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True implications of the disappearance of "GS"...

mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
edited February 2015 in PvP Discussion
...and its subsequent replacement by the "item level" system, is that it now opens up dynamic gear output scaling.

There's a rule every game dev sets up in gear-progression mechanics in RPGs, and its that the performance output of gear scales according to the unternal rule set and displayed as item level. For instance, just for a display, we may suppose each level of gear increases 20% of its base performance. In this case, if we suppose a 'standard equipment' at lv1 that has;

50 damage
10 power
10 deflect
10 armpen


...at lv2 this gear will be

60 damage
12 power
12 deflect
12 armpen.

...at lv10, this gear will be

150 damage
30 power
30 defelect
30 armpen

...and at lv100, this gear will be

1500 damage
300 power
300 deflect
300 armpen


You could find out just how the current scaling rules are set, if you can find an item that has the same prefixes/name, but are at different levels. Most of the blue(rare) gear are easy to find.

Now, epic grade gear and above, doesn't have 'lesser' versions of it, so without item level specified we do not know how these may scale. However, making everything stated according to gear level brings out a very exciting possibility, that the devs might finally introduce a dynamic item-scaling system into PvP. This means a certain standard 'total sum of item levels' can be set according to the brackets, and any player falling short of that can receive a percentage boost that overall applies to all of their gear to bring them up to at least that standard, thus, making it much less unlikely that people will be forced to fight hugely undergeared opponents.

Let me explain.

For example, let's suppose this system takes place at our current surroundings where the max level is lv60. The system takes its place and suddenly starts altering the game. What realistic results will we see?

To make it easier to calculate and see what happens, let's suppose everyone only has max 10 items. Previously the figures were unknown, but now, with the item level disclosure, let's assume the current level of "BiS/maxed out" gear turns out to be around 200.

So, a maxed out player will have a total item level score of around 2,000. Pertaining to this average score, the game can now set up a boost system based on around 1,800 TIL(total item level). So, now with this system in place, any player's gear which is under 180 IL, will be boosted up to 180. In other words, at the worst case scenario, in this bracket, everybody is now guaranteed a minimum temporary TIL of 1,800. Some players may have some gear that exceeds 180, while some gear that falls under 180. In this case every gear he has which is under 180, will be scaled up in its performance to 180.

So what is the end result of this change?

1. Everyone would be guaranteed at least some amount of standard gear performance.
2. People who have higher level of gear than that standard, will retain their performance.
3. Therefore, relatively speaking the people at BiS levels are still more advantaged with higher performance
4. But people who previously would just keel over if any high-GS player even sneezed at them, will still have some competency in terms of performance.




This is actually exciting news. The possibility is now more open than ever since it's no more the fishy, strange "gear score", bu rather a total sum directly drawn from item level. Of course, even still, better players will still be better. No denying that. But now at least performance wise, low-gear people would at least have some amount of competency to enjoy PvP without being dropped dead because some super-geared people sneezed at them.

I really hope the devs realize this great opportunity. Even better if their 'hidden agenda' behind the item level disclosure intention was a preliminary move before developing the dynamic scaling system.

One can only hope.
Post edited by mirrorballs on

Comments

  • asterotgasterotg Member Posts: 1,742 Arc User
    edited February 2015
    I dont see this happen. They would have to rework all the items with lower gear level. Otherwise a lvl 60 ring with 2000 HP, geared up to lvl 180 will have something like 10000 HP and become BIS in PvP.
    Chars: CW, DC, GF, GWF, HR and TR.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited February 2015
    The ultimate (and real) solution is to just removed ALL PvE gear (Artifact Equipment, Artifacts, Enchants, etc) from PvP.

    Make the only gear that counts gear earned through glory and PvP tokens. And when you design this gear, you make it so each "tier" of gear is roughly a 5% performance gap over the previous tier. That way, people who have higher tiers of gear having an advantage over someone in lower tier gear, but it's not such a big gap that it can't be overcome with superior skill.

    Put a basic PvP set on sale in the Trade of Blades for a very low glory cost, as well as keeping the BoE "PvP" pieces that exist and keep them tradable on the AH, so new 60's have options to "gear up" before stepping into Domination.

    Add PvP enchants and more PvP artifacts. Again, you only get the stat bonuses from these when you're in PvP. And if you end up flagged with all PvE gear, it's essentially like you're naked. And these enchants and artifacts can only be ranked up via PvP enchantment drops in PvP, or through glory. No PvE RP!

    And these enchantments and artifacts follow the same shallow progression curve as the gear. For example, the PvP Vorpal (Viscous Vorpal?) ranks up 5,10,15,20% extra crit severity instead of 12/25/37/50%. Again, someone with a perfect Vorpal has an advantage over someone who doesn't, but the gap isn't overwhelming.

    And after you make all these changes, you can even drop the Tenacity set. You can use the PvP sets to set limits on how much crit, defense, armor pen, etc...are available to PvPers. And if you think the time to kill is too high/low for a particular class, you can just dial up or down the HP (or other stats) on specific sets, without having to go through the pain of re-balancing all the skills every other patch.

    Plus it has the added benefit of mitigating the unintended consequences of a class getting nerfs/buffs because of PvE and having it detrimentally affect PvP.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • martianmnhuntermartianmnhunter Member, NW M9 Playtest Posts: 236 Arc User
    edited February 2015
    ironzerg79 wrote: »
    The ultimate (and real) solution is to just removed ALL PvE gear (Artifact Equipment, Artifacts, Enchants, etc) from PvP.

    Make the only gear that counts gear earned through glory and PvP tokens. And when you design this gear, you make it so each "tier" of gear is roughly a 5% performance gap over the previous tier. That way, people who have higher tiers of gear having an advantage over someone in lower tier gear, but it's not such a big gap that it can't be overcome with superior skill.

    Put a basic PvP set on sale in the Trade of Blades for a very low glory cost, as well as keeping the BoE "PvP" pieces that exist and keep them tradable on the AH, so new 60's have options to "gear up" before stepping into Domination.

    Add PvP enchants and more PvP artifacts. Again, you only get the stat bonuses from these when you're in PvP. And if you end up flagged with all PvE gear, it's essentially like you're naked. And these enchants and artifacts can only be ranked up via PvP enchantment drops in PvP, or through glory. No PvE RP!

    And these enchantments and artifacts follow the same shallow progression curve as the gear. For example, the PvP Vorpal (Viscous Vorpal?) ranks up 5,10,15,20% extra crit severity instead of 12/25/37/50%. Again, someone with a perfect Vorpal has an advantage over someone who doesn't, but the gap isn't overwhelming.

    And after you make all these changes, you can even drop the Tenacity set. You can use the PvP sets to set limits on how much crit, defense, armor pen, etc...are available to PvPers. And if you think the time to kill is too high/low for a particular class, you can just dial up or down the HP (or other stats) on specific sets, without having to go through the pain of re-balancing all the skills every other patch.

    Plus it has the added benefit of mitigating the unintended consequences of a class getting nerfs/buffs because of PvE and having it detrimentally affect PvP.

    Then how are they gonna make money off of you? You're suggesting a legit f2p PvP game, are you CRAZY?
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited February 2015
    Then how are they gonna make money off of you? You're suggesting a legit f2p PvP game, are you CRAZY?

    Playing customers are paying customers.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
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