Could a PvP Task Force work?
While the seed of the idea is good, I htink the logistics in this particular idea would make it unworkable.
First you have to get not one TF team, which can sometimes be difficult, but two, one on each side built primarily inside zones with low populations most of the time. The teams have to be evenly matched (numbers-wise). The teams will have to be "evenly matched" ability-wise (ATs and skills) to fufill the fun requirement. Then the tech to link the two teamns has to be ported in from the arenas and expanded to work in zones and different simultanious instances. Then you have to stop the teams from devolving into a "race to the glowie" mentalitity so they get the rewards out of the TF (XP and Inf/Pres). Then you have to suspend the "last mission failed means less Merits" tech for this one TF. Then there's the Merit reward itself, it can easily be gamed for fast rewards with little effort (speed runs are "bad' enough, but a speed run where the AV just stands there and dies without fighting back or even worse, actively HELPS you kill it would be way too much).
A PvP TF MIGHT be workable in other ways though. For instance, a TF that requires 4 Heroes and 4 Villians in the RWZ where they work cooperatively in all of the TF except the final mission has potential (but suffers some logistical problems as well, just not as many).
Thanks for the thoughts. Some responses:
I'm not married to any one element of the idea, especially the rewards. The 40/20 model brought up sounds cool. I just threw 50/20 out there, because I didn't want to get tied up in the minutiae.
I'm someone who PvPs only a little, but would love to do more. Problem is that the people with whom I normally play do not have much interest in it, and part-time PvPing is not really an option, because -as I've learned- learning the proper PvP builds is whole different beast. There are few really good builds that excell at both PvP and PvE. This TF would get people who are interested in PvP, but not willing to make the full-time commitment to be really good at it, a chance to do it, get something out of it and meet players who PvP often.
Put a 30-minute timer on the last mission and the TF will not be farmed heavily for merits or drops. Think blueside respec mishes. You don't see a lot of people farming the reactor for merits.
I suppose team size is totally flexible. Two teams of three might work just fine. As long as they are the same size, it really doesn't matter.
I see no reason to resist the get-the-glowie-and-run mentality in the early mishes. It should be about speed. Throw in a Defeat All, perhaps, to insure that one stealther isn't doing all the work. The faster team would be rewarded with a strategic advantage in the final battle. This might also even the score between a PuG PvE group in the final battle against experienced PvPers. Intuitively, the PvE group should move through the earlier missions much more quickly, thereby having time to set up the zone against superior PvP foes. A good PvE team may have a chance against a good PvP team then.
If this TF is "PvP zone" meaning that the extra bonus to PvPIOs work on the TF, it'll increase their value slightly, I imagine, which might be countered by a slightly greater supply on the market.
Just my thoughts as the conversation has moved along...
Never argue with stupid people. They drag you down to their level and beat you with experience.
@vanda1 and @nakoa2
I just wanted to touch on a few things brought up in this thread. The OP can feel free to correct me if I'm not in tune with what he is envisioning.
I'm going to assume that to make this a reality some sections would have to be heavily gated so that the teams progress through their content at a similar pace. This means that you would not be able to pull of a sub 30 min ITF and crush the merit/min equation. Because you wouldn't be able to bring the ratio down closer to 1/1 merit/min like existing speed/farmed TF's that would serve as a major deterrent for farming it.
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I mean, WoW hasn't done it, and WoW is a far more PvP-centric game.
Does Guild Wars do it?
1. Doubling the PVP IO drop rate would lead to people cooperatively farming the heck out of it (which I personally don't have a problem with, but which the devs might not like).
2. A higher than normal merit award would lead to people cooperatively farming the heck out it (ditto).
3. There's always going to an issue with a PVP TF with multiple missions, which is keeping the teams' progress co-ordinated. One team finishing their mission could automatically finish/fail the other team's current mission, but I can see that opening up farming opportunities, again.
4. An imbalance in rewards for the winning/losing team has the risk of the losing side dropping out before the end, effectively griefing the winners. Adding merits would make this more likely, as diminishing returns would kick in on repeat runs. Having no diminishing returns will bring even more farmers. Awarding an auto 'win' to the team which doesn't drop has a very obvious exploit.
2. Cooperative farming would lead to just barely above average merit/min when you factor in both reward pools. See 3 for why this wouldn't be much of an issue.
3. The content of the TF would likely be heavily gated to ensure progress is done at a consistent rate. This means that you won't be able to drastically reduce completion times of the TF. If the Tf is cooperatively rewarding just barely above avg merit/min and you can't cut that number hugely like you can for currently farmed TF's then it probably won't be farmed.
4. You wouldn't lose until you lose from my understanding of it. The pvp encounter is the last "mission". If you forfeit at that point in time you wouldn't be shaving very much time off of the TF as the pvp encounter would likely be a 10 min match.
It may result in longer TF formation times than popular ones like the ITF, but that is to be expected. The fact that it would be reasonably rewarding, reasonably fun, fairly short, and very unique would likely mean it is fairly popular. It may suck trying to run it on some of the ghost town servers that I'm told is a figment of my imagination, but that isn't an indication of anything wrong with the idea. It's an indication of something else wrong.
As the OP proposed it it would not be popular for pvp IO farming. We know that because we understand pvp IO drops.
It would not be popular for speed farming because it would likely be heavily gated.
IMO though, pvp has been dipped in enough molasses that it would actually be fine for something like this. Yes if your pug goes up against a coordinated team in the final mission it will get stomped. It is supposed to. Hence the variable reward rates.
Again, the intentions are good, but the proposed vehicle seems unlikely to help toward achieving its larger purpose.