I read the whole thing, it's a nice read. You pretty much covered what I have to say, so I'll just rehash it and make it a shorter.
I think rushing is part of PvP based on my experience in gaming. I played a lot of MMORPGs with thief/rogue/assassin class/builds that can either stealth, have insane range (so far, you don't see them from your field of vision), or a combination of both...that allows me to kill an opponent instantly (or deplete their hp significantly) before they can even unsheathe their weapon. I played MOBA games (Starcraft, DOTA, League of Legends) where teaming and ganking is key to victory. I played FPS MMORPGs that has players camping or hiding and tries to kill you on your blindside.
PvP is a stand alone mechanic not exclusive to MMORPGs, that's what you didn't mention - from Action-Adventure, MMO, RTS, Puzzle, FPS, etc. Currently, PvP games exist in the form of MOBA (Multiplayer Online Battle Arena) and those games are the ones specializing on PvP and nothing else, everything PvP. MMORPGs simply integrated this mechanic, however, PvP on its own already have
precedents and rich history. Pocket Legends and its PvP is an infant game if you compare it to the rich history of PvP, that's why there are precedents from earlier gamers and developers alike, so they can follow it and not make the same mistakes. I'm saying it now, the community is repeating a mistake that we've already seen in the past.
Reading your composition, you are letting players define how PvP should be in this game when in fact it has already been determined by older generations of gamers even before you were born (that long history)...so you're making the mistake of ignoring the precedents and starting from scratch. People will make the same mistake over and over if they're not guided by precedents. This game is not immune to the pitfalls that previous PvP has made, that's why precedents are very useful.
This issue of rushing has already been encountered in the past and has now been resolved and recorded in anals of history of gaming, why make the same mistake? Why go through the same thing? It has already been proven a myth. Example, remember the rushing issue on Zergs in Starcraft back in the 90s? Everyone despised that, until people became more learned in the art of defending their base properly (Zerg rushing became obsolete). That's the reason why we have the term "Zerging" now referring to people rushing in groups. Now PL is making the same mistake, like how players in Starcraft despised Zerg rushing before...so too are PL despising rushing here...it's the same banana...history repeating itself...sadly, nobody or minority are guided by precedents..
I don't think real life age has got anything to do with this, it's more of people's age in the virtual scene...the culprit is because PL is a mobile game where many players have very little to no experience in gaming as a whole. The players in PL would not be gamers if it weren't available in their mobile phones. Go to PC, and you'll see true gamers there that go out of their way to play games. The difference in culture is astounding. That's why it's trying to write its own history...which means repeating the same mistakes.
I'm calling it now, bookmark this post, PL will eventually be FFA-centric with 1on1 duels. Eventually people will wake up and just FFA each other while 1on1 will be limited to duel maps. I'm not predicting, it already happened...just in another game years ago
This is De ja Vu to gamers like me who've been around for decades.
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