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pvp rewards redesign

xvimn134xvimn134 Member Posts: 132 Arc User
edited January 2021 in PvP Discussion
Thanks for taz for coming up with the majority of the idea:

A new pvp reward proposal:

They give battle trophies for playing pvp, not placement at end of season. At the end of each win get an amount of battle trophies based on your rank, so the top 10% would get like 5 battle trophies per win, top 25% 3 trophies, top 50% 2 trophies and top 75% would get 1 battle trophy. Bottom 25% should get no rewards or very little reward to encourage them to play better. Trophies can be used to redeem as based rewards like the runestones just like now. Ending up at higher rank at the end of the season would also unlock more rewards like some fancy cosmetics or unique gears.

The idea is both “how well you played” and “how many games you played” should be taken into account for rewards.

So if people want ad from pvp, they have to keep playing, not play 6 games and stop. And people would play on their most competitive characters, because its probably a higher rank earning more trophies per win.

This would encourage more competitive game play instead of completely make pvp casual content and back to the 5 games each day statues like before mod 17.

Please let me know your thought. You can also vote here: https://discord.gg/ncB52GN (check pinned message in anoucement)
Post edited by xvimn134 on

Comments

  • eightydarkbob#4823 eightydarkbob Member Posts: 9 Arc User
    Thats a good idea. The only thing I will add is a cap to the amount of currency. In your proposition, the more a person plays pvp, the more rewards they will get. So they can get ultimately 100 million ad if they go hardcore.

    I would add a cap of 100 currency account wide per week (like the seals of the fallen). So the top 10% would need to win 20 games (which also mean losing around 15-20 times). It will also put an incentive to lower ranked players to rank higher so they have to spend less time a week playing pvp, so they can do pve stuff.

    So the most dedicated people will get 400 currency, which is 20 million ad. At end game content, thats around that amount of money that people get from farming pve stuff.
  • xvimn134xvimn134 Member Posts: 132 Arc User
    edited January 2021


    (keep updating)
    Post edited by xvimn134 on
  • finnmccool1finnmccool1 Member Posts: 9 Arc User
    2
  • wiliamhurts#4291 wiliamhurts Member Posts: 1 New User
    Once a player hits their skill cap or doesn't have good enough Pokemon compared to others at certain rank, they can hope to achieve 1-3 wins per set, which makes the Rare Candy reward almost unreachable and the lesser rewards are pretty underwhelming.

    Seriously, how does it make any sense that it's OPTIMAL to lose a bunch of battles on purpose to get easier opponents, so that one can slap them down easily in a row and get to the Rare Candy reward? Once a player has lost a day or two worth of battles, they can reach a balance of losing two sets and winning 4/5 on the remaining sets, resulting in 9 rare candies, 13 losses and 12 wins.

    It feels so stupid to forefit matches to ensure better rewards, but for an average Joe this seems to be the way to go.

    What would be wrong with a system that requires a static amount of wins to get X rewards?
  • trgluestickztrgluestickz Member Posts: 1,144 Arc User
    edited May 2021

    Once a player hits their skill cap or doesn't have good enough Pokemon compared to others at certain rank, they can hope to achieve 1-3 wins per set, which makes the Rare Candy reward almost unreachable and the lesser rewards are pretty underwhelming.

    Seriously, how does it make any sense that it's OPTIMAL to lose a bunch of battles on purpose to get easier opponents, so that one can slap them down easily in a row and get to the Rare Candy reward? Once a player has lost a day or two worth of battles, they can reach a balance of losing two sets and winning 4/5 on the remaining sets, resulting in 9 rare candies, 13 losses and 12 wins.

    It feels so stupid to forefit matches to ensure better rewards, but for an average Joe this seems to be the way to go.

    What would be wrong with a system that requires a static amount of wins to get X rewards?

    You don't have to forfit matches to win more, throwing games like that is counter productive and will hurt you more than it helps. Losing a bunch can eventually lead to a rebound, but the rebound isn't better than not getting the giant loss streak in the first place. Especially if the losses you get are worth more points than your wins, if you were to throw games where you had a good team, your losses will usually be worth more points than your wins. This means you move down more per loss than you move up per win, meaning you need a larger number of these low quality wins to move much. The more wins you have to rely on getting in order to move, the lower your odds are of getting to point where you get to move before something goes wrong.

    You can take a break after 2 through 5 matches and come back later, 2 hours usually good, some of time you may want to just do 3 matches a day. You could also do the shorter wait version and wait for the players you were just in a match with to all go back in without you, then take the next match that comes along. Increasing the variety of players you fight like this decreases your odds of losing over and over again in a streak.

    Often the cause of those loss streaks is binge playing through bad matches. The other major cause is playing too long at a time when there is no match variety, so if you keep getting almost exact same bad team over and over again, they can make you lose 4-5 times. Or you will be winning 4-5 times and try to keep going, then losing 4-5 times when the tides turn on you.

    If you get put on a team that has a higher combined rank than the enemy team and your team still loses, and you know it wasn't you that caused that loss, you just got really unlucky. And this situation can also cost you if you keep queing right away, if you just lost 1 or 2 games you had a higher rank team in, you will be more likely to be left with the games where you get the lower rank team. This situation can also lead to a loss streak.

    You want to try to maintain a consistent streak of gaining more wins than you get in losses, longer you can keep it up for the better.

    A lot of it is just lairs upon lairs of sheer dumb luck. The rest is composed of how effective your build and class is overall, having a basic degree of competence, and how consistently well you play.

    You also generally want to look for matches where everyone is either really similar to eachother in skill/gear or matches with a lot of high ranking good players. You want to play games that are worth more points and have better players so you aren't being strained as hard from having to do more than you should have to. Granted, this is more true of some classes than others, some classes like fighter and ranger have better tools for winning games with lots of super bad pugs than something like a rogue would for example.
    Post edited by trgluestickz on
    --
    PVP Rogue,
    --[----- "Your friendly neighborhood spawn of Satan." -----]--
    ----------------------------------------------------------------
    Main Character: Hurricane Marigolds (Rogue WK & Assassin)
    Ingame Handle: trgluestickz
    Discord Name: Hurricane🌀Marigolds#2563
    Guilds: She Looked LVL 18 & Essence of Aggression
    Alliances: Imperium & Order of the Silent Shroud
    Platform: PC
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