I personally love PvP; there is nothing like having a challenging bout against players which requires a little more forethought than the typical, algorithm-governed mobs. However, given the way that PvP is designed at the moment, I feel as though there isn't a lot of "versus" in the matter. I agree with the idea of having a reward to top performers during PvP in order to entice people to participate in PvP and to give it a solid effort. I also agree with the events that increase Glory, and the Glory system in general.
There are a few contentions that could perhaps use a little tweaking. For starts, the whole "Capture the Tower" gag is kind of old and linear. It invites people to strive for tower captures over actually engaging players in an attempt to get more points. Tower captures certainly should provide a reward if it occurs, but, one possible solution is lower its reward... I think that the accomplishment of engaging players and overcoming those obstacles far outweighs the efforts of taking a tower and should be rewarded more than a simple "stand in place" or "don't die, within this area" strategy.
That point aside, I know Capture the Tower isn't going anywhere. People love their CTF formula... but not everyone does. How about a simple annihilation match? No towers, just player-versus-player action. Kills, assists, and staying alive is what counts, not some silly errand that even charlatans can manage.
-competitive dungeons for 2 groups (several routes to end boss, connecting here and there, first team to get to end boss locks other out from it. Combined PvE+PvP)
-Battleground for bigger groups. Possibility to join and leave during the match, matchmaker autofilling new people to replace. Maybe classic RTS battle style, where both sides have bases with buildings spawning out different classes of players. Burn a building down, and that class is locked out from game for that side. Also character selection on the fly, if your class building gets burned, you may immediately pick another character for that battle, giving reasons to grind more characters.
-Foundry PvP. Mo matter how unbalanced, it is something to try out. Just give daily Foundry PvP quest, where game picks random foundry PvP map that doesn't have much plays, and forces to rate it after match ends.
Some of my ideas of bit outside the box PvP. I firmly believe well made PvP is one of the best player hooking tool, when considering resources spent to keep players interested.
And have absolutely no place in mmos.
Class balance, IWIN comps, absolutely no diversity, you either play what works best or don't play at all.
And I see no reason to put game modes only for CWs and TRs to show off their "press 1" skill.
And have absolutely no place in mmos.
Class balance, IWIN comps, absolutely no diversity, you either play what works best or don't play at all.
And I see no reason to put game modes only for CWs and TRs to show off their "press 1" skill.
In your opinion. Some people like arenas and would like 1v1 3v3 and 5v5. CW's and TR take way more skill at 60 than press 1 (Which doesn't even make sense since rogues don't have the AP generation to spam daily's)
but I think that pvp as a whole needs to be looked at,
like getting locked out during even a 1v1 confrontation, seems like even though you are spamming your skill/ability, someone just keeps hitting you with their spells etc, while your skills just seem to stop working
this is probably due to the networking code in pvp right now.
not to mention when you go up against more than 1, like when you get 3+ focusing on you, it's almost impossible to get an attack to go off. (not normal lockouts)
bots & botting is rampant in pvp
getting zoned out where a player can't even get on the map even tho they are in group, has gotten really bad now.
This really should be address... the fact that going idle and not participating at all in PvP is still rewarded Glory/XP is ludicrous. The focus of the rewards in PvP are a great idea but the delivery of those rewards needs some rethinking. My main gripe at the moment of PvP is that it's like little league sports--you're all special and winners even if you abysmally suck, here's your trophy.
I personally would be OK if the losing team got nothing at all. It may be a little harsh since sometimes individuals with high PvP acumen get paired with the less keen, but it would prompt people to actually improve (although, this is the internet--instead of attempting to get better at something, most people will just whine and say it's broken and that it needs to be changed so they get auto-wins).
I don't know... I stand by my original post as my genuine opinion on the matter :P
Comments
-1vs1 no-respawn deathmatch + elimination tournaments
-5vs5 no-respawn deathmatch + elimination tournaments
-competitive dungeons for 2 groups (several routes to end boss, connecting here and there, first team to get to end boss locks other out from it. Combined PvE+PvP)
-Battleground for bigger groups. Possibility to join and leave during the match, matchmaker autofilling new people to replace. Maybe classic RTS battle style, where both sides have bases with buildings spawning out different classes of players. Burn a building down, and that class is locked out from game for that side. Also character selection on the fly, if your class building gets burned, you may immediately pick another character for that battle, giving reasons to grind more characters.
-Foundry PvP. Mo matter how unbalanced, it is something to try out. Just give daily Foundry PvP quest, where game picks random foundry PvP map that doesn't have much plays, and forces to rate it after match ends.
Some of my ideas of bit outside the box PvP. I firmly believe well made PvP is one of the best player hooking tool, when considering resources spent to keep players interested.
And have absolutely no place in mmos.
Class balance, IWIN comps, absolutely no diversity, you either play what works best or don't play at all.
And I see no reason to put game modes only for CWs and TRs to show off their "press 1" skill.
In your opinion. Some people like arenas and would like 1v1 3v3 and 5v5. CW's and TR take way more skill at 60 than press 1 (Which doesn't even make sense since rogues don't have the AP generation to spam daily's)
but I think that pvp as a whole needs to be looked at,
like getting locked out during even a 1v1 confrontation, seems like even though you are spamming your skill/ability, someone just keeps hitting you with their spells etc, while your skills just seem to stop working
this is probably due to the networking code in pvp right now.
not to mention when you go up against more than 1, like when you get 3+ focusing on you, it's almost impossible to get an attack to go off. (not normal lockouts)
Foundry Search: Wanted: Hero Lil Chubs
bots & botting is rampant in pvp
getting zoned out where a player can't even get on the map even tho they are in group, has gotten really bad now.
Foundry Search: Wanted: Hero Lil Chubs
This really should be address... the fact that going idle and not participating at all in PvP is still rewarded Glory/XP is ludicrous. The focus of the rewards in PvP are a great idea but the delivery of those rewards needs some rethinking. My main gripe at the moment of PvP is that it's like little league sports--you're all special and winners even if you abysmally suck, here's your trophy.
I personally would be OK if the losing team got nothing at all. It may be a little harsh since sometimes individuals with high PvP acumen get paired with the less keen, but it would prompt people to actually improve (although, this is the internet--instead of attempting to get better at something, most people will just whine and say it's broken and that it needs to be changed so they get auto-wins).
I don't know... I stand by my original post as my genuine opinion on the matter :P