Risk Vs. Reward
I would agree with this, the rep should be divided as xp is; i.e proportional to the amount of damage inflicted (unless part of a team obviously).
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seconded - good idea this one
yeah, nothing more annoying than getting someone down to a sliver of health only to have someone else come along and get the final hit.
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yeah, nothing more annoying than getting someone down to a sliver of health only to have someone else come along and get the final hit.
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Getting you target to a slither of health only for someone else to get your kill and then get killed by some angry npc's. Thats abit more annoying.
Heros
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yeah, nothing more annoying than getting someone down to a sliver of health only to have someone else come along and get the final hit.
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Getting you target to a slither of health only for someone else to get your kill and then get killed by some angry npc's. Thats abit more annoying.
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Ok. Fine.
yeah, not too many things more annoying than getting someone down to a sliver of health only to have someone else come along and get the final hit
Better?
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yeah, nothing more annoying than getting someone down to a sliver of health only to have someone else come along and get the final hit.
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Getting you target to a slither of health only for someone else to get your kill and then get killed by some angry npc's. Thats abit more annoying.
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Ok. Fine.
yeah, not too many things more annoying than getting someone down to a sliver of health only to have someone else come along and get the final hit
Better?
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Yes
Thats why I like being a stalker, not many other people get to steal my kills.
Heros
Max Powerz: Lv 50 Tanker
Villains
Max Khaos: Lv 50
Overlord of E.V.I.L.
My Brute - http://maxy-khaos.mybrute.com/
LF SG! Arc ID# 193083
I'm sorry guys, but Risk vs Reward is totally messed up in PvP because there is no Risk.
Correct me if I'm wrong, please, but, in the PvP Zones, you get xp for defeating other PCs, but you take no debt for being defeated. If I'm wrong about the xp, then you still get benefits from defeating others, but no 'punishment' for being defeated. This is the only place in the game where Cryptic's much paraded Risk vs Reward rule is totally ignored.
Aside from that, I'd have thought that Bounty and such should be shared out in the same way xp is, so generally I agree with the OP. However, it's nothing to do with Risk vs Reward.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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Correct me if I'm wrong, please, but, in the PvP Zones, you get xp for defeating other PCs, but you take no debt for being defeated.
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well, seeing you asked for it, I'll correct you for killing PCs, you get no xp whatsoever. You only get reputation which is rather useless atm. In sirens you get the bonus of bounty, in BB if you get killed you lose any meteor shards you are carrying, in warburg you lose your rocket codes (i believe). Dont think you lose anything in sirens.
Being risk vs reward.. seeing rep is kinda useless, dont think there's an actual reward. I do agree doing all the hard work with only somebody else to reap the (although useless) reward, is annoying. Of course bounty, which is useful, should be considered in a diff way. Maybe implement it that if you get killed, your bounty gets transferred to the one that killed you (or.. equally spread based on amount of damage).
Though with that system I see exploits coming up . It would however keep increasing the risk if you want to save up for those shiny SOs (reward).
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
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Correct me if I'm wrong, please, but, in the PvP Zones, you get xp for defeating other PCs, but you take no debt for being defeated.
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well, seeing you asked for it, I'll correct you for killing PCs, you get no xp whatsoever. You only get reputation which is rather useless atm. In sirens you get the bonus of bounty, in BB if you get killed you lose any meteor shards you are carrying, in warburg you lose your rocket codes (i believe). Dont think you lose anything in sirens.
Being risk vs reward.. seeing rep is kinda useless, dont think there's an actual reward. I do agree doing all the hard work with only somebody else to reap the (although useless) reward, is annoying. Of course bounty, which is useful, should be considered in a diff way. Maybe implement it that if you get killed, your bounty gets transferred to the one that killed you (or.. equally spread based on amount of damage).
Though with that system I see exploits coming up . It would however keep increasing the risk if you want to save up for those shiny SOs (reward).
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
So, there's still a risk-free reward system for PvP in Siren's Call. Attack a target. Win, get bounty. Fail, lose nothing. Yes?
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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So, there's still a risk-free reward system for PvP in Siren's Call. Attack a target. Win, get bounty. Fail, lose nothing. Yes?
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Technically yes and no, you dont get debt for dying in a pure pvp fight but attacking someone else always brings an element of risk, you may be about to win when an npc spawns on top of you and takes the rest of your health which could have been deminished in the battle.
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I realise that... hence the suggestions thread someone posted to have all xp and debt removed from Siren's Call. Which would, indeed, make PvP totally devoid of any risk at all.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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I realise that... hence the suggestions thread someone posted to have all xp and debt removed from Siren's Call. Which would, indeed, make PvP totally devoid of any risk at all.
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Personally i don't remember seeing anything that would count as any real "reward" in my books, so I'm not so excited about risk (debt is very tangible) either.
But then again, I consider this a two-edged sword, if there were big enough rewards, then people would start essentially farm PvP zones in some fashion.
I don't remember how bounty works though. Somebody explained it to me at some point, but since I dont remember it, I doubt it was anything worthwhile.
If you get 6000 bounty you can get an SO that's +3 levels to you. Pretty nice reward, especially when you're in the 20s
IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG
I still think that getting experience and debt from NPCs in a PVP zone -could- be a good idea, provided that the debt is scaled depending on how much damage was done to you by another PC. If a PC takes 99.9% of your health away, but an NPC finished you off with -1 damage (using DoT) and you get the full wedge of outdoor-grade debt? Thats annoying. Or its like those unlucky few who were suffering tiny DoT damage when they get AS'ed and ended up in debt as a result. Depending on your level, debt can become a serious pain, especially for the more team-dependant AT's that cant always get a team to help them level.
If you got debt relative to the amount of damage you recieved from an NPC, that would be far fairer, considering all the fighting takes place outdoors, but is still technically 'in mission'.
Still, I wouldnt cry if all XP and debt left the PVP zones.
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If you get 6000 bounty you can get an SO that's +3 levels to you. Pretty nice reward, especially when you're in the 20s
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Well, not really, difference between +2 and +3 isnt that great, and the enhancement levels arent goingto stay tip top anyway if character is leveling. Not worth the trouble for me.
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If you get 6000 bounty you can get an SO that's +3 levels to you. Pretty nice reward, especially when you're in the 20s
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Well, not really, difference between +2 and +3 isnt that great, and the enhancement levels arent goingto stay tip top anyway if character is leveling. Not worth the trouble for me.
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its 3% currently and over 6 enhancements it can add up
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
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So, there's still a risk-free reward system for PvP in Siren's Call. Attack a target. Win, get bounty. Fail, lose nothing. Yes?
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true, already said that a change in that would be nice as well. However for the rest of pvp, there is no reward, hence the lack of risk is justified as well imo
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
Win = gain rep
Lose = lose rep
And sort out a reward system for the zones other than Sirens.
Also perhaps something along the lines of having 0-150 rep gets a +1 SO on cashing in of bounty. 150-300 rep gets a +2 SO upon cashing in of bounty. 300-400 rep gets a +3 SO upon cashing in of bounty.
All i've put above is what i would like to see implemented, if not that then something along those lines. If rep went up and down according to your performance i reckon it would improve things especially if it affected rewards from bounty in some way similar to what i outlined.
[Edit - i also think this would encourage people to PvP more strategically than they do atm. As it stands being killed loses you nothing]
Zeph.
well if you want to do that to rep, change the rep system as well. First of all, make rep something useful instead of just a number. Second of all, make rep team friendly. Only the real damage dealers get rep atm. When I play with my tank, I rarely deal the killing blows as my role is to prevent enemies dealing those blows to my teammates. However thanks to that I only get bout 0.2 rep (or so) per kill, so after a night of PvPing my rep will never be higher than 20 or such. On the other hand, if you kill yourself you will get alot more rep, easily gaining it along the way.
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
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well if you want to do that to rep, change the rep system as well. First of all, make rep something useful instead of just a number. Second of all, make rep team friendly. Only the real damage dealers get rep atm. When I play with my tank, I rarely deal the killing blows as my role is to prevent enemies dealing those blows to my teammates. However thanks to that I only get bout 0.2 rep (or so) per kill, so after a night of PvPing my rep will never be higher than 20 or such. On the other hand, if you kill yourself you will get alot more rep, easily gaining it along the way.
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Its a bit stupid that the system gives you bounty just because you are close to the person when they die (in teams), you could ahve been instrumental in their death and then they are too far away when they die and you get nothing
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
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Maybe implement it that if you get killed, your bounty gets transferred to the one that killed you (or.. equally spread based on amount of damage).
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I would really hate to see this in place. It'd just lead to people running from fights even more than they currently do, and be a big slap in the face to those of us who like to just battle to the death. I really can't see it'd add anything to the zone either - it'd just be frustrating.
I don't really see how it'd make in-game sense, either, come to think of it. People being able to steal your meteor fragments or codes in the other PvP zones makes sense, but I'd imagine the bounty system is just kept track of by the opposing sides. Why would they wipe out everything you'd earnt? You still took out the people they wanted you to take out, regardless of whether you stayed alive in the process.
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So, there's still a risk-free reward system for PvP in Siren's Call. Attack a target. Win, get bounty. Fail, lose nothing. Yes?
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Just to readdress this - if it needs to be readdressed at this point - but on numerous occasions I have entered Sirens Call with 0 debt, and then left the zone after a few hours' solid PvPing at the debt cap. In no other part of either game have I been perma-debt-capped within a few hours, not on Shadow Shard TFs, nor in playing my Blapper, nor on Hami Raids. Equally, in an hour's worth of exemping, I could generally earn enough for at least one +3 SO if not more; I can be milling about a near-empty Sirens having running battles with a handful of heroes/villains to fight for a much lesser reward, if I even get the reward at all.
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Maybe implement it that if you get killed, your bounty gets transferred to the one that killed you (or.. equally spread based on amount of damage).
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I would really hate to see this in place. It'd just lead to people running from fights even more than they currently do, and be a big slap in the face to those of us who like to just battle to the death. I really can't see it'd add anything to the zone either - it'd just be frustrating.
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Can't echo this enough either - for one, you'd end up with potentially huge imbalances where someone could enter the zone, strike it lucky, and cash in 5 hours' worth of bounty with a lucky kill. Is that fair, or is that just kinda crappy? Answers on a postcard to Obvious City, Badideasville.
The penalty for dying to another player in a PvP zone is in having to travel back to the action and missing out on potential kills, as I see it - that, and possibly pride. Harking back to the OP, it's all a matter of swings and roundabouts - as much as I've been KS'd in PvP zones, I'm fairly sure I've KS'd in PVP zones, such is the nature of the beast. I'm certainly not that bothered by it, unless it's a blatantly obvious KS - even then, I make a mental note of the name of the perp, and remember them for the next time I'm out on my hero/villain. Simple.
@Synaesthetix
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I my personal opinion, I left finally sirens after along time a couple of days ago, debt had built up to about 90,000, my reward for that? about 5 SO's, so techincally speaking not worth my time no.
The real reward for me? fun, I enjoy it much more than I do PVE, don't care if I get the kills, get reward for the kills, get infamy, I go just to have fun.
PvP is severely flawed in the way that when you take the risk in battling an enemy, get that enemy down to 1/4 health then someone jumps in and and with 1 hit takes your kill, you get no rep or bounty for it so for all the risk you get no reward and the person who jumped in and took the kill and was in no risk gets all the reward and quite frankly im getting fed up of this happening to me.
The system need's bringing inline with the way PvE xp and inf is shared % wise, in PvE if you take a mob down to 1/4 health and someone kill steals they get a small fraction of the XP/Inf compared to the main damage dealer.
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