I said that the frequency of the occurrence was surprising, not that it was commonplace. Of course most of the time, players from the winning team occupy the top spots in the final point tally. But having the entire winning team in the bottom half ought to be, statistically, a very rare event, when it is not. I've seen it at least 3 times, and I am not a frequent PVPer at all.
Having more titles based on *kills* rather than *team victories* will only encourage more players to pad their kill count instead of winning the match. And yes it will affect me, since I'm now more likely to be ganked and dragged out of spawn for an "easy kill" if people are going to be pursuing more titles based on kill counts. Same goes for new level 60's who will now be targeted as easy prey.
Is PVP really about winning a match as a team, or is it more about just running around and killing people? I guess it must be the latter, which is why so many people seem to want an "open world PVP". Who cares about capping points or achieving some team goal, all I want to do is up my body count!
I think you have lost track of what this thread was all about.
Its a PvP Suggestions thread.
I have many ideas for titles and rewards for certain things, healing, assists, points capture, deaths/near death recoveries, team cohesion..but..as this game doesn't keep track of any of those, its impossible to grant a title for it.
I offered a suggestion that in my opinion would be fun.
Its ok if you don't agree, instead of telling me why you personally think my ideas are bad, why not offer some ideas of your own?
Escort Duty In PvP this mode, one team is hired on by a caravan of wealthy merchants (or nobles, or criminals or whatever) to protect them whilst traveling from point A to point B (or more). Team 1 takes on the role of the mercenaries hired to protect the caravan. Team 2 takes on the role of the bandits wanting to raid this caravan. Victory is achieved by the mercenaries if they can get the caravan to the final way point safely and intact. Victory for the raiders is achieved by capturing/destroying the caravan before it can reach it's destination. No kill counts. No points for capping and holding nodes. No flaming trolls crying for "1 v 1 me nub!" A simple team PvP mode with a singular objective.
You could even make it interesting by establishing different buffs for each group based on the terrain the caravan travels through such as a movement increase for traveling downhill or a penalty for moving uphill. Hell you could even throw in random adds who will attack either group. The tactical possibilities with this scenario are endless, and it also can provide for a very cool "classic" DnD adventure niche - The Adventurers are hired for guard duty. This could even be useful for the (unfortunately) dying RP community as it gives a tangible classic objective which is seamlessly input to the game rather than trying to RP current PvP... "Hold that capture point, mighty Furingaar! For in 10 minutes we shall magically teleport out of this arena and have nothing to show for it!" Rewards Astral Diamonds
Bounty Hunt In this mode, two (or even more) opposing teams compete to hunt down and eliminate specific adds in a large areas. This is a time based match and the team with the most trophies at the end wins. Naturally, if an opponent gets in the way of you and your prey (which is also their prey), they too must be eliminated with extreme prejudice...
Think the current zone contests only on a grander scale with PvP included. Rewards Gold
Tourney of Champions A time based tournament which cycles through periodically (can be a 30 minute event since matches will not take long) like the Dungeon Delves, Skirmish, Professions, etc... In this mode players can queue up to compete in single combat against other players. Victory over another player can be achieved by winning 3 out of 5 falls (this way someone can't be given victory simply for being the one who walked into the match with full Action Points) The winner is automatically queued again to advance in the brackets, the loser is restricted from re entering the tourney for that period. Eventually at the end of the time period, the player who has achieved the most consecutive victories wins the Tourney. Rewards cumulative Glory for each victory and grants a special reward as well; Champion of Neverwinter title. At the end of the time period, a server wide announcement occurs declaring who the Champion is. That player automatically has his/her title changed to Champion of Neverwinter(or something else more grand) until the next Tourney takes place in several hours. This should be right up the alley of the hardcore PvPers and those wanting single combat duels.
Tavern Brawl "Eh... ye spilled me mug o'ale on me foot, pointy-ears!" said the surly and slightly inebriated dwarf to the snooty looking elf standing behind him.
"Don't be a fool, squat stone! I can hardly stand your foul odor let alone brave the act of touching you!" replied the elf with disdain at the quickly angering dwarf.
"Well here's one fer yer nose, fairy licker!" proclaimed the dwarf as he throws a shaky punch squarely towards the elf's face. With a surprised look and a deft lean to the side, the elf barely evades the dwarf's meaty fist which instead impacts the back of a muscular half-orc's head who was sitting behind him. The half-orc turns with fury in his eyes, lifting his chair up and bringing it down with such force that it shatters on the head of the poor unfortunate halfling standing next to the dwarf.
The drunk dwarf smiles and yells, "BAR FIGHT!"
This is your classic... well... chaotic bar fight. No teams, it's every man for himself and the last man standing wins. Each player who queue's has unlimited respawns, and victory is determined not by how many kills a player gets, but by how few deaths they take (the winner of a bar fight isnt the guy who knocked the most people out, it's the one who was able to walk out on his own two legs) This is a twist to PvP which awards survival. Reward: Special Mug o' Ale consumable. When consumed, the mug will grant reckless combat. During reckless combat you gain an increase to defense, HP, and Power (you're feeling no pain) but lose your targeting reticule and auto tracking for combat. (Tis hard to aim whilst drunk)
Give us 4 different game modes. Let us play them for a bit. Each game mode will have daily for rough AD. Implement some way for us to vote for our favorite. Put in rankings for it.
Maybe 3 modes if you think too much rough AD or possibility of spreading population across too many queues. Queues requirement for # of players would vary per mode.
Someway incorporate the foundry makers into the creations of these environments/battlefields.
Some things to consider.
Certain game modes could unintentionally or intentionally lead to "op" classes/builds.
If things like flags are interactive. Pushing flags.
While just adding more maps to domination and something simple like slayer/TDM/Dueling, with ranking and premade/pug queues; may be easier for the short term. I like the ideas in the above post.
I know its popular to suggest more maps for pvp, but it would just be the same pvp at a different location. I suggest different modes of pvp, (ex: capture the flag, free for all, ect.). In addition, skill matching based on win/loss ratio would be a nice feature. I would also like to see a high scores type of feature, or at least one which tracks your pvp statistics such as average points per match/kdr/win loss ratio.
To be honest so many different pvp ideas are being thrown around that that I don't think a clear consensus of what we want is getting through to the makers. However, I think we all agree, adding any more content to this game's pvp, regardless of what it would be, would make pvp more enjoyable and start easing the tension caused by lack of pvp content for everyone.
I know its popular to suggest more maps for pvp, but it would just be the same pvp at a different location. I suggest different modes of pvp, (ex: capture the flag, free for all, ect.). In addition, skill matching based on win/loss ratio would be a nice feature. I would also like to see a high scores type of feature, or at least one which tracks your pvp statistics such as average points per match/kdr/win loss ratio.
To be honest so many different pvp ideas are being thrown around that that I don't think a clear consensus of what we want is getting through to the makers. However, I think we all agree, adding any more content to this game's pvp, regardless of what it would be, would make pvp more enjoyable and start easing the tension caused by lack of pvp content for everyone.
They should just let community build PVP maps!! Make a special section with the new pvp maps being attached to a queue system! Soon some will become favorite and will improve. Just make the Foundry and we'll do the rest. Easy!
Im calling for PVP to be totally remove from this mostly PVE game, this has cause much of the cry and nerf of characters, based on the game design and the focus of update, we can assume that this game is mostly PVE and PVP has no place in Neverwinter D&D game. LOL.
Another PVE player thinks that the game is just for them. Well I'm calling for the opposite as the PVE in Neverwinter is nothing great and there are 100's of games with good PVE. Decent PVP is a rarity and could be fantastic in Neverwinter with the introduction of more diversity in games and maps.
Obviously I don't really think PVE should be removed but it is the same as what you said just the other way around, why is it that PVE players think this way? I have never seen a PVP player saying such.
They should just let community build PVP maps!! Make a special section with the new pvp maps being attached to a queue system! Soon some will become favorite and will improve. Just make the Foundry and we'll do the rest. Easy!
I love this idea, I'm not sure what I would do, Make pvp maps - play pvp maps. I think my head would explode.
Ban premades. All of them. Every match should be a PUG vs. PUG. No more uber-elite PVP guilds sending in full premades to steamroll PUGs and then calling that "fun".
Ban premades. All of them. Every match should be a PUG vs. PUG. No more uber-elite PVP guilds sending in full premades to steamroll PUGs and then calling that "fun".
Kinda takes away from those who would like to hang out with their buds while PvP'in. I like winning as much as the next but I enjoy doing PvP with friends, win or lose, much more. Of course, your post may have been sarcastic...
Ban premades. All of them. Every match should be a PUG vs. PUG. No more uber-elite PVP guilds sending in full premades to steamroll PUGs and then calling that "fun".
Don't think so. A system to match a premade only against other premades would be better.
Ban premades. All of them. Every match should be a PUG vs. PUG. No more uber-elite PVP guilds sending in full premades to steamroll PUGs and then calling that "fun".
Lol ... but think about it ?!
No one wants selfish pugs in their team right ?!
Or u get happy when u see them going to home flag from start ?!
I do agree though, there should be a foundry-like option to just make pvp maps since they don't seem to be too interested in producing pvp content for us. That seems the best direction to take as far as new map content is concerned, but again, I still think they need to take things a bit further than just new maps.
yes, the PvP FOUNDRY seems to be just the right idea. we could of change the number of nodes, or add or remove other pvp contents.
maybe do something similar to the "domination" of battlefield. where KILLS also counts as points (just 1 ).
this would prevent those matches of over 1 hours a bit.
then, if a foundry pvp Map becomes very successful, a lot of players play it and enjoy, and Q for it (of course we would need to have a Q system for it), and perhaps it would be a good place to meet other premades, especially if they make it like "room" like.
if the map be played a lot, and get good rates, they could introduce an official version of that pvp map afterwords, kind of rewarding the creators of the map. there are countless possibilities i think
Dovahkiin Gannicus, GWF Sentinel- Enemy Team Guild
Gannicus Destroyer, GWF Destroyer retired
Kate Beckinsale NB DC, Link NB GF
"There is only one way to be a champion..., Never ...ing lose"
yes, the PvP FOUNDRY seems to be just the right idea. we could of change the number of nodes, or add or remove other pvp contents.
maybe do something similar to the "domination" of battlefield. where KILLS also counts as points (just 1 ).
this would prevent those matches of over 1 hours a bit.
then, if a foundry pvp Map becomes very successful, a lot of players play it and enjoy, and Q for it (of course we would need to have a Q system for it), and perhaps it would be a good place to meet other premades, especially if they make it like "room" like.
if the map be played a lot, and get good rates, they could introduce an official version of that pvp map afterwords, kind of rewarding the creators of the map. there are countless possibilities i think
+1.
I like the kill points too! Really starts bring some tradeoffs to playing pvp to try and solo rush a back point or not.
0
nihattoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2Arc User
edited November 2013
Altough this is a nice game with beautiful graphics, easy playing style and mostly well balanced classes, for being a beta may be, game stuff becomes boring after some playing time and only PvP leaves. Some suggestions about that can be applied quick.
1- Kills must be written NOT THE LAST BUT THE MOST DAMAGE MAKER!!!! A TR must not steal all your affords with one last cloud of steel for example.
2- In PvP matches while capturing base means 300 points but kills are only 50 and assist 25! This makes most players flee from fight and get bases. OK, this base stuff is really making PvP Matches chaotic and fun but taking one base must not equal 6 kills. Scoring system must support PvP in PvP matches.
3- For the players fighting to get PvP related titles like head hunter or bloodthirsty like me want to know how many kills they have. This can be shown on for example character sheet. More PvP related titles is what we want to see also.
4- Leaving PvP if defeated 2 or 3 times in a row by leaving party became a tradition in game. Of course there may be disconnection problems but leaving party one short must be restricted or a reasonable time penalty is needed I think.
5- Why such a simple thing like making some more PvP maps a problem for the game makers?
leave pvp match should add a penalty buff of not be able to Q for PvP. since a lot of the quitters are just joining for pvp dailies, this would make sense and they would play a lot.
stay too long in camping fire without leave respawn also would be removed from match and counted as penalty
Dovahkiin Gannicus, GWF Sentinel- Enemy Team Guild
Gannicus Destroyer, GWF Destroyer retired
Kate Beckinsale NB DC, Link NB GF
"There is only one way to be a champion..., Never ...ing lose"
0
andferne3Member, Neverwinter Knight of the Feywild UsersPosts: 104Bounty Hunter
3- For the players fighting to get PvP related titles like head hunter or bloodthirsty like me want to know how many kills they have. This can be shown on for example character sheet. More PvP related titles is what we want to see also.
This is shown. Open up your journal and go to accomplishments tab. (Believe that is the name, would have to double check.) It shows you what titles you have gotten already, and there is a button to check/uncheck for ones you haven't gotten yet. Clicking on it will show you how many you have, and how many is needed.
Comments
I think you have lost track of what this thread was all about.
Its a PvP Suggestions thread.
I have many ideas for titles and rewards for certain things, healing, assists, points capture, deaths/near death recoveries, team cohesion..but..as this game doesn't keep track of any of those, its impossible to grant a title for it.
I offered a suggestion that in my opinion would be fun.
Its ok if you don't agree, instead of telling me why you personally think my ideas are bad, why not offer some ideas of your own?
Escort Duty In PvP this mode, one team is hired on by a caravan of wealthy merchants (or nobles, or criminals or whatever) to protect them whilst traveling from point A to point B (or more). Team 1 takes on the role of the mercenaries hired to protect the caravan. Team 2 takes on the role of the bandits wanting to raid this caravan. Victory is achieved by the mercenaries if they can get the caravan to the final way point safely and intact. Victory for the raiders is achieved by capturing/destroying the caravan before it can reach it's destination. No kill counts. No points for capping and holding nodes. No flaming trolls crying for "1 v 1 me nub!" A simple team PvP mode with a singular objective.
You could even make it interesting by establishing different buffs for each group based on the terrain the caravan travels through such as a movement increase for traveling downhill or a penalty for moving uphill. Hell you could even throw in random adds who will attack either group. The tactical possibilities with this scenario are endless, and it also can provide for a very cool "classic" DnD adventure niche - The Adventurers are hired for guard duty. This could even be useful for the (unfortunately) dying RP community as it gives a tangible classic objective which is seamlessly input to the game rather than trying to RP current PvP... "Hold that capture point, mighty Furingaar! For in 10 minutes we shall magically teleport out of this arena and have nothing to show for it!" Rewards Astral Diamonds
Bounty Hunt In this mode, two (or even more) opposing teams compete to hunt down and eliminate specific adds in a large areas. This is a time based match and the team with the most trophies at the end wins. Naturally, if an opponent gets in the way of you and your prey (which is also their prey), they too must be eliminated with extreme prejudice...
Think the current zone contests only on a grander scale with PvP included. Rewards Gold
Tourney of Champions A time based tournament which cycles through periodically (can be a 30 minute event since matches will not take long) like the Dungeon Delves, Skirmish, Professions, etc... In this mode players can queue up to compete in single combat against other players. Victory over another player can be achieved by winning 3 out of 5 falls (this way someone can't be given victory simply for being the one who walked into the match with full Action Points) The winner is automatically queued again to advance in the brackets, the loser is restricted from re entering the tourney for that period. Eventually at the end of the time period, the player who has achieved the most consecutive victories wins the Tourney. Rewards cumulative Glory for each victory and grants a special reward as well; Champion of Neverwinter title. At the end of the time period, a server wide announcement occurs declaring who the Champion is. That player automatically has his/her title changed to Champion of Neverwinter(or something else more grand) until the next Tourney takes place in several hours. This should be right up the alley of the hardcore PvPers and those wanting single combat duels.
Tavern Brawl "Eh... ye spilled me mug o'ale on me foot, pointy-ears!" said the surly and slightly inebriated dwarf to the snooty looking elf standing behind him.
"Don't be a fool, squat stone! I can hardly stand your foul odor let alone brave the act of touching you!" replied the elf with disdain at the quickly angering dwarf.
"Well here's one fer yer nose, fairy licker!" proclaimed the dwarf as he throws a shaky punch squarely towards the elf's face. With a surprised look and a deft lean to the side, the elf barely evades the dwarf's meaty fist which instead impacts the back of a muscular half-orc's head who was sitting behind him. The half-orc turns with fury in his eyes, lifting his chair up and bringing it down with such force that it shatters on the head of the poor unfortunate halfling standing next to the dwarf.
The drunk dwarf smiles and yells, "BAR FIGHT!"
This is your classic... well... chaotic bar fight. No teams, it's every man for himself and the last man standing wins. Each player who queue's has unlimited respawns, and victory is determined not by how many kills a player gets, but by how few deaths they take (the winner of a bar fight isnt the guy who knocked the most people out, it's the one who was able to walk out on his own two legs) This is a twist to PvP which awards survival. Reward: Special Mug o' Ale consumable. When consumed, the mug will grant reckless combat. During reckless combat you gain an increase to defense, HP, and Power (you're feeling no pain) but lose your targeting reticule and auto tracking for combat. (Tis hard to aim whilst drunk)
Just a few quick thoughts.
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
This
Give us 4 different game modes. Let us play them for a bit. Each game mode will have daily for rough AD. Implement some way for us to vote for our favorite. Put in rankings for it.
Maybe 3 modes if you think too much rough AD or possibility of spreading population across too many queues. Queues requirement for # of players would vary per mode.
Someway incorporate the foundry makers into the creations of these environments/battlefields.
Some things to consider.
Certain game modes could unintentionally or intentionally lead to "op" classes/builds.
If things like flags are interactive. Pushing flags.
While just adding more maps to domination and something simple like slayer/TDM/Dueling, with ranking and premade/pug queues; may be easier for the short term. I like the ideas in the above post.
Fox Stevenson - Sandblast
Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
To be honest so many different pvp ideas are being thrown around that that I don't think a clear consensus of what we want is getting through to the makers. However, I think we all agree, adding any more content to this game's pvp, regardless of what it would be, would make pvp more enjoyable and start easing the tension caused by lack of pvp content for everyone.
They should just let community build PVP maps!! Make a special section with the new pvp maps being attached to a queue system! Soon some will become favorite and will improve. Just make the Foundry and we'll do the rest. Easy!
Another PVE player thinks that the game is just for them. Well I'm calling for the opposite as the PVE in Neverwinter is nothing great and there are 100's of games with good PVE. Decent PVP is a rarity and could be fantastic in Neverwinter with the introduction of more diversity in games and maps.
Obviously I don't really think PVE should be removed but it is the same as what you said just the other way around, why is it that PVE players think this way? I have never seen a PVP player saying such.
I love this idea, I'm not sure what I would do, Make pvp maps - play pvp maps. I think my head would explode.
Ban premades. All of them. Every match should be a PUG vs. PUG. No more uber-elite PVP guilds sending in full premades to steamroll PUGs and then calling that "fun".
Kinda takes away from those who would like to hang out with their buds while PvP'in. I like winning as much as the next but I enjoy doing PvP with friends, win or lose, much more. Of course, your post may have been sarcastic...
Don't think so. A system to match a premade only against other premades would be better.
Lol ... but think about it ?!
No one wants selfish pugs in their team right ?!
Or u get happy when u see them going to home flag from start ?!
Of course I'm happy. I'm going to home base with them.
maybe do something similar to the "domination" of battlefield. where KILLS also counts as points (just 1 ).
this would prevent those matches of over 1 hours a bit.
then, if a foundry pvp Map becomes very successful, a lot of players play it and enjoy, and Q for it (of course we would need to have a Q system for it), and perhaps it would be a good place to meet other premades, especially if they make it like "room" like.
if the map be played a lot, and get good rates, they could introduce an official version of that pvp map afterwords, kind of rewarding the creators of the map. there are countless possibilities i think
Gannicus Destroyer, GWF Destroyer retired
Kate Beckinsale NB DC, Link NB GF
"There is only one way to be a champion..., Never ...ing lose"
+1.
I like the kill points too! Really starts bring some tradeoffs to playing pvp to try and solo rush a back point or not.
1- Kills must be written NOT THE LAST BUT THE MOST DAMAGE MAKER!!!! A TR must not steal all your affords with one last cloud of steel for example.
2- In PvP matches while capturing base means 300 points but kills are only 50 and assist 25! This makes most players flee from fight and get bases. OK, this base stuff is really making PvP Matches chaotic and fun but taking one base must not equal 6 kills. Scoring system must support PvP in PvP matches.
3- For the players fighting to get PvP related titles like head hunter or bloodthirsty like me want to know how many kills they have. This can be shown on for example character sheet. More PvP related titles is what we want to see also.
4- Leaving PvP if defeated 2 or 3 times in a row by leaving party became a tradition in game. Of course there may be disconnection problems but leaving party one short must be restricted or a reasonable time penalty is needed I think.
5- Why such a simple thing like making some more PvP maps a problem for the game makers?
stay too long in camping fire without leave respawn also would be removed from match and counted as penalty
Gannicus Destroyer, GWF Destroyer retired
Kate Beckinsale NB DC, Link NB GF
"There is only one way to be a champion..., Never ...ing lose"