PDA

View Full Version : Itemization, competition, and what needs to be done.


Archived Post
09-08-2009, 02:31 AM
I think the PvP in CO has a lot of potential, basically because the combat mechanics are dynamic, fun, and that's what counts. Balance comes with time, and I estimate than within 6 months-1 year we will have a solid bunch of frameworks with plenty of valid options, considering how active Cryptic is when it comes to upgrading the content.


Still, there is work to be done regarding rewards and objectives. No matter how fun the PvP itself is, people will not get interested in it if the rewards aren't worth it. Unfortunately, giving PvP rewards too much protagonist would force a negative reaction from the PVE crowd, and making the PvP rewards too gimpy would drive away people from competition.


Been thinking about it, and I have a model in mind that, in my opinion, would give PvP a definite objective. I'd like you guys to read it and give me your best answers =).


Step 1: Include a ranking system. This is mandatory. The whole point of PvP is proving the superiority of your team, and that won't work if there isn't a way to record wins and losses.


Step 2: Make people able to form arena teams (like in WoW) with their own name and members. Give us a statistics window, both personal and for said groups to count the kill/death ratio of every member, matches won and lost, ranking... Etc. Use those stats for matchmaking, so you get assigned rival teams with a strenght similar to yours.

Step 3: Make "stat" rewards acclaim-based, and cosmetic rewards ranking-based. This is the crucial point. Items that give a certain adventage in game such as stats, should be available for everyone. Of course, competing in higher-ranked arenas should give more acclaim, but still, a casual PvPer should be able to get his/her hands on a particular item through a moderate amount of PvP. (Also, balance the rewards so they are in line with similar level PVE content).

Not so the cosmetic rewards, as in costume pieces without any other impact. Those should be reserved for the hardcore PvPers, to have something to aim for. A mark that will make them recognizable, be it a wrestling belt, a helmet, or any other cool ideas they may come up with.


With those 3 steps, PvP gets a definite purpose, becoming more competitive, and while it gives hardcore PvPers an "adventage" (cosmetics) it also eliminates the WoW "PvP grindfest" factor, since game-impacting rewards are accesible for everyone. The sense of achievement from going up the ranking will add to the map replayability, especially when matches get harder the higher your rank is.


What do you think of it? Is this the direction cryptic should take? Any other ideas?

Archived Post
09-08-2009, 06:51 AM
Bump. Any opinions? =)

Archived Post
09-08-2009, 09:11 AM
PVP is too broken and crazy right now for any meaningful ranking system.

Archived Post
09-08-2009, 09:59 AM
PVP is too broken and crazy right now for any meaningful ranking system.


Well, it's never too soon to implement one. Will it be driven by broken and abusive mechanics? Yes. But it will be stratified, so it will keep the strongest teams away from the experimental / fun teams.

If anything, adding a ranking system right now would greatly improve the fun, make experimental builds viable at a certain level, and most importantly, help spotting the imbalanced strategies among the most succesful teams.

Archived Post
09-09-2009, 12:54 AM
Any other opinions?

Archived Post
09-09-2009, 01:15 AM
I like it.

Archived Post
09-09-2009, 01:23 AM
I like it.

THIRDED.


edit: also... because of over 9000...