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CQ revamp
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Jacked Out

Joined: Aug 22, 2005
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AnXieTy wrote:

concidering that 10% toughness only adds like 5-10 total points of resistance, it gets to the point of why bother? 10k of CQ for such a laughable reward, seriously, c'mon


A 10% toughness buff adds 10 points to all resistances. The percentage thing is a bit missleading and should be changed to points, however this is how toughness works now in CR2.0

-AA



Systemic Anomaly

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Jilted1 wrote:
AnXieTy wrote:

concidering that 10% toughness only adds like 5-10 total points of resistance, it gets to the point of why bother? 10k of CQ for such a laughable reward, seriously, c'mon


A 10% toughness buff adds 10 points to all resistances. The percentage thing is a bit missleading and should be changed to points, however this is how toughness works now in CR2.0

-AA

it's still not worth it SMILEY



Jacked Out

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I agree with all of you in some way, but to establish what the meaning of CQ in the game will be quite the challenge for the DEVs.  There is got a to be a good reason for the tabulation other than just for the tallying.  I just hope the rewards are fair and easily obtainable.


Message edited by nterface on 12/11/2006 02:50:28.


Clairvoyant

Joined: Feb 23, 2006
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I agree with the gear rewards for higher CQ points.
Or maybe we could even "spend" our CQ's much like info. We could have a current amount of CQ points and a total amount of CQ points so people won't have to worry about not keeping track of their total amount of CQ's gained.
Could work like this...

LittleTimmy was just killed by BigTimmy.
You have recieved 1 CQ point for 4906 CQ points.
Total amount of CQ's recieved in lifetime: 5774

So you could spend as you please without losing track.

I think something like that could work. However, I don't want a CQ reset of any kind.



Jacked Out

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CQ means absolutely nothing with out deaths factored in... give me a percentage ratio kills/deaths. Most of the CQ hounds would cry at how many times they actually died.

-Atomicus


Ascendent Logic

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I like this idea, i also wish that there was a CQ leaderboard of something for each Server so it adds to competitiveness



Jacked Out

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Tiango,

 I like your idea too... I find it hard to believe that if they can give me the number of wins (CQ). Surely, they can divide it by the number of deaths. Tracking could come later... baby steps.

 Tiango possible responce: Stop calling Surely.

 -Atomicus


Message edited by atomicus on 06/10/2007 13:46:34.


Mainframe Invader

Joined: Jun 8, 2006
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cq is worthless, and will continue to be worthless until they shut mxo down. Hate to be negative here, and everyone has some good to great ideas, but lets face it.....if it takes the devs more than 1 hour to work on...they wont do it. Unless its a special event. Seen too many suggestions that rocked and would make people come back to this game get thrown out because no one at sony gives a *poop* about this game.

MXO has the potential to be one of the best, if not the best mmorpgs in history, if we just had support. I have played almost every single mmo out there and still come back to this one, even though its dying. COME ON DEVS, HELP US MAKE THIS GAME BETTER!!! PLEASE.

Great ideas guys, wish the devs would listen, but dont let me dampen that stlye lol.

SMILEY




Mainframe Invader

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atomicus wrote:

Tiango,

 I like your idea too... I find it hard to believe that if they can give me the number of wins (CQ). Surely, they can divide it by the number of deaths. Tracking could come later... baby steps.

 Tiango possible responce: Stop calling Surely.

 -Atomicus

CQ stands for Combat Quotient, not for Kick *CENSORED* Quotient. It's not about how many players you can kill before dying, that'd actually be broken since org unbalance still exists. It is about how active you are in player vs player combat.

For example, player A PvPs a lot, he has 15K CQs and has died around 8K times. Player B doesn't like to PvP, however he still has 50 CQs from team/bugged duels and 20 PvP deaths from accidental flagging. Why in the world should player's B COMBAT Quotient be higher than player's A?



Jacked Out

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Screw that, I'm not giving up my CQs, I earned mine since day 1. Nuff said.


Enlightened Mind

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AnXieTy wrote:

concidering that 10% toughness only adds like 5-10 total points of resistance, it gets to the point of why bother? 10k of CQ for such a laughable reward, seriously, c'mon

and also, a high CQ count only reflects the fact that a person has spent alot of time pvp'ing, it reflects nothing upon the players "difficulty level". There's players with 1k CQ's who can beat thoes who have 20k because as fighters neither has anything better than the other to give them an advantage. So for a system such as this to go into play, you better start rewarding thoes with high CQ's with some gear that actually does give them the advantage so they do have a "difficulty level" to justify rewarding players more heavily for killing them. Other wise there's no difference between killing someone with no cq's, and someone with 20k plus.

More than that, until CQ's do something, this entire concept is pointless as you have no need to quickly raise your CQ count.

somthing like that i would be happy to go along with....

also along with another persons suggestion of...[Edit] Fa11enHero's suggestion

Total CQ earnt:
Current CQ:

resetting the CQ does really suck and im totally against it as well....
but implimenting somthing like Anx has mentioned with some other ideas would be good....so CQs becomes a currancy to buy better items from an Org vendor in the Org areas...those ones that require the Org keys...would make more people actually visit the Org areas for a reason, might justify spending the 100mil to get the key in the 1st place.

but yeah using CQ to buy items from an org vendor, would make that person harder to kill in pvp...then u could have your greater cq reward for killing someone of a higher rank.

and this way u wouldnt have to reset peoples CQs either.

if they implimented a system like that they can put EVERYONES CQ to the...

Total CQ earnt: 25000

and put their..

Current CQ: 0

so they couldnt buy all the best items right away and come to mara and own everyone and discourage new people from pvping....then at the start of the new system everyone would have 0 cq to spend but have their lifetime CQ count still intact, and everyone is on equal footing at the start. eventually it would become unfair as those of us who pvp alot compared to those who pvp hardly.  but atleast at the beginning of the system it would be even.  this might encourage more pvp as well.

Message edited by Mliss on 06/15/2007 16:41:37.



Systemic Anomaly

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Mliss wrote:
eventually it would become unfair as those of us who pvp alot compared to those who pvp hardly.  but atleast at the beginning of the system it would be even.  this might encourage more pvp as well.

And now we have a case of new PvPer's going "Why bother, he's got all these 1337 items so he's unkillable".

Then you'll get players making alts and letting faction mates kill them repeatedly as a way to circumvent CQ requirement and get all the phat lootz right away. And eventually nearly all the full time PvPers will have the items and you'll be back to square one, cause everyone is on an equal footing again.



Enlightened Mind

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Tytanya_MxO wrote:

I made this post on the cq thread below but it is relevent here for all the same reasons and I cba to reword it SMILEY 

I like the idea of a ranking system but it should reflect both the intensity and the quality of you pvp. In this regard somewhat like Itaki proposed way back I'd suggest;

  • Kill achieved while you are on a team = 1 cq

Solo Kills are rated according to the level of the opponent (cq's now list the dead persons name so this should be possible) cq=opponentlevel-playerlevel+3 (0<cq<5) ie.

  • Kill opponent 3 or more levels below you = 0cq
  • Kill opponent 2 levels below you = 1cq
  • Kill opponent 1 levels below you = 2cq
  • Kill opponent at your level = 3cq
  • Kill opponent 1 level above you = 4cq
  • Kill opponent 2 or more levels above = 5 cq

I would not be in favour of any cq reset, like my flit gun, my beta items et al cq's are an aspect/record of my MxO todate (many of us who have been asking for something like this since the begining are now pvp'd out =/) but this system changes the value of cq's without dismissing the last 24months entirely. It also encourages lower levels to get involved (maybe even upto and including level 49 you could have an option to trade cq's for exp)


thats where u can do somthing like that so making alts and killing them to get the loots wont help.

also the even earlier idea of the if they have higher cq count then u u could get more cq for killing them.

but either way arcan no matter what system they put in place for spending or making the cq actuallly do somthing an worth somthing the hardcore pvpers will get all the good gear and the non pvpers wont until they either turn into hardcore pvpers or eventually get it in the end after some really hard work.

hence a nice fat content update would be good as well....put in something for non-Rpers.... maybe really really hard missions that require a full team which when they have done set amount of missions gives them access to certain types of equipment. Now making the mission gear the same as pvp gear i dont kno, atm with only 1 cq at a time it would take a forever to get the stuff u wanted, im assuming that cuz it will be really good gear that it will cost alot.  So maybe pvp should be that little bit better then the mission clothing? making it just as time comsuming as it is to get mission clothes as pvp clothes?

either way to make everyone happy its going to require alot of work and a big content up date..... chances of it happening?  0....

but its good to put ideas out here, u never kno when a bored dev might chance along and think, "wow thats not a bad idea really....but i have a hair appointment at 1pm, and then brunch with brewko right after wards, and it would take to long to do anyway...."



Jacked Out

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Yeah, the Dev's won't touch the CQ system for a while, so all these ideas would be good but it'll be better just to scrap the CQ system, but keep the PvP, simple and easy.


Systemic Anomaly

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One of the wonderful things about forums is that they allow people to comment on features they don't use.

 
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