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  1. #1
    Player
    Cidolfas86's Avatar
    Join Date
    Oct 2014
    Location
    Ul'dah
    Posts
    119
    Character
    Cidolfas Orlandu
    World
    Goblin
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Februs View Post
    There's really no way to sugar-coat this. The only viable solutions are harsh, but at this point I'd say that they are necessary. Tomes need to be restricted in PvP. You should get NOTHING for losing. Only the victors take the spoils. I understand why SE has not done this in the past, because it deters casual PvP'ers from joining the game mode, but there isn't really another option (unless SE is willing to spectate each match to ensure it's fair, which is far less realistic).
    I don't think the nuclear option is really necessary in this case though-considering the PvP community is segregated by data centers and too small to be going nuclear. Solutions are only as limited as our imaginations allow after all.

    I think a better method to fix the problem would be to implement a FATE style function into the rewards system. You have to meet a certain level of contribution depending on your role before a base-line static award is dolled out. Static awards for tombstone could then increase based on performance.

    Getting people to push for wins in a positive manner is the way to go and would get more people to play in the long run and want to do well. You could tack on what you said about offering more things to buy with wolf marks and I think we'd have a nice update.
    (1)

  2. #2
    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 Cidolfas86 View Post
    I don't think the nuclear option is really necessary in this case though-considering the PvP community is segregated by data centers and too small to be going nuclear. Solutions are only as limited as our imaginations allow after all.
    That's exactly why I offered an alternative in the form of an expanded vendor, but I will admit that I'm biased about it.

    A lot of us PvP'ers have been pining for an overhauled vendor system in PvP for a long time now. Even back when the PvP gear was actually useful, there was already chatter about getting an expansion to the types of items provided. Now just seems like the right time for it, and I honestly think that it would work better than a simple tome bonus. Not only would an expanded vendor system appeal to more players, but it would also provide an additional means of completing PvE content by providing one more outlet for the items we are all grinding for. By doing so, PvP players could continue to play the content they actually enjoy without falling too far behind PvE'ers in the regular game content. For example, Farming the unidentified items in the previous section of the Anima quest forced PvP'ers to stop PvP'ing. With an expanded vendor system they could continue to PvP and collect items, albeit at a slower rate.

    I'm also not as concerned over queue times. Firstly, any match in which you get one or more players who are AFK or actively trying to lose is not a real match. Losing those kinds of players is not a bad thing, even if it comes at the cost of queue times. Most of us would rather actually play the game, after all. Secondly, increased queue times is an inevitability. It happens every time a new PvP game mode comes out. Eventually, the queues die, especially after people start having less demand for tome items. People who queue for tomes are, at best, a temporary boost the queues. By comparison, an upgraded vendor system is much more agreeable. Most of us are also hoping for the server queues to be merged as well, similar to the way Raids work, so that more active PvP'ers can sustain their queue times longer.

    As for the idea of a merit system, I do like it; however I don't think it's viable. This idea has been played with in the past, but no one has stated how they could potentially get it to work. For example, how do you judge the merit of a Tank? In FATES, a Tank's merit is judged by the aggro meter, but aggro isn't a thing in PvP. Dmg mitigated is also not a good way to qualify the tank's contribution, and CC would be almost impossible to judge, because using the skill is not enough. A Pld could run around stunning everyone in the match all match long, for example, but that wouldn't mean that it was the best thing they could have been doing. Healers would be in a similar boat. Do you judge them on Hp healed? What about the healers who utilize their best CC? A Whm who keeps sleeps up the enemy team might be doing exactly the best thing they could to win the match, but they'd be judged poorly because they healed less. The only job that a merit system would seem to work well for is Dps, as their contribution is the easiest to measure.
    (0)