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View Full Version : The biggest issue of PVP


Gungo
08-04-2010, 04:51 PM
<p>Most pvp game shave this issue and it seems the eq2 servers are falling into the same hole alot of games like warhammer have. </p><p>The problem becomes one side completely overwhelms the other side. So the server as in eq2 case becomes all qeynos and a handful of freeport.</p><p>What i suggest is for SoE to bring back the fame system but this time make it guild based. Also make it the top 10 guilds on each faction are rewarded in a ranked system. Make the guild fame system decay based on the number of unique accounts in guild. (if linked accounts ever comes to be include this as one account).This also allows for the fame system to include small guilds of at minimum say 4-6 accounts decay rate.  </p><p>So this way guilds would be encouraged to fight for qeynos and fight for freeport. </p><p>The reward system should be beneficial but mostly intangibles. Fame titles.Appearance armour can use a no stat version of BG appearance. reduced priced pvp potions/pvp gearSpecial PVP guild hall based ammentities. PVP writ merchantCall to War Strategist. A guild call port that links ALL freeport guilds. When hailing the strategist you can choose to go to the Freeport faction call point. Has a 10 min duration and another flag cant be placed during its duration. </p><p>Scale the rewards so the top 5 guilds on each faction with the most fame all have access to the same rewards and the next 5 guilds on each faction have a slightly reduced amount of rewards. </p><p>The basic idea is to reward a split population so that people would want to fight on each side. </p>

Epiph
08-04-2010, 08:15 PM
<p>horrible idea, way too complicated & can you imagine the coding?  The dev's wouldn't have a clue.  If you want fame system back, go back to the old fame system, way simplier....& way more fun.</p>

Novusod
08-04-2010, 09:05 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p>The problem becomes one side completely overwhelms the other side. So the server as in eq2 case becomes all qeynos and a handful of freeport.</p></blockquote><p>The solution to this is to do what WoW did in Wintergrasp and that was to give temporary (30 minute) buffs to the out numbered side during objective based PvP such as warfields. The more out numbered one side the stronger the buff was to compensate.</p>

Vlahkmaak
08-04-2010, 09:28 PM
<p><cite>Novusod wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>The problem becomes one side completely overwhelms the other side. So the server as in eq2 case becomes all qeynos and a handful of freeport.</p></blockquote><p>The solution to this is to do what WoW did in Wintergrasp and that was to give temporary (30 minute) buffs to the out numbered side during objective based PvP such as warfields. The more out numbered one side the stronger the buff was to compensate.</p></blockquote><p>-1 : No welfare buffs for me please.  Freeport can overcome this through greater cooperation/coordination.</p>

Shankapotomus
08-05-2010, 09:43 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Novusod wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>The problem becomes one side completely overwhelms the other side. So the server as in eq2 case becomes all qeynos and a handful of freeport.</p></blockquote><p>The solution to this is to do what WoW did in Wintergrasp and that was to give temporary (30 minute) buffs to the out numbered side during objective based PvP such as warfields. The more out numbered one side the stronger the buff was to compensate.</p></blockquote><p>-1 : No welfare buffs for me please.  Freeport can overcome this through greater cooperation/coordination.</p></blockquote><p>True, only problem is. There are not many people to cooperate/coordinate with. However, my group usually stays alive for a good while when 3 Q groups jump on top of us.</p>

max.power
08-05-2010, 11:43 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Novusod wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>The problem becomes one side completely overwhelms the other side. So the server as in eq2 case becomes all qeynos and a handful of freeport.</p></blockquote><p>The solution to this is to do what WoW did in Wintergrasp and that was to give temporary (30 minute) buffs to the out numbered side during objective based PvP such as warfields. The more out numbered one side the stronger the buff was to compensate.</p></blockquote><p>-1 : No welfare buffs for me please.  Freeport can overcome this through greater cooperation/coordination.</p></blockquote><p>True, only problem is. There are not many people to cooperate/coordinate with. However, my group usually stays alive for a good while when 3 Q groups jump on top of us.</p></blockquote><p>Even if you could manage to coordinate a second or third, well built group to show up, FP would still be overwhelmed. Bring 1 FP group, 3 Q groups show up. The longer the FP group is able to survive, the more Qs show up. No offense meant, that's just the way it is and I can imagine that even some Qs are annoyed by that fact.</p>

Wolfsight
08-05-2010, 01:23 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Novusod wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>The problem becomes one side completely overwhelms the other side. So the server as in eq2 case becomes all qeynos and a handful of freeport.</p></blockquote><p>The solution to this is to do what WoW did in Wintergrasp and that was to give temporary (30 minute) buffs to the out numbered side during objective based PvP such as warfields. The more out numbered one side the stronger the buff was to compensate.</p></blockquote><p>-1 : No welfare buffs for me please.  Freeport can overcome this through greater cooperation/coordination.</p></blockquote><p>True, only problem is. There are not many people to cooperate/coordinate with. However, my group usually stays alive for a good while when 3 Q groups jump on top of us.</p></blockquote><p>Even if you could manage to coordinate a second or third, well built group to show up, FP would still be overwhelmed. Bring 1 FP group, 3 Q groups show up. The longer the FP group is able to survive, the more Qs show up. No offense meant, that's just the way it is and I can imagine that even some Qs are annoyed by that fact.</p></blockquote><p>Reminds me of Venekor in reverse just over on naggy without any real gear gap between the factions and freeps at least have a player pool to draw from unlike Qs did back then. Decent fights are hard to come by without someone jumping in both then and now just happens now is by my own faction. <img src="/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" /></p>

Gungo
08-05-2010, 03:26 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>horrible idea, way too complicated & can you imagine the coding?  The dev's wouldn't have a clue.  If you want fame system back, go back to the old fame system, way simplier....& way more fun.</p></blockquote><p>The issue has nothing to do with the fame system. It has to do with the way all PVP games end up. 1 side overwhelms the otherside, because people do not want fair fights in pvp they want to gank people and get thier pvp rewards.</p><p>I could care less about the semantics of the fix but there should be a way to encourage players to play for qeynos and for players to play for freeport.</p><p>I recommended the guild tiered fame system so that guilds would split between factions in order to get rewards and it would partially solve the issue with people running away in the old fame system since the decay rate for losing would e significantly less for an individual.</p><p>That idea doesnt matter though. If you could come up with a logical idea to encourage comparable distribution of population between both factions then go for it. Right now I dont see any other solutions except the welfare buff system WoW uses, which doesnt solve the issue.</p>

Nemas Ravenor
08-05-2010, 04:01 PM
<p>Every FP toon should just betray and go to Qeynos.  Then there wouldn't be anyone to fight and you could just go play warfields all day long.</p><p>+1 to boring.</p>

Yahshua
08-05-2010, 05:11 PM
<p><cite>Gungo wrote:</cite></p><blockquote><p>Most pvp game shave this issue and it seems the eq2 servers are falling into the same hole alot of games like warhammer have. </p><p>The problem becomes one side completely overwhelms the other side. So the server as in eq2 case becomes all qeynos and a handful of freeport.</p><p>What i suggest is for SoE to bring back the fame system but this time make it guild based. Also make it the top 10 guilds on each faction are rewarded in a ranked system. Make the guild fame system decay based on the number of unique accounts in guild. (if linked accounts ever comes to be include this as one account).This also allows for the fame system to include small guilds of at minimum say 4-6 accounts decay rate.  </p><p>So this way guilds would be encouraged to fight for qeynos and fight for freeport. </p><p>The reward system should be beneficial but mostly intangibles. Fame titles.Appearance armour can use a no stat version of BG appearance. reduced priced pvp potions/pvp gearSpecial PVP guild hall based ammentities. PVP writ merchantCall to War Strategist. A guild call port that links ALL freeport guilds. When hailing the strategist you can choose to go to the Freeport faction call point. Has a 10 min duration and another flag cant be placed during its duration. </p><p>Scale the rewards so the top 5 guilds on each faction with the most fame all have access to the same rewards and the next 5 guilds on each faction have a slightly reduced amount of rewards. </p><p>The basic idea is to reward a split population so that people would want to fight on each side. </p></blockquote><p>Before you make knee-jerk posts like this, please roll a Q and go pvp in T4 <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p>

Sydares
08-05-2010, 05:44 PM
<p>Basics: People don't like losing rewards they've earned. This system has backfired every time it's been implemented in an MMO. Even the big WoW dabbled in it during its early PvP days - it was angrily rejected and revised within months.</p>

Epiph
08-05-2010, 05:57 PM
<p>too bad if they don't like losing rewrads they've earned, that's what makes the game fun & entertaining.  It adds addreniline rushes to PVP & a "ha ha" feeling after you've killed your rival.  That's what pvp used to be about, bring back the old fame system & bring back the fun.</p>

Gungo
08-06-2010, 01:39 PM
<p><cite>Yahshua wrote:</cite></p><blockquote><p><cite>Gungo wrote:</cite></p><blockquote><p>Most pvp game shave this issue and it seems the eq2 servers are falling into the same hole alot of games like warhammer have. </p><p>The problem becomes one side completely overwhelms the other side. So the server as in eq2 case becomes all qeynos and a handful of freeport.</p><p>What i suggest is for SoE to bring back the fame system but this time make it guild based. Also make it the top 10 guilds on each faction are rewarded in a ranked system. Make the guild fame system decay based on the number of unique accounts in guild. (if linked accounts ever comes to be include this as one account).This also allows for the fame system to include small guilds of at minimum say 4-6 accounts decay rate.  </p><p>So this way guilds would be encouraged to fight for qeynos and fight for freeport. </p><p>The reward system should be beneficial but mostly intangibles. Fame titles.Appearance armour can use a no stat version of BG appearance. reduced priced pvp potions/pvp gearSpecial PVP guild hall based ammentities. PVP writ merchantCall to War Strategist. A guild call port that links ALL freeport guilds. When hailing the strategist you can choose to go to the Freeport faction call point. Has a 10 min duration and another flag cant be placed during its duration. </p><p>Scale the rewards so the top 5 guilds on each faction with the most fame all have access to the same rewards and the next 5 guilds on each faction have a slightly reduced amount of rewards. </p><p>The basic idea is to reward a split population so that people would want to fight on each side. </p></blockquote><p>Before you make knee-jerk posts like this, please roll a Q and go pvp in T4 <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p></blockquote><p>So your solution to fixing balanced pvp is running away from it. That makes alot of sense that you pvp with a level locked toon at T4. Wouldnt want to fight people with more gear then your twink i suppose.</p>

Vegeeta
08-11-2010, 01:06 PM
<p>I have been on a PVP server since day 1 of my gameplay and have seen the balance go back and forth, this is just a temporary thing. It may take months for it to balance out again, but it always does. Vox was freep heavy for a year and now it's Q heavy, next year (if it lasts) it will be freep heavy again, it's on ongoing cycle.</p>

Ilovecows
08-11-2010, 05:41 PM
<p>I have to say, part of the reason there are so many Qs is it takes 1/4th or maybe less time to betray to Qeynos than freeport.  usually to get to freeport, you need to do a quest in Qeynos that takes a little time, not too much, and then once you are exile you have do a long series of quests that people below 90 usually find very difficult and long to complete.  Most people, it usually takes close to 4-5 hours to betray Qeynos to freeport. </p><p>a month or two ago, i betrayed a toon from freeport to qeynos, and all i did was talked to a couple people in TD then i was in exile, and then went to GFay and did a repeatable quest giving 3k faction a quest and takes maybe 2-3 minutes a quest.  I got from freeport to Qeynos in under an hour, and from Qeynos to freeport in close to 4-5 hours. </p><p>Just part of the reason, it shouldn't be so much easier to get to one faction or another.</p>