Mercbeast Posted January 16, 2012 Share Posted January 16, 2012 (edited) Maybe this stuff is in the works, maybe it isn't. Regardless these are some things that need to happen to really bring PvP up to where it could be. Before people jump in with the obligatory insults, I've been playing MMO's longer than literally 99.9% of you, yes that number is pulled out of my arse, but it probably is also pretty close to the actual number. When I started, the total world wide user base for graphical MMO's was in the hundreds, to maybe a few thousand. 1) Jack DAOC's realm rank system. Don't reinvent the wheel. You have the Valor system, it is being wasted right now. Implement a PvP only talent tree where talent points are earned via Valor ranks. 2) Revamp the gear progression system. You have three tiers of PvP gear. Use it. Create three bag levels. Centurion = centurion commendations. Champion = champion commendations. BM = Battlemaster commendations. Champion rank is 50 I believe, make champion gear require valor rank 50. Grand father existing gear in. Remove the token system entirely for PvP. It is too random. PvP progression should not be completely RNG as it currently is. 3) Ilum - Remove the restriction for daily completion on the central node, it simply will not work on extremely unbalanced servers. Open the daily completion to the entire zone. Make only one node vulnerable at a time initially. Make it start at the central node. If Imps capture the central node, they can cap the southern node while the central node stays vuln, and from the southern node they can destroy the turrets. After the central node is controlled, only two nodes are vulnerable, this creates attack/defend mechanics and a stair step system. Remove the speeder paths out into the battle field. Add in ancillary control points not tied to the overall control for Ilum that are not locked. Make these control points grant a zone wide boost. Allowing organic systems to develop in a game is always better than enforcing them. The only one control point at a time creates an organic system. It simulates actual logistics. By removing the extra speeder paths you create a system where the attacking/winning side has a longer reinforcement cycle. The closer you get to the enemy base, the longer reinforcements take to reach you and the more difficult it is to maintain control. Additionally the defensive side can send groups into the enemy rear to cut off reinforcements. This creates tactical and strategic depth to the zone. 4) Make mercenary chests spawn rates in the FFA Tat zone scale to the number of players in the area fighting. Add this mechanic to Ilum in the PvP area. This will create a real incentive for people to get out and roam in these areas. 5) Long term - make dead enemy players drop a corpse and yield randomly generated loot, coins, rarely merc commendations. Some cross server farming is bound to happen, don't cripple the system on the off chance a small minority will exploit it. Edited January 16, 2012 by Mercbeast Link to comment Share on other sites More sharing options...
Mercbeast Posted January 26, 2012 Author Share Posted January 26, 2012 Still true. Link to comment Share on other sites More sharing options...
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