Are PvP drops actually helping PvP?
No they're not, they have a 1 in 200 kill chance of you getting one, you can only kill the same person once every 5 minutes, so if you kill at that time you'll get around 12 kills per hour so around 17 hours for each one farming in Arena.
Virtue: @Santorican
Dark/Shield Build Thread
They don't drop often enough even for players who actually do spend time PvPing. Some players that get them as drops will keep them for their own characters, which means less are making it to market. Doesn't help that while only PvPers are supplying these recipes, they're able to be purchased by both PvPers and PvEers so the demand is much greater than the supply. Rewards as the "carrot on the stick" for PvEers trying to get them into PvP will only work if the underlying system is at least somewhat balanced, but I13 (which was an attempt to do just that) actually ended up driving away PvPers and many PvEers won't even try PvP now that everything's so different.
The only way PvP is going to get help is if the system is fixed, which likely won't happen anytime soon.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
in the current environment it isn't much help, but as they've said they're not done yet it's at least a step in the right direction.
pvp needs more incentives and IO drops help out.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
ime, from the average 2-3 hour zone pvp session 1 person might shout over broadcast they got a recipe the entire time across the entire zone. i have gotten maybe 5 or 6 since they went live and all i do is pvp. the one nice thing about the rarity is that if i do get lucky enough to have one drop on me i can io an entire pvp toon on the proceeds. the way it is now, people who come to pvp for the loot are going to be disappointed 99% of the time.
here is proof of the sillyness of random dropping. i was happily pvping on my thermal corruptor for hours until my team decided to switch to heroes because the zone was villain heavy and this happens w/o me even being near the kill or firing a shot(on my earth/emp, lol):
Rewards as the "carrot on the stick" for PvEers trying to get them into PvP will only work if the underlying system is at least somewhat balanced, but I13 (which was an attempt to do just that) actually ended up driving away PvPers and many PvEers won't even try PvP now that everything's so different.
|
So I'm not a PvPer, but I think I understand and have a lot of empathy for the PvP mindset. If they made the rules changes in an attempt to make it newbie friendly, that just pisses me off. First, it totally failed, because having a completely different set of rules for PvP is just one more barrier to entry. Second, even the goal is misguided in my opinion. PvP shouldn't be newbie friendly. You wander into a PvP zone as a newb, you should get owned, and HARD. Want to pick up your nukes? Trying to get a PvP badge without actually PvPing? Just want to play tourist? You deserve what you get if someone tears you apart. Nobody owes you anything in PvP, and least of all are you owed a supposedly newbie friendly set of rules.
Sorry, jumped on a soap box on a subject I honestly know almost nothing about. If I'm being totally retarded, sorry.
Back on topic, I highly doubt that the PvP IOs are tempting anyone into PvP that wouldn't otherwise PvP. Even when some of them go for two billion each. Your chances of landing one is very low. It's pretty much winning the lottery. I've heard of people with multiple accounts FARMING them, but I've never heard "PvP IOs? I was just WAITING for something like that! PvP, here I come!" On the other hand, I don't hang out on the PvP boards. I DOUBT that anyone is over there saying anything like that, but I could be wrong.
Even if they do temp someone into PvP, is that REALLY the kind of person you want in PvP? Someone who is only there for the rewards, and doesn't actually like the whole PvP part of it?
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Yeah, the changes were designed around making things more beginner-friendly, as well as trying to normalize everything. Unfortunately they went about it badly, and instead of trying to bring the low end up, they lopped it off at the top. Heck, it was admitted that some of the changes were implemented because experienced players were repeatedly beating new players, and experienced players had better reflexes, so everything got slowed down and simplified. I might just be being cynical here, but the I13 changes also managed to quiet things down on the PvP front - the players constantly asking for tweaks and fixes stopped asking, because they either stopped PvPing or quit the game. There's news floating around about further changes when Going Rogue comes out, but I'm afraid if the devs don't do a bang-up job of delivering what the players have been asking for, that'll be it for PvP. Of course, for those of us who still play and are trying to get changes made, we're walking a very fine line - last time the PvP community made a list of suggestions it was pretty much ignored and the players were handed a bunch of changes few people liked, and we're now wary of asking for changes because we're afraid the same thing will happen (I've already gone on the record as saying if it does happen again, I won't stick around).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Sorry, jumped on a soap box on a subject I honestly know almost nothing about. If I'm being totally retarded, sorry.
|
I too had a lack of interest in PvP pre-I13, but it wasn't was founded in much to do with how PvP itself worked. Now, I actively dislike how PvP itself works. I hate the feel of movement when I go in a PvP zone. I hate the fact that huge chunks of my powers choices or their slotting for PvE often make no sense in a PvP zone.
Just the fact that the devs actually tried to penalize smart team play during I13 beta (they tried to make it so you couldn't concentrate simultaneus fire on a single target) tells me they had no idea how to build a PvP I would actually want to play if I were looking for PvP.
* gives Werner his soap box back.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
So would a PvP "merit" system help more then (after DR gets dropped) to try and lure more people into zones? Say...get a merit for every non player killed in the zone and 50 merits for every player killed in the zone, with rewards being given by a PvP specific vendor?
I think the secondary effect to this type of system would be more PvP since a lot more people would be in the zone.
And yes, I agree. DR needs to go away. What's the point of IO's if they're simply rendered inconsequential upon entering the zone. If there needs to be an elite anywhere, it's PvP.
"We sleep soundly in our beds because rough men stand ready in the night to visit violence on those who would do us harm." - George Orwell
Yeah, the changes were designed around making things more beginner-friendly, as well as trying to normalize everything. Unfortunately they went about it badly, and instead of trying to bring the low end up, they lopped it off at the top. Heck, it was admitted that some of the changes were implemented because experienced players were repeatedly beating new players, and experienced players had better reflexes, so everything got slowed down and simplified. I might just be being cynical here, but the I13 changes also managed to quiet things down on the PvP front - the players constantly asking for tweaks and fixes stopped asking, because they either stopped PvPing or quit the game. There's news floating around about further changes when Going Rogue comes out, but I'm afraid if the devs don't do a bang-up job of delivering what the players have been asking for, that'll be it for PvP. Of course, for those of us who still play and are trying to get changes made, we're walking a very fine line - last time the PvP community made a list of suggestions it was pretty much ignored and the players were handed a bunch of changes few people liked, and we're now wary of asking for changes because we're afraid the same thing will happen (I've already gone on the record as saying if it does happen again, I won't stick around).
|
So would a PvP "merit" system help more then (after DR gets dropped) to try and lure more people into zones? Say...get a merit for every non player killed in the zone and 50 merits for every player killed in the zone, with rewards being given by a PvP specific vendor?
I think the secondary effect to this type of system would be more PvP since a lot more people would be in the zone. And yes, I agree. DR needs to go away. What's the point of IO's if they're simply rendered inconsequential upon entering the zone. If there needs to be an elite anywhere, it's PvP. |
I really hate the new pvp but I see what the devs were trying to do and why. Under the old system given two equal players the better build won. Not by a little but by an enormous amount. You toss in the fact that the existing player base had an enormous skill advantage as well, that gave little chance for newbies to go through the learning curve.
You add in the fact that the only efficient way to IO out a character is the market and many people do not like the market to begin with, the devs were left with tough choices. Either they could increase high end IO drop rates to the point where they were trivial to obtain or they could wipe out their value in pvp. They failed at wiping out the value of a good build just changed what is a good build.
My own feeling was they should have used the multi build feature to have a pvp build that you could IO out however you wanted. It would only be available in pvp zones and would level the playing field. The difference would bring pvp into an indycar type of feel where the driver is the only difference
I don't love PvP 2.0, but I played some before the i13 changes and remember Blasters having Tank level defense etc. I wasn't a fan of that either, but the new system could have definitely been implemented better.
"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-
I really hate the new pvp but I see what the devs were trying to do and why. Under the old system given two equal players the better build won. Not by a little but by an enormous amount. You toss in the fact that the existing player base had an enormous skill advantage as well, that gave little chance for newbies to go through the learning curve.
|
Newbies always had a chance to go through the learning curve. There were a bunch of PvP SGs/VGs when the training room was rolling. Some of them, like Awesome Avengers, made a point of taking new players to teach them the ropes (I miss Healing Hank drinking and his telling stories ). Sure, a lot of us were bad (and still are) but the vets always answered questions about builds, chains, etc. The information and help was always out there. Also, there were Friday kickballs as well for people to get their feet wet.
You add in the fact that the only efficient way to IO out a character is the market and many people do not like the market to begin with, the devs were left with tough choices. Either they could increase high end IO drop rates to the point where they were trivial to obtain or they could wipe out their value in pvp. They failed at wiping out the value of a good build just changed what is a good build. My own feeling was they should have used the multi build feature to have a pvp build that you could IO out however you wanted. It would only be available in pvp zones and would level the playing field. The difference would bring pvp into an indycar type of feel where the driver is the only difference |
The IOd as you wish pvp build would have been great, though. We had been asking for an Accolade/build Booster etc for some time, just so we could save some PvE time and just get rolling.
As for the OP's question, they just aren't dropping enough to make a difference that will entice people to PvP. Being on Freedom 2-3 times a week for kickballs, 6 people teams...about 10-17 kills per team (35-40 kills), times 4-5 matches that's about 200 kills or so and rarely does someone pipe up about getting an IO.
At this point you're PvPing just because you like the flawed system and you don't want the few that are left (as great or not as they are) to leave for another game, thus killing PvP entirely.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
the existing player base had an enormous skill advantage as well, that gave little chance for newbies to go through the learning curve. |
The great thing about CoX, IMO, is that the community as a whole is very willing to help other players succeed and enjoy the game. No matter what it is you choose to want to learn about, there is information available to everyone who is willing to take the time to look and ask for it. PvP, even now, is no different.
~WP
Just my opinion, feel free to disregard...
The funny thing is that by nerfing pvp drops, the devs made that carrot essentially impossible for the n00b players that want to possibly try out pvp to get the new lewt. And they can't even afford them on the market as they aren't sold frequently and if they are they are more expensive than purples.
So either you spend hours farming them, or hours farming for the influence to get them and then they get nerfed by DR when you go try to pvp.
Ya that makes them fairly retarded as a proper carrot.
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
My own feeling was they should have used the multi build feature to have a pvp build that you could IO out however you wanted. It would only be available in pvp zones and would level the playing field. The difference would bring pvp into an indycar type of feel where the driver is the only difference
|
It wouldn't do a thing to lure me in, though. Like I said, I LIKE paying my dues leveling up and earning the influence to create a top end build. That's not the barrier for me.
I could almost see fight-clubbing if the rules reverted to how they used to be (i.e., much more similar to the PvE rules). In other words, if it were a much simpler game that largely took player skill out of it, and it was just a build test, I might show up. But I DON'T think that's how PvP should be. I think it SHOULD all be about player skill. I don't mind building skill being part of it, though, as I think that is part of a PvP player's skill set.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I really hate the new pvp but I see what the devs were trying to do and why. Under the old system given two equal players the better build won. Not by a little but by an enormous amount.
|
In any case, it's worth noting that the I13 changes did not achieve this, though they lowered the ceiling. Build is still extremely important.
You toss in the fact that the existing player base had an enormous skill advantage as well, that gave little chance for newbies to go through the learning curve. |
Once more, it's worth pointing out that the I13 changes didn't actually achieve this, and did little to make a new or poor PvPer more likely to win over an experienced or skilled one.
In short, by coming close to tearing down PvP and rebuilding it from scratch, they took an existing set of failings and deficiencies and replaced it with completely new ones. While doing so, they stripped out part of the feel which is such a core part of the enjoyment of CoH - rapid action and movement - which gave this game's PvP a unique flavor.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Free level 50 and all the IOs you want for PvP only? Interesting thought. Granted, I like paying my dues to level up then buy an uber build, but it really doesn't make as much sense for PvP, which I see as more a first person shooter kind of game than an MMO. There's enough challenge in putting together a good build for PvP and learning how to play it. Adding the time to level from 1-50 and the massive influence required for a top end build, and it might be a bit too much, particularly if the play isn't very rewarding. I can actually see this making a difference. On the other hand, I can see it upsetting a lot of current PvP players that had to level up their characters and spend billions to get where they are.
It wouldn't do a thing to lure me in, though. Like I said, I LIKE paying my dues leveling up and earning the influence to create a top end build. That's not the barrier for me. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Paragon City Search And Rescue
The Mentor Project
I had an idea for a "relatively loot-free" PVP environment a while back. It turns out that it doesn't really solve a problem that actually exists, perhaps for anyone but me.
My thing about PVP is that if a new PVP'er plays an experienced PVP'er they will get hammered flat, and that's as it should be. The same is true of bridge, of chess, of a variety of traditional games. And yet bridge and chess and scrabble have found ways to pit people of like skill and interest against each other, in a situation where they have fun.
I haven't found that in PVP here. Maybe I haven't looked hard enough. There are just too many challenges to overcome at once to get someone interested.
1) new rules set
2) new skill set
3) new build, taking weeks and costing billions
4) Appropriate- level enemies
I have to master all of these things without any guarantee that, after putting in 50 hours and 5 billion inf, I'll actually enjoy the results of my work.
At least if I want to try folk dancing, or ice sculpture, or kendo, I can find out I hate it pretty quickly.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I personally average a pvpo drop every 200-300 kills; I spend INORDINATE amounts of time in pvp, and still I average 1, maybe two if I am EXTREMELY lucky.
The drop rate is simply NOT there, it makes me kinda lol.
My thoughts on PvP 2.0 is simply the fact that, I can now eat a sandwich while I PvP and still do well in zones and sometimes arena kickball's. They are honestly lacking the speed and damage that was PvP, I miss 1-2 shotting blasters on my stalker. Now? I'm lucky to 3-4 shot a good blaster. I miss 2-3 shotting corrs on my blaster, in a matter of 5 or less seconds.
Sorry for my off-topicness. I just didn't pay much attention when PvP 2.0 came out since I wasn't PvPing. So while this is all old news to perhaps most people, it's new news to me.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
My own feeling was they should have used the multi build feature to have a pvp build that you could IO out however you wanted. It would only be available in pvp zones and would level the playing field. The difference would bring pvp into an indycar type of feel where the driver is the only difference
|
"We sleep soundly in our beds because rough men stand ready in the night to visit violence on those who would do us harm." - George Orwell
I had an idea for a "relatively loot-free" PVP environment a while back. It turns out that it doesn't really solve a problem that actually exists, perhaps for anyone but me.
My thing about PVP is that if a new PVP'er plays an experienced PVP'er they will get hammered flat, and that's as it should be. The same is true of bridge, of chess, of a variety of traditional games. And yet bridge and chess and scrabble have found ways to pit people of like skill and interest against each other, in a situation where they have fun. I haven't found that in PVP here. Maybe I haven't looked hard enough. There are just too many challenges to overcome at once to get someone interested. 1) new rules set 2) new skill set 3) new build, taking weeks and costing billions 4) Appropriate- level enemies I have to master all of these things without any guarantee that, after putting in 50 hours and 5 billion inf, I'll actually enjoy the results of my work. At least if I want to try folk dancing, or ice sculpture, or kendo, I can find out I hate it pretty quickly. |
1. Easy to understand.
2. Tiered difficulty in that some are for nOObs and some are for 1337 players. (never works out as experienced PvPers love the challenge of making the meanest possible character in the weakest possible tier)
3. Fast start (you enter the game and fighting starts immediately or very swiftly)
4. Short/fixed duration with an actual end point and a clear winner/loser
5. Game creates teams of equal size on both sides so you are not thrown to the sharks all by yourself (though premades tend to obliterate pugs when they end up against each other in those games that make it possible).
CoH PvP has none of these advantages. I've tried to PvP, but I actually can't figure out how the Arena works (this is very bad from an encouraging people to try standpoint), and most of the time in the zones you run around doing PvE looking for anyone else. When you find them, they often aren't interested in PvP and are just there for the badges, or Shivans, or Nukes, etc. to be used in PvE elsewhere.
What CoH has:
1. Hard to understand, & totally different rules from PvE
2. Tiered in the sense of having level breaks, but uber-sets give dedicated PvPers far more power than experimenters
3. No "start" just wander in, wander around and hope you find someone else who may or may not exist in the zone
4. No "end point" you just go until you are done. No "winner" no "loser" except for a specific round/bout.
5. Teams happily hunt down and gank loners. No balance or assisted team making.
Runescape has its castle war, with a very cool mechanic with "law vs chaos" as the two sides, and people can sign up as "balance" who will be used to ensure both sides have equal numbers and thus ensure the game starts faster. Virtually every MMO with PvP has a variation of "capture the flag", Conan has city sieges, Lineage had castle sieges, WoW has the different battlegrounds plus it's Arena which works quite well for idiots etc. PvP minigames are the standard, and they work for a lot of different MMOs.
In my opinion, the least work to make this happen would seem to be taking Recluse's Victory out of the world as a free-for-all zone and make it into a minigame only accessible during PvP matches. Copy the signup scenarios from other MMOs and from the CoH Arena. Click interested and go back to playing. When enough people on both sides are up for a match, boom it starts and you teleport onto the map. Fist side to spawn and drop Statesman/Recluse wins, everyone on the winning side gets merits and is returned to the portals in Peregrine or Grandville, or the arena of "choice" (including Monkey Bar in Pocket D). Choice marked off because villains don't have any =). Make it cross server. Once Going Rogue comes out let the "middle of the road" style characters who can access both Paragon and Rogue Isles sign up not for Good or Evil, but rather a mish-mash to ensure there are equal numbers on each side. Some form of balance ala the Runescape model. This will speed up the queues and ensure some randomness.
No amount of "carrot on a stick" will work with the current "show up in the zone and hope something happens" scenario. Even with broken PvP mechanics, people will play a fun game. With "perfect" mechanics not many people will do CoH PvP in the form it currently exists.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Now, I actively dislike how PvP itself works. I hate the feel of movement when I go in a PvP zone. I hate the fact that huge chunks of my powers choices or their slotting for PvE often make no sense in a PvP zone.
|
(Attacks soap box with flurry, since it does more damage than all of my primary set's attack powers...)
I'll probably lose ubes with this, but...
And if you want to go the easy route and just lure anybody into pvp zones with carrots, then you can't make the carrots as scarce as the devs had. Maybe if you let critters drop them to get the pve purists in there, and allowed a chance for a drop even if you're beaten to get people who are discouraged by the fact they can't kill anybody.
I know a lot of people are put off by the bribe technique, but I'm not so sure that the pvp'ers would mind having more targets to go after regardles...
And if you want to go the easy route and just lure anybody into pvp zones with carrots, then you can't make the carrots as scarce as the devs had. Maybe if you let critters drop them to get the pve purists in there, and allowed a chance for a drop even if you're beaten to get people who are discouraged by the fact they can't kill anybody. |
Avatar: "Cheeky Jack O Lantern" by dimarie
Just looked at the market today and saw that the +3% def Gladiator's Defense recipe is selling for a cool 2 billion influence, if it ever becomes available. The -resis proc is selling in excess of a billion and other PvP recipes that are somewhat desirable are selling for fairly high amounts as well.
I can honestly say that I find at least the procs desirable and would love to have them on a number of my toons, but that still doesn't create any incentive to actually PvP. I think that most of the people I know feel the same way. So are PvP drops actually helping PvP at this point? It seems to me that all this has done is create another handful of "elite" IO enhancements provided by a few PvPer's and a small number of masochistic farmers.
If the recipes were allowed to drop from Spawns within PvP zones, I believe this problem could be partially solved. Sure, people would farm them, but wouldn't the competition among opposing factions lead to...PvP, which is what the devs want anyway?
I have no interest in one on one PvP, but would probably risk entering the zone and killing some minions for the chance of getting one of these recipes. Due to the risk, I would probably even bring a team in to help out. It might also drive the price somewhere south of the influence cap as well. Make it lower drop rate than a Player kill, but something still feasible for a dedicated player. I know mentioning other games is somewhat Taboo here, but even though I no longer play a recently released game that allows you to intermittently fly, I have to admit that its system of rewards in PvP zones is very capable of completely driving an MMO endgame, partially because you can just kill random monsters in the PvP zones and still qualify for the rewards.
"We sleep soundly in our beds because rough men stand ready in the night to visit violence on those who would do us harm." - George Orwell