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Edited by Vampire Nox: 3/5/2015 7:08:46 PM
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Bungie at GDC: Barely 15% of total players play Crucible/PvP

[url=http://saynotorage.com/2015/03/05/bungie-accidentally-admitted-their-pvp-is-dead/]Bungie's accidental admission that their PvP is the least popular portion of their game.[/url] (it's unpopular by quite a large difference) So, why are you forcing PvP down our throats and breaking the PvE side with crap-tacular PvP patches, Bungie? This is something that requires an in-depth answer. Your own numbers show that a vast majority of people prefer and play the PvE side, yet you continue to ignore PvE, deprive us of promised content and customization, and break the PvE game with unilaterally applied patches that should only be for PvP, not PvE (where those same patches destroy the game play experience). So, why are you still trying to violently force-feed us PvP, Bungie?

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  • The DLC added: Three-four new PvE arenas (if you don't believe the cut-content bullshit) A new PvE Raid A new bounty giver themed towards PvE activities Three Crucible arenas New weapons to be enjoyed by all From the latest patches we have: A fix for the heavy ammo glitch 2x shotgun damage Matchmaking for the weekly (meh) Upgrades to the starting values on raid gear Perma- Fist of Crota Universal vault access Weapon balances Some playlist updates Now please, tell me how PvE is being ignored

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    • The reason it's the least popular is because you PvE players get to bring your god damn raid guns into a mode you didn't earn it from. It's the least popular because Bungie only focused on [b]raids for 4 effing months.[/b] [b]4 EFFING MONTHS[/b] So please, piss off while they actually make the PvP playable for once, then you can have your 10 months worth of updates for PvE again.

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    • Edited by xXflaw365lessXx: 3/11/2015 1:36:21 PM
      Sigh... It's based off time [u]spent[/u]. Crucible matches are the shortest game type. Match length is 12 minutes.. Strike time completion is greater in excess of 12 minutes. Nightfall strike + weekly + daily heroic + regular roc strikes take MORE time on average. Christ, learn how to interpret a graph and use your game knowledge to fill in the blanks... Don't just regurgitate something you find without first thinking about it. Crucible Max game length 12 mins. Matches in control, clash, skirmish usually last 9 - 10 mins from experience. Rumble is even faster. I can finish a game in 7 - 8 mins. In order to prove your point that PVP is dead. You would need a graph that shows the breakdown in the amount of games completed per person across the community. Not the time spent completing the activity. Derp People used to spend hours farming materials, they go afk at the tower, strikes, patrol. I wonder why the time spent is greater there... Hmmmm

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    • Didn't PvE just get a bunch of bounties, patrol events, new missions, a new strike and a new end game activity? How is it being ignored again?

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    • Edited by Randi Flagg: 6/5/2015 8:43:31 PM
      The answer is easy. Activision likes pvp, so bungie forces players to pvp... under normal circumstances i would state what makes a shooter survive long periods is in fact pvp. But not in destiny. Pvp sucks. Its imbalanced and full of lag. But bungievision refuses to see that. As a result all the players only playing HoW because they where stupid enough to buy the season pass and now want to play what they paid for will disappear soon. And not come back.

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    • There is so much PvE out there stop being a whiny bitch. Raid nightfall weekly story vanguard rock. Why would you buy a shooter If your not going to play PvP that's what it's about. That's where the skilled players can beat eachother down and use tactics to outsmart one another. Maybe you just suck because you think PvP is about bum rushing mayhem, like a COD noob. Learn to use cover. I use all 3 classes

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      • Pvp is super popular. Best part of the game

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      • The crucible is boring. It's only good if you are just bored of doing the same strikes.

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        • I'm so tired of seeing that same pic and people spouting off about "only 15% of the people play PvP" That just isn't true. That's like trying to say... "hey, 25% of the people never leave the tower" Do you really believe that? The real way you SHOULD be interpreting it is: - Almost 25% of everyone's time is spent in the tower - Another 25% of people's time is spent in the story.... and this is because everyone has 3 characters and needs them to hit 20 so they can swap gear and have 3 insta 32s. - People spend more time in crucible than in raids If you take the 25% that the Tower is occupying and apply it to the rest of the areas (using their current weights), it is pretty apparent that a healthy amount of time is spent playing PvP despite the fact that PvP has: - No loot - No money - No way to hit level 32 aka... most people play it because it is fun Do people honestly expect me to believe that they run Roc strikes and unscaled Patrol missions because they are fun? Get real.

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        • Useless info

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        • [quote]http://gamingbolt.com/destiny-house-of-wolves-dlc-might-arrive-in-may-major-content-drop-more-like-wow-expansion Worth reading[/quote] [quote]Some reading for this of you who think this game is perfect [\quote] http://kotaku.com/five-months-in-hardcore-destiny-players-are-hitting-a-1684813586 Bungie might have admitted their PVP is dead at the GDC 2015... This is new so please read this link http://saynotorage.com/2015/03/05/bungie-accidentally-admitted-their-pvp-is-dead/ [/quote] [quote]They should take tips from this guy. https://www.youtube.com/watch?v=DJfYbwr00oA [/quote] This is how the game should look, hey that's where the missing content was.. Never included https://imagizer.imageshack.us/v2/320xq90/r/538/aLwvtp.jpg[/quote]

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        • Very misleading title. Notice the chart states,"Time played." I assure you that more than 15% of Destiny players have at some point played PVP. We have 6 modes shown; thus, ideally you want each mode to have equal value. If we split 100% into 6, we get around 16%, which indicates that Crucible isn't doing bad at all. Why are people doing more strikes? -Better Loot. Why are people doing more patrol/Story? -Bounties. Currently, there's no incentive to play PVP. Look at the drop rates: 1/500 chance for exotic. Strikes have a 1/250 chance with frequent legendary engram drops. Blue engrams are so prevalent. PVP is fine--the time investment isn't worth it if you have loot in mind.

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        • I'm an avid PvP player but I also clear out the raids,weeklys, n night falls. Honestly if it isn't for crucible what would keep this game alive?

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        • This actually made me smile.

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        • Pvp is ok as a time killer but there is no point in playing other than that. the rewards suck very unbalanced and the fact that people can so easily lag switch the game with nothing to worry about makes people instantly never wanna play again. BTW the report feature that bungie has for when you do report someone who is in fact cheating is bungies way to make you feel better they don't do anything about them they would rather nerf your guns

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        • My opinion on the crucible is this: It needs to be its own separate entity. Instead of bringing the gear you earn in PvE over to crucible, it needs to have its own rank system, weapons/gear, and updates/mechanics. So you are a 32 in PvE sporting those exotics? On entering the crucible you are a 0 with the broken AR that dinklebot found for you. Rank up like CoD (because that's what this game feels like nowadays) and earn currency to spend on weapons and gear. Then if possible, have a conversion factor: If you absolutely love a weapon, trade it for the PVP version (becomes unusable on PvE and rebalances it for PVP). That way they can keep us PvEers gear how we need it to survive hard raids and the whiners get their way as well. That's just my opinion. And before you go "your stats suck... Blah blah," the only time I have ever put into PVP is for the exotic bounties. No IB, no so called "community play dates" (which for all those who never got to play halo with Bungie were full day slots, not 1 game).

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          • Simple really, PvP isn't well balanced. You either play a lot and have the best gear, or you lose to those who have. In HALO, a shotgun was a shotgun and a pistol was the same for you as for everyone else, in Destiny if you aren't a dedicated PvP player, your weapons are significantly worse than a dedicated crucible players. Don't get me wrong PvP people, you earned that loot, and it takes skill to get it and use it well. My point is though, with skill and gear as an advantage, instead of just skill, there's a steeper curve to getting good. Nothing wrong with that, but PvP in destiny isn't an apples to apples sort of skill comparison, and you wouldn't expect casual players to enjoy something like that as much. To be fair, PvE end game loot makes raids easier too, so if I'm better at it then someone who plays PvP more, that's not necessarily a reflection of me being any more skilled then them either.

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          • My biggest issue with cruciable( and I'm sure most will agree) isn't getting killed by someone with a "better,op or cheap" gun, super or strategy but when you put forth an effort do very well,(let's say top player on winning team by 2000 pts) and you don't get a single reward that is even near the effort. If Bungivision wants to make us have interest in pvp stop breaking guns(that only pisses us off for both pvp and pve) fix your broken reward system. If you don't know how here is a list. 1. PvP currency, treat it like glimmer or as a match reward based on your pts. Can be used for actual useable gear/weapons and shaders. 2. ...actually, yeah I think number one will fix a lot of your issues... So let's recap. Earning something>than praying to RNGesus.

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          • 15% is far too much

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          • That's a shocking stat, I want answers deej!!

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          • We see multiple examples that Bungie IS focused on PvP: nerfing weapons to satisfy PvP players, events such as Iron Banner, special weapon bounties that require some time spent in PvP, weekly updates or interviews that revolve around PvP, interviews with developers on the PvP side, and so on. Your question, Vampire, is a good one. Why are they doing this since PvP seems to be a small niche in the entirety of the game. My theory is that IF Bungie can get even a small fraction of the 17 million people who created a character to play PvP, then they'll have a player-base for many months to come; all without really needing to add much content. PvE add ons are expensive to produce and maintain, and based on what we've seen so far, Bungie doesn't quite have the PvE element working very well--at least as far as the raids go. Further, they can't seem to fix the PvE flaws very quickly, either. Note the time it took them to recode for the heavy ammo glitch. So, my theory is: Money. It's easier and cheaper to run PvP than PvE and if they can convince you to play it (force-fed or not) then it's a win for them.

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            • This is not a defence or justification for it, but it is likely their plan for cost effective game sustainability. Pvp stays interesting for far longer with no additions of actual new content that pve. You make 5 multiplayer maps on a rotation and every game experience is slightly unique because you pit thinking living breathing people against each other. Pve requires way more work, and money, to create an engaging indepth experience. Story, large maps, many of them, enemies, AI, structure. Much more of an investment to creat something that has less replayability that a fraction of the pvp content. I completely agree that they should mot force pvp, but can guarantee that some executive has run the numbers and said we can make more money of we keep people playing, and the cheapest way to keep people playing is to hook them on pvp. Go make them like pvp.

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            • Edited by SexyLonghorn: 3/6/2015 2:38:41 AM
              I don't believe the patches were solely PVP based. There may have been anecdotes about why the auto rifles/hand cannons were more functional than intended using PVP examples, but the rationale behind them was universal use. The updates were still heavy handed and mis-applied, if you ask me, but they're not a function of a shift to PVP focus. And PVP content people don't work on PVE content, and vice versa. Frankly, I'm surprised PVP takes that big a slice. It's horrible and I never see anyone playing it except to subject themselves to torture for Iron Banner gear.

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              • They're probably doing everything they can think of to get people hooked on pvp because if people stop playing crucible, as soon as a similar type game comes out with a story and customization, they will lose most of their players.

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              • You have 2 warlocks and you don't even have a positive kd. Maybe you should go play minecraft

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                • Edited by DoktorBoar: 3/11/2015 2:02:18 PM
                  I love this improved halo-esque pvp and I want it! I agree that they need to avoid making more competitive pvp events as they ruin the game with lag switchers who are just trying to get gear. (Lag switchers also take advantage in pve raids as well to get easy gear) They do need to add pvp maps in dlcs. But they don't really need any new modes. Keep pvp simple and community oriented and fun, and continue to develop a richer pve environment with better story and plot activities Pretty much any shooter these days has a pvp arena. Pve also has a pitiful rate of about 15-18% completing normal raids. The pve is just a time sink. I may play less crucible, but it's more satisfying in many ways than a bad raid experience! Pve players also ruin their game with obsessing over level advantages and making rank elitism through gear, which killed pvp. Pve players demand op weapons because "they earned them" and the crucible is pretty much overloaded with thorn and other exotic users not giving new or less-skilled players a chance

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