ever see something like that put into the game.
Scrappers and blasters probably would end up obsolete. Why would you invite someone who can survive in melee and deal damage there -OR- someone who can deal a lot of damage at range, when you can invite someone that can do BOTH instead? -
Quote:There's 5.As I recall, stealth is divided into four groups:
1) Stealth powers (cloaking device)
2) Somebody else's stealth powers (steamy mist)
3) Stealth as a side-effect (super speed)
4) Stealth IOs.
Stealth from any one group will stack with stealth from the other groups.
Stalker Hide is it's own group. It will stack with all 4. -
I think any map should be used, possibly set to random so people can't try to gain an advantage.
Besides, it's not WHERE you fight....it's WHO. -
Quote:You have to provide a credit card or time card in order to validate the account. You'll get your free month, but you have to have a means of payment on file.I upgraded the actual account. I did NOT make a new one. I was sure to pay attention to what I was doing and clicked the right box when that option came up.
EDIT: I re-activated the account by subscribing to the game. Maybe this will activate the free month.
After the trial restrictions are lifted you can goin and unsubscribe and playout the free month. If you never gave them a credit card or time card your account is not officially active yet. -
The thing is, it's not like PvP was a recent addition to the zones, it was ALWAYS there.
I could understand people being upset if they were PvE zones for years and they suddenly added PvP to it out of nowhere, but that's not the case.
They were designed as PvP zones and have always been PvP zones. You knew that before you ever got the very first Shivans or nukes you ever obtained because they were clearly labeled as such. Getting pissy because you can't get your temp powers in peace in a zone that was designed from day 1 to have PvP occuring in it is pretty ludicrous.
According to the PvE only players, PvPers have no right to bother them, even though they willingly made themselves a target in one of four places in the entire game that they can be attacked by another player. In ANY other situation where you have the enemy army's uniform on, you will be attacked. How is CoH PvP any different? Oh, wait......it's not.
Sorry guys, when you're in a PvP zone, you are subject to PvP, whether you like it or not. If you don't want to be subjected to PvP you can leave the zone any time you want, you are not forced to be there, and you are not prevented from leaving.
It really is that simple. -
Just for further clarification:
Stealth and Shadow Fall/Steamy Mist will not stack, but....Stealth and someone else's Shadow Fall/Steamy Mist WILL stack. -
Quote:For Dark Armor paired with either Katana or Broadsword, go with positional. For pretty much any other primary typed will serve you better.My basic rule is to look at the generic SO slotting and see what sets fall in place real well and what "trends" appear. Some are very easy to see. "Willpower" should be built as "typed", no question. Shields and Reflexes as "positional", Duh !
But other sets are harder to see until you start looking at the whole picture. "Dark Armor" can go either way, but if you play Dark Melee too, your going to want those nice ACC bonuses in the 6-piece sets, so "Positional" has an additional reason to push for it.
And of Course, if you are trying to "softcap" there is no doubt "positional" is going to be cheaper in most cases.
Invuln, Fire, and Electric Armor should usually go with typed as well (Invuln always should), Fire and ElA it depends on your primary much like Dark Armor.
Quite a few actually, now that I think about it: All of Ice Blast, all of Energy Blast, Sonic Blast, Hurl and Hurl Boulder, Propel (actually I think most of Gravity counts), Earth Control's single target powers, Levitate from Mind Control.Quote:Sure, you'll have a hole vs. ranged smashing, but how many attacks are ranged smashing?
The one you will see most often is probably Hurl, Warwolves have it and whole spawns will chuck them at you at once. -
Quote:It's part of the zone.I've just been in to Warburg for the first time and noticed that I don't seem to be able to attack the target of my (friendly, party member) target, I get 'Invalid Target' when targetting the party member and attempting an attack. I play in duo, normally healing my meat-shield in between shooting fiery bolts at his target, and I find that much more convenient than manually switching targets between him and whatever he's shooting. Is this something that is disabled in Warburg?
Come to think of it, this may specifically be in The Web. When we were ungrouped in the villain base he was blue to me, but when we ungrouped in The Web to see if regrouping would help he turned out to be red to me (sort of embarrassing given that I'd just clicked him to select him and rebuff, and ended up blowing him up).
I'm guessing it's a facet of the zone but I wondered if anyone could tell me for sure, it's really painful not being able to do target of target attacks.
Warburg is the only zone in which you can attack a person of the same faction as yourself that is not on your team. It's a coding thing.
In the rest of the game, the CPU sees that you are targeting your teammate and does the calculation to determine that you are trying to attack what they are targeting.
Warburg doesn't have that piece of code in it. Since a team member is the only thing in the zone you CAN'T attack, the CPU simply interprets you clicking an attack while targeting your teammate as an attempt to attack that teammate, which the code of the zone will not allow you to do.
My theory on the reasoning for that is that your teammate can become an enemy at ANY point in time, either by them quitting the team or you kicking them, at which point they become a valid target again. Seems to me like they did it that way to make things easier on the processor by not forcing it to figure out what you're trying to do there. If it DID force it to try and figure it out you would end up with a lot of bugs in which your attempt to attack your teammate's target resulted in an attack on your teammate instead. Which would really suck if you hit your scrapper or brute buddy with a nasty debuff by accident.
Instead of leaving a system in place that would probably have bugs sprouting up every other week they just made it so any attempt to attack while targeting a teammate was considered invalid. -
Terminator would be overpowered.
Benefactor would be helpless.
I have no major problem other than possible mechanics issues with the others. -
-
Quote:Misunderstood what I was saying.I'm puzzled here.
Pinnacle RV is virtually dead most of the time unless XFunk, myself or maybe one or two people are kicking around. And it's not that hard, assuming you have a quick movement power like Superspeed or Super Leap, to just hop to your next explore badge and move on. Heck, I got all of them the other night on my Corruptor with nary a hassle (Two Blasters were around and a Scrapper, there was PvP and no one was upset about it).
Now, if you're working on something more laborious like pillboxes or the heavies, that might solicit some attention. Even then you can usually /hide from searches and get it done. Even so, I've found most people on Pinnacle are pretty cooperative about getting explores if you tell them.
Wow that was a long tangent.
Anyway, I guess the point is...if you want to run the AVs in RV, good luck on a populated server unless you can somehow get the PvPers to cooperate with it. On lower pop servers, you can usually get the AVs done without much trouble and some SGs will actually help out.
It really is "play at your own risk" though.
I was talking about the rep badges and the player defeat badges. THOSE are difficult to get on Pinnacle. I have no difficulty at all getting the exploration badges and plaques, and I have little or no interest in getting the pillbox or heavy badges. -
Quote:See, I personally have a build that IS affected by the change. I have a Broadsword/Dark Armor that is currently softcapped to all positions by using BotZ in Combat Jumping and Super Jump. Once the change goes live he will no longer be softcapped.I am not really affected by the change personally but I know plenty of people that have shown me their builds and will be. Going from a botz oriented build to a differently oriented build is not a minor thing.
If you have the max slotting of it, you have 5 sets at three pieces each. Thats 15 IOs that need to be pulled. Then you have to get your character where you want them to be. You have to remove or dump other sets that you have slotted, and then build to what you actually want.
Your mileage may very on what you want to take out or keep for your new concept.
Just for example if you want to go from botz to smash lethal defense, your build completely changes. If you are going from defense to high recharge, high regen, or high damage, its equally big.
My own feeling is that Botz wasn't overpowered. The level of performance it provided could and still can be achieved by other means. It just provided a different way to get there.
It isn't a huge deal for me on that character, as I will still have 40% defense to those two positions, it's just annoying because I don't really have any reasonable options to replace the lost defense.
But....I'm not complaining about it because I happen to agree with the reasoning for the change. The set provided far too much for the required investment. The thing is, it STILL provides the same thing, just not as much of it. -
Quote:Why is a free respec not fair?
Giving a single respec with this and saying "there you go" is a crappy practice.
As to being fairly clearly broken not so much.
It lets you take them out of your build and sell them on the market for whatever you can get if you so choose. At no cost to yourself aside from market fees.
What, you want them to give you free influence for the "inconvenience" of it?
What about someone who got all 3 pieces as drops and already had the salvage for them? (Yes, they exist) They get money to replace what they didn't spend on it?
A respec to pull them out o your build and do a you please with them is perfectly fair, asking for more than that is pretty silly. -
Quote:One simple answer:Any reasons why a Kat/Regen would build to get S/L defense over melee defense?
I understand there are some ranged and AoE attacks that also contain S/L elements, but it seems that it's easier to get melee defense over S/L defenses. Any thoughts?
Every single machine gun fired at you in the game is flagged as ranged/lethal. You could have 1000% melee defense and it wouldn't mean squat. Gunfire is ALWAYS ranged, even if they're standing right next to you at the time.
Every machine gun attack also debuffs your defense, which regen has ZERO resistance to. Get shot by enough guys and ALL your defense is gone.
The major problem Kat/Regen runs into is it is difficult to build for S/L defense without severely gimping the stuff regen should be slotting for, namely recharge.
The smashing defense isn't especially important, and you get lethal defense from Divine Avalanche, so if you're really concerned about it, slot some Kinetic Combats in something and the melee slotting you're doing anyway should get you a decent amount of lethal defense as well. If you get enough lethal defense built up you should be able to softcap lethal and melee with DA. -
In my opinion the change IS justified, no matter how personally annoying it may be to me.
It's an IO set that gives you 3.13% defense to ranged and AoE for just 3 slots. Anyone at all can slot them, because the powers it slots into are pool powers for the most part.
To get equal bonuses you need to slot 6 Mako's Bite AND 5 Scirocco's Dervish, and that's assuming you even have a power that will take them (okay, I suppose you could slot Brawl if you really wanted to, but why?)
So, 3 slots versus 11 slots? I'd say the change is justified. I'm not happy about it, but I agree with it. (Kind of an odd stance to have now that I think about it) -
Maybe. I wouldn't buy a crappy game just because it said City of Heroes on it, but if it were a well done game that would be competitive with other games of whatever genre it falls into, I would give it a whirl.
Examples:
If it were a fighting game I would play it if it held it's own compared to Tekken or Street Fighter.
Real time strategy would have to be comparable to Command and Conquer or Starcraft, though I would expect it to play more like Final Fantasy Tactics.
And so on. If it at least compared well to good games in the genre I would give it a shot. And, if they did such a thing it would draw more people to the original game. Kind of like how the original WoW playerbase was mostly comprised of fans of Warcraft (the strategy game that a lot of WoW players probably don't even realize exists) -
You could try a /Sonic as well if you're going to be on a static team.
Throw shields out every 4 minutes and your brute partners are harder to kill, which also leaves you with plenty of time to join in the carnage. One of the brutes can get your PBAoE debuff toggle, making everything in melee range that much easier to kill. And you can debuff resistance on hard targets like AVs or GMs with your gotta take it tier 1 power.
Basically a win/win for everyone. -
If you haven't tried Domino's new recipe, do so. It's pretty tasty.
Used to be I'd avoid eating Domino's, even when it was free, now I'm actually willing to order and pay for it. -
Going back to the OP here.
My personal etiquette:
- I won't attack someone who is in the middle of fighting NPCs. If they are, I wait until the fight is over before I open fire. This is because I don't think it's right for someone to get debt as a result of my attack when they otherwise would not have. If I kill them, they lose nothing (unless they're carrying shards or launch codes), but that NPC will give them debt.
- If I'm after rep or recipes I won't kill someone more often than every ten minutes. If I kill them more frequently than that it annoys them and I gain nothing from it anyway, so I don't bother.
- If I kill someone who is obviously there for a badge or a temp power, I send them a polite tell thanking them for helping me with my badge. I can't get any of the rep badges or the heroes/villains defeated badges without defeating people in zone PvP (arena kills don't count toward those). I figure maybe if they knew their getting defeated was actually helping someone achieve something it might take some of the sting out of it. I mean, if you're there for a badge, are you really going to begrudge someone else their badge? (For the record, I play almost exclusively on Pinnacle, getting those badges in active PvP with other PvPers is nearly impossible there)
- I will frequently help someone take out the firebases in BB. If I have already killed them since I've been in there, the least I can do is help them with their goal in return.
That's just MY personal set of rules regarding my own behavior. I don't expect everyone to follow them, but I try to at least have some honor about it when I'm in there PvPing.
On the other hand, if I'm in there for a Shivan, a nuke, or a badge of some kind and I get attacked, I don't complain about it. As I mentioned above, I'm not going to begrudge someone else a reward that they can only get through defeating other players. If their presence makes it more dificult for me to get what I'm there for....oh well. I accept the fact that they have just as much right to be in the zone for whatever reason as I do.
I actually get the feeling that if more people in the game were like me on this issue it wouldn't even BE an issue.
Again for the record: I don't consider myself a PvPer, and I don't consider myself a PvEer. I consider myself a CoX player, nothing more. -
Okay, on the subject of why are these extremely powerful temp powersin PvP zones, where people who don't like PvP have to go to get them:
The only temp pet available in the game that is more powerful than a Shivan is the Vanguard Heavy.
A Shivan takes between 20 and 40 minutes to get, depending on the AT of the character in question. And you get FIVE of them.
A Vanguard Heavy costs 250 Vanguard Merits to acquire. I have never gotten that many while soloing in less than 2 1/2 hours without a ship raid happening. Unless I'm mistaken the 250 merit power core gives you ONE heavy.
So, one vanguard heavy in 2 1/2 hours, versus five Shivans in 30 minutes. How the hell is that fair?
Oh yeah.......you run the risk of being killed by another player while getting the Shivan, while that risk does not exist while getting the heavy. THAT'S how it's fair.
Look at the other temporary pet powers in the game. There are only TWO that are obtainable multiple times at full strength, wthout having to have a specific contact to get the mission that grants it. One of them requires a significant investment of time if you're not on a ship raid. The other requires you to enter a PvP zone, where you may or may not be attacked by another player. I would call that fair and balanced.
If you DON'T get attacked I'd say the Shivan is very overpowered for what you do to get it. And yet people complain because they get attacked 1 time out of 5 trips (guessing here, I have no idea how often it actually happens)
The Warburg nukes really don't have a comparison, and they are more difficult to obtain than Shivans if your character lacks a stealth power (which you can get in Siren's Call for a 5 minute patrol mission).
You really want to get your Shivan without being exposed to PvP?
Fine. Make it take as long to get solo as a Vanguard heavy, and make it so you get one at a time, and I'll be okay with it. You want 5? Do it 5 times.
The Shivans and nukes are as powerful as they are BECAUSE of the PvP exposure. If there was no risk of attack they would be much, much weaker or not exist at all. -
Quote:So, what you're saying is:I see. And when you speak on the devs' behalf, we should just take YOUR word for it, but ignore what the big, bad farmers say?
We have to distinguish here between 'okay farming' and 'exploitive farming'. If you want to log your fire/kin and clear the Council Empire map twenty times solo, the devs have ZERO problem with that. THEY SAID SO. (Well, one of them said so, but it was the big enchilada.) You want to actively farm standard missions all day long, go for it.
Reduced rewards or increased difficulty on heavily farmed mob types (Family, Behemoths, Freakshow)
-and-
Timers added to heavily farmed missions (Dreck, Shadowhunter, and a couple others I don't recall offhand)
Those things have nothing to do with the devs trying to discourage farming, and are just pure coincidence, right?
You're latching on to something Positron said in regards to AE exploits. The devs' stance has been pretty much from day 1 that they don't like farming, if they were completely okay with it, none of the changes I mentioned would have ever happened.
They can't do much more about people farming standard content than they already do, because it isn't technically breaking any rules. But the evidence speaks for itself that they want to discourage it.
Why else would they have implemented the well-documented nerfs I brought up here?
I was specifically referring to people who stand around in RV all day letting a heavy do all their work while they collect rewards. The only risk those people have is the risk of a PvPer coming along and killing them. Then those people act like the PvPer is somehow wrong for doing the exact thing the zone was put there for in the first place.
The Shivans and Warburg nukes are rewards for participating in a zone event. If no one's in there when you go to get them, cool, you get a free pass this time. But, if someone IS there and they stop you from getting them, that is the zone event playing out how it is supposed to play out.Quote:And why should anyone actually do this when they came to BB for the Shivans? If there's a PvPer who decides that I shouldn't get my temp power now I won't get my temp power now, because even though getting the shards is trival even with PvPers around (much easier than to fight someone over a lost shard), clearing a bunker is not.
You assume that the PvPer who got that 1 shard in battle is trying to get all the other shards now? How realistic is that? If I go to BB or WB to PvP I don't care about temp powers. All I want is to get my kills to up my rep and maybe for laughs.
The fact that almost no one does the event in the zone the way it was designed is NOT the point. The point is, you have no right to complain when someone actually does.
As I said before, which I note that you completely ignored, both sides in the zone are supposed to be trying to collect meteor shards, and both sides are supposed to be stopping the other side from doing so.
In collecting the shards, you are doing one part of that. When someone comes along and kills you, they are doing the other part of that. That's how the zone was designed to be played in. If you get butthurt and leave the zone because you got killed, it is YOU who aren't playing the zone event as intended, NOT the PvPer who killed you. The PvPer is doing exactly what he is supposed to do according to the zone's design.
Because people want to get their PVP REWARDS without PvPing, the zone's design falls apart. Shivans, nukes, Siren's Call temp powers, those things are ALL PvP rewards. You are supposed to get them as a reward for engaging in PvP.
It's a simple case of entitlement. People seem to think they should be allowed to obtain something without doing the thing that it is a reward for doing. Shivans and nukes are the most powerful temp powers in the game, the fact that you have to expose yourself to PvP to get them is WHY they are that powerful. They would be extremely overpowered as a PvE reward with no real risk involved. -
Quote:The purpose in both of those two zones is the same.But this is not what is happening in those zones. In Bloody Bay no one is fighting over meteor chunks. The PvEes just go there to collect them and in the rare cases some PvPers are there, they're trying to kill the PvEers. Same in Warburg.
You are there to do 2 things:
Collect meteor shards or launch codes. This is what the PvEers are doing.
-AND-
Prevent the other side from collecting meteor shards or launch codes. This is what the PvPers are doing.
The point of the zone's very existence is the meteor shards and launch codes. BOTH sides are supposed to be doing BOTH things, that is the idea behind the minigame found in those zones.
If you have 3 meteor pieces and someone comes along and kills you, you know what you can do then? You can chase them down, kill THEM, and take the pieces back.
You actually have an advantage over that person: Since they were your pieces to begin with, you know exactly where they need to go to complete the collection, and you can lay in wait for them to show up at the last one. If you wait for them to collect that last piece before attacking, you get your revenge, AND you get all 6 pieces. That's how the zone is designed to work, heroes and villains fighting over the shards.
BUT....the PvE players decided that they didn't want to PvP in order to get their shards. And furthermore, they decreed that the PvPers were WRONG for playing the minigame in the zone exactly how it is supposed to be played.
The PvE players that scream bloody murder when their shards are stolen are completely failing to realize that the zone is designed that way on purpose. If you weren't supposed to kill other players to steal their shards, it wouldn't be possible to do it in the first place. The person that just killed you and took your shards is the one using the zone correctly, what YOU are supposed to be doing is trying to get them back.
Every PvP zone is set up with the same kind of thing in mind, and they are all designed to give people something to fight over. Complaining that someone is playing the zone's minigame correctly is really.....well, lame. -
Quote:Well, let's see.It was resurrected by Terror1.
Besides, I think you're missing the point here. This is not about the risk of getting attacked in PvP zones but about the reasons to enter these zones.
On one side, you have some shinies. Temp powers and badges count as shinies. My definition of "shinies" is: "Things you want to acquire for your character, but are not required to play the game"
On the same side, you have farmers. Farmers are usually the most vocal complainers when they get attacked.
The devs don't condone farming, and they are NOT okay with it, in spite of what the farmers would have us believe. They just don't enforce it. It's like jaywalking, just because you aren't given a ticket for it doesn't mean it is okay. It is still illegal, just not enforced. The lack of enforcement is pretty much the same in both cases, way too many people do it to make enforcing it worth it. But....if you get hit by a car while jaywalking, it is YOUR fault, not the driver's. PvP zones are not meant for farming, they never were meant for farming, and I can state with a reasonable amount of certainty that they never WILL be ment for farming. They are meant for PvP, hence the name "PvP zone". If they were there for farming they'd be called "Farming zones"
On the other side, you have the people that are there to PvP. They are using the zone for the thing it was put there for. The farmer who complains that he is attacked actually has no right to complain about it. He is not using the zone for what it was meant for, the PvPer IS.
All the shinies that you can acquire in PvP zones are part of the reason the zones were created.
In Bloody Bay, heroes and villains are fighting over chunks of the meteors. The person who killed you while you had a meteor shard? Yeah, that's what you're SUPPOSED to do.
In Siren's Call, heroes and villains are battling over control of the zone. If you're in there farming Warrior bosses for the Legionaire badge and get killed by an opposing player? Yep, again, that is the point of the mini game for that zone.
In Warburg, everyone is fighting over the missiles in the zone. If you have launch codes and get killed? Yup, you guessed it, that's what is supposed to be happening in there.
In Recluse's Victory, heroes and villains are fighting over the fate of the future. That involves controlling the pillboxes in order to control the zone. Killing someone that is fighting a pillbox is what you're supposed to do, because that's how you play the mini game for that zone.
Complaining that you aren't permitted to do those things in peace is, essentially, complaining that you aren't allowed to use the zone for something it wasn't intended for. The people complaining that they aren't allowed to make exploitive AE missions? Same thing. The only difference is the devs are unlikely to ban someone for farming in a PvP zone, because it isn't worth their time to enforce it.....since the PvPers seem to be enforcing it FOR them.
Anyone who says "You aren't supposed to use AE for farming, because that's what the devs said" and then says "Why do people keep attacking me in PvP zones?" is competely missing the point, and probably has no idea that they're being a hypocrite when they say it.
The people attacking you are doing exactly what they're supposed to do in that zone. Almost 100% of the time, the people doing the complaining are NOT doing what they're supposed to do in there.
