[Suggestion] Engaging more people to PvP

Good post by p0t, agree wiht him 100%.

Spoiler
"
p0t wrote:
"
Therapist1 wrote:

It is a common error that doing well is the key factor to interest people into PvP. In a game that has a 1:1 ratio of players against each other regardless of how large or small the pool, 50% of the players will win and 50% will lose. If all players had equal gear and skill, by definition only 50% can succeed. Players do not need to do well to enjoy PvP, they must be able to have fun. If the player pool was large enough that poorly geared players could be matched quickly against poorly geared players that would work to solve this problem. Giving out general rewards would make this a more realistic possibility.


While it's true a player doesn't need to win to enjoy PvP there is nothing fun when you're losing a gear check and your hits do a fraction of someones health and they 3 shot you to death. It's frustratingly painful. 50% will win and 50% will lose, except you look at season 2 rankings where first place has 1800 points and 100th has 100 points. Less than 50% are winning almost all the time currently, and it's no fun if you cant pass the gear check. The player pool will never get large enough because right now PvP itself simply isn't fun and that's obviously a majority opinion. Out of the thousands and thousands of people that play PvE, less than 50 will join a ranked event. To me that speaks louder than anything. The PvP system in general is horribly boring and one dimesonal. There are only really 3 events DM/TDM, CTF, and FFA. CTF isn't even an option this season because realistically they might not be able to find 2 6-man teams in the current state. FFA is nice since its not DM/TDM but its fully bugged and they decided to only have 3 events, with one being high level. So the entirety of the season is one event, where you only need one character or 2 if you do HLD.


Giving out general rewards, or bribing people is not GGG's style. They rely on MTX so just giving out something that they need to sell to continue developing the game doesn't make a lot of sense. So many more people would be upset if they felt forced to PvP for general rewards than the handful of people that are interested in PvP and want the population to increase. While it would be nice to have more people PvPing and have more rewards it doesn't seem like it will out weigh the problems caused. Also any new feature like a mount for example or custom overlay is just one less thing they'll be able to sell.


How can you realistically consider rewards that make PvP easier when to be competitive you need 2 exalts per slot for multi-mod on already good rare gear or valuable corruptions on a lot of uniques that may have high value in PvE also? Are you seriously proposing a chest for PvP that drops 6 links in sarn arena randomly that people could use bots to farm 24/7? Giving people a chest in the arena means they're already PvPing in the arena and already had to gear initially. Nobody will, because nobody wants to PvP, even if you're periodically given gear. This free gear can't be top tier because that would be broken so really it offers zero incentive for people to try PvP and almost zero incentive for people to continue. Between farming PvE or poe.trade it's already far too easy to gear a PvP character so you can't consider this as incentive or some kind of solution when there is no problem. You would have to give every player access to all possible items for PvP. If they did this PvP might see a healthier population like racing, but I sincerely doubt it because of how awful the DM-only system is.


"
Therapist1 wrote:

The separation of PvP and PvE in the current form is great. A player who wants PvE like POE has offered should never feel that PvP is manditory. It should have incentives but nothing beyond that. Making PvP part of the core experience of PoE will just piss people off and turn them more off of the PvP or general development plans of GGG.



Incentivizing people with real rewards will upset the majority and doesn't seem feasible. Forcing PvP into the game with Leo and his daily missions failed. GGG really needs to raise the bar to get PvP interest to go anywhere. We were teased with custom leagues a player could purchase and set the rules as well as cut throat, but those are just a distant memory. Any addition of mechanics that try to draw people to the currently awful state of PvP seems destined to fail. Im not expecting them to add MOBA level PvP to the game but there needs to be something more than the current gearcheck deathmatch before anything else is attempted. They were able to add Atziri and Masters, which are part of the core game but by no means manditory. Atziri and Masters are not exactly the definition of fun but are rewarding and offer diversity in how you spend your time playing. PvP is not fun and is not rewarding so it shouldn't be added to the game right now. I do feel there are possibilities to mesh PvP into PvE at some point. People are willing to grind master missions so anything is possible.

It just seems like anything needed to fix PvP would require too much real work and divert too much attention from PvE. Realistically too few people want that, I sure don't.

Pupicitas: lv. 100 Shadow
[2.1] Guide for Life based Crit Dagger Reave Shadow: /994474
EU Officer of Umbra Exiles: /732431
"
Therapist1 wrote:

I agree, PvP is not rewarding, it is the exact opposite of it, and that is what I wanted to try to implement something small that allows players to feel their character is being progressed. As for the not fun part, the community is too small for me to properly assess that one. I am excited beyond belief of full PvP in this game, but the implementation steps have been a bit rocky. The effort is there, but seems there is a fundemental error in implementation.


The player base is so small because PvPing for the reward of PvPing, beating somebody, obviously isn't drawing in anybody. Any rewards that enhance a players ability to win or not get 3-shot in PvP don't seem like they would be effective because people simply don't want to PvP for various reasons. The only reward that can logically bring in more people to the current broken system are non PvP rewards, so incentivizing people that already are PvPing with extra random loot doesn't make sense and seems too easily exploitable to be seriously considered.

Until PvP has better maps with scenarios/mods and PvP only skills like hookshot with themed events that require a non cyclone build I don't see anything that can be done. We've had PvP since around beta I believe. People know about it, have tried it and disapprove of it generally. That's the fundamental error. Gearing for PvP is very very easy, gearing for PvP competitively is pointlessly expensive when its a ghost town.

They've had the same P2W PvP system, tried different tweaks, but interest just declines. They should try events in which you can't P2W. Random events where maybe you're given a chest like decent/endless ledge so everybody gets the same pool of gear/gems and unassigned skill points to make a build for 5 minutes before PvP started. These random events could be different every time and don't seem to require any mechanics that aren't already in the game. I think you could probably get a decent amount more players to participate if there was more variety in events, especially if some were on a more even playing field. How many people do you think would race if you were allowed to pre-gear your hero?

The problem in my opinion is PvP, not getting people to come to it.

Buy the ticket, take the ride.
"
p0t wrote:
Spoiler
"
Therapist1 wrote:

I agree, PvP is not rewarding, it is the exact opposite of it, and that is what I wanted to try to implement something small that allows players to feel their character is being progressed. As for the not fun part, the community is too small for me to properly assess that one. I am excited beyond belief of full PvP in this game, but the implementation steps have been a bit rocky. The effort is there, but seems there is a fundemental error in implementation.


The player base is so small because PvPing for the reward of PvPing, beating somebody, obviously isn't drawing in anybody. Any rewards that enhance a players ability to win or not get 3-shot in PvP don't seem like they would be effective because people simply don't want to PvP for various reasons. The only reward that can logically bring in more people to the current broken system are non PvP rewards, so incentivizing people that already are PvPing with extra random loot doesn't make sense and seems too easily exploitable to be seriously considered.

Until PvP has better maps with scenarios/mods and PvP only skills like hookshot with themed events that require a non cyclone build I don't see anything that can be done. We've had PvP since around beta I believe. People know about it, have tried it and disapprove of it generally. That's the fundamental error. Gearing for PvP is very very easy, gearing for PvP competitively is pointlessly expensive when its a ghost town.

They've had the same P2W PvP system, tried different tweaks, but interest just declines. They should try events in which you can't P2W. Random events where maybe you're given a chest like decent/endless ledge so everybody gets the same pool of gear/gems and unassigned skill points to make a build for 5 minutes before PvP started. These random events could be different every time and don't seem to require any mechanics that aren't already in the game. I think you could probably get a decent amount more players to participate if there was more variety in events, especially if some were on a more even playing field. How many people do you think would race if you were allowed to pre-gear your hero?

The problem in my opinion is PvP, not getting people to come to it.

Spoiler


I think pvp is rewarding but the gear barrier is so big not many people can get to the point to feel competitive. Season 1 had tons of karma koin dispersal, and alt art rewards. I like the loot crate idea but we will have the same problems we have now with the rewards. All the best players will kill the undergeared players and take the rewards. Those who cant get past the gear barrier will just quit like they are now. PvP is rewarding but too discriminatory with the investment required from the Avg player.

Premade only events would be awesome. Some ideas like this have been suggested in the past and I think they eventually will be integrated. Stuff like this takes time to implement.
I Stream PvP Twitch.tv/GrindcoreTHRALL
THE STORY OF MY Descent into the Abysmal Afterlife( HC to SC, too Stronk!)
http://www.pathofexile.com/forum/view-thread/346754
PK massacre, http://www.youtube.com/watch?v=Ldz09uBZ-ug
Last edited by GrindcoreTHRALL#3263 on Mar 15, 2015, 4:54:14 AM
"
p0t wrote:

The only reward that can logically bring in more people to the current broken system are non PvP rewards



Spoiler
This is exactly what I am suggesting though. I honestly get a bit confused as I agree with all your points still feel the idea helps. A strongbox contains items and currency and is functionally a normal dom kill with whatever modifications. So characters are gaining gear by time spent. Now you pointed out the exploitation, obviously implementation would have to consider possible exploitations and there are some issues with that in PvP rankings. Maybe I will take the time to elaborate on the idea because it seems to match what you even suggest is the correct way to solve it logically.


"
GrindcoreTHRALL wrote:

I like the loot crate idea but we will have the same problems we have now with the rewards. All the best players will kill the undergeared players and take the rewards.



Spoiler
The loot crate would spawn at the end of the round, when the match has finished and players would go through portals. So winning or being a stronger faster char gives no advantage to this. Because I agree, it is the players starting that need help, and there is already support and rewards for top tier players.
would be a interesting system. I mean I would like more rewards for pvp but I definitely dont need them to continue playing, I think maybe other players do though.
I Stream PvP Twitch.tv/GrindcoreTHRALL
THE STORY OF MY Descent into the Abysmal Afterlife( HC to SC, too Stronk!)
http://www.pathofexile.com/forum/view-thread/346754
PK massacre, http://www.youtube.com/watch?v=Ldz09uBZ-ug
For me the solution is quite simple.

It's needed a system that matches people of similar skill/gear in PVP. It would be something similar to tiers in other games (platinum, gold, silver, bronze), and you will be parth of the tier according to your kills/deaths ratio.


That would be the core idea, so you being a beginner in PVP season would fight against other begginers and not agains people who have been playing PVP from 2 years and with a gear thousand times better than yours.

Of course, the rewards can't have the same value if you fight in Platium Tiers than if you play in Bronze Tiers.

I think this idea would solve the most part of problems with PVP.

HC SSF Harbinguer : Templar Inquisitor, LVL 94 (RIP).
STANDARD : Templar Inquisitor, LVL 97 (ALL CONTENT DONE)
Last edited by lourun_coria#4667 on Mar 16, 2015, 5:56:57 AM
"
lourun_coria wrote:
For me the solution is quite simple.

It's needed a system that matches people of similar skill/gear in PVP. It would be something similar to tiers in other games (platinum, gold, silver, bronze), and you will be parth of the tier according to your kills/deaths ratio.


That would be the core idea, so you being a beginner in PVP season would fight against other begginers and not agains people who have been playing PVP from 2 years and with a gear thousand times better than yours.

Of course, the rewards can't have the same value if you fight in Platium Tiers than if you play in Bronze Tiers.

I think this idea would solve the most part of problems with PVP.



There are not enough people in the queue at the same time. There is already a matchmaking system but what is the system supposed to do when there are only 2 players (1 very high ranked and 1 very low ranked). Of course you can say, that it will find no match til the someone similar to their respective rank is joining the queue but that would increase the queue time a lot.

There are simply not enough "undergeared" people playing. Otherwise there would be no problem.
I will re-post this here since this thread has a more relevant topic than the one i posted this on.

Spoiler

if i were to suggest changes they would be

1 the HEAVY buffing of gear on premade pvp characters, at the very least all pvp characters should be able to do 60 - 75% of the damage and have 70% of the durability of top tier builds.

we can do this since we can bind said items to the pvp characters. this still enables room for improvement but it allows anyone to get in to pvp and be dangerous to Anyone for zero investment.

zero investment to be competitive is crucial since you get nothing in terms of progression out of pvp.

you argue getting competitive in pvp requires a few exalted in investment, that is not good enough. not for the majority of the community anyway.

at the very least all casters should get 1 +1 to skills armor piece and 1 level 2 empower gem. It has to happen empower and a +1 item is 100% of a caster these days.

weapon builds need access to good high damage rare items, that have at-least 3 complimenting damage mods.

2 there should be a pvp only orb type that has a mild impact outside of pvp. I dont recommend rewarding normal currency since pvp really should not be even indirect competition for pve in terms of wealth. but a novel orb that does something interesting but not meta or economy breaking would serve as an interesting carrot for players.

(perhaps these orbs could be low level versions of higher orbs) so like a low level exalted orb that only works on ilevel 36 or less gear , or the same for low level version of chaos etc.

such orbs wont matter much in the economy since most crafting is high level. it also would serve as a method of progressing ones low level pvp characters , which they can use to perfect play styles for the possible transition to high level dueling.


3 i would also stop making events exclusive to one area.. like only standard or only high level or only temp league. This makes players guess what league to invest in and spreads the resources of the poor members of the community.

have preferred competition sure on a preferred area , but give a few events for the other areas so the characters players use aren't collecting dust somewhere for 2+seasons worth .


4 there should probably be a prebuff time window for casters and summoners to actually summon most of their stuff before the round starts the fact that one has to recast their auras , recast their buffs , summon their minions and lay their traps at the start of every god damn round does nothing more than limit the viability of complex pvp builds.
(this prebuff should take place out side the actual combat area to prevent casters lacing the area with mines traps and crap like that)

or better yet just allow characters to enter arenas with the shit on already, it is not like the function doesn't exist you spawn with all the shit on and then pvp manually turns everything off

i never thought of this but that whole dance you have to do activating stuff at the start of every round is extremely annoying. If i were to say i violently hate something about pvp it is definitely that inability to begin the fight with your buffs on.

Last edited by Saltychipmunk#1430 on Mar 20, 2015, 11:12:11 AM
"
Saltychipmunk wrote:
I will re-post this here since this thread has a more relevant topic than the one i posted this on.

Spoiler

if i were to suggest changes they would be

1 the HEAVY buffing of gear on premade pvp characters, at the very least all pvp characters should be able to do 60 - 75% of the damage and have 70% of the durability of top tier builds.

we can do this since we can bind said items to the pvp characters. this still enables room for improvement but it allows anyone to get in to pvp and be dangerous to Anyone for zero investment.

zero investment to be competitive is crucial since you get nothing in terms of progression out of pvp.

you argue getting competitive in pvp requires a few exalted in investment, that is not good enough. not for the majority of the community anyway.

at the very least all casters should get 1 +1 to skills armor piece and 1 level 2 empower gem. It has to happen empower and a +1 item is 100% of a caster these days.

weapon builds need access to good high damage rare items, that have at-least 3 complimenting damage mods.

2 there should be a pvp only orb type that has a mild impact outside of pvp. I dont recommend rewarding normal currency since pvp really should not be even indirect competition for pve in terms of wealth. but a novel orb that does something interesting but not meta or economy breaking would serve as an interesting carrot for players.

(perhaps these orbs could be low level versions of higher orbs) so like a low level exalted orb that only works on ilevel 36 or less gear , or the same for low level version of chaos etc.

such orbs wont matter much in the economy since most crafting is high level. it also would serve as a method of progressing ones low level pvp characters , which they can use to perfect play styles for the possible transition to high level dueling.


3 i would also stop making events exclusive to one area.. like only standard or only high level or only temp league. This makes players guess what league to invest in and spreads the resources of the poor members of the community.

have preferred competition sure on a preferred area , but give a few events for the other areas so the characters players use aren't collecting dust somewhere for 2+seasons worth .


4 there should probably be a prebuff time window for casters and summoners to actually summon most of their stuff before the round starts the fact that one has to recast their auras , recast their buffs , summon their minions and lay their traps at the start of every god damn round does nothing more than limit the viability of complex pvp builds.
(this prebuff should take place out side the actual combat area to prevent casters lacing the area with mines traps and crap like that)

or better yet just allow characters to enter arenas with the shit on already, it is not like the function doesn't exist you spawn with all the shit on and then pvp manually turns everything off

i never thought of this but that whole dance you have to do activating stuff at the start of every round is extremely annoying. If i were to say i violently hate something about pvp it is definitely that inability to begin the fight with your buffs on.



These are all suggestions other people have made before.
and they all make sense. speaking from the point of view as an outsider until 3 days ago. those would have definitely motivated me to join pvp. hell i only pvp now because i have currency to burn and have time to murder before other games / new leagues come out.

saying they were mentioned before only further validates them as viable ideas



"
lourun_coria wrote:
For me the solution is quite simple.

It's needed a system that matches people of similar skill/gear in PVP. It would be something similar to tiers in other games (platinum, gold, silver, bronze), and you will be parth of the tier according to your kills/deaths ratio.


That would be the core idea, so you being a beginner in PVP season would fight against other begginers and not agains people who have been playing PVP from 2 years and with a gear thousand times better than yours.

Of course, the rewards can't have the same value if you fight in Platium Tiers than if you play in Bronze Tiers.

I think this idea would solve the most part of problems with PVP.



do you want to know how many people were playing LLD on standard/ hardcore yesterday at 5 pm?

THREE , three god damn players, and 2 of them were grinding leo points off of each other and i was getting in their way.
Last edited by Saltychipmunk#1430 on Mar 20, 2015, 2:10:16 PM

Report Forum Post

Report Account:

Report Type

Additional Info