Increase PVP IO Drop rate
F NO!
that's the problem right there, you little PVE-ers think we all should pvp retardo-style, trying to tab through every target and kill them sequentially. i refuse to back a system that (like the current one) encourages idiotic play for the sake of appeasing those who think FARMZ0R R EBIL.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Oooh! An epic troll on troll battle!
*grabs popcorn and front row seat*
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Barrier is the reason for forum PvP 2.0.
"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."
Which is simply replacing the random chance with a merit type increment. Still ties to victories (with a minor nod to an arena defeat), and the same issues the current system has.
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You still need to have some kind of anti-farming measure, because folks can choose their opponents in Arena matches. If there was some kind of auto-match system where you just queued up for a match and took whoever the game gave you, you might not need such a system.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Yes, but (and reading my post it wasn't presented well) in the arena, I was suggesting that whoever wins the match gets three tokens. Not by kills. That's my bad for not being more clear. Then, yes it's still based on kills somewhat, but in a match of people with similar skill the winner comes out better, even if the match had low kill counts. The open zone thing is a nod to those that like that style.
You still need to have some kind of anti-farming measure, because folks can choose their opponents in Arena matches. If there was some kind of auto-match system where you just queued up for a match and took whoever the game gave you, you might not need such a system. |
making this apply in matches 6v6 or larger + 10 mins or longer might make it harder to farm unless you're gagora.
In the arena, the chance to roll should be static and it should occur at the end of a match. If the drop rate is 1:60, it should be upped to say 1:20, and then rolls should occur against each of the characters on the winning team.
making this apply in matches 6v6 or larger + 10 mins or longer might make it harder to farm unless you're gagora. |
Everquest 2, the other game I played, just added their Battlegrounds and I can just queue up for a match and when there's enough folks to start I get ported in to fight. Allows groups and raids to queue up together and is cross server.
I wish we had something like that to go along with the new objective based PvP games.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Yes, but (and reading my post it wasn't presented well) in the arena, I was suggesting that whoever wins the match gets three tokens. Not by kills. That's my bad for not being more clear. Then, yes it's still based on kills somewhat, but in a match of people with similar skill the winner comes out better, even if the match had low kill counts. The open zone thing is a nod to those that like that style.
You still need to have some kind of anti-farming measure, because folks can choose their opponents in Arena matches. If there was some kind of auto-match system where you just queued up for a match and took whoever the game gave you, you might not need such a system. |
Then eventually (deadpan with a straight face) when base raids return, (nope couldn't keep it) you could have a similar system for 'winning' a base raid.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Perhaps make the chance for roll higher the more people and longer the match? Encourage team matches. Only concern I would have is that there needs to be a better matching system so people not in leagues can just get fights.
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my concern is that the only time that targets are called randomly, or sequentially is when the skill gap between two teams is huuuuge. which in turn means that you either have to abuse noubs to get the best chances at a drop, or play like a total idiot (not repeatedly killing the real threats or farmable targets).
the current rep system encourages real stupidity.
I'll leave it to black_barrier and macskull and the other great PvPers to pose the questions. I really wish the development team would actually invest in PvP.
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"I'm going to test out the new I13 PvP in the arena with a team build ice/kin controller in a duel!"
Yeah that worked out so great.
Originally Posted by Cyber_naut
I agree something is 'horribly broken'.
I would submit these reasons why this 'horribly broken' situation exists. One, the pvp revamp was TERRIBLE, thereby reducing player interest, and the drop rate is RIDICULOUSLY low, thereby destroying most interest that dynamic might have created for pvp. |
I don't. 2 hours 8v8 means nothing to me. 26 kills vs. 11 kills means more, but still is not enough information to make any sort of judgment on the validity of the drop rate.
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If 2 teams go at it repeatedly for 10 minutes in the arena, but one team keeps completely hammering 2 toons on the opposing team, the chance for a drop is low. However, in order to Win the arena match, it would be in one team's best interest to attack the weakest link on the opposing team. So it pretty much boils down to A) Keep farming the same target over and over so you win but at the same time you pretty much kill your chance at getting a PvP drop because you're farming one person or B) Attempting to spike other characters but you run the risk of not winning if the other players you are spiking aren't as easy to kill (tankers/brutes/scrappers for example)
Inflation is rampant. Things going for more than the market cap is obviously a problem, considering the market cap is supposed to be the individual wealth cap. Obviously, something is quite horribly broken there. |
Originally Posted by Castle
Take too many risks at once and have them all fall through and your company is belly up.
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Ya'll took WAY too many risks/changes with the I13 PvP changes and basically ****** everything up. PvP was not made any more fun or easier. Nor was the bar for entry lowered. In fact it was raised and made harder.
Bitter ice blast does PATHETIC damage in PvP. Hell Ice Blast (also Ice Assault for Dominators) in general is just plain bad. Yet attacks such as Fossilize and Laser Beam eyes do far more damage than powers in a primary powerset.
Do I also need to mention entire powersets (or certain powers in powersets) were basically made useless thanks to PvP 2.0?
No sir, despite what you and the dev team may think. You did not fix ANYTHING with PvP 2.0, you just made it infinitely worse and have done close to NOTHING to make it easier for newer players to understand the mechanics of the new system.
If you're going to try and give the illusion that you're making educated well thought out decisions/changes to PvP, then take your own advice and make changes that make sense.
Lastly, if any sort of "rep" or "experience" or "token" system is going to be implemented for rewarding players something for kills in PvP, perhaps you should try copying the idea Sony used in their MMOFPS Planetside.
The amount of XP that was awarded to a player when they killed another player in PvP was based on several factors.
The amount of time the person who was killed was alive.
How many players they had killed before they themself were killed.
There was also a bonus awarded for killing multiple players at once. If you had managed to destroy a vehicle that had 5 players in it, you got a pretty hefty bonus. Obviously something like that wouldn't really work unless, we put some sort of timer on it but then we run into the problem of it being brokenly exploitable.
Another issue that might arise would be, what about support type classes that really don't "kill" stuff. How do they get awarded?
Based on amount of healing/buffing/debuffing a player would do, they would be awarded a certain amount of "Support XP". This wasn't nearly as much as killing someone, but it was still an amount that was worth getting in the end.
Your logic makes too much sense.
Just as a side note. Of all dUmb's practices and Official matches since the ladder started (Which is basically 3-4 days per week) - we have had 1 PvP IO drop
So....three weeks of PvPing fairly hardcore and our TEAM gets 1 - is this REALLY how its supposed to work?
Just as a side note. Of all dUmb's practices and Official matches since the ladder started (Which is basically 3-4 days per week) - we have had 1 PvP IO drop
So....three weeks of PvPing fairly hardcore and our TEAM gets 1 - is this REALLY how its supposed to work? |
Guild Wars had a pretty awesome system for PvP/PvE. Upon character creation, you could select the character to either be a PvP or PvE character.
You select PvE, you start in noobzone as a level one and you progress through the game as usual. You unlock skills with gold and from quest rewards.
You select PvP, you start at the max level and can enter a variety of PvP zones. 4v4s and 8v8s where you just hit ready and you're automatically put in a team of other random people. 4v4s and 8v8s where you go in with your team already, big 16v16 zone battles, all kinds of good stuff.
You unlock skills by the rep you get from kills, either made by you or your team, and a bonus for winning. You couldn't bring a PvP-made character into PvE zones since they started at the max level and had maxed out gear from creation, but if you just wanted to pvp it didn't matter.
So it was possible to get all the skills and armours and stuff you could possibly want just from PvPing. PvErs had absolutely no numerical advantage over PvPers.
If you wanted to have a rare skin for your weapon you'd have to PvE, but for anything that mattered, PvErs and PvPers were equal.
But that was a game that was built from the ground up with PvE and PvP in mind. Shame, really. I bet people would be much more interested if they could say, hey, I want to play a Stalker or whatever in RV and could have one at 50 and slotted out in less than half an hour.
The Melee Teaming Guide for Melee Mans
Guild Wars had a pretty awesome system for PvP/PvE. Upon character creation, you could select the character to either be a PvP or PvE character.
You select PvE, you start in noobzone as a level one and you progress through the game as usual. You unlock skills with gold and from quest rewards. You select PvP, you start at the max level and can enter a variety of PvP zones. 4v4s and 8v8s where you just hit ready and you're automatically put in a team of other random people. 4v4s and 8v8s where you go in with your team already, big 16v16 zone battles, all kinds of good stuff. You unlock skills by the rep you get from kills, either made by you or your team, and a bonus for winning. You couldn't bring a PvP-made character into PvE zones since they started at the max level and had maxed out gear from creation, but if you just wanted to pvp it didn't matter. So it was possible to get all the skills and armours and stuff you could possibly want just from PvPing. PvErs had absolutely no numerical advantage over PvPers. If you wanted to have a rare skin for your weapon you'd have to PvE, but for anything that mattered, PvErs and PvPers were equal. But that was a game that was built from the ground up with PvE and PvP in mind. Shame, really. I bet people would be much more interested if they could say, hey, I want to play a Stalker or whatever in RV and could have one at 50 and slotted out in less than half an hour. |
Just as a side note. Of all dUmb's practices and Official matches since the ladder started (Which is basically 3-4 days per week) - we have had 1 PvP IO drop
So....three weeks of PvPing fairly hardcore and our TEAM gets 1 - is this REALLY how its supposed to work? |
So yeah, 1 drop every two weeks in team settings as small as six, but as large as 16 (Internals) playing 4 - 5 days a week between practice and officials seems stupidly low.
We are up to two now I think (Which doesn't exactly make it better considering its been over a month) Heroes managed the PbAoE one in a practice and I got a glad strike acc/dmg in another.
So yeah, 1 drop every two weeks in team settings as small as six, but as large as 16 (Internals) playing 4 - 5 days a week between practice and officials seems stupidly low. |
Hey, I like my tail to move.
MMMMmmm . . . moving tail.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
The only way I'd be comfortable increasing the drop rates is if we could make then Bind on Pickup, tech which we don't currently have.
...lol