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  1. #1
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90

    The "Casual PvP Problem" (For Tomes and Exp) and Possible Fixes

    PvP tome bonuses and exp are, mostly, passive. Everyone gets the same tome bonus, and exp is kinda flat. You are not rewarded for playing well, only for winning (or being on a losing streak). This causes a lot of casual PvPers. Players who only show up for tomes or the exp their team scrounged up for them. It breeds passive (often AFK) players, and hurts team solidarity (as some players ignore objectives in favour of mindlessly fighting because they don't care). For those who want to win and be competitive, it's a big problem.
    Should SE abolish PvP tome bonuses? Should they incorporate in game exp bonuses for objectives to get people involved? Should there be achievements? Should there be a penalty for NOT doing objectives?
    Thoughts, opinions, solutions. Have at thee below.
    (5)

  2. #2
    Player
    Martin_Arcainess's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    1,061
    Character
    Martin Arcainess
    World
    Phoenix
    Main Class
    Dark Knight Lv 90
    I'd say kepp the time bonus as that is that is a big incentive to even try PVP once a day. If I noticed many ne afk, vote kick.
    (3)

  3. #3
    Player
    TwiissTwiiss's Avatar
    Join Date
    Mar 2014
    Location
    PvP
    Posts
    99
    Character
    Twiiss Il
    World
    Ragnarok
    Main Class
    Black Mage Lv 90
    Maybe reward tomes only for 1st placed GC so people would actually try to win.
    (3)

  4. #4
    Player
    Monoman's Avatar
    Join Date
    May 2015
    Posts
    45
    Character
    Kurauna Ten
    World
    Brynhildr
    Main Class
    Monk Lv 60
    They could possibly reward a sort of battle high which is only rewarded to those who complete objectives within the group and it would increase pvp xp and tomes at the end of the round. Dying removes a stack so sticking with the group will be a natural way to maintain a high amount of stacks for maximum rewards at the end of the game. This is the only class neutral objective I could think of that promotes team play, no afk, and no solo roaming. Problem is it might promote a fear of scouting new objective and/or zerging.
    (1)

  5. #5
    Player
    morerancor's Avatar
    Join Date
    Jan 2015
    Posts
    161
    Character
    Blitz Fury
    World
    Coeurl
    Main Class
    Alchemist Lv 60
    Pretty much se has two real pvp gc's and sacrificed the 3rd as a tome farming gc to keep ques going. Seals for wins only would just lead to more bandwagoning and might outright break pvp again. (3hr ques)
    (1)

  6. #6
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    I don't think PVE rewards need to be altered, just add more straight-forward PVP elements - like in-game viewable leaderboards - but tied to that: a points/medal accumulating mechanic in the matches. Healer saved a friendly from 20% health back to full > Healer Medal reward: +20 points to that healer. Land 10 stuns successfully, CC medal, etc. There can be hundreds of these sort of medals rewarded in a match. These points accumulated during the match have their own column in match-end scoreboard. They aren't tied to game-scoreboard, but are a separate barometer for player performance (Like the medal/ribbon rewards of Battlefield I guess) Highest of all the GCs gets an MVP name-drop, Highest of the GC that won gets an MVP name-drop, etc.

    They don't need to penalize PVE rewards, just add PVP scoring designs that make it more addictive and straight forward for new and casuals imo
    (9)

  7. #7
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Martin_Arcainess View Post
    I'd say kepp the time bonus as that is that is a big incentive to even try PVP once a day. If I noticed many ne afk, vote kick.
    You only can kick once every 4 hours.

    My suggestion:

    Tome reward would be: 20 for 1st, 10 for 2nd, 5 for 3rd.
    (1)

  8. #8
    Player
    morerancor's Avatar
    Join Date
    Jan 2015
    Posts
    161
    Character
    Blitz Fury
    World
    Coeurl
    Main Class
    Alchemist Lv 60
    You do understand if no one ques for the bad gc there is no pvp. My server for example flames win 50% , mael 35% , and the gc that we wait on for games the adders win 15%.... Why would anyone stay with the bad gc? I know I wouldn't . I really like the match bonus idea but it seems like it could only be applied to pvp xp. Which is still a great thing that would help new players.
    (0)
    Last edited by morerancor; 08-09-2015 at 11:44 PM.

  9. #9
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Martin_Arcainess View Post
    I'd say kepp the time bonus as that is that is a big incentive to even try PVP once a day.
    Tome bonuses are definitely the trickier of the two problems. I don't think too many people deny that exp should be worked over in PvP, but you're right about tomes. I know quite a few people who only PvP regularly (at least at the beginning of the week) as a means of capping their Eso tomes early.
    That being said, the tome cap is low, and you can just as easily cap your weekly by running ex roll or looting in Alex normal. No PvP required. Moreover, I'm not sure how big of a loss it would be to lose the once-a-day PvP'ers. It's not like they're having a huge effect on que times when they only show up for one match... If we want to save PvP ques, we need to find a PvP incentive to keep players playing. Personally, I'd rather score gill than Tomes, as it's harder and 10x more boring (crafting puts me to sleep) than farming esoterics.
    (1)

  10. #10
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Monoman View Post
    They could possibly reward a sort of battle high which is only rewarded to those who complete objectives within the group and it would increase pvp xp and tomes at the end of the round.
    I don't mind this idea, and it has crossed my mind. I also considered a "Proximity bonus" to fighting within range of objectives, where you get a higher bonus for fighting close to an objective that is under enemy control (in order to keep people aggressive). If they implement this idea, though, I think it would be beneficial to change match bonus as well. Instead of rewarding 1st with a flat bonus, reward each GC with a bonus based on a multiplier that they accumulated from battle highs in game. That way, the bonuses wouldn't always unfairly reward one GC, and the losers wouldn't have to rely on a streak of loses just to get exp.
    (0)

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