I just completed two pvp dailies on my main character in IceWind Pass.
The reward is experience and copper.
My main character has 265 gold. Do not need copper and certainly do not need experience.
Is there any benefit to doing pvp daily quests?
Can we get increased rewards for pvp dailies and other pvp quests/missions?
Post edited by Unknown User on
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supersaupeMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 3Arc User
edited May 2014
Maybe give us konnig coins for the PVP dailies? Instead of getting (as far as i can tell) 10 a week from the weekly and trading in 5 loot for one so we can actually be lvl 3 black ice crafting some time this month.
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aulduronMember, NW M9 PlaytestPosts: 1,351Arc User
The PvP Dailies give progress in the campaign without the need of any other token since there aren't any choices what to make progress on in the PvP campaign other than choosing what objective to work on.
Tokens are used for the PvE campaigns so that you can choose between boons, content unlocks and other rewards.
What else would you expect the PvP quest to give you?
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited May 2014
Yeah, the campaign progress is the main benefit to doing them.
If we're talking about rewards though, maybe add some Scrimshaw Tokens?
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
Should you not have any free tickets to the opera then perhaps a free injury kit could be had. But I would rather see injuries disappear altogether from Open PvP.
Should you not have any free tickets to the opera then perhaps a free injury kit could be had. But I would rather see injuries disappear altogether from Open PvP.
I'd prefer them to stay actually.
There has zero implications to killing anyone at this point. Leaderboards are useless. Faction-changing makes allegiances and guild-integration a complete joke. Guild members are actually forced to be on opposing sides if a faction fills up.
Removing injury kits would remove any tangible motivation to stay alive and any tangible satisfaction from aggressor.
Plus any level 60 should not have too much trouble with gold.
There has zero implications to killing anyone at this point. Leaderboards are useless. Faction-changing makes allegiances and guild-integration a complete joke. Guild members are actually forced to be on opposing sides if a faction fills up.
Removing injury kits would remove any tangible motivation to stay alive and any tangible satisfaction from aggressor.
Plus any level 60 should not have too much trouble with gold.
This is just BS. All your theoretical "advantages" you see are disadvantages and you are at best only blinding yourself with it. Fact is that it is destroying the fun.
Players who are uncertain about PvP will it certainly give another reason to stay away from it. Without injuries is there already a lot to learn for everyone and it sure is not easy to win.
I come from EVE Online where I played for more than 5 years. There death is costly, but it is also a pure PvP game and it is meant to be a cold and harsh sci-fi world. Neverwinter is not anything like it and it should not start copying existing PvP games ("loss has its meaning" is one of the commonly heard phrases in EVE by players).
Many of the PvPers come from other games and they will certainly bring in known strategies that are hard to beat. Open world PvP in Neverwinter has already become organized with teams of both sides farming for kills outside the fire camp.
It really does not need injuries to have fun in pvp and death certainly has consequences without them. Even if it only means somebody else has received a few extra glory points for killing you, or can now mine their black ice. The killed player will have to travel all the way back and try again. Some players got killed more than 10 times on the first day only trying to do their dailies.
So, please, do not try to BS us. It is not true what you are saying.
rashylewizz wasn't expressing a statement of fact; he voiced his opinion that injuries in Icewind Dale PvP ought to remain. There's nothing wrong with that. Besides, having to travel a ways is hardly a punishment for losing a PvP battle. The injury requirement is certainly an incentive to improve, even though the cost is still very low for active players. Otherwise, there are no significant consequences. Sure, some folks are going to give up and simply not PvP in Icewind Dale. That's their right but it's not like anyone is lying here.
No risk, no reward.
Now, I must reward myself with crafting many, many pairs of pants.
rashylewizz wasn't expressing a statement of fact ...
He wrote: "There has zero implications to killing anyone at this point." This can hardly be an opinion. It is rather his experience and I do consider people's experience a fact. Only do I not believe he was being honest about it.
Anyhow, I am neither attacking him nor is there a need for you to defend him.
Domination PvP is working fine and it is causing players enough (and fair) problems as it is. It is far better to have players feel getting punished by other players, by a lack of teamwork on their own side, or by having made a mistake, than by receiving an additional punishment by the system itself. It should stay this way.
Just think about the complaints players have on the ELO system when talking about Domination PvP. This is really caused by a shortage of players and a system, which cannot produce matching players out of thin air, but has to make matches with those who queue up. It is not a fault of the algorithm when it picks "the lesser of evils" in match making.
You then want to attract more players into PvP. There are many who still shy from it. There is really no need at this point to have injuries in PvP. Only if PvP would get over-crowded could one use it to control the amounts of players. This sure is not the case.
Comments
Tokens are used for the PvE campaigns so that you can choose between boons, content unlocks and other rewards.
What else would you expect the PvP quest to give you?
If we're talking about rewards though, maybe add some Scrimshaw Tokens?
Nothing would make me happier than killing players and going into the opera afterwards.
I'd prefer them to stay actually.
There has zero implications to killing anyone at this point. Leaderboards are useless. Faction-changing makes allegiances and guild-integration a complete joke. Guild members are actually forced to be on opposing sides if a faction fills up.
Removing injury kits would remove any tangible motivation to stay alive and any tangible satisfaction from aggressor.
Plus any level 60 should not have too much trouble with gold.
Players who are uncertain about PvP will it certainly give another reason to stay away from it. Without injuries is there already a lot to learn for everyone and it sure is not easy to win.
I come from EVE Online where I played for more than 5 years. There death is costly, but it is also a pure PvP game and it is meant to be a cold and harsh sci-fi world. Neverwinter is not anything like it and it should not start copying existing PvP games ("loss has its meaning" is one of the commonly heard phrases in EVE by players).
Many of the PvPers come from other games and they will certainly bring in known strategies that are hard to beat. Open world PvP in Neverwinter has already become organized with teams of both sides farming for kills outside the fire camp.
It really does not need injuries to have fun in pvp and death certainly has consequences without them. Even if it only means somebody else has received a few extra glory points for killing you, or can now mine their black ice. The killed player will have to travel all the way back and try again. Some players got killed more than 10 times on the first day only trying to do their dailies.
So, please, do not try to BS us. It is not true what you are saying.
No risk, no reward.
Now, I must reward myself with crafting many, many pairs of pants.
He wrote: "There has zero implications to killing anyone at this point." This can hardly be an opinion. It is rather his experience and I do consider people's experience a fact. Only do I not believe he was being honest about it.
Anyhow, I am neither attacking him nor is there a need for you to defend him.
Domination PvP is working fine and it is causing players enough (and fair) problems as it is. It is far better to have players feel getting punished by other players, by a lack of teamwork on their own side, or by having made a mistake, than by receiving an additional punishment by the system itself. It should stay this way.
Just think about the complaints players have on the ELO system when talking about Domination PvP. This is really caused by a shortage of players and a system, which cannot produce matching players out of thin air, but has to make matches with those who queue up. It is not a fault of the algorithm when it picks "the lesser of evils" in match making.
You then want to attract more players into PvP. There are many who still shy from it. There is really no need at this point to have injuries in PvP. Only if PvP would get over-crowded could one use it to control the amounts of players. This sure is not the case.