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Rewards for open world pvp kills


pellib

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I do enjoy this game in many aspects but I feel that it lacks of incentives for open world pvp. A lot of players has choosen to play on a pvp server because they wanted numerous random encounters out in the world.

 

Players act according to how they are rewarded so please add incentives for going out hunting the enemy out in the world and the open world pvp will thrive.

Edited by pellib
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People exploit the system too much, by kill trading.

 

Just needs a diminishing returns system like Warhammer Online has.

 

 

However SWTOR needs a decent RvR basin much, much more urgently than it needs general OPvP rewards.

Edited by Goretzu
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How about we take away the casual "keep all you gear pvp" even after you die 40+ times.

 

Let make pvp interesting again, if you kill a player, he drops his gear.

* PvP in swtor is all of a sudden interesting.:rak_03:

 

I'd subscribe for years, if this was implemented.

 

 

------

Pros

* No more kill trading, "well that was easy".

* Competitive environment, "People are actually going to try their best to keep their gear, in return great pvp is given to the community"

 

Cons

* The carebears are going to cry, because they lost some gear. "Not sure if this is a con."

Edited by Valperion
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How about we take away the casual "keep all you gear pvp".

 

Let make pvp interesting again, if you kill a player, he drops his gear.

* PvP in swtor is all of a sudden interesting.

 

territory control rvr would get even pve folks like me interested in pvp . as things are you have 4 map playpen pvp =p

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I would love to see a dungeon system like the lord of the rings: online has in the Ettenmoors - Where it is filled with PVE mobs which people can fight bosses. Some are solo some are group (4 people) and some take a raid to take down. these rewards go towards PVP gear and PVP related items.

 

The thing that makes the dungeon interesting though is the fact it's an instanced dungeon which is open to both factions and is a PVP enabled area. So you can wipe your enemy while they take down bosses, and fight for control of the mines.

 

This would make a perfect addition to Ilum - getting rid of the circle armament quests and having a dungeon to take over where you have to defeat PVE mobs to gain crystals for your daily/weekly quests.

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Reward can be people drop credits from the bank every time they die. That amount can be random as well, and drop gear a well. This can be a nice reward.

 

Thats why similar to how they have pvp gear, and raid gear, there should also be open world pvp gear that follows the logic of sand box MMOs. So by that, they can create greater rewards similar to the style of sand box MMOs with player loot dropping.

 

The reason why people would use open world gear is because items drop randomly from a persons attire. Maybe they can make pvp gear slightly better and if people feel confident enough can pvp with that in the open world. (could become a recipe for them and their class for that tier)

 

Also despite this major implementation of having a whole new tier of gear... kill trading only works when there is a few people who agree to do that. If there is enough people in one spot who gathered for the purpose of pvp (special pvp timed session), collecting resources in a small amount of time (and collecting those resources meant maintaining a pvp objective in the open world to gain resources per tick or allow people to interact with resource nodes) then people will pvp instead of kill trading.

 

edit: also the resources that are collected should be of high value, and of importance to make people to want to meet to get those resources, which is why having enough sand box features is very important. The resources would build cities, siege weapons, transport vehicles etc.

 

edit2: Also open world as meaningful pvp to fight over resources, or not kill trade will need something similar to a mechanic like sand box MMOs, or the crafting will be too easy, and it simply a grind to either obtain or purchase since there is no pvp involved. Similar to how open world pvp can be simulated in warzones with sieges etc, but its still ignoring the reason behind the conflict to conquer, and is another grind and the only reward becomes better gear. Or having fun... but the problem with a grind system, is that people catching up are normally the 'small fry' and that can not be fun.

Edited by VegaPhone
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Just needs a diminishing returns system like Warhammer Online has.

 

 

However SWTOR needs a decent RvR basin much, much more urgently than it needs general OPvP rewards.

 

What is a RVR Basin ?

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Reward can be people drop credits from the bank every time they die. That amount can be random as well, and drop gear a well. This can be a nice reward.

 

Thats why similar to how they have pvp gear, and raid gear, there should also be open world pvp gear that follows the logic of sand box MMOs. So by that, they can create greater rewards similar to the style of sand box MMOs with player loot dropping.

 

The reason why people would use open world gear is because items drop randomly from a persons attire. Maybe they can make pvp gear slightly better and if people feel confident enough can pvp in the open world.

 

Also despite this major implementation of having a whole new tier of gear... kill trading only works when there is a few people who agree to do that. If there is enough people in one spot who gathered for the purpose of pvp (special pvp timed session), collecting resources in a small amount of time (and collecting those resources meant maintaining a pvp objective in the open world to gain resources per tick or allow people to interact with resource nodes) then people will pvp instead of kill trading.

 

you really are going to come up with something better than that to get the whole community involved in pvp . the standard player mind set will not allow for random gear or credits getting taken off them . this isent marketed as a hard core free for all pvp game

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territory control rvr would get even pve folks like me interested in pvp . as things are you have 4 map playpen pvp =p

 

Lets hope they make good quaility rvr.

* Free For All : rvr would be great for a competitive guild environment

- Not every sith is loyal to the empire.

- Not every jedi is loyal to the republic.

 

Encourage a system that does "NOT" benefit kill trade or even base trading.

* Give one side a huge advantage, "money,buffs,limited rvr gear etc"

* Weekly or monthly battles, not this exchanged bases in a couple minutes.

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you really are going to come up with something better than that to get the whole community involved in pvp . the standard player mind set will not allow for random gear or credits getting taken off them . this isent marketed as a hard core free for all pvp game

 

The point is about different possibilties for having a system that does not allow kill trading. I also mentioned a sand box mechanic, which means a whole area and game of its own. player housing, guild castles, seige weapons, transport vehicles etc. This might be a bit hardcore, but they can balance it out so the loss is not that great, and can easily be regained especially for guild warefare. ALso the point is how to create a need to fight over resources.

 

I also mentioned having another method to avoid kill trading and that is with rewarding people only during timed events, putting enough people together, and for certain other rewards like rare resources they are obtainable at a certain time as well through captured pvp objectives.

 

If they go with what they had previously then of course people will kill trade, or just farm instead. The purpose of gathering those resources is to grind for better gear, and its not the same reason as in a sand box MMO or recreating a situation like a WZ but timing it as an alternative.

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What is a RVR Basin ?

 

Well that's a huge question. :)

 

It was what Ilum's RvR (or the artist formerly known as RvR) bit was supposed to be.

 

You'll find them in varying types in Warhammer Online, DAoC, LOTRO, WoW etc.

 

 

 

But basically it is an area of usually OPvP (although sometimes large population (at least 25+) instanced PvP) that has some sort of structual goal and usually reward for factional/team based PvPing.

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