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PvP Rewards

praxi5praxi5 Member Posts: 1,562 Arc User
edited May 2015 in PvP Gameplay
Continuing the theme of "positive feedback" for the Devs, what rewards can be offered for PvP, and how would you implement them?

"Do 3 Arenas" leads to AFKers.
"Win 3 Arenas" leads to premades roflstomping queues and tears from everyone else.
"Do most damage" won't work either. Nor will "Have the most heals."

What do we think? Keep the current reward structure, but add additional rewards (RnD Packs? Extra Dil? Elite Marks? Tech Upgrades? Gear?) for completing things like "Win 3/most heals/damage/have a K:D spread above 0.33"?
Post edited by praxi5 on

Comments

  • rakija879rakija879 Member Posts: 646 Arc User
    edited May 2015
    I would like skill points as rewards and tech upgrades too. :D
  • orion0029orion0029 Member Posts: 1,122 Bug Hunter
    edited May 2015
    Perhaps a time based dilithium reward like foundry missions? With additional rewards given to top place finishers, like in Crystaline Catastrophe?

    I'd be cool with getting tech upgrades, skill point (specialization xp?) boxes, R&D packs, or even some kind of PvP credits which can be used for getting PvP based goodies...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    praxi5 wrote: »
    Continuing the theme of "positive feedback" for the Devs, what rewards can be offered for PvP, and how would you implement them?

    "Do 3 Arenas" leads to AFKers.
    "Win 3 Arenas" leads to premades roflstomping queues and tears from everyone else.
    "Do most damage" won't work either. Nor will "Have the most heals."

    What do we think? Keep the current reward structure, but add additional rewards (RnD Packs? Extra Dil? Elite Marks? Tech Upgrades? Gear?) for completing things like "Win 3/most heals/damage/have a K:D spread above 0.33"?

    Don't forget win trading. ;)

    Rewards ruin things...where the reward should just be...

    https://www.youtube.com/watch?v=dDgSUA3jD-w

    ;)
  • bobtheyakbobtheyak Member Posts: 374 Arc User
    edited May 2015
    Sorry to be pessimistic but everything seems to lead to AFKers, premades, and/or some form of PvP revamp.

    The main thing that comes to mind is rewards that would be equivalent to what you could acquire through PvE (like PvE-level skill point amounts or R&D packs) but that still might encourage premade pug-farming marathons.
  • vonednavonedna Member Posts: 61 Arc User
    edited May 2015
    get the most rams? That would work nicely .
  • oakland4lifeoakland4life Member Posts: 545 Arc User
    I think that Space Arena PvP is just dated... the most common flaw theme's of Space Arenas is Premades dominating Pugs for the Kill Point system (not to mention that Premades don't break formation because of the only objective), Players always fighting to the roof of the map because there's no objective besides killing for points and unprotected Spawn Points which the better team in most cases will pick off the weaker team 1 or a few players at a time b4 they can regroup.

    I think the best chance for Space PvP is a clear revamp, based around revamped and new added Capture & Hold Maps which i will lay it out like this:
    - Checkpoints needs to be spread out on throughout the Map... mostly because of all the speed creep this game have now that make the current C&H map very small.
    - How long capturing Checkpoints depends how many Ships are on it... oppose to the current setup of how long a Checkpoint is being captured due to the Crew Amount of a Ship, if u have a crew of 30 people like me Good Luck :(
    - Adding Modified Fleet Starbases from PvE Fleet Red Alert queues adapted to protect Spawn Points in PvP Maps... to replace the sorry setup of useless Starbases with no weapons of its own but a few Defense Satellites which can be easily destroy leaving players to be spawn killed.

    As for rewards i would suggest this... though it will not prevent AFK'ers, at best will limit what they get if they don't do anything.
    - Rewards will be based per 1 match.
    - Match Victory will result in the Winning Team having rewards to that of PvE Advanced queue's w/Choice of Marks.
    - Match Loss will result for the Losing Team having rewards to that of PvE Normal queue's w/Choice of Marks.
    - Each Kill/Shared Kill will grants 1,000 XP.
    - Each 100k Heals to Teammates (not to Self) will grant 1,000 XP.


    Why do i even type this down?... Geko and his goons won't listen anyways... especially something about PvP.
  • bwemobwemo Member Posts: 257 Arc User
    Praxi...Pandas are over in MWO again. You should come join us rather than waste time beating a dead horse. Actually, I think at this point were up to "office space printering" a dead horse.

    beating-a-dead-horse-.jpg


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  • sysil84sysil84 Member Posts: 207 Arc User
    edited July 2015
    I dislike your idea Patrick. It punishes the most skilled players.

    Scenarios to explain what I mean:
    - New player goes on the queues and plays 5 matches. 4 out of 5 he gets unskilled pug matches that end close. He gets a lot of SP.
    - Experienced player with some friends go on the queues. 4 out of 5 matches end up against inexperienced pugs. The matches end up with 10 or more difference. He gets few SP points.

    Basically if you are pugging the SP you get is random unless you are at the extremes (very bad or very good), then you get little experience because either you lose badly or you dominate. That is not a system I would encourage.

    I would encourage a system that, on general, would reward better players. The reverse of your table is not good either because it encourages good players to avoid other good players to get more SP.
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  • sysil84sysil84 Member Posts: 207 Arc User
    I don't think any rewards should be based on kills. It's too complicated to make it fair and balanced towards new unskilled and veteran skilled players.

    The fairest system for me is simply you get a reward for wining a match and a lesser reward for losing one, independent of the kill score. Skilled players will get more rewards and someone who gets better and better will get more and more rewards. It's not perfect but at least it's simple and easily understood by everyone.
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  • sysil84sysil84 Member Posts: 207 Arc User
    My suggestion was for the kind of PvP that should have been, not what Cryptic made of it: cheese, power creep TRIBBLE and PvE grind. I saw it more as an intellectual exercise than a real thing.

    If do take PvP as it is now and try to put rewards in this is what is likely to happen:
    - Cryptic will mess up the implementation of the reward system, probably on the side of 'too much work for too little reward' even compared to the ridiculous PvE grind.
    - If Cryptic does make it worthwhile, then it's going to be abused by players despite whatever controls Cryptic tries to put in.
    - The cheese and the power creep will still be there and players won't PvP for the sake of PvP, unless to TRIBBLE cheese all over new players.

    So unless the real problems of PvP are solved, there's really nothing I can think of that will save PvP and Cryptic should save itself the bother.
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  • sysil84sysil84 Member Posts: 207 Arc User
    patrickngo wrote: »
    Instead, they have a whole staff that's never had any interest or curiousity about PvP, nor any sort of concept of game balance-which is why "Difficulty" in PvE is "Moar Hitpointz" applied to scripted targets and a host of broken ideas like powers without counters, abilities that really only apply in an opposed match but lack any sort of counter-play that would make that match likely to ever happen.

    I totally agree with you there. The thing that baffles me is that, despite their lack of interest in PvP, they are still implementing new powers that are only useful in PvP. It's like they don't know how their own game works.
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