| Improving PVP |
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Ok.. the gist of what I'm about to say in detail is this: PVP should be fun, not a hardship.
1. Permanently eliminate durability loss PVP. Losing troops in pvp should be taken as a given like it is in any form of RTS. You however chose to attach a penalty to doing so in the form of durability. People are hesitant at first to play another player due to this, and later become flat angry as the repair bills start to mount. 2. Eliminate or at least substantially increase medical care for pvp. Same issue as before. A new player plays a game, loses some troops and suddenely can't even pve for hours while he waits for his pop to accumulate to replace losses. As you reach higher levels this becomes less of an issue but it is a serious turn off for new players. 3. Give real rewards for PVP. Treat a pvp win like a successful pve mission in terms of chances of loot, the ss and items can be roughly equal to the pve equivalent level of your opponent. This really is key in that right now there is NO incentive to pvp other then some ppl find it more fun then grinding. It however is not even close to as rewarding in game terms as if the player spent the same amount of time in pve. 4. Alter PVP level for traits. I'm maybe on the upper end of average at pvp. However with 3 era's of premium account behind me my DL is somewhat of a badass. The result is that I can stomp players who are actually better then me simply because my DL has so many more abilities/health/damage. This so far as i can tell is in no way factored into pvp level and sure as hell should be. 5. Player Immunity. I've seen i don't how many players just repeatedly noob bash a player 6 levels under them. Just over and over again. Surprisingly enough players tend to dislike that and are driven away from pvp and in many cases the game itself. I would like to see a change implemented that would render a player 4 levels under another player immune from that player for an hour after 2 losses unless the lower level player is attacking the higher level player's land or the player himself. This is far from a perfect solution but its a damn sight better then the system as it stands. On a personal note I'd love to see precautions done away with. No idea why you thought people would like to have some sort of card battle before the real thing. Especially one based on pure chance that can completely change the outcome of the fight without any skill being involved... But that's me. I seriously hope some dev out there reads this and at least takes these idea's under consideration. |
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I totally agree on points 4 and 5.
Point 3 would need some serious balancing and ideas. You wouldnt want to give out any loot if players are just trading win / lose. On the other hand, you also wouldnt want to make the loot dependant on the "value" of opponents killed (that would make it far too easy to abuse). Point 2: How about making the first five battles "free" in terms of unit loss? At the same time telling the player: If you do this again, make sure to put people in medical. Or else... Not a big concern though, imho, even 35 people in the hospital will let you rez a ton of units in pvp. See also next paragraph for more on this. Point 1: They need to earn cash. While I wouldnt cry if Dreamlords was completely free, thats why they have their pvp tournaments and stuff. If an era is 8 weeks and the first 2 weeks can be spent in pvp without any durability loss, i think thats fine. That tournament being at the start of the era also adresses your point 2. quite nicely i think. |
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Forgot one thing. I'm all for making precautions voluntary, not mandatory. Personally, i dont mind the precautions themselves all that much, but i really loath all the time it takes till the actual game starts. Seriously, either find a way to speed this up (just looking at the tedious "Found x units, y abilities, z items" screen makes me sick) or maybe give us a precaution that disables enemies precautions.
Like: Arcane Serenity x: 1 + x random yet unused enemy precautions cannot be used this battle. Make the anti precaution precautions immune to this effect. |
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Peaceful
Dreamcaller Joined: 30 Dec 2007 04:05:23 (CET) Messages: 498 Location: Retired,resting among the Cynos. Offline |
I have to admit that cannon holds some points that I agree upon.
I feel that pvp should be more fun >.< I have not won a single battle since who-knows-when! there should be a good distinction between a player decision of a serious battle and a fun battle and I'm not meaning ranked or unranked matches. Eliminating lagg should also be a priority on that list. |
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Modman Peace Cynos of Tranquillity Join Our TKN community here!!!!. Proud fat guy of TKN Proud 1st chancellor of NEH I like pie... |
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Toorima
Dreamcaller Joined: 27 Sep 2008 17:59:38 (CEST) Messages: 295 Location: lookin for wife :D Offline |
i fully agree with most of this post... other then 2 parts i think i have a better idea.
the PVP part i think there should just simply be more lower levl islands. such as 1-3 4-6 7-9 and precautions i think should be changed to a hero squad you can use or not use. also i think some thing needs to be done to help support the warlords... in most CVs the warlord is the only person that PVPs... --------------------- but it is defiantly certain that some thing needs to be done to make PVPing more entertaining then a drag... i am in a total of 4 CVs including the other version of this game... and out of all of thoughs there about about a total of 6 people that PVP. |
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I disagree with point 2 wholeheartedly.
You should be able to attrition an opponents army either by multiple victories or by multiple people attacking a stronger player. I experienced this is beta when the medical point total was lower, it was possible to lose troops so two people could effectively beat down a stronger opponent given enough battles. Nowadays I always have at least 3-10 times the medical points than I do losses, if any. However I still believe that the first two islands should NOT carry troop losses and should not give battle rating (though soulshards should still be given), by island 3 people should know better and also have the extra populace to support medical workers. 1+3. Absolutely. PvP is a punishment with very little rewards, especially considering most people are not innately good at it...the few of us who are still know it's less rewarding than pve but we all know pve is a grind and extremely dull and unchallenging. 4+5. Traits right now are not counted into dreamlord spawn timer power, this should be fixed with utmost priority, as Cannon says anyone of equal level in lower down pvp combat simply does not stand a chance and those people with multiple eras and no conscience are constantly abusing this fact. Both Mythriel and masterdiablo have hundreds of wins and we both know where from. Resetting your patria SHOULD reset all BR and medals for the era. My suggestion for pvp level would be to remove the pvp level increase given for Battle rating and instead make it so anyone with a 10+ BR rating difference over their target cannot attack them unless defending their own lands. |
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Toorima
Dreamcaller Joined: 27 Sep 2008 17:59:38 (CEST) Messages: 295 Location: lookin for wife :D Offline |
for the last part of what you said that could be another way to separate lower level islands... i think we need more lower levels islands and if we separate say level 1-3 island A requiring 0-5BR and level 1-3 island B requiring BR 5-10
also some one said some thing about siting on a PVP land for 10 minutes being boring... and we should be able to do PVE stuff while we wait.. and if we get attacked we just get pulled out of the PVE and thrown in to PVP battle. *i think #2 is a good idea.. items only have 10-20 dur and that pretty much means that you fight 10-20 PVP battles and have to get new gear.* |
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*bump
On side note i think the dev's have given up.. |
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I missed out on this post so it was good that you bumped it, feel I should comment on your suggestions.
But I don't appreciate the "given up" comment, tbh I would be offended by it if it wasn't for the fact that I interpret it as just a result of your frustration with us not meeting your expectations and lack of reply to this post. So we'll work on improvments, both communication wise and implementation wise, but we are no where near giving up
1. Permanently eliminate durability loss PVP. The durability loss for a premium player is minimal, the loss for a regular member only slightly higher. The item tribute repair doesn't serve as a major source of income for us but it is mainly here to make the economy of the game work, for crafters. 2. Eliminate or at least substantially increase medical care for pvp. Valid point and may very well be done for next era. Feedback from more players (as this is not something all players agree with) would be appreciated. 3. Give real rewards for PVP. The potential rewards for PvP are huge, but if in a quick fight with less carnage the gains will be less. This PvP gain formula might need some rework though to include more drops. 4. Alter PVP level for traits. We do, well, we do based on Dreamlord Rank and Eras played (the latter being closely related to traits). However maybe we don't compensate enough for it. 5. Player Immunity. The dueling ground we are working on now is something we hope will sort this out, at least partially. We already have a limit for facing the same opponent within a certain time but with this we also hope to get the BR rating hoggers away from the new players who want to fight for territories. |
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David Rosén CEO and Executive Producer Lockpick Entertainment |
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heh, apologies for the given up comment. and thanks for the reply
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