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Systemic Anomaly

Joined: Feb 12, 2006
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Cadsuane wrote:
This is what sets PvP apart from RP and other social interactions: In PvP you can tell who wins.

There is no such thing in an MMO as a mathematically quantifiable RP-duel or 'dance-off', or if there is I haven't heard of it. Resolving combat, however, is one of the most basic functions of an MMO system and one that everyone playing the game will have to be involved in at some point if they wish to advance their character.

Fighting is the bread and butter of this kind of game and there is nothing to lose by rewarding people who are particularly good at it. Making a system that rewards good fighters does not prevent RPers and other players from earning those rewards. Making a system which rewards good RP or other contribution does not prevent PvPers from earning rewards for that either. The difference is; distinguishing the better RPer or the better DJ is a matter of opinion while finding the better PvPer is not.
But CQ's do not indicate someone who wins more often nor someone who is skilled at all. To reward CQ's is merely rewarding time spent PvPing, not skill or victory. And because the entire CQ system can be circumvented anyway people will just find ways to sidestep the system and get their CQ's through other means and not actually PvP.



Systemic Anomaly

Joined: Jan 26, 2006
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I have been reading through most of this (all apart from the big walls of text lol most of it seems more like personal attacks, meh) and yeah i can understand why people don't want it to work through cqs as it was defo to easy to get back in the day but i was in the same boat. Been 50 for 2 years and sitting on the top 50 cq on vector.

Its been pretty much with the release of the top 100 of each server, if something was implemented it could bring old timers back and also get people that are close to being on it will press harder to get kills. Bringing in another system so everyone can start off 'evenly' i think would be just a waste of time.

But in all honesty, i'd prefer my other post 'Balance out PvP' to be posted in more than this. That needs sorted before any CQ Reward is done but in all honesty i still think it should be org abs, split in different sections in the top 100. Like say your merv in the top 20 you'll get the top reward, merv in 80 - 100 you'd get the very first one. Nothing in pvp stops a gank, org abs seems as though it could reduce it and also make pvp a bit diff.

I just want pvp content, really liked that idea about using nodes to pvp round. We've got enough PvE, i prefer PvP SMILEY




Encrypted Mind

Joined: Jul 10, 2008
Messages: 673
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Pylat wrote:
And because the entire CQ system can be circumvented anyway people will just find ways to sidestep the system and get their CQ's through other means and not actually PvP.
And people do the same thing for all the other content in MxO. There is always an easy way to do something. Just because people are going to exploit it doesn't mean that content shouldn't be released. If that was how things were done, we wouldn't have any content.


Femme Fatale

Joined: Jun 27, 2006
Messages: 1144
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That's some ish right there ..because you needz the 1337 epic armor

"Hey... HEY!...my pvpness is bigger than urs!" /stickouttounge

>< i rest my case




Vindicator

Joined: Jan 19, 2006
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I thought up a new idea to bring to the table.

Taking Criinges idea of having 2 CQ Counts one to spend that only yourself can see and the other to stay remaining in your background.

The next step would involve the devs making sets of clothing to buy off a set of Vendors at 500CQ per peice of clothing beneficial to certain trees.

for Example

(Ravager Pvp Pants) - 500cq - Minimum level 50

  • 24pts Melee Resistance
  • 24pts Thrown Resistance
  • 24pts Viral Resistance
  • 3% Viral accuracy
  • 2%Viral damage
  • 2% Debuff duration

(These dont nessecarily need to be the buffs its just an example)

each peice would be similar other then the head wear which should offer some form of health/i.s regen instead of debuff duration.

This way you can purchase a set of 6-7 articles of clothing for 3k-3.5k of CQ a set

you would also have a set beneficial to each tree, i am also aware of how much time this would take to implement etc, the only arguement that will affect this is "We should all start from zero" arguement.

Discuss.

 


Message edited by Endomorph on 10/31/2008 10:17:57.



Veteran Operative

Joined: Jan 15, 2008
Messages: 326
Location: New Zion
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Bad ideea. Would ruin game balance, making the ones with most CQs dominating over all the others. Dunno why you would make 14 pages on this. Think before making a topic.

/think
/askadev




Free Mind

Joined: Sep 28, 2008
Messages: 93
Location: Syntax
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Endomorph wrote:

I thought up a new idea to bring to the table.

Taking Criinges idea of having 2 CQ Counts one to spend that only yourself can see and the other to stay remaining in your background.

The next step would involve the devs making sets of clothing to buy off a set of Vendors at 500CQ per peice of clothing beneficial to certain trees.

for Example

(Ravager Pvp Pants) - 500cq - Minimum level 50

  • 24pts Melee Resistance
  • 24pts Thrown Resistance
  • 24pts Viral Resistance
  • 3% Viral accuracy
  • 2%Viral damage
  • 2% Debuff duration

(These dont nessecarily need to be the buffs its just an example)

each peice would be similar other then the head wear which should offer some form of health/i.s regen instead of debuff duration.

This way you can purchase a set of 6-7 articles of clothing for 3k-3.5k of CQ a set

you would also have a set of beneficial to each tree, i am also aware of how much time this would take to implement etc, the only arguement that will affect this is "We should all start from zero" arguement.

Discuss.

 

I personally like the idea. I don't see why anyone should want to reset us all to 0 for it though. It incourages people to level to participate in PVP and it also draws in the already 50 crowd to actually participate in PVP (yes this means you syntax players lol). Although with rare making all these new clothes for the new missions system I'm not sure how much interest this would actually get. Other then those minor hitches it sounds good endo.




Transcendent

Joined: Aug 12, 2006
Messages: 272
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NeoExcidious wrote:

Bad ideea. Would ruin game balance, making the ones with most CQs dominating over all the others. Dunno why you would make 14 pages on this. Think before making a topic.

/think
/askadev


Yep...cool looking titles or something for looks yes?buffs,heck no.




Free Mind

Joined: Sep 28, 2008
Messages: 93
Location: Syntax
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NeoExcidious wrote:

Bad ideea. Would ruin game balance, making the ones with most CQs dominating over all the others. Dunno why you would make 14 pages on this. Think before making a topic.

/think
/askadev

Another solution is make the items endo is talking about tradable. Then all you really need to do is farm money over CQ points. Every quest made has had people that would rather trade money to a farmer then do it themselves.




Perceptive Mind

Joined: Sep 1, 2005
Messages: 589
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Player VS Player CQ Reward System

By Skull086

Email will be used to deliever rewards to operatives that have gained the correct CQ counts. And will be done at the end of each month when the cqs have all been counted.

1-500 CQs ~ Some sort of weapon, lvl 50 base damage 14

500-1,000 CQs ~ A pair of pants with 36 Resistance to everything, in red, black and white.

1,000-3,000 CQs ~ Another unique weapon, lvl 50 base damage 14

3,000-5,000 CQs ~ Some Black, red or white Seraphims.

5,000-10,000 CQs ~ Hitting teh big ten thousand should give a really nice item, so I came up with at least 3 different items.

IS/HP Regen tool.

Minimum charactor level 50.

Health Regain 100% 30 seconds

IS Regain 100% 30 seconds

Reuse Time 3000 seconds

Item Discription:Apon activation, this tool will boost the players IS and Health Regain rates drasticly, for a short period of time the player will have a high regain rate and possibly the upper hand in some situations.

Ultimate Defense Coat, Red, white and black colors.

Minimum Charactor level 50

Melee Damage Resistance 30

Balistic Damage Resistance 30

Thrown Damage Resistance 30

Viral Damage Resistance 30

Melee Defense 4%

Balistic Defense 4%

Thrown Defense 4%

Viral Defense 4%

Special code activation(simular to the Awakened Jackets ability)

Melee, Balistic, Thrown and Viral Defese will be increased 10% for 15 seconds

Reuse timer 3000 seconds.

Item Discription: Apon activating this coats specially made code, an operatives defense will raise drastictly, possibly giving the player the upper hand in pvp.

10K Head Gear, Red, Black and white colors.

Minimum Charactor level 50

Melee Damage Resistance 30

Balistic Damage Resistance 30

Viral Damage Resistance 30

Thrown Damage Resistance 30

IS Regain rate 25%

Health Regain rate 25%

Special code activation:

Use this item and it will send out a 10 m shock wave with a 50% chance to stun (5seconds) any hostiles cought in it.

Reuse timer 3000

10,000-13,000 CQs ~ Another unigue weapon lvl 50, base damage 15 with a 50% chance to powerless for 5 seconds.

13,000-15,000 CQs ~ Resistance tool, When used this tool will give the operative using it 36points to Melee, balistic, Thrown and Viral for 30 seconds.

Resuse timer 3000 seconds.

15,000-20,000 CQs ~ An Assassin's Mask. (This item should be given away to those that reach 20,000 cqs cause well they really must be ubber to reach that count. Dedication should be rewarded with a nice item kthx idc.)

25,000 CQs should give you a red title right next to your name, PvP Legend.

And that my friends is as far as I'm gonna go.

 

 

 




Vindicator

Joined: Jan 19, 2006
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Blackjack-18 wrote:

NeoExcidious wrote:

Bad ideea. Would ruin game balance, making the ones with most CQs dominating over all the others. Dunno why you would make 14 pages on this. Think before making a topic.

/think
/askadev

Another solution is make the items endo is talking about tradable. Then all you really need to do is farm money over CQ points. Every quest made has had people that would rather trade money to a farmer then do it themselves.


Yep, its no different from PVE Farming sleepwalker stuff for me, i dont want to do it so i pay others to do it for me.

Also it wouldnt completley ruin game balance either, i mean look at the Elite Commando suit it would be similar to that just tree specific, and the advantage the player has would be minimal if he had an advantage at all, and hey hes earned it.




Jacked Out

Joined: Jun 1, 2006
Messages: 2689
Location: Guiness Lake
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Endomorph wrote:

Blackjack-18 wrote:

NeoExcidious wrote:

Bad ideea. Would ruin game balance, making the ones with most CQs dominating over all the others. Dunno why you would make 14 pages on this. Think before making a topic.

/think
/askadev

Another solution is make the items endo is talking about tradable. Then all you really need to do is farm money over CQ points. Every quest made has had people that would rather trade money to a farmer then do it themselves.


Yep, its no different from PVE Farming sleepwalker stuff for me, i dont want to do it so i pay others to do it for me.

Also it wouldnt completley ruin game balance either, i mean look at the Elite Commando suit it would be similar to that just tree specific, and the advantage the player has would be minimal if he had an advantage at all, and hey hes earned it.

Great idea actually, if you have a certain amount of cq you deserve a reward that's just how it goes.  Look at any other MMO and there are rewards in the form of new equipment, titles, abilities and even special buffs for those who excel in the area of PvP.  It's no different than grinding out 120 SSR Gum and 10 Raeder's Earpieces to obtain a set of SSR shades, just a different form of grinding.  Thus, it would make sense that those that are better at obtaining cq and have more fun/the desire to obtain cq should reap a reward of some kind.



Systemic Anomaly

Joined: Feb 12, 2006
Messages: 2406
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Unfortunately the CQ system in itself is flawed (I don't think anyone can actually say with a straight face that CQ's are infallable in the way they are given out), and because of this any reward system based on it won't be accurate or reasonable.

If there was a better way to measure PvP skill or prowess or victory I would rethink my position on this matter, but because rewarding CQ's would, in essence, reward everyday PvP which requires no real skill and is a matter of taste I don't think there will ever be an agreement on this topic.




Jacked Out

Joined: Jun 1, 2006
Messages: 2689
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Pylat wrote:

Unfortunately the CQ system in itself is flawed (I don't think anyone can actually say with a straight face that CQ's are infallable in the way they are given out), and because of this any reward system based on it won't be accurate or reasonable.

If there was a better way to measure PvP skill or prowess or victory I would rethink my position on this matter, but because rewarding CQ's would, in essence, reward everyday PvP which requires no real skill and is a matter of taste I don't think there will ever be an agreement on this topic.

Whether CQ measures skill or not isn't the question here, if you're going to spend time getting CQ is more the determining factor.  It's not as if you don't get a set of SSR shades if you were more skilled at farming the gum, it's about time spent and whether or not you've found an easy way to afk farm CQ or not it's still a form of farming.  it's not about who wins, has more prowess or more skill.



Vindicator

Joined: Jan 19, 2006
Messages: 1445
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Pylat wrote:

Unfortunately the CQ system in itself is flawed (I don't think anyone can actually say with a straight face that CQ's are infallable in the way they are given out), and because of this any reward system based on it won't be accurate or reasonable.

If there was a better way to measure PvP skill or prowess or victory I would rethink my position on this matter, but because rewarding CQ's would, in essence, reward everyday PvP which requires no real skill and is a matter of taste I don't think there will ever be an agreement on this topic.

I am yet to ever come across an MMO that has required any sort of skill, Knowledge is key, there is no skill involved.

I could tell you several aspects of the system that are also flawed the entire game is in a horrible state and its not going to get better anytime soon.

I'm not sure if its just me that thinks this but you're too late to be the first person banned from the forums for excessive negativity, sorry.


 
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