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CQ's > Ranking System ?
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Systemic Anomaly

Joined: Aug 15, 2005
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No Edit...

Here's what I wrote about a ranking system:

Player vs. Player Update 2.0
The following changes come with the PvP 2.0 update in Update 45:
  • CQ Points now determine a Chevron rank for players as follows
    • > = 1,000  CQ Points
    • >> = 5,000 CQ Points
    • >>> = 10,000 CQ Points
  • "Most Wanted Redpill" has been added to DN1. The list is as follows:
    • Top 10 Redpills with the most CQ gathered for each Organization relevant to each Instance.
    • Top 3 Redpills with the most CQ overall on each Instance.
    • "Deadliest Redpill" - Biggest CQ collector for the entire week (encompasses all Orgs and Instances).
  • CQ's are now only granted to a player who kills an enemy who is 10 levels in their range.
  • CQ's are no longer granted to all members in a team, but only to the team member who did the most damage.
  • "Territory Battles" are now featured in the Mega City. Official rules are listed on DN1 with a video tutorial demonstrating the system.
  • Rezzers are now flagged for PvP when rezzing a dead ally once the ally is successfully rezzed.
Came from this thread.




Jacked Out

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Thats a great idea.

 



Jacked Out

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Rraebit wrote:
Any thoughts on this thread?

I've already said that we really ought to have one.

Oh, that reminds me that at our last production meeting Walrus told me to write a spec for CQ web ranking pages that we would like to propose to Web Services, after I kept nagging him about how we should have one. That was a dirty trick. I'll have to do that one of these days... Probably not until after I finish the 6.1 missions though.

 


Yay.


Fansite Operator

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Remag_Div wrote:
  • Rezzers are now flagged for PvP when rezzing a dead ally once the ally is successfully rezzed.


Please, for the love of all that is good in the world, make this come true!





Joined: Aug 17, 2005
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I really hope this idea won't be implemented, (cept that when rezzing u become flagged)

Its just like serious bragging rights for some, even though they may already suck at PvP, Vector people have enough things to flame about one another, this is just adding to the list.

Also the problem with the idea is that people can scam CQs, heck some people just duel friends on other orgs for fun making it easier for them to get CQs.  

There are too many ways to cheat the system and it is likely to remove of any chance of truces whether thats just a here and there truce or a truce because of an event.   

 



Fansite Operator

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I agree to an extent. I say re-set and re-design the way CQs are rewarded and also put an ingame command to see how many you have too.

As for the bragging rights/vector problems, they're inherant to the idea of player vs player gameplay and thus the entire server. It's down to the people to be mature and not flame, not the system.




Jacked Out

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This really should only be done once they fix all the bugs that allow you to gain CQ when you shouldn't. Ie, after someone you duel is killed by any other means - you get a CQ despite neither of you being PVP flagged at all. And all the other instances of that type of thing too need to be fixed. Then ALL CQ needs to be reset to 0. This ensures that all rankings are 100% fair and are a true indication of PVP ability and not influenced by any other "bugs". Until that is done, any attempt at rankings would be pointless as you'd never know for certain that any CQ was gained via actually PVP ability or not.


Mainframe Invader

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If this were to happen, I would request a CQ wipe. The reason being, is back in CR1.0 when us Assassins carefully chose our targets and got 1 cq, hackers ran around dev fielding Mara C for 10 or more cq's at once.



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A cq wipe would be crazy. Alot of people, myself included have worked hard to get the number of cqs that we currently have. I know people who have 10 odd k in cqs and im sure that they wouldnt be impressed if that was just taken away from them.


Mainframe Invader

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Yes, and the majority of those they obtained in CR1 for reasons I already said. Now we're in CR2. A whole new game style. If rankings come out, then they shouldnt add in CQ's gained when the game was in the old system.

Those who were good at PvP then may have racked up CQ's, but then we CR2 hit they suddenly are at the bottem of the line. Then they would still be named Top PvP'er because of said CQ points, then everyone else would be complaining about the broke system.

CQ wipe would be the best way implemented.



Jacked Out

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If something were to be done like that then a CQ wipe would definetly be the way to go.

As for the way I think the points should work, i'd say base it off of a PvP MMO I played before this.

Someone suggested using the chevron ranking system for players also, so when thats meshed with the RF system it would work something like:


• A rank 1 kills a rank 2, he would gain 2CQ the rank 2 would lose 3CQ.
• A rank 1 lands the final blow on a rank 3, same as above except +3/-5CQ is exchanged.
• A rank 1 gets instapopped by a rank 3, no CQ gain/loss would occur.
• A rank 1 gets killed by a rank 2, the rank 2 gains 1CQ, but the rank 1 loses nothing.
• A rank 2 gets killed by a rank 3, the rank 2 loses 1CQ, the rank 3 gains 1.
• Killing someone of the same rank would grant you the same number of CQ as your rank (+/- 3 at rank 3 for example)
• Someone in a group lands the final blow, that person gets max CQ, while the rest of the group recieves 1.
• This ones not really needed...but, if someone kills a player more than  25 Levels below them, they lose 10 points. (50's would avoid killing people under level 25, but the -25's would be able to poke at them for 1 damage =p)

NOTE: The RFO system worked in a much different way i'm just thinking how it could be applied here. For example there, if i had 100k CP (Contribution Points, basically CQ) and I killed someone with 10k CP i'd gain practically nothing and they'd lose nothing. If i killed someone with 300k CP, I'd gain about 4k and they'd lose around 10k. Basically the bigger the difference the more it affected your CP change. But that game was literally made for ONLY pvp (perma-flagged from level 1) so the system probably wouldnt work well here.


So what this system does is:
• It rewards lower levels to be somewhat feared in PvP as they would suck alot of CQ if they landed the final blow somehow. (I remember the lowbie killing rampage I went on in RFO after a lowbie Summoner landed the final blow on me and sucked away 9k Contribution Points >.>SMILEY
• Prevents cheating by letting someone kill you repeatedly to get thier CQ up as you would lose CQ in the process.
• Lets lower levels *try* to help in PvP without much fear as they dont lose any CQ from anything other than rank 1's. (Getting to rank 2 is where you start to lose CQ basically)
• Gives much needed fear of dying in PvP. (Other than ego reasons)
• Will most likely cause more red names as everyone would want access to the rewards mentioned below.
• Forces the "I have to oneshot this lowbie to try to *CENSORED* him off" type of player to have a bit of honor....or just kill the lowbie anyway and lose the CQ

And now..the negatives:
• Might cause people on the non-pvp servers to flag less frequently. Might need to go the SWG route, where if you get flagged somehow, you'd be flagged for the next 30-45mins even if you die.
• Will give the higher CQ players a much larger e-peen >.>
• The amount of 'I just got ganked' threads on the Vector forums would crash the forums.
• The amount of work needed to implement even half of this will probably cause it to never happen.



And now, we all know that there has to be a reason for having high rank/points in any pvp system.
So what I was thinking is, having vendors that require X amount of CQ to access.
For example, a vendor that sells misc. fun items like fireworks and whatnot could be available at 500CQ, while a vendor that sells highly coveted pvp gear could be accessed at 10 or 20k CQ. Of course this doesn't have to be limited to vendors, new areas can be accessed at X amount of CQ (that have mobs that drop good loot for example), let players convert CQ into info (at the cost of losing the CQ they transfer to info), new abilities that can be purchased with CQ (imagine purchasing a new finisher for your fighting style =o), the sky is the limit.

Of course this wouldn't be able to be put into effect until all classes are balanced and whatnot (read: when 95% of players arent SMG Specs, MKT's and Kung-Fu, afterall..how many Proxy Masters or Vectors do you see running around. Bet you didn't even know there was a class called Vector =p). But even in the classes current state, I think having a point to PvP would be pretty nice.

And as a final thought, with all the talk about WoW, it made me think of battlegrounds (for those that don't know, they're basically instanced pvp arenas). Imagine how cool it'd be to team up with fellow machinists hop into an instance where you have to prevent the mervs from achieving X objective. I might as well stop now...going off on a limb, guess its just too late and my brain is fizzling out. >.>

/endrambling



Systemic Anomaly

Joined: Aug 17, 2005
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  In your 'details box' under a PvP sub heading.

 

  CQs

  Player from whom Most CQ's were earned. (and a total)

   Player who has earned the most CQ from you. (and a total)

    Highest level delta kill, and who. (Ntrails at level 34 killed x at level 50)

     Biggest Delta Gank. (Ntrails at level 50 killed x at level 2)

    

 And a CQ ranking system... i.e. top of server with x CQ.

 

  Just an idea.  And would it be good to have all CQ's on all chars on a server combine?

   




Jacked Out

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Ntrails wrote:

 

  In your 'details box' under a PvP sub heading.

 

  CQs

  Player from whom Most CQ's were earned. (and a total)

   Player who has earned the most CQ from you. (and a total)

    Highest level delta kill, and who. (Ntrails at level 34 killed x at level 50)

     Biggest Delta Gank. (Ntrails at level 50 killed x at level 2)

    

 And a CQ ranking system... i.e. top of server with x CQ.

 

  Just an idea.  And would it be good to have all CQ's on all chars on a server combine?

   

I like this idea.. the last point tho maybe it would be best to have servers separate then another "table"? with them combined.


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I know from other games that it's a good idea.


Systemic Anomaly

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and what about if somebody has gotten 300CQ's in a week, who's been playing 10 hours a day, and somebody else gets 30CQ's and only plays 1 hour a day. would they get penilized for not being ingame?? or would it average out.

would it account for if you were in a team while getting the kill?


 
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