PvP Rep Timer Change


Chaos Creator

 

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If you defeat someone who has recently defeated you, this will no longer restrict you from receiving rewards from the PvP defeat. The PvP reputation timer is now no longer reset from a defeat that doesn't earn reputation.

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From today's test build patch notes. Anyone care to clarify this? If I'm reading it correctly, rep timer no longer affects the killee, only the killer. In addition, killing the killee will not reset his/her rep timer.


 

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That's 100% correct. Being killed no longer resets your timer unless, for some implausible reason, getting killed earns you rep.

Hopefully this'll see a few more people getting PvP IOs, though I doubt the effect will be too large (after all, someone constantly getting killed still won't earn the IO anyway =P)


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

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so if you were two-boxing you could alternate kills and still get drops?

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That's the way I read it. 12 potential drops per 30 minute duel, and AFK should work again. Still takes 5x as long to get farming the arena, but twice (or more) chance to get a drop in zone pvp (due to reduction of the timer from 10 to 5 minutes).

I think this is what they were trying to do with the last patch. They're nerfing arena farming hard, but still encouraging people to head into pvp zones where there are more people to kill (in theory) and thus many more chances per hour to get a drop.


 

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so if you were two-boxing you could alternate kills and still get drops?

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Is thinking of ways to exploit the system the first thing you ever think of when the patch notes come out? =P


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

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rofl. 3 accounts, 1 team of 2, killer's timer respawns, but person 2 on team's doesnt, and that char gets all the pvpos off the 3rd which is constantly getting killed?


 

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so if you were two-boxing you could alternate kills and still get drops?

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Is thinking of ways to exploit the system the first thing you ever think of when the patch notes come out? =P

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Yes.


 

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Thats our yob, mengh.


 

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so if you were two-boxing you could alternate kills and still get drops?

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Is thinking of ways to exploit the system the first thing you ever think of when the patch notes come out? =P

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Exploit is such an ugly word. People simply evaluate the ways they might benefit from a particular change.


Paragon City Search And Rescue
The Mentor Project

 

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rofl. 3 accounts, 1 team of 2, killer's timer respawns, but person 2 on team's doesnt, and that char gets all the pvpos off the 3rd which is constantly getting killed?

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only 3? pfft amateur


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Posted

Hey, some of us don't have eleventy-six accounts like you do, Xfunk.


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I don't have that many but I share accounts some times and it works out pretty well.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

The change on test fixes nothing. You are still restricted to a timer. One chance at a recipe every 5 minutes. So 10-12 kills per hour vs the 720 per hour the old way. The old way yielded an average of 2 recipes per hour on that 720 kills. So how many do you think will drop on 12 kills per hour without a major drop rate increase?

Its really nice that now the timer does not restart with each kill so it is a true 5 minutes between rep but it does nothing for recipe drops.


 

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The test fixes it so arena farming isn't feasible any more and the best way to get a drop is to engage in zone pvp. You have much more chance to get one in zone pvp now.

If the dev's intention was to squash arena farming while encouraging zone pvp, I'd say this is about as fixed as it gets.


 

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The change on test fixes nothing. You are still restricted to a timer. One chance at a recipe every 5 minutes. So 10-12 kills per hour vs the 720 per hour the old way. The old way yielded an average of 2 recipes per hour on that 720 kills. So how many do you think will drop on 12 kills per hour without a major drop rate increase?

Its really nice that now the timer does not restart with each kill so it is a true 5 minutes between rep but it does nothing for recipe drops.

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Well, I see some errors in your numbers but I think I see your point.

10-12 kills per hour is for only one toon. With the change on test BOTH toons playing will be eligible thus doubling the drops. Also, I find it hard to believe that you were getting 720 kills per hour. That would be a kill every 5 seconds, hell even 72 kills per hour is one every 50 seconds. It is probably more likely that you were averaging about 60 kills per hour. Therefore, 60 chance for drops (old) vs. 20-24 chance for drops (new).

Now, I see your point but still think this is a much better ruleset then we currently have. To me it appears that someone with common sense heard our complaints and thought up a realistic solution.

I agree that I'd prefer to just go back to the pre "bug" version but it appears the developers want to fix something with PVP IO drops...


 

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Zonal or arena makes no difference, same 5 min timer. Without a major increase to drop rates its pure luck.


 

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Zonal or arena makes no difference, same 5 min timer. Without a major increase to drop rates its pure luck.

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So the point of your post was to say "Random is Random" then I agree. Each time you have a 1% chance to drop a PVP IO.


 

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Correct, but you could increase the random drop chance by increasing the amount you killed. So more kills = better chance. The timer restricts the number of kills. I'm just saying the changes they made will not help in any significant fashion.

At the con farming my alt I was indeed getting a kill every 5 seconds.


 

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At the con farming my alt I was indeed getting a kill every 5 seconds.

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and maintaining that for over an hour? If in arena you are limited by the rez delays in pvp zones you are limited by the number of 'wakes you can hold, unless you somehow have a self rez on a 4.5 second recharge (and if that is the case please share! ) most anyone can get 2 kills in 10 seconds but 720 in an hour is impressive. was this a group effort where several people would die, and run for wakes so you had a constant rotating death bed ?

actually that may not make for a bad SG event get a dozen people dieing 12 times an hour. sell the IO split the profits

please correct me if I am wrong:

To keep it simple say the average kill time stained over a period of time greater than 1 hour was 1 minute (you have to get to zone/arena, set up matches or find a quiet corner. have to wait for rez or run to buy more wakes, etc etc etc )

and now we have a 5 minute timer so the the actual time:drop should just be multiplied by 5 so if we were getting 1 an hour we now get 1 every 5 hours.


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

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Before the first patch, I gather many people were farming for pvp io drops while standing in front of the inspiration vendors in zone pvp? Die...pop rez...die...pop rez...die...pop rez...die...etc? If so, this would have generated way more kills per hour than arena farming.

The change on test might actually coerce people to attempt zone pvp!


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Before the first patch, I gather many people were farming for pvp io drops while standing in front of the inspiration vendors in zone pvp? Die...pop rez...die...pop rez...die...pop rez...die...etc? If so, this would have generated way more kills per hour than arena farming.

The change on test might actually coerce people to attempt zone pvp!

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If thats the way you think it went.... you are a babe in the woods.


 

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At the con farming my alt I was indeed getting a kill every 5 seconds.

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and maintaining that for over an hour? If in arena you are limited by the rez delays in pvp zones you are limited by the number of 'wakes you can hold, unless you somehow have a self rez on a 4.5 second recharge (and if that is the case please share! ) most anyone can get 2 kills in 10 seconds but 720 in an hour is impressive. was this a group effort where several people would die, and run for wakes so you had a constant rotating death bed ?

actually that may not make for a bad SG event get a dozen people dieing 12 times an hour. sell the IO split the profits

please correct me if I am wrong:

To keep it simple say the average kill time stained over a period of time greater than 1 hour was 1 minute (you have to get to zone/arena, set up matches or find a quiet corner. have to wait for rez or run to buy more wakes, etc etc etc )

and now we have a 5 minute timer so the the actual time:drop should just be multiplied by 5 so if we were getting 1 an hour we now get 1 every 5 hours.

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Yes many people were doing this for several hours. A simple program (read exploit) used to continue to purchase and use wakies as fast as they died on one account and the other would be just out of range of the drones auto attacking.

There were those that would actually sit around and just buy wakies and use them on their own. They were the ones that were easy to spot as they would tell you not to ruin their farm and attempt to fight back when you killed or droned one of their farm toons.


 

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Before the first patch, I gather many people were farming for pvp io drops while standing in front of the inspiration vendors in zone pvp? Die...pop rez...die...pop rez...die...pop rez...die...etc? If so, this would have generated way more kills per hour than arena farming.

The change on test might actually coerce people to attempt zone pvp!

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If they really wanted to coerce people to attempt zone pvp, this is not the way. They know what they have to do but refuse to admit that the post I12 PvP changes were a failure.