Draft: PvP Community Wish List


Acanous_Quietus

 

Posted

I'm fine with NPCs in the zones. It forces people to be more tactically minded. There has to be something to complicate the 'charge and spike' routine that some pvpers get stuck in. That, and they're often the only way for dominators to reliably build domination.





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Posted

reduce, not eliminate.


 

Posted

How about the amount of NPCs be inversely proportional to that side's attendance? Less villains in the zone, more arachnos.. less heroes in the zone, more longbow? I know they have a level-based spawn mechanic.. though I am not at all sure about a faction-based spawn mechanic.


 

Posted

There are many valid suggestions, but my priorities...

BALANCE
<ul type="square">[*]Give villains access to Hero APP’s.[*]Reevaluate the use of “unresitable” damage and debuffs.[*]Villains have no access to ally grantable +perception in Sirens.[/list]CROSS-SERVER
<ul type="square">[*]The arena and zones should be cross-server.[/list]REVAMP ARENAS
<ul type="square">[*]Selectable maps – radio buttons next to the map names would allow players to pick one map or eliminate several maps and still keep a decent degree of variety. More maps would be nice too.[*]Add options for limiting the tier of inspirations allowed and temp powers.[*]Allow non-SG matches to be greater than 8v8.[*]Either remove the buggy system generated matches from the terminal OR fix them so the arena can automatically organize and run tournaments, lethal lotteries, and even “official” ladder matches. The results could be on city kiosks.[*]Greatly increase the flight speed of the arena bots. Create a way for observer bots to distinguish between the two teams or add an ongoing scoreboard. Consider adding an option to grant them +perception.[/list]
One thing I think we might want to consider is NC Soft's new plans for their exclusively-owned franchise. They want to improve and expand on the City of Heroes and Villains brand. Whether that means sequels or expansions, we are in a position to campaign for an improved PvP environment and assist them as best we can.

Much of the old PvPer bitterness is fading, and in fact many vets are returning to or re-examining the value of CoX PvP lately. Many players (and entire SG's) who've left the game still believe this is the best MMO PvP mechanic out there.

I think every PvPer should start thinking about where it can go.


 

Posted

[ QUOTE ]
Every PvPer should start thinking about where it can go.

[/ QUOTE ]


 

Posted

**First two based SOLELY on limited PvP knowlege gained primarily by reading the boards. Feel free to let me know why it won't work if both are implemented.

1) Remove any changes specific to PvP that make it different that PvE (unresistable damage, etc.).

2) Restrict all insps besides BFs, greens, and blues (No insps besides those listed).

3) Remove win/loss tracking from custom matches in the arena. It's broken, useless code that serves no purpose except to clog up storage in some dark corner or the server.


 

Posted

[ QUOTE ]
There are many valid suggestions, but my priorities...

BALANCE
<ul type="square">[*]Give villains access to Hero APP’s.[*]Reevaluate the use of “unresitable” damage and debuffs.[*]Villains have no access to ally grantable +perception in Sirens.[/list]CROSS-SERVER
<ul type="square">[*]The arena and zones should be cross-server.[/list]REVAMP ARENAS
<ul type="square">[*]Selectable maps – radio buttons next to the map names would allow players to pick one map or eliminate several maps and still keep a decent degree of variety. More maps would be nice too.[*]Add options for limiting the tier of inspirations allowed and temp powers.[*]Allow non-SG matches to be greater than 8v8.[*]Either remove the buggy system generated matches from the terminal OR fix them so the arena can automatically organize and run tournaments, lethal lotteries, and even “official” ladder matches. The results could be on city kiosks.[*]Greatly increase the flight speed of the arena bots. Create a way for observer bots to distinguish between the two teams or add an ongoing scoreboard. Consider adding an option to grant them +perception.[/list]
One thing I think we might want to consider is NC Soft's new plans for their exclusively-owned franchise. They want to improve and expand on the City of Heroes and Villains brand. Whether that means sequels or expansions, we are in a position to campaign for an improved PvP environment and assist them as best we can.

Much of the old PvPer bitterness is fading, and in fact many vets are returning to or re-examining the value of CoX PvP lately. Many players (and entire SG's) who've left the game still believe this is the best MMO PvP mechanic out there.

I think every PvPer should start thinking about where it can go.

[/ QUOTE ]

Inspector 6 pretty much summed up my points and did it much better than I ever could have.


 

Posted

Verily. GG inspector.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

6 is always very spot on. Other people give me more requests for a top ten!


Anyway, here's a list with the promised updates. My wording on the two tk bugs I think needs a little bit of cleaning up, so if anyone could offer revised suggestions that would be great.


[u]Overall Design, Balance, and Power Issues[u]


It’s a Bug! Kill it!!!

1. Placate is bugged and won’t work if an effect from a previous attack (a stun, a dot, etc) is still effecting the person you’re attempting to placate.

2. Fury does not build as intended.

3. Combat logs are incomplete and a substantial percentage of incoming damage doesn't show up.

4. Defeat list only shows people who've defeated you, not those you have defeated.

5. Trying to tp away from being tk’d often causes a split reality, where the person who was being tk’d and tried to tp out sees himself as succeeding, while in the game engine and to other people the person remains in the tk and is able to be attacked.

6. If you tk someone who’s knockback protection isn’t up from high in the air, you’re able to create an almost perma knockback. The tk’d person will be unable to do anything (including popping inspirations, hitting powers, etc) for the duration of the tk.

Small Changes Can Make a Big Difference

1. Fly is not a viable PvP travel power. Add protection to –fly, possibly to an underused buff such as O2 boost, antidote, or one of the ST FF bubbles.

2. Some feel that cage should be looked at since it is unique in having no specific counters. Discussion is available here.

3. Villains have no access to ally grantable +perception in Sirens. Either switch the order of sonic repulsion and clarity or add it to thaw or the ice shields.

4. Not being able to use accolades while exemping favors power gamers at the expense of casual players who got their accolades later. Let accolades be used in PvP zones regardless of what level they're earned at.

5. TP is not viable as a solo travel power or for combat motion. Suggestions include changing the hover after tp to fly, decreasing activation time, removing the hover when tping to the ground, or allowing people to change how far they’re tping.

Some Bigger Changes

1. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.

2. Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.

3. Brutes, tanks, and scrappers are entirely absent from high end team PvP. Consider adding resistance or protection to Cage to some of the sets that aren’t as good in PvP (invuln, stone, ea) and make taunt less easy to shake.

4. There aren’t any meaningful rewards to encourage participation in PvP. Add zone rewards that are for PvPing, not for doing PvE activities in PvP zones.

5. The current rep and bounty system doesn’t reward new and learning players. Look at changing the reward system we already have to one where you gain just for participating but still gain more for winning.

6. PvP is confusing to newcomers. Add a tutorial that explains some basic PvP tactics and introduces people to zones, arenas, base raids and their respective mini-games.

7. The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.

8. There are no true instanced PvP missions. A popular suggestion is Hero vs. Villain in PvP enabled Safeguard/Mayhem.

9. Having no PvP contact on the dev team makes feedback unnecessarily tricky. Tell us who we can talk to and what they want to know.

10. New PvPers feel overwhelmed as they try to get the hang of things. Consider adding a newbie friendly zone with debuffed damage, debuffed movement, and buffed resistance so players can learn basic mechanics at a slower pace.

11. A good PvP build can be very different from a good PvE build. Allow players to toggle between build so they can use the same toon to be good at both PvE and PvP.



[u]Arena[u]


It’s a Bug! Kill it!!!

1. There are places in the Perez Park map where you can get behind the trees. -1748.4, -26.8, 2305.0; and -2056.6, -22.8, 2429.1. Fix them please.

2. There are holes in the Eden map where you can fall and end up in total darkness at 1 HP. We need the /loc of these map holes. Please close them up.

3. If you quit out of an arena match early, you’ll occasionally be bugged and unable to relist matches for a while. When you click Create an Event the UI will flash to a screen with the old event set up and you’ll get an error message saying failed to add the event. You’re able to join events listed by others, but you’ll first get a message saying you’ll need to drop the previous event you were in.

4. The only affecting self timer is unreliable. Testing had it varying between 3 and 17 seconds: a world of difference in an arena match. Please normalize the timer.

5. You are often able to hold, stun and damage players who are only affecting self. See this video for a demonstration.

6. You can enter 1v1s while teamed, allowing dominators to build domination at a faster than intended rate.

7. You can use telekinesis (TK) to get people stuck in the lights in the monkey cage in such a way that you can turn off TK, keep them stuck, and they won’t be able to use /stuck to escape. The four lights used for this trick are at -222.9, 4.1, -1358.0; -222.0, 4.1, -1297.1; -161.1, 4.1, -1298.0; and -161.1, 4.1, -1357.7.

8. A player can zone into an arena match dead and his teammates may stack veng off the body by putting it on auto and selecting the fallen teammate.

9. Occasionally some players will be able to move and use toggles and buffs before the timer at the beginning of the match is over.

10. People who lag when entering arena matches will sometimes have a different time in their navigation screen than the actual match timer.

11. A confused player who kills his own teammate receives a point for the kill.

12. The teleport to arena after an ai often does not work.

13. The Arena has badges for the championship of each weight class. They don't work.

14. The timer on the navigation (nav) screen does not show up in 30 minute matches.

15. Observers will only sometimes be able to see the match timer.



Small Changes Can Make a Big Difference

1. Observers have trouble following the action in PvP matches. Greatly increase the flight speed of the arena bots. Consider adding an option to grant them +perception.

2. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.

3. There’s no way of policing the tier of inspiration used even though tier 1s are the only thing sold at the arena store. Add an option to limit the tier of inspirations used.

4. Some people feel there aren’t enough options for match length. Add 5, 15 and 25 minute matches as an option.

5. Since team size on non-SG matches caps at 8 people, new people who want to play are often shut out of matches. Allow non-SG matches to be greater than 8v8.

6. Some people do not like the current system of arena temps. Add an option to disable arena temps. Consider adding an option to permit all temp powers, including ones from outside the arena.

7. The buggy system generated matches are confusing and no one uses them. Remove them from the terminal.

8. The arena system can be confusing to first time users. Add copies of the NPCs that explain the arena found in Pocket D to the other arenas.

9. Arena terminals in St. Martial and Pocket D aren’t appropriately marked on the zone maps. Add the A that marks them in other zones.

10. Many people dislike that deaths aren’t shown on the scoreboard. List deaths and kills for all matches, as it’s shown in base raids.

11.People who put a lot into PvP feel under recognized, and information can be hard to get in game and on the main CoH site. List the PvP SG/VG and Individual Ladder Rankings on the main CoH/CoV site and to the Kiosk Stats.

12. Current level ranges are clunky, and put lower level players at a disadvantage. Allow players to set matches to a specific level and allow players to get auto sk’d to that level as well as auto expemlared.

13. MMs feel they’re unable to recover after a single death. Consider permitting them to spawn pets during the OAS period.


Some Bigger Changes

1. Very few people use the arena on live because of the lack of competition there, while test server arena is filled with people. Allow the arena to be cross-server.

2. There are no options in arena matches that aren’t just “kill the most people on the other team.” Add objective based instanced PvP like capture the flag and king of the hill.

3. Popular events like lethal lotteries and kickball are hard to organize using the current arena UI. Make mechanics to auto run some of the more popular styles.

4. The lack of genuine rewards or incentives for players and SGs to participate in the arena keeps many people away. Add some.

5. Observer bots can have a tough time figuring out who’s winning and who’s on what team. Create a way for observer bots to distinguish between the two teams or add an ongoing scoreboard.

6. People starting out have a tough time figuring out what goes into winning an arena match. Create an option to allow direct observation, where instead of an observer drone you are in looking at what exactly the person in the match sees. To explain, I'm Player A fighting Player B. Someone joins the match as an observer and can see my UI, my power trays, HP, and inspirations. With a click of a button, they would switch to Player B's UI, power trays, HP, and inspirations. This must be able to be turned off.


[u]Zones[u]


It’s a Bug! Kill it!!!

1. When first zoning in to Sirens, your initial bounty won’t show up with a dot on the map. When your bounty switches (either because the player’s been killed or left the zone), the tracking dot will then show up.

2. If you are killed, you’ll sometimes get a bounty dot on the map where you died. This can lead to having multiple dots on the map and being unable to distinguish your true bounty.

3. Heroes can hop into the villain base in sirens and camp out there. The camp location is -1201.3 -152.0 1795.5. You can also use /stuck in another location to get inside the base. (Not posting the /loc on that because it’s a little too exploit to post on the boards.)

4. PVP door missions are bugged. Players zoning into the mission can be jumped by a large spawn and some jail cells are doorless.


Small Changes Can Make a Big Difference

1. Allow players to choose between Tier2 inspirations and SOs if they have over 6000 bounty.

2. Add more/better rewards to the bounty options in Sirens.

3. Add the bounty system to the other zones.

4. It’s annoying to have to trudge through multiple zones to find out where the greatest amount of PvP is happening. Add a /pvpcount or other slash command that would give a count of heroes and villains in the various pvp zones. If possible include people on /hide in the count.

5. There’s no open zone where heroes and villains are able to team. Allow heroes and villains to team in Warburg.

6. The lethality of NPCs in the PvP zones means dealing with debt is a penalty of PvPing while on your way to 50. Decrease the number or level of NPCs in the zone.

7. People often want to 1v1 in the zones but have no way of doing so without getting interrupted. Add arena terminals to hero and villain bases.

8. When more than one team of heroes or villains is in the zone, they have no way to communicate and plan an assault without the opposing side hearing. Make request faction side only.

9. A player can do most of the damage to another player and still get no reward if an off team player kill steals him. Award partial credit for Bounty based on damage, as is done for XP when 2 different unteamed players defeat a mob on the street.

10. Many new players go into zones solo and are surprised they end up facing multiple teamed opponents. Rewrite zone entry warning messages to emphasize that the situation calls for teams and entering solo is both not smart and at your own risk.

11. Many feel the reputation cap is unnecessarily low. Remove or raise it.

12. Remove upper level limit on zone door missions. Currently high-level players are not permitted to play the minigame of buffing/debuffing allies/enemies but they're still allowed to be affected by it.

13. Improve buff/debuff mission info. Currently mission holders don’t see the percentage of the buff/debuff, only people outside in the zone do.


Some Bigger Changes

1. The lack of meaningful rewards discourages people from participating in zone PvP.

2. The bases are vulnerable in Bloody Bay, Sirens, and Warburg. Look into better protecting the hero and villain bases either by a portal system (such as in RV) or by adding a TP resistant field in the hospital.

3. Most PvP missions require you to enter an instanced map, which means you can’t participate in the zone’s PvP. Add repeatable in zone missions (i.e., missions that let you stay in the zone and not enter an instanced map).

4. Except for Sirens, the zone goals and mini games that aren’t very integrated and don’t encourage fighting other players.

5. While we know it might be impossible until a server-less configuration, cross-server zones are very, very high on player wish lists.



[u] Base Raids[u]
Base raid issues are well covered here, so we’ll keep requests from our side to a minimum.


It’s a Bug! Kill it!!!

1. You’re able to tp opposing players into prison cells made of decorative items from which they can’t escape.

2. “Field” items don’t always work in base raids.


Small Changes Can Make a Big Difference

1. Add a 30 second period of being unable to attack enemies/be attacked, similar to the counter on you when you enter PvP zones.

2. Raid set up is very confusing. Add a section on base raids to the in game Help, or create a base raid Tutorial.

3. Allow for raids to be set to 30 minutes instead of an hour.


Some Bigger Changes

1. Bring back CoP and IoPs.

2. Take away disincentives to base raiding, such as defending SG members not involved being in the raid being unable to use their base, and the potential of property destruction when scheduled raids do occur.

3. Create more reasons for SGs to engage in base raids


 

Posted

I agree with almost everything there bud, but this:

[ QUOTE ]
how about instead we just normalize the respawn time and add the placate effect to the person who is still in "only affecting self" mode (by placate effect, I mean you can't click on them at all, so no anchoring debuffs on them before they can fight back, and no spawncamp stunning with an auto attack)

[/ QUOTE ]

is a freaking AWESOME idea. As a PvPer who has played almost every archetype, I have to say that respawning and coming out of OAS to be immediatley debuffed sucks. Things like Rad debuffs and Snow Storm for example are very one sided in matches.

Or if not the above, than ALL powers (including toggles) would fire off and then get turned off the minute it hit the "unaffected" time of the respawning character would make a battle a bit more interesting. As someone said earlier about a blaster or someone else using their best attacks to early, the Rad defender or Corruptor or Player using snow storm or any other targeted toggle would waste theirs until it recharged giving the respawned character a better chance.
If I dont make sense I apoligize as it sounds right in my head

Just my .02$


 

Posted

Looks good. My disagreements from before (things like OAS timer) still stand, but I'm just one person, and I have nothing new to add beyond what I've already said, so: thanks for the update hopefully a good portion of these will be implemented.


 

Posted

[ QUOTE ]

5. The current rep and bounty system doesn’t reward new and learning players. Look at changing the reward system we already have to one where you gain just for participating but still gain more for winning.

[/ QUOTE ]

May I suggest a Handicapping system that use PVP ranking differences as a base for the to-hit and damage modifiers that normally are based on level differences? This would enable beginners to compete on a more equal footing, and thus keep them interested. Beginners don't want a participation award - they want a fighting chance.


 

Posted

Fix/Add these please.
1. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.
2. There’s no way of policing the tier of inspiration used even though tier 1s are the only thing sold at the arena store. Add an option to limit the tier of inspirations used.
3. There are no options in arena matches that aren’t just “kill the most people on the other team.” Add objective based instanced PvP like capture the flag and king of the hill.
4. You are often able to hold, stun and damage players who are only affecting self. See this video for a demonstration.
5. The only affecting self timer is unreliable. Testing had it varying between 3 and 17 seconds: a world of difference in an arena match. Please normalize the timer.
6. PVP EXPANSION PLEASE


 

Posted

Hows your list coming?

I'd like to get the polish on it so we can let it dry and send it over to those who make decisions, and this should happen sooner than later!

The way this community comes together is amazing, I just want you all to know you rock and I hope you get some of your wishes to come true.

Ex


 

Posted

Concerning the issue with teleport, the power is also not viable due to the problems concerning the red reticle that does not allow one to teleport to most locations quickly or at all. Changing teleport back to its old state or coming up with a new way to execute teleport so that it does not put quite as much of a strain on the server systems (iirc this was the reason for the change to what we have now that causes red reticles even when the only "obstacle" is the zone wall 2 miles away) would be most beneficial to both PvP and PvE. As it currently stands, not being able to teleport against any surface causes teleport to be almost useless as a pvp travel power, and the frequent red reticles causes many players to spend valuable time hunting for a legal place to teleport instead of being involved in a combat.


 

Posted

Just out of curiosity, are we prioritizing the top items and sending those, or are we sending the whole list?


 

Posted

The plan is to make a top 10 list of priority items, and then include at the bottom the whole list.

On that note, VOTE for your priority items everyone.


 

Posted

1. Cross server PvP

2. You are often able to hold, stun and damage players who are only affecting self. See this video for a demonstration.

3. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.

4. Since team size on non-SG matches caps at 8 people, new people who want to play are often shut out of matches. Allow non-SG matches to be greater than 8v8.

5. Observers have trouble following the action in PvP matches. Greatly increase the flight speed of the arena bots. Consider adding an option to grant them +perception.

6. It’s annoying to have to trudge through multiple zones to find out where the greatest amount of PvP is happening. Add a /pvpcount or other slash command that would give a count of heroes and villains in the various pvp zones. If possible include people on /hide in the count.

7. Villains have no access to ally grantable +perception in Sirens. Either switch the order of sonic repulsion and clarity or add it to thaw or the ice shields.

8. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.

9. The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.

10. There aren’t any meaningful rewards to encourage participation in PvP. Add rewards that are for PvPing, not for doing PvE activities in PvP zones.


 

Posted

My vote:

1. Cross server PvP

2. You are often able to hold, stun and damage players who are only affecting self.

3. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.

4. Since team size on non-SG matches caps at 8 people, new people who want to play are often shut out of matches. Allow non-SG matches to be greater than 8v8.

5. Observers have trouble following the action in PvP matches. Greatly increase the flight speed of the arena bots. Consider adding an option to grant them +perception.

6. It’s annoying to have to trudge through multiple zones to find out where the greatest amount of PvP is happening. Add a /pvpcount or other slash command that would give a count of heroes and villains in the various pvp zones. If possible include people on /hide in the count.

7. Villains have no access to ally grantable +perception in Sirens. Either switch the order of sonic repulsion and clarity or add it to thaw or the ice shields.

8. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.

9. The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.

10. There aren’t any meaningful rewards to encourage participation in PvP. Add rewards that are for PvPing, not for doing PvE activities in PvP zones.

I suggested that one


 

Posted

Top 10 IMO, in no particular order:

1. Trying to tp away from being tk’d often causes a split reality, where the person who was being tk’d and tried to tp out sees himself as succeeding, while in the game engine and to other people the person remains in the tk and is able to be attacked.

2. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.

3. Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.

4. There are no true instanced PvP missions. A popular suggestion is Hero vs. Villain in PvP enabled Safeguard/Mayhem.

5. You are often able to hold, stun and damage players who are only affecting self. See this video for a demonstration.

6. Observers will only sometimes be able to see the match timer.

7. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.

8. There’s no way of policing the tier of inspiration used even though tier 1s are the only thing sold at the arena store. Add an option to limit the tier of inspirations used.

9. Popular events like lethal lotteries and kickball are hard to organize using the current arena UI. Make mechanics to auto run some of the more popular styles.

10. It’s annoying to have to trudge through multiple zones to find out where the greatest amount of PvP is happening. Add a /pvpcount or other slash command that would give a count of heroes and villains in the various pvp zones. If possible include people on /hide in the count.


 

Posted

I guess I never did my top 10:

1. Cross-Server Arena &amp; PvP Zones (By Coast/Group/All)
2. Either re-balance Unresistable effects or be less stingy with them, Villain-side
3. Cathedral of Pain and Items Of Power, please.
4. I don't need nor desire an apology, please do something with Villain Patron Power Pools.
5. +Perception and Clarity Siren's Level is very difficult to obtain and leads to non-Stalker tight-build ATs being much less useful in the zone.. hence the proliferation of Stalkers. Please consider.
6. Existing bugs on ATs that seem to perform "Just Fine" doesn't mean they aren't broken and certainly doesn't comfort fighting foes who are "Just Fine" and have been working as intended for 2 years +.
7. Bounty is one of the few rewards that are obtained through actual PvP combat.. this would be a wonderful thing to add to the other 3 zones.
8. Please do some housecleaning on the system-generated events.
9. Arena Map selection would be a welcome change, and if it is not too much trouble, more maps.
10. My 10 is just a thank you for letting the PvP community gather our voices and being much more receptive than before.


 

Posted

[ QUOTE ]
VOTE

[/ QUOTE ]

i made a vote post already as have a few others


 

Posted

copy and pasted the text, some of them don't agree with the exact wording but the background idea I agree with


1)There are actually 4 here (that to me) are part of the same thing, basically an Arena UI change:
The buggy system generated matches are confusing and no one uses them. Remove them from the terminal
People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.
Current level ranges are clunky, and put lower level players at a disadvantage. Allow players to set matches to a specific level and allow players to get auto sk’d to that level as well as auto expemlared.
Since team size on non-SG matches caps at 8 people, new people who want to play are often shut out of matches. Allow non-SG matches to be greater than 8v8.

2)A good PvP build can be very different from a good PvE build. Allow players to toggle between build so they can use the same toon to be good at both PvE and PvP.

3)Villains have no access to ally grantable +perception in Sirens. Either switch the order of sonic repulsion and clarity or add it to thaw or the ice shields.

4)Fly is not a viable PvP travel power. Add protection to –fly, possibly to an underused buff such as O2 boost, antidote, or one of the ST FF bubbles

5)The difficulty of leveling and equipping toons decreases the number of people who can get involved in competitive PvP. Make a paid PvP expansion where you can auto level to 50 and get unlimited loot for a toon, but can only play in the arena and PvP zones.

6)You are often able to hold, stun and damage players who are only affecting self. See this video for a demonstration

7)Brutes, tanks, and scrappers are entirely absent from high end team PvP. Consider adding resistance or protection to Cage to some of the sets that aren’t as good in PvP (invuln, stone, ea) and make taunt less easy to shake.

8)Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains

9)Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.

10)Very few people use the arena on live because of the lack of competition there, while test server arena is filled with people. Allow the arena to be cross-server.


 

Posted

Here's my choices, cut from the OP (I know its more than 10, sorry. I edited 4 times, but I can't reduce it anymore):

[u]Overall Design, Balance, and Power Issues[u]


It’s a Bug! Kill it!!!

2. Fury does not build as intended.

Small Changes Can Make a Big Difference

1. Fly is not a viable PvP travel power. Add protection to –fly, possibly to an underused buff such as O2 boost, antidote, or one of the ST FF bubbles.

Some Bigger Changes

1. Hero and villain combat is not balanced, especially in the 40+ game. The most popular suggestion is to open up a set of APP for villains and allow them to respec out of their patron pools to get those.

2. Many people feel that the balance of irresistible effects in PvP needs to be reconsidered. Changing irresistible effects might be another way of balancing heroes and villains.

8. There are no true instanced PvP missions. A popular suggestion is Hero vs. Villain in PvP enabled Safeguard/Mayhem.

[u]Arena[u]


It’s a Bug! Kill it!!!


Small Changes Can Make a Big Difference

2. People often have to reset matches multiple times to get an acceptable map. Add selectable maps, as well as the ability to eliminate maps from the selection while still having a random pick.

3. There’s no way of policing the tier of inspiration used even though tier 1s are the only thing sold at the arena store. Add an option to limit the tier of inspirations used.

6. Some people do not like the current system of arena temps. Add an option to disable arena temps. Consider adding an option to permit all temp powers, including ones from outside the arena.

7. The buggy system generated matches are confusing and no one uses them. Remove them from the terminal.

10. Many people dislike that deaths aren’t shown on the scoreboard. List deaths and kills for all matches, as it’s shown in base raids.

12. Current level ranges are clunky, and put lower level players at a disadvantage. Allow players to set matches to a specific level and allow players to get auto sk’d to that level as well as auto expemlared.

Some Bigger Changes

[u]Zones[u]


It’s a Bug! Kill it!!!

2. If you are killed, you’ll sometimes get a bounty dot on the map where you died. This can lead to having multiple dots on the map and being unable to distinguish your true bounty.

3. Heroes can hop into the villain base in sirens and camp out there. The camp location is -1201.3 -152.0 1795.5. You can also use /stuck in another location to get inside the base. (Not posting the /loc on that because it’s a little too exploit to post on the boards.)

Small Changes Can Make a Big Difference

1. Allow players to choose between Tier2 inspirations and SOs if they have over 6000 bounty.

2. Add more/better rewards to the bounty options in Sirens.

3. Add the bounty system to the other zones.

5. There’s no open zone where heroes and villains are able to team. Allow heroes and villains to team in Warburg.

7. People often want to 1v1 in the zones but have no way of doing so without getting interrupted. Add arena terminals to hero and villain bases.

11. Many feel the reputation cap is unnecessarily low. Raise it.

12. Remove upper level limit on zone door missions. Currently high-level players are not permitted to play the minigame of buffing/debuffing allies/enemies but they're still allowed to be affected by it.

Some Bigger Changes

1. The lack of meaningful rewards discourages people from participating in zone PvP.

2. The bases are vulnerable in Bloody Bay, Sirens, and Warburg. Look into better protecting the hero and villain bases either by a portal system (such as in RV) or by adding a TP resistant field in the hospital.

[u] Base Raids[u]
Base raid issues are well covered here, so we’ll keep requests from our side to a minimum.


It’s a Bug! Kill it!!!

1. You’re able to tp opposing players into prison cells made of decorative items from which they can’t escape.

Small Changes Can Make a Big Difference

1. Add a 30 second period of being unable to attack enemies/be attacked, similar to the counter on you when you enter PvP zones.

Some Bigger Changes

1. Bring back CoP and IoPs.

2. Take away disincentives to base raiding, such as defending SG members not involved being in the raid being unable to use their base, and the potential of property destruction when scheduled raids do occur.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad