Cranium Posted March 14 Posted March 14 I never been a big fan of PvP but if everyone wins or losses but all win, then perhaps some would come out and give it a whirl. I am suggesting that in such a situation one gets pvp points to buy special inspirations from vendor. No experience for pvp just the ability to earn special inspirations (Players can already Farm characters up in level by other means). Instead of the standard Health, Endurance, Defense, ACC, Damage, Counter Mez effects, Resistance ... the special Inspirations would be as follows: +Regeneration/+Recovery = Symbol: Heart Recharge Rate = Symbol: Clock Mez = Symbol: Head of Person +Range= Symbol: Bow & Arrow +Movement: Symbol: Foot with Wings EndRdx= Symbol: Gear or Gears (one big one small) Unsure of colors or names for each of the special inspirations, they only obtainable in pvp zone or the Auction House for those that participate in PvP. Currently PvP has little or no reward to those that lose all battles and as such most players avoid the zones. Few that do only want the Shivans or Nukes or such. It be nice if only 1 pvp zone instead of the 4 that currently exists. The one zone would allow all to participate but everyone exemplars up/down to level 35 (or 40) is an idea. This one zone can also have missions in them and Gold Side can come in as well. Again to not reward someone that gets defeated all the time without reward is just create mostly dead zones as they are now. I do not know how feasible this is. But a suggestion is well .... a suggestion, nothing more and nothing less.
Doc_Scorpion Posted March 14 Posted March 14 18 minutes ago, Cranium said: I never been a big fan of PvP but if everyone wins or losses but all win, then perhaps some would come out and give it a whirl. I am suggesting that in such a situation one gets pvp points to buy special inspirations from vendor. Only if those inspirations are only useable in PvP. Otherwise, it's a hard no to gatekeeping rewards behind PvP. 19 minutes ago, Cranium said: Currently PvP has little or no reward to those that lose all battles and as such most players avoid the zones. Most players avoid the PvP zones because they don't like PvP and don't want to participate in PvP, and no reward is going to change that. 2 4 Unofficial Homecoming Wiki - Paragon Wiki updated for Homecoming! Your contributions are welcome! (Not the owner/operator - just a fan who wants to spread the word.)
srmalloy Posted March 14 Posted March 14 8 hours ago, Doc_Scorpion said: Most players avoid the PvP zones because they don't like PvP and don't want to participate in PvP, and no reward is going to change that. With the changes that Paragon Studios made to PvP, the mechanics are different enough that builds and habits that work for PvE can fail horribly in PvP, and it's unlikely that this is going to change in the future. Even back on Live, beyond exploration badge and Shivan runs, the sole time I've spent any significant amount of time in a PvP zone was shortly after the release of CoV, when a couple of friends and I decided to sunbathe on the roof of the hero base in Bloody Bay, just hanging out, and only engaging in any sort of PvP when someone came up (generally solo) to try to throw us off. After an hour or so, we packed up and went home. But overall, my attitude toward PvP has been cast in duracrete by my experience from other MMOs that PvP is a magnet for the sort of gamer whose sole measure of their "leet skillz" is how fast their level-capped combat monster in BiS gear can gank lowbies fresh out of the tutorial zone. 2
battlewraith Posted March 14 Posted March 14 43 minutes ago, srmalloy said: But overall, my attitude toward PvP has been cast in duracrete by my experience from other MMOs that PvP is a magnet for the sort of gamer whose sole measure of their "leet skillz" is how fast their level-capped combat monster in BiS gear can gank lowbies fresh out of the tutorial zone. As opposed to the jacked up pver that runs into a mission and nukes hapless mobs with no real danger of being defeated. What your describing is people pursuing their goals the same way, it's just against other people. The problem is that pvp in this game has always been that it's a certain type of pvp mode: deathmatch. You can add incentives, you can tweak the rules, etc. but at the end of the day it's always going to be about defeating other players. And that's never going to wash with people brought up in the pve environment which is far less lethal and far more goal oriented. If I could go back in time and get the developer's ear, I would've pushed them towards a hybrid mode that incorporated actual pve objectives. I've seen this done in other games and I think it would actually work really well with coh. If things like tanking, controlling, etc, actually had meaning in the engagement and it wasn't so easy to burn other characters down, that sort of thing could be a blast.
srmalloy Posted March 14 Posted March 14 39 minutes ago, battlewraith said: If I could go back in time and get the developer's ear, I would've pushed them towards a hybrid mode that incorporated actual pve objectives. I've seen this done in other games and I think it would actually work really well with coh. One of the things that would need to be done is to eliminate the binary effect of the controls in the game, where you either get full effect or nothing; that resulted in all sorts of specialized PvP-only modifiers to prevent situations like pera-hold. It would have taken a considerable amount of work to properly implement an incremental control system — for example, holds could increase your target's animation time as well as recharge, slowing their actions until they were frozen, making it useful even if you didn't get a full lock down of your target. But that is considerably more work to set up and implement, which the original developers didn't have — and once the current framework was in place, it made it much harder to change, because of how widespread the changes would be, snaking through virtually all of the combat mechanics.
Stormwalker Posted March 15 Posted March 15 10 hours ago, srmalloy said: But overall, my attitude toward PvP has been cast in duracrete by my experience from other MMOs that PvP is a magnet for the sort of gamer whose sole measure of their "leet skillz" is how fast their level-capped combat monster in BiS gear can gank lowbies fresh out of the tutorial zone. I have actually played one and only one MMO in which I liked the PvP. And that MMO was designed for PvP first and the PvE mechanics were built on top of the PvP mechanics. Unfortunately, the company that ran the Western version of it went all-in on the P2W and killed the game. I'm not going to name that game on the grounds that I probably shouldn't admit having played it (let's just say it wasn't best known for its gameplay 😛). But the thing to know about it was that PvP was largely a team-on-team affair and good team tactics were required to succeed unless you massively outnumbered or outgunned the enemy, and that was what made it fun. A small group using guerilla tactics could actually wreak havoc on substantially more powerful forces. The other thing that was good about it was that since the PvE mechanics were build on top of the PvP mechanics, you used the same build and the same gear for optimal PvP and PvE play. This meant you could be out and about doing PvE objectives, come under attack by enemy players, and be perfectly well equipped to defend yourself because you were already rocking your PvP kit. This is something that basically every other MMO ever gets wrong. Well, actually, there was one other MMO with good PvP, but only in its 1v1 Arena mode, and that was Blade & Soul. I actually had a lot of fun in B&S's Arena. I avoided world PvP like the plague, though.
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