[Suggestion] Engaging more people to PvP
Good post by p0t, agree wiht him 100%.
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" Pupicitas: lv. 100 Shadow
[2.1] Guide for Life based Crit Dagger Reave Shadow: /994474 EU Officer of Umbra Exiles: /732431 |
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" 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.
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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
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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.
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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.
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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 |
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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
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" 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. |
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I will re-post this here since this thread has a more relevant topic than the one i posted this on.
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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
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" These are all suggestions other people have made before. |
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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 " 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
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