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Why MOST hate PvP in Neverwinter & suggested FIXES.

strathkinstrathkin Member Posts: 1,798 Arc User
edited June 2015 in PvP Discussion
I'm sure there will be people who disagree with this like those who have Superior Gear Score and always party up with other Superior Gear Score players... ...cause they never started somewhere?

Honestly I think you'd get more people interested in PvP if you FOCUSED more on 7v7 & 10v10 (since a party limited to 5) and then you could use two spots to more evenly balance teams--should also broadcast total GEAR SCORE of both teams at start and then give bonus or penalty (to winning team based on the advantage) they had based on it.

For every 1000 item score a team has over another if they win they are penalized 5-10% Glory to Maximum (50% penalty)... You could say some might get upset--about what though a guaranteed win at 50% less glory to simply beat a team senseless with no skill or teamwork? If a lower gear score team also WINS for every 1000 item score less they have there should be a double benefit 10-20% Glory Boost (to Encourage them to try to use skill, teamwork and effort--to a maximum boost of 60% Glory bonus if gear score exceeds 3000. Think about it for a second before you complain because that's like one team having 1 extra (3000 level player on that team).

Also 7v7 & 10v10 allows for more balanced teams so even parties with high gear score teams can then be paired with lower level players to more evenly balance the challenge (despite one team always having an advantage) but those differences shouldn't be more balanced--then Rankings, Rewards & Leaderboard actually start to mean something.

If people don't like it then leave 5v5 for those who need the GUARANTEED WIN with no chance of loosing but FOCUS more rewards in PvP that feature 7v7 & 10v10 game play. Suggest you also strongly consider moving combat league into both those categories for combat league and simply leave Glory Rewards for 5v5--cause if teams were more balanced then rewards are actually earned for teamwork and being good sports or team players.

I feel this is the SOLE SINGLE biggest reason WHY 90% of players HATE PvP in this game.

Comments

  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    Penalizing the Glory that they may make is NOT going to phase anyone in a PvP guild. They do not fight for Glory.

    However, the handicapping thing is something I have been thinking about.

    The better thing to do, and easier option as well... Make 2 queues. One for solo entries into matches and one queue for premades. You will not be able to enter the solo queue with a team and vice versa.

    7v7 and 10v10 will still have those issues. I have played against 2 x 5 player teams, both premades. One of them was from Absolute and one from EoA... in one GG match. Considering that 5 would be "randomly" added to another 5... explain to me how that happened and I may accept your options as viable. I have also played against 5 "randomly put together opponents" ALL of them were from different PvP guilds. That was not random, but created to dupe the opposing team to think they had a chance.

    I did not realize what I was fighting until I saw all of them. Their gameplay is obvious and very narrow-minded.

    I know how that happened... and it is easily done. There are loopholes around everything... except entering the queues. The queue is the gateway... restrict access to 2 different gateways... and everyone wins.
    ez0sf4K.png
    Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
    Leadership Council of Civil Anarchy
    SYNERGY Alliance
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  • norsemanxnorsemanx Member Posts: 124 Arc User
    Gear will always be the biggest factor. Now it's probably safe to say this is by design in a F2P game as a way to generate sales of it's in game currency. IF such is the case, the imbalance is by design and the company will keep it this way to meet it's sales goals.
    If not, then things can be done, such as change gear to be like another game, where in arena style pvp everyone automatically has access to the top gear, and you select what you want via menus to match your gear choice to your build. Then the only imbalance is related to class design. The rest is determined by a players ability to play well. Gear still has a place in PvE and in large scale pvp, such as RvR, WvW, AvA, and when we get that guild v guild patch, it could maybe matter there too.
    But arena pvp is a small crowd. Take gear out of the equation. Let us go toe to toe on our own ability to play and think of competent builds.
  • karakla1karakla1 Member Posts: 1,355 Arc User
    Neverwinter PvP explained: Item Level matters. A big gap between the item level of two teams makes a match pointless and inbalanced. For a proper matchmaking you need a big PvP Community which was destroyed by PvP exploiter in the first place.
    plat.png
    Platypus wielding a giant hammer, your argument is invalild!
  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    Gear gap is only one of the problems. Second is how much it takes to get this gear. (If gear wouldnt require so much $ or years of playing there wouldnt be so much balance problems)
  • burkaancburkaanc Member Posts: 2,186 Arc User
    my biggest issue is how annoying it is to transfer enchants from pvp to pve gear

    and stuff like game starting with one player disconnected instead of looking for replacement, wheels artifact. ppl not getting banned for afk/leaving, lack of maps and modes. 7v7 or 10v10 is bs, it should have wow scale events, 7v7 or 10v10 wouldnt make much difference from 5v5

    seems quite clear that OP doesnt pvp and doesnt have a clue about pvp
    Paladin Master Race
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  • versynversyn Member, NW M9 Playtest Posts: 36 Arc User
    I have been thinking that allowing BiS teams to fight pugs hurts cryptic financially. BiS players do nno buy zen. Financially it makes no sense to drop a cent when you are BiS since you sell extra rp etc play the market and still have enough to refine any new gear to come.

    A solo cue would help BiS players have more fun matches while allowing casuals a better more enjoyable game that they will be more likely to spend some $ to improve their characters?

    True no? A BiS player who does drop cash for zen is doing something very wrong.
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  • burkaancburkaanc Member Posts: 2,186 Arc User
    not even talking about money spent to get to BiS
    Paladin Master Race
  • versynversyn Member, NW M9 Playtest Posts: 36 Arc User
    My point is that they no longer nnee to spend. It is easily done when you are not using items for your own progression. Lvling alts an new. Chars are easier once you no longer need ffo main.

    They probably have spent in tth past but are at a point where they know how to make millions of ad. It isn't hard once you are close to BiS.

    My point is that at BiS it is nno fun pug stomping as you know it's not just skill. Pugs are learning to play upgrading etc. Paying.

    I'm at the point where I am 3.1k and enjoy pvp. Only issue is that the cue system creates imbalance, largely ddu to great gs margins. 2 cues means more fun for all. Give group cue opals for winning team. That way there is rewards for tth longer games.
  • versynversyn Member, NW M9 Playtest Posts: 36 Arc User
    The point is ttha as op said, newer players get put off when they get stomped. It doesn't make them think I want to buy my way to that. They say forget it out. We are killing our own pvp community.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    another thing that ruins pvp is queue - getting somebody with 1.3k ilvl in game where there are a bunch of ppl from top20 pages and many close to BiS
    Paladin Master Race
  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    edited June 2015
    I have full Burning gear... minimum. That does not give me an easier time vs. the BiS PvP guild members that I face. Here is why... BiS. They have 10 to 12's and I have 7 to 8's... plain and simple. It does not hurt that they have Orange or light Blue artifacts... when I have Purple and dark Blue.

    I don't suck, but when facing players who live to PvP... f2p will always f2w (fail to win). It is rare that a non-PvP guild will ever enter a premade into Dom.

    I also do not think it would be a financial loss for PWE or Cryptic... because PvP guilds want to fight against the best of the best. Otherwise, how will you ever get better, without the challenge from those who are better than you? PvP guilds will pay to get "better this" and "better that" whether they are challenged by "peers" or they steamroll "subordinates".

    The way, the ONLY way, to balance this is to have different queues.

    There will always be gear imbalances and skill imbalances. But there is NO WAY to overcome the pre-developed team. Not to mention... wouldn't the PvP guilds like to know... who has the best "5-man-team"?

    Without a proper ranking system that is NOT BROKEN... how else will this work?
    burkaanc wrote: »
    another thing that ruins pvp is queue - getting somebody with 1.3k ilvl in game where there are a bunch of ppl from top20 pages and many close to BiS

    I do not mind carrying "under-geared" players. Granted I am no where near the first 20 pages... but even if I was... I would not have an issue with it. If I did... I would make a premade.
    ez0sf4K.png
    Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
    Leadership Council of Civil Anarchy
    SYNERGY Alliance
  • burkaancburkaanc Member Posts: 2,186 Arc User
    drkbodhi wrote: »

    I do not mind carrying "under-geared" players. Granted I am no where near the first 20 pages... but even if I was... I would not have an issue with it. If I did... I would make a premade.

    i wouldnt either, if the other team didnt have ~2x more total ilvl as mine, or if my team didnt get premade of 2 badly geared gwfs and other team premade of 4 EoA members

    Paladin Master Race
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited June 2015
    I will admit I like the idea limiting people to queue for PvP while NOT in a party, still many will oppose it since it doesn't enable queuing with friends or guild members. While perhaps I agree that 7v7 or 10v10 wouldn't be perfect by any means, it certainly provided greater flexiblity to pair 2, 3, 4 or 5 lower gear level players with those in a party of higher level players--for greater balance. I see many who noitce their 10v10 win/loss records are better than their 5v5 win/loss so larger teams would allow for more balanced teams.

    Sure imbalances will remain depending how players try to take advantage of the situation. Also high gear score player will always have the upper hand when confronted 1 on 1 or even 1 on 2 in many situations, but at least they'd be more likely to face a more difficult opponent in a 7v7 or 10v10 game where the queue attempted to move at least two PUG lower gear score onto a higher level team.

    I find the best PvP matches are when teams are more balanced and you really got to fight for every point or when the score is within 5-25% most of the match. Also when gear scores exceed certain thresholds or if margin of victory exceed a certain point gap creating option random objectives to earn additional points (capture & return randomly spawned flags to points their team holds without dying) a higher gear score team or leading team may not get to earn points. This in addition to higher reward payout for beating a team with a higher gear score, and lower rewards if your teams gear score is far superior to other teams.

    I've certainly noticed a far better win/loss ratio in 10v10 than in 5v5 where most high gear score players tend NOT to use PUGs. I just hate seeing when any player gives up because they were put on a lower gear score team than their own or where they feel there is no HOPE to even have a fighting chance at victory against far superior players.

    If we want to encourage more players into PvP area's we require more balance, see the challenge we face up front (total gear scores of teams not individuals up front), and possibly earning bonus objectives to earn points when different conditions are met to return hope to otherwise hopeless matches. Leaderboards should also rank players in different catagories not just win/loss and kills/death ratio but also glory earned when contrasted against challenges overcome--one board tracks the ELITE the other UP & COMING STARS in their matches.

    These are all just some thoughts on how to make PvP more enjoyable for EVERYONE including bring more challenge and fun to the whole PvP Experience...
    Post edited by strathkin on
  • burkaancburkaanc Member Posts: 2,186 Arc User
    they should just do it like in LoL - 1~3 soloq, 4~5 premade
    Paladin Master Race
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