People loves one guild server and killing the occasionally trash player they find, its been going on for years. NW slaves etc.
competitive pvp been gone for a very long time
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People loves one guild server and killing the occasionally trash player they find, its been going on for years. NW slaves etc.
competitive pvp been gone for a very long time
Going to repeat the same feedback since start of pvp events:
You need to give incentives to participate. A system that rewards only winning and where you invest such an amount of real life time does not work. It is natural that if you keep focusing making content for mostly big guilds too, this will end in fight clubbing, because the fight of A vs B is simply not fun anymore. Same goes for "call in help".
Power gap, the low population and guild oligarchy are too blame, not individual players. Sadly the quest/content design does not fight these effects, but rather rewards these bad tendencies.
Especially Gullah is a fail in this aspects (it is a joke with low population and a waste of buggy time with big groups)...fields of slaughter does it a lot better, with the flaw that the quest where you have to kill players holding the point can only be completed when you also kill players attacking a point. Should be divided up.
I would suggest changing the rewards into 3 tokens for 1st place, 2 for 2nd and 1 for 3rd place (victory tokens) too. Also raise the overall pvp xp multiplier to lower the reward gap between winning (insane rewards) and loosing (no rewards).
This is a large reason why you rarely see non top5 guild members, below pvp4 in minis or at those events. Even though this is exactly the target audience that would benefit most in terms of closing the power and population gap.
Reward for loosing only rarely works in games such as battlefield because the gameplay the pvp itself is an amazing experience.
You try do the same in aoc and what you have Is half of SAG team sits Afk for free token.
There's just so much error and mistake made in this game specifically in pvp that it's too late to turn it around.
Why do you think the ranger class, sin class tanks aren't revamped yet and nerf to more skill required? Because funcom knows after those change they won't have a population anymore. Thy know that majority of skilled players are long gone to change the game now is suicide. It's done for
things just went off topic.
why am i not surprised?
shittalk aside, was awesome fun out in WS today, thanks for the fun law, discovers and all other guilds that got among it!
funcom- please make it 1 instance though, 2 at the very most.
I said "rewards for participating". Someone who is afk is not participating, he/she is leeching. Someone who deals damage, heals, kills or gets damaged is participating. Someone who achievess 2nd or 3rd rank definitely too. I agree this is one step only, the ideal way would be making combat simply fun for the loosing side too. Especially if you analyze "why" the winning side wins.
And one instance will simply not work. Both for technical and "enforcing content" reasons.
And this brings us back to the design issue, basically why someone chose white sands for lvl80 pvp zone at the first place. Had they made two different entrance options (one for lowbies and one for 80s), you would not have this instance issue at the first place.
Problem is lowbies open them just by playing as intended...while 80s keep them open for alt fighting.
One simple solution can be also to link rewards to risk finally (active enemies in zone and vicinity). That way fightclubbing would still be possible, but actual participating and fighting would be faster, more fun and more rewarding. If someone wants to spent the time ingame farming or dueling, why not? But this or "handholding" and pacts between the biggest guilds/most powerful players should not be the fastest route. Sure such a system could still be manipulated and exploited, but with a lot of more effort than the current one an this is the point. Playing as intended should be more rewarding with less effort than farmclubbing or exploiting the content. For all involved.
This should be the direction...not how to force people to play.
And how is it a bad thing, if there are rewards for the 2-3 people of each class? You have an issue with silver and bronze rewards? I simply know, that the "one winner" - "rest loosers" is not going to work, especially if you want to motivate population and the circle of winners is becoming a closed group that stays the same from event to event. You don't think this is an indication something is wrong?
Another question is: Do you want open pvp in a small enclosed environment, with the same faces or alts of players you know (then keep things as they are, but stop complaining about population or noobs) or do you want it open with many players of various skill and fluctuation, offering a different experience and variety each time including some pleasant and unpleasant surprises from time to time(then you should think about what i wrote)?
Good luck with that philosophy then, since you also forgot the most likely route people will take under such a "reward only the winner and already strong system": stop playing or cheat for the rewards.
There is a reason successfull board-games, other computer games and real life sports are going a different route.
I am not arguing rewarding the winners though, but the rewards should be different. There is a LOT of grey area between OP rewards for winning and NO rewards for loosing and the miniscule pvp xp you might get for participating now.
Even you admit, that there should be a way to get better. Now what if that way is either not possible or no fun? So i am back to the "stop playing or cheat" part.