There's a few points that my in game friends and I who enjoy PVP came up with:
1. Rewards that will attract players to play Hero Games.
2. Focus mainly on team based Hero Games like UTC.
3. Add in more maps for the team based Hero Games.
4. Have a PVP Dev or a Dev that'd be interested in helping out with it.
Now I know it's easier said than done to do those pointers. So my friends and I who think that everyone else can enjoy Hero Games would like it to be introduced, I would opt to be a PVP Dev if in anyway possible. A lot of people have been complaining about the toxic community of PVP. Yes, they are to some point right, but a few of us sat down and talked, even the ones they consider 'toxic' and we've come to a term to make PVP a fun and enjoyable place to be and participate in. The queues are working fine, it works on Live aswell as we've tested them. Yes it is PVP focused but we want PVE players and anyone else to be able to enjoy Hero Games aswell. It's such a waste to be honest, to not see anyone queue for interesting aspects of the game. If anyone at all would be interested to hear ideas from myself and my fellow PVP friends who are striving to make PVP community fun and enjoyable you can contact me in game mail or through Discord at italk#3864. We want PVP to be active again, and we want Hero Games to be running. I hope I get responses from you Devs, thank you very much.
A lot of PVE players have been completely bad-mouthing PVP. But I guess I can see where they are coming from and we ourselves think that through those 4 points PVP can be improved. Those are just some of the thoughts my in game friends and I have thought up about.
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I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Moreover, when referring to "PVP", this means the Hero Games queues, as a whole. For instance, Zombie Apocalypse and Prison Break can be amusing, but a more robust rewards system would draw people there more often (instead of the ghost towns that they are).
A possible side benefit is that having a rewards system in PVP that's at least worth doing allows some rationale for building "super-villain" characters (probably the closest the game can get without resorting to a "City of Villains" situation that creates its own problems).
i think that having some new ideas in the area of pvp could help out, and the one (with kinda two different twists) i am suggesting probably won't be a cure-all for pvp, but it could be a band-aid until better things are created. if i understand the arguments/problems with a lot of our current pvp is that it is not balanced, especially with at's vs ff's, and build differences as well. my suggestion would handle this in a manner. i am imagining two different pvp scenarios that would focus as much, if not more, on skill of the player and tactics as on builds, because the builds would be already built in for the combats.
in the first of the two scenarios, the players on each side would have a start place with several npcs. each of these npcs would activate on the character basically a become device, something similar to the ovs but less cosmic leveled/more heroic leveled. it would be best if the usage would not affect their looks, just their power-sets (cuz you wanna look your best while beatin' up others!). also, kind alike alerts, i would think the players would also be put to the same level (30 or 40 or whatever, i'm no expert, obviously). different npcs would give a different pre-made build, and there would be builds for each of the roles at a minimum and hopefully multiple choices within each role (ie there would be multiple ranged dps builds, one that focuses on fire powers, another that is munitions, another magic. etc.). upon choosing the role/build, the player would then teleport to the actual combat area. re-spawning would return you to the staging area where you can take a different role if your team's makeup needs something different. the match could be timed, or could rely on one side making a certain number of kills, or it could possibly rely on some other criteria to reach it's end (capturing flags or holding ground or something else pvp-ish). i ~think~ this would allow for a more balanced pvp, with focus on skill and team tactics ... i could be wrong.
the second idea would be focused on pvp action with vehicles. basically have it set up kinda like the malvan race, but allow the players to unleash weapons on each other. the winning conditions could again be kinda varied: making a certain number of laps or passing a certain number of check points, timed with number of kills, etc. not sure if this would be a free-for-all, or if maybe teams would be involved. maybe also have some other things in the environment: other npc racers or other targets that may give power-ups (speed bursts, temp shield or small weapon boosts, etc.) upon being hit/destroyed/raced through or maybe turrets/npcs that will attack the players from the sidelines as they pass (think tusken raiders shooting the pod-racers). i would assume it could be used with the character's own vehicles, but also have a few of various types available with some standard of mods/weapons/etc. i kinda like this idea better than the first one because i really kinda wanna see CO use the vehicles a bit more. a lot of development time has gone into them and they seem to be getting the short end of the stick with all the newer content (especially since they have no block against the huge attacks of all the cosmics seem to have).
again, let me reiterate and say that i am not a pvp'er, and these are just ideas off the top of my head. maybe they can help wiggle someone's brain who is more knowledgeable of such things to come up with better ideas!
The differences between level 40, freshly retconned and geared toons and level 39 toons are often massive.
Way, way, back, I used to level some toons largely through Hero Games/UTC. Had lots of fun, and I was playing ATs, and I am by no means great at PvP. When toons reached the top tier, level 35+, things often took a turn for the worse, and I would stop PvP at that point.
Level 40 characters really are in a class of their own, as recognized by our current endgame missions and rewards.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
A full set of Justice or Virtuous gear, for example, along with expensive mods will push any character to a new level regardless of power selection. It's ridiculous how good some of this gear is, and it's another reason why PVP just doesn't work for this game. The insane amount of farm needed to acquire this gear means that a very low percentage of heroes have it, and therefor, very few people are able to compete at that top level with the pvp elite. Weaker gear in this game means you are fighting at a HUGE mathematical disadvantage.
Most people don't want to climb that time-consuming "gear wall" they hit at level 40, so they don't bother with pvp either.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Also, a new PvP map wouldn't hurt./ Or maybe bring some attention to the existing ones as many new players don't even know PvP games are a thing.
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
I think the idea of Gladiator Gear having pvp-specific stats that don't work against pve mobs is interesting.
Making a lvl 40-only queue is... well it's just necessary. That wouldn't work at all. Your SSs and how much you invest into each one is a part of your build, and gear disappearing would severely gimp builds, some more than others.
My super cool CC build and how to use it.