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.
CQ's are awesome, all i ask is for a ranking system
In most games that have ranking systems for PvP, the acumilation of kills results in various awards to a player from the mundane to the useful.
Yes some kind of system is needed but one that can't really be gamed.
I was thinking the other day when I was gaming. What if the CQ system was revamped to work for players that are trying to advance there experience against RSI with high/very high CQ numbers. What I am saying is if a RSI that has a low CQ level could do better with gaining CQ by killing a RSI with CQ class level higher then their own. For instance killing a Class Level 4 RSI with CQ levels of > (6000) CQ would get you (5) CQ points.Class Level 1 RSI (0-1000) = 2 CQ pointsClass Level 2 RSI (1000-3000) = 3 CQ pointsClass Level 3 RSI (3000-6000) = 4 CQ points Class Level 4 RSI > (6000) = 5 CQ points Now these numbers are just an example to give you a visual, but you see what I mean? I know that might cause a little more work for the DEVs, but hope you could see the benefits in it. What are yall feelings?
I was thinking the other day when I was gaming. What if the CQ system was revamped to work for players that are trying to advance there experience against RSI with high/very high CQ numbers. What I am saying is if a RSI that has a low CQ level could do better with gaining CQ by killing a RSI with CQ class level higher then their own. For instance killing a Class Level 4 RSI with CQ levels of > (6000) CQ would get you (5) CQ points.
Class Level 1 RSI (0-1000) = 2 CQ points
Class Level 2 RSI (1000-3000) = 3 CQ points
Class Level 3 RSI (3000-6000) = 4 CQ points
Class Level 4 RSI > (6000) = 5 CQ points
Now these numbers are just an example to give you a visual, but you see what I mean? I know that might cause a little more work for the DEVs, but hope you could see the benefits in it. What are yall feelings?
Tracking cq's should be a transient thing...at each server reboot all players cq totals are taken, subtracted from the previous survey and a top 20 list of the most aggressive operatives on each server for that period can be published..... aside from a database query no coding needed.
As an extenstion later perhaps an ingame organisation rep can be queried to supply the top 10 currently logged operatives from this list, he can issue a named token which reads along the lines of eliminate this threat and teach them to know their place etc, when the player gets a cq from that player the token activates and can be traded for some money or experience etc????? One token for each player on the list can be generated every 12 hours etc so the same person isnt besieged (although as these are inevitably the most dedicated pvpers they will probably enjoy the challenge). Targetting a player as an identified threat is probably fairly in keeping with the storyline as well so it would fit at an rp level and make measured pvp logical.
Tracking cq's should be a transient thing...at each server reboot all players cq totals are taken, subtracted from the previous survey and a top 20 list of the most aggressive operatives on each server for that period can be published..... aside from a database query no coding needed.As an extenstion later perhaps an ingame organisation rep can be queried to supply the top 10 currently logged operatives from this list, he can issue a named token which reads along the lines of eliminate this threat and teach them to know their place etc, when the player gets a cq from that player the token activates and can be traded for some money or experience etc????? One token for each player on the list can be generated every 12 hours etc so the same person isnt besieged (although as these are inevitably the most dedicated pvpers they will probably enjoy the challenge). Targetting a player as an identified threat is probably fairly in keeping with the storyline as well so it would fit at an rp level and make measured pvp logical.
All sounds good in theory. However, I couldn't condone such a system untill 99% of the bugs/exploits are fixed, and a system for tracking players under suspicion of exploiting had been implemented. The reasoning is that adding such a system that raises the bragging rights bar another couple nothces would only result in even more widley spread usage of bugs/exploits especially since SOE virtually has no way to tell who is doing what/when.
I could very much see a system of this nature adding a much more dynamic, purposeful, rewarding reason to PVP, just not at this time.
cant the CQ's be applyed to something? like you got the need 100rep to go to Hallways... so the rep is applyed
would be awsome to buy something and the buffs depend on your CQ's you know
deviljonny wrote:
Lol I'd like to see the buffs on the coat Pharao gets that way ^^
9mmFU...is there any chance at all for us to see something about the CQ in a update someday...or is it just another dream?
Website ranking board.Simple as.
I asked Rarebit about this at Fan Faire, as I recalled he mentioned something about it.
Again, the responsiblity lies with the web team if I remember correctly.
Which is...Yeah great news.
>_>