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LaztorW

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  1. Hah, a good portion of the time it starts, but then shuts down due to lack of players on our side. As far as world PvP goes, Illum and any other similar content they may develop is likely to be the only real endgame for PvP. It simply will not work unless there are adequate numbers on both sides. This solution is the easiest way to encourage both new players to go Republic and old players to reroll a toon on Republic.
  2. +1 if you want an XP+Valor+Commendation Bonus for the underpopulated side proportional to the imbalance. Mythic did something similar in DAOC, why not here?
  3. 1) Resolve System The resolve “system” is poorly implemented. A) Full resolve should create immunity for all types of CC, not just select abilities. B) Full resolve should break the current CC instead of not being effective until after it runs out. 2) Incentive A) The current PvP system is an unabashed gear grind. This system is a great way to keep some subscribers on a treadmill, but it is ultimately ***** for quality pvp. B) Implement either instanced territory control, i.e. Global Agenda, or ranked Group vs. Group ladders. In any case, let Guilds fight Guilds to elevate the quality of PvP from forced pug matches as it is now. 3) Scale A) Anyone can go and play better games for 8v8 instanced fights. They can also choose their teammates, which elevates the quality of play. The competitive advantage of a MMO is SCALE. Implement real sieges that can draw on cross-server populations to actually even out numbers (i.e. maximum 50 on 50 drawing pre-made groups from multiple servers). Also, allow some benefits to be guild based giving incentive for players to self-organize. B) Allow more dynamic fights than one side vs. the other. Design fights that can involve Sith vs. Sith vs. Republic for example, which would also improve faction balance.
  4. Developers, If you want more bang for your development buck, you should consider spending more time developing clan oriented PvP activities such as territory control or ranked pvp matches. Please see the below three points: 1) PvP content is more easily and commonly reused. How many times have players run through the same warzone vs. the same flash point? 2) Clans, being player communities, are what keep people in a game long past the point where solo and small group content has been exhausted. That sense of community is what players generally seek in MMOs, thus making it the competitive advantage of the genre. 3) Territory control or ranked pvp matches can create a dynamic setting for player conflict far in excess of any developer designed war zone. Two sides to a conflict quickly becomes dry and unbalanced. However, with clans combating each other for supremacy there will be an ever changing playing field. Players, Your feedback and replies in general are appreciated to keep this issue in the spotlight.
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