You know i was looking at ways to make the loot difference for PvP and PvE,
and i thought about how the star-bases have massive fleet marj requirements
and how people are always spamming to buy them.
So i came up with the idea to make PvP Reward a "Combat fleet Mark"
That could be used for those projects (much like you can donate, Operations or engineering officers to the same pool to fill for a project).
I was also thinking we should open up pvp ques to lower levels (10+) in brackets of 5 levels.
As a means of Exp, possibly we can add some stuff to the game for pvp objectives (like kirat for leveling)
Outside of the daily already providing a tiny amount (c'mon, it's a tiny amount compared to the returns from other endeavors)...as mentioned, there would be an issue were Fleet Marks simply added to PvP for participation.
To get Fleet Marks from most endeavors, you have to complete them - ie - you have to win.
Okay, so you think they implement the Fleet Marks for winning. Soon as the server is back up, fleets are win-trading to pad their Fleet Marks.
Well, there are a couple of other things Cryptic does. They like ~15 minutes effort for the rewards and they run CDs of 30 minutes to an hour or so.
So you implement a CD of some sort on when players can receive Fleet Marks from winning. As soon as the CD is done, fleets will do a quick win-trade...perhaps one team winning a Space Arena and one a Ground Arena. Doesn't meet Cryptic's "requirement" for effort.
Do you make the CD apply to any PvP then? So some fleets might be a little less trusting about doing the win-trading if they have to wait for their turn to win?
Perhaps some enterprising Ferengi shows up offering to let fleets gamble Fleet Marks - so you end up with a system where win-trading would not be as profitable as simply doing something else...like actually trying to win.
It's been discussed quite a bit here and there since the introduction of Fleet Marks. It's definitely annoying to have to PvE for so many things...meh, but like so many things in so many games - it only takes a few bad apples to try to game the system to ruin it for everybody.
If groups total point value is X, You must keep X %.
Lets say the total teams points is 500k*4+ you.
So in this case, 2m is the groups value. You'd need to maintain, Say 2.5% or 5% (50-100k)
This way, You have to actually be doing something.
The problem is this makes it hard for new players, So you'd have to at the min sort the new and older players so that it does not create massive differencials.
Afk players will have 0, so they will get auto-kicked after, say 2 minutes of game plays first damage done.
Comments
This may be the first reasonable suggestion you've made. Unfortunately, this has been discussed before.
If I totally missed the idea, then pretend this post doesn't exist, everyone.
And make the donations either fleet or combat marks, this way we encourage pve ques, and pvp ques.
It does not need to be as much as pvp, just something to allow the pvpers help the fleet out.
say 10 or 20, instead of 50+
You know if this will happen pvp will be full with afk'rs, ships without shields, ect.
So please no.
To get Fleet Marks from most endeavors, you have to complete them - ie - you have to win.
Okay, so you think they implement the Fleet Marks for winning. Soon as the server is back up, fleets are win-trading to pad their Fleet Marks.
Well, there are a couple of other things Cryptic does. They like ~15 minutes effort for the rewards and they run CDs of 30 minutes to an hour or so.
So you implement a CD of some sort on when players can receive Fleet Marks from winning. As soon as the CD is done, fleets will do a quick win-trade...perhaps one team winning a Space Arena and one a Ground Arena. Doesn't meet Cryptic's "requirement" for effort.
Do you make the CD apply to any PvP then? So some fleets might be a little less trusting about doing the win-trading if they have to wait for their turn to win?
Perhaps some enterprising Ferengi shows up offering to let fleets gamble Fleet Marks - so you end up with a system where win-trading would not be as profitable as simply doing something else...like actually trying to win.
It's been discussed quite a bit here and there since the introduction of Fleet Marks. It's definitely annoying to have to PvE for so many things...meh, but like so many things in so many games - it only takes a few bad apples to try to game the system to ruin it for everybody.
Yea, We really need a system to stop that.
Only thing is, Voting systems often are abused, so it may be better for us
to create some new concept for it.
I like the idea of, if you fall below a specific amount of the lead of your team, you are removed.
We also need 15 minute, 30 minute, 2 hour no reques, if you get booted repeatedly.
Based on what?
Damage?
Healing?
Support?
As long as there are shiny stars for losing, there will be people that do not contribute.
Doesn't mean that folks wouldn't AFK hoping that the rest of the team wins...after all, folks AFK STFs and other PvE events.
It's a difficult thing for devs...dealing with the extent that folks will attempt to game the system.
Collective of all of them.
whats probably is better something like
If groups total point value is X, You must keep X %.
Lets say the total teams points is 500k*4+ you.
So in this case, 2m is the groups value. You'd need to maintain, Say 2.5% or 5% (50-100k)
This way, You have to actually be doing something.
The problem is this makes it hard for new players, So you'd have to at the min sort the new and older players so that it does not create massive differencials.
Afk players will have 0, so they will get auto-kicked after, say 2 minutes of game plays first damage done.