I watched the awesome update video and I couldn't agree more with the sentiment about PQ's on live.
In the lower tiers and early t4 PQ's did actually have a purpose. They offered purple weapons, capes, and jewelry along side the RvR and Dungeon drops that were really nice. But they got completely out classed as the game went on. First came land of the death, and then scenario weapons, and renown jewelry. Any reason to do them vanished. Even the unique looking set was a pain to farm due to the loot bag system and incredibly random drop rate.
So how do you make PQ's worth while in RoR?
1. Make the gear a little more attractive. There are some great armor / jewelry pieces from PQ's, with a tiny bit of love fixing weird stat mixes and improving drop rates, a lot of people will do PQ's to get gear. Without lotd jewelry to compete with the PQ purple are already very good for T4. The next thing to do would be to either adjust the weapons up, or the scenario weapons down. Some of the harder PQ's had weapons on par with LV. They often gave lots of crit, which made them unique from the proc weapons. But the scenario weapons outclassed almost everything. If they got toned down a bit, other items would be more competitive.
2. Add a currency system for appearance items / crafting items. To keep people interested in PQ's they need a reason to go back and keep doing them, and appearance items tied to a currency could work. There are a lot of neat unused skins, and the dev's have already played around with them a bit. A lot of people would happily do PQ's if it got them some Altdorf / IC civilian clothes, one of the pets, or even just a more reliable way to get certain crafting mats. Putting in a currency system is a great way to do it. It can also be a way to introduce weekly or monthly quests designed to push certain pairing PQ's. Do these 3 dwarf PQ's and get extra tokens. It is similar to the weekly pve system SWTOR, or the old weekly scenarios.
So those are my two suggestions. Improve the existing loot to make it a little bit more valuable, then add a currency for appearance gear, novelty pets, and crafting mats (high price so farming is still ).
[Suggestion - PQs] PQ currency system
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Re: [Suggestion - PQs] PQ currency system
bringing back life to the dead pve maps! they had some of the most awesome looking places, but no one was there to see themKarast wrote:I watched the awesome update video and I couldn't agree more with the sentiment about PQ's on live.
In the lower tiers and early t4 PQ's did actually have a purpose. They offered purple weapons, capes, and jewelry along side the RvR and Dungeon drops that were really nice. But they got completely out classed as the game went on. First came land of the death, and then scenario weapons, and renown jewelry. Any reason to do them vanished. Even the unique looking set was a pain to farm due to the loot bag system and incredibly random drop rate.
So how do you make PQ's worth while in RoR?
1. Make the gear a little more attractive. There are some great armor / jewelry pieces from PQ's, with a tiny bit of love fixing weird stat mixes and improving drop rates, a lot of people will do PQ's to get gear. Without lotd jewelry to compete with the PQ purple are already very good for T4. The next thing to do would be to either adjust the weapons up, or the scenario weapons down. Some of the harder PQ's had weapons on par with LV. They often gave lots of crit, which made them unique from the proc weapons. But the scenario weapons outclassed almost everything. If they got toned down a bit, other items would be more competitive.
2. Add a currency system for appearance items / crafting items. To keep people interested in PQ's they need a reason to go back and keep doing them, and appearance items tied to a currency could work. There are a lot of neat unused skins, and the dev's have already played around with them a bit. A lot of people would happily do PQ's if it got them some Altdorf / IC civilian clothes, one of the pets, or even just a more reliable way to get certain crafting mats. Putting in a currency system is a great way to do it. It can also be a way to introduce weekly or monthly quests designed to push certain pairing PQ's. Do these 3 dwarf PQ's and get extra tokens. It is similar to the weekly pve system SWTOR, or the old weekly scenarios.
So those are my two suggestions. Improve the existing loot to make it a little bit more valuable, then add a currency for appearance gear, novelty pets, and crafting mats (high price so farming is still ).


But in the end of the day, the best gear should be available by doing rvr/pvp.
Saup - RR 8x WP
Son - RR 8x AM
Son - RR 8x AM
Re: [Suggestion - PQs] PQ currency system
I am not saying make any PQ gear better than RvR. The existing items are already on par with keep / dungeon stuff at 40. Just clean up the drop rate, and some weird junk stats like int / will power on a melee crit weapon.
Most of it will get replaced at RR70+ with set jewelry / LV jewelry but it would make for a nice bit of place holder items, and for some specs, they might last longer.
I remember that I used my 2% block ring from a PQ pretty much until TOVL drops. But if it wasn't for the TOVL sets I more than likely would have still been using it.
Most of it will get replaced at RR70+ with set jewelry / LV jewelry but it would make for a nice bit of place holder items, and for some specs, they might last longer.
I remember that I used my 2% block ring from a PQ pretty much until TOVL drops. But if it wasn't for the TOVL sets I more than likely would have still been using it.
Re: [Suggestion - PQs] PQ currency system
If you introduce PQ currency, which is an interesting idea, you would need to rotate which PQs awarded them. If you don't then people will just farm the nearest easy PQ to each flightmaster and nothing else.
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