Team PvP bonus
(this is from a non-pvper)
honestly , team based pvp dont need any boost from devs. normally ppl have to know that (for example a blaster) "if i team up with a tanker , i dont need to think about my defence and also i wont need acrobatics" (as i said im not a pvper and maybe you dont need acrobatics for blasters =) ) or its more like this for a scrapper : "if i team up with a defender , specially a cold defender , i wont need to th,nk about my defence too badly.
you are right about "we know how to team up" , and ppl who trying to pvp must know teaming up too.. and when you defented , ppl have to know that the team defeated , as a team.
Mothership raids are PvE. Some people simply have *no interest* in engaging in PvP with people. Don't liken them so readily
And to the team buff idea. Two words: Dual-Boxing. Was a bit upsetting to fight heroes w/pet empaths hidden in the base, would be even more frustrating to add to that.
Getting single people into zones under this new system seems hard enough, imvho, the devs should focus on that if they have to flog this dead horse even more, and not a team based system (which, tbh, the more dedicated PvPers were happy with anyway, at least in the Arena)
Your idea may have had merit pre i13, but after that catastrophe, it isn't really something that'll recovery anything lost, if you ask me
[ QUOTE ]
(this is from a non-pvper)
honestly , team based pvp dont need any boost from devs. normally ppl have to know that (for example a blaster) "if i team up with a tanker , i dont need to think about my defence and also i wont need acrobatics" (as i said im not a pvper and maybe you dont need acrobatics for blasters =) ) or its more like this for a scrapper : "if i team up with a defender , specially a cold defender , i wont need to th,nk about my defence too badly.
you are right about "we know how to team up" , and ppl who trying to pvp must know teaming up too.. and when you defented , ppl have to know that the team defeated , as a team.
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If a Blaster teams with a Tank, the Blaster's bait while the Tank gets the kills.
Team PvP was probably at it's best Pre-i13, Pre-IO and before +Res buffs were so readily used.
The game as a whole however is better for IO's and the Sonic Resonance / Thermal Radiation sets so hey swings and roundabouts.
Funny though, back in t'day when it was all literally new and shiny pretty much everyone thought that Melee toons (ie; scrappers back then) where the ultimate PvP character(s). This was hilariously false, now though...
One of the major argument against the existing PvP format is that our ATs are designed to be different and do different things complimenting each others. The current balancing exercise around PvP play is to make inherently different ATs into something similar. To my mind, it is like asking an army nurse to fight an infantry soldier on a level playfield - there bound to be some serious problems. But of course, you all heard about something similar.
Now i14 is coming soon and there will some sort of PvP-drop recipes. I suppose this new feature is some kind of incentive (or bribe or bait) to encourage more people to try out and ideally stay on PvP. Good incentive I suppose but it still not addressing the major problem there is about the PvP: ATs are inherently different.
Then I could not stop wondering why the devs are willing to go thought all the troubles changing structure of the PvP system (and still most of us are not entirely impressed) and adding incentives BUT fail to look into the obvious simple solution: encourage people to team in PvP. The rationale behind this suggestion is simple: instead of balancing each individual ATs and powersets, balance the way and the manner players engage in PvP - because ATs and powersets are meant to be balanced WITH each others; not AMONGST each others.
I propose that they could add some sort of Teaming Bonus to encourage people to team with different ATs in PvP zones. Perhaps higher influence/infamy return and higher rate of recipe drop if the team consists of different ATs. For example, a tanker and a defender each have a solo drop rate of x% per PvP kill, but if they were to team up then it would increase the overall drop rate to >x% per teammate per kill if the teammates are within certain radius of each others. But this kind of bonus only available if the team consists of different ATs. So back to the above example: if the team consist of 2 tankers, then the drop rate will remain the same as x% per teammate per kill.
In fact, I would go as far as to suggesting that the devs should create some form of useful buffs or temp powers that last a fair bit back in PvE zones. Or even specific costume or badges or even merits. So there are reasons - other than inf and recipes - for people to step into the PvP zones and team there like they would in a TF/SF. From past experience, these sorts of rewards are what drive people to team and to do something together.
Think about it: it is not hard to achieve. It is rather common that we ask for a specific AT to join a TF or SF - STF and LRSF are very good examples. We already have an habit of picking a set of matching ATs for a team. That is something we have been doing it for a while. I propose that the devs should take advantage of this long standing habit and incooperate it into the PvP system.
Also, it is not hard to gather enough people into a zone as you might imagine. Mothership raid over on Union every Friday night is a good example on how keen people will turn up a regularly for zone event - and not to mention occassionally there will a second one during the weekend. There are usually a fair amount of people turning up - very often there are at least 3 - 4 teams on a Friday. We do die regularly in a typical raid. It is not uncommon that all of the raiders pass out on the mothership and need a quick trip to the hospital. Yet, we are still doing it every week.
In short, rather than tweaking (fiddling?) with the existing ATs into what they are not designed for, why not incooperate the mind-set and the teaming sytle/habit from the PvE, which has been going on everyday for the last so many years, into the PvP system. The Devs have clearly done enough on the computer sciences/software engineering side regarding the PvP system. But how about the social sciences/social engineering side of it? After all, PvP is all about people - us the players. It needs some other kind of strategy to make the PvP system works; and work well. This might just be an effective improvement with minimum changes.