Sirens Calls suggestion.
never gonna happen. they are like purple recipes. ultra rare. hence why you can't trade in tickets or merits for purples. same thing goes for PvP recipes. not to mention highley exploitable with the new rep system.
I haven't paid attention to the new rep system changes I guess. I heard the timers were different but I'm not sure how that would make this idea exploitable.
/signed for allowing pvp io recipes to be purchased with bounty.
It won't happen, but it's a good idea. The pvp IO's should not be as ultra-rare as they are in my opinion. It's stupid.
I could go along with this. make the bounty cost really high though, like 10k+, that way it would even out with drop rates.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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never gonna happen. they are like purple recipes. ultra rare. hence why you can't trade in tickets or merits for purples. same thing goes for PvP recipes. not to mention highley exploitable with the new rep system.
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Their not like "purples" they are orange recipes. They should be not this rare. And the only reason they cost this much is because for awhile they weren't dropping.
I sign this idea
Edit: before when they were still dropping the first time I got 3 in 1 day you really think that's ultra rare like purples. Maybe you don't actually pvp Sharker cause that's what it sounds like.
Seems like this would be a bit of an unfair bonus to those who exclusively PVP in Siren's Call.
I'd rather they fix the limitations of and/or expand the bounty system first.
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expand a bounty like system to all PvP zones (you get some sort of bounty-like reward for defeating PCs) and put the price relatively high, only allow for random rolls, and you've got a deal.
No
Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo
I think you underestimate our fools, sir.
Why /duel is a bad idea
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expand a bounty like system to all PvP zones (you get some sort of bounty-like reward for defeating PCs) and put the price relatively high, only allow for random rolls, and you've got a deal.
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Allow the gain of a smaller amount of bounty for completing Zone objectives (collecting meteors, defeating turrets, and refining the shard: helping your side win neighborhood battles (already in effect): saving scientists : capturing Pillboxes / defeating AVs) and I'm even more behind it.
If only so there's a way to collect bounty (even a small amount) in each zone when no one else is there.
Perhaps even have the Bounty system persist through the zones, so if I collect 1,000 bounty in SC for neighborhood battles, I can go to Warburg to collect a nuke and get 300 more, go to Bloody Bay and get a Shivan Shard and collect 600 for crafting the Shard piece, and then hit up Recluse's Victory for another batch for hunting the AVs for badges. Then by the end of that, I can get an SO, or maybe Roll for some kind of IO.
They could even tailor how much Bounty players are worth in BB and Warburg based on what they have / are doing. In the middle of saving a scientist? You're worth more bounty. Carrying back your Meteor Shard to your contact? You're worth more bounty.
This would help get more into pvp zones again for sure.
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This would help get more into pvp zones again for sure.
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It would actually keep people out; if this were implemented I know I for one would never even bother to enter SC for the badges, like I do now.
So instead of my being 99.999% unavaliable for a SC kill, I'd be 100% unavaliable. This would hold true for all PvP zones, by the way. We do not need even one more reason added for people to harass others in these zones - its a big enough problem as it is, I must regretfully say Pollice Verso to this idea.
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It would actually keep people out
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Pardon me for being the new guy but dare I ask why?
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So instead of my being 99.999% unavaliable for a SC kill, I'd be 100% unavaliable.
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If losing you is the price paid to gain others, I'm not seeing this as a loss.
The ability to have Bounty Persist after you leave a PvP zone, let alone be able to accumulate between the zones and over time, is a pretty hefty thing. Being able to gain that Bounty while preforming PvE tasks in a PvP zone is another draw, both to the zone and to the tasks. Even someone who sneaks in and occasionally picks up a Shivan or Nuke during off hours would eventually earn enough for a Recipe Roll (or SO, large Insp, temp power, etc).
I personally think the idea has merit, because one of the biggest complaints about Bounty is that it goes away if you leave the zone. Heck, they could change it into a "Merit system" and have it be a new form of a Salvage for all I care. So long as it remained after I left the zone, I'd actually show up in the PvP zones. Because no matter how many times I died, so long as I got a Merit or two for, I'd feel like I was making progress.
Well this would just make it worth pvp'ing. The way i see it at least That way you leave with something other the happiness of killing someone
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/signed
In my opinion this should have been a option from the get go, but for all pvp zones and not just sirens.
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Because no matter how many times I died, so long as I got a Merit or two for, I'd feel like I was making progress.
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I think this is the big thing. If you made the rewards for PVPing good even if you die, and slightly better if you win (even if it was a small difference like 2 merits for losing and 3 for winning), suddenly PVP is worth partaking in.
I think one of the other things that has kept folks such as myself out of the zones is the time cost of PVPing, insomuch as if you're not winning, you're mostly wasting your time. A huge amount of the frustration instantly dissolves when I still earn something just for putting up a fight.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
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It would actually keep people out
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Pardon me for being the new guy but dare I ask why?
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Currently people complain when groups of heroes hover just outside of drone range over the villain base in Bloody Bay and farm villains trying to enter and leave the zone. This suggestion would only encourage that type of behaviour.
Honestly, the BB exit is a poorly designed death trap that badly needs a revamp. Good PvP ideas shouldn't be snuffed because of other design choices that foster bad play.
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Honestly, the BB exit is a poorly designed death trap that badly needs a revamp. Good PvP ideas shouldn't be snuffed because of other design choices that foster bad play.
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Sooooo, I can't slot for range and damage and attack a player that made the choice to enter a PvP and was warned they could be attacked by players at any time...
Maybe some thing like a 30 second timer should be added so players can't be attacked or they team or learn how to get in and out safely or not enter the zone unprepared or like look up when they enter and zone out if heroes are there or like go at off times or whatever...
Ummm, yeah, it's poorly designed.
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Honestly, the BB exit is a poorly designed death trap that badly needs a revamp. Good PvP ideas shouldn't be snuffed because of other design choices that foster bad play.
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Heroes were complaining of villains doing the same thing to them at the hospital in Sirens.
Suggestions that encourage bad play shouldn't be implemented either.
Allow you to trade in bounties collected for PvP IO recipes.
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