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[DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

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th3gatekeeper
Posts: 952

[DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#1 » Mon Jun 06, 2016 5:56 pm

Ill keep this short without a long prologue.

One of the BIGGEST issues I see with RVR and PQs is the unpleasent way loot is rewarded. I have been reading much of Azaraels posts recently regarding RVR changes, and I am 100% behind them. However, one of the things that really needs to be addresses is the way the loot system works.

CURRENTLY: We all know how PQs work... Gold bag gets RNG at Ruin gear. There is HUGE unpleasentry in farming these, the contribution system isnt ideal. Favors some classes over others and creates competition within groups rather than looking to have players work together to get gear. Not just that, ive seen PQs derailed because the tank doesnt want to join the group, because he gets more contribution solo Agroing/farming which lead to healers not wanting to heal him etc.

Same with RVR a bit... You get a big warband, spend hours taking a keep only to have what seems like pure RNG take over and its an "all or nothing" feel. Which is a HUGE deterrant for players even wanting to do RVR (it is for me atleast) since you dont feel ANY closer to accomplishing obtaining gear from a keep take that took hours - than you did when you started. (And I am not talking about Anni gear here but the Jewelry set)


SOLUTION: I am a HUGE fan of keeping things simple. The more simple, the better. I think the EASIEST way to fix this "RNG" feel while STILL making it a HARD grind would be to create a new "currency" item for PQs, and for RVR, keep the current "currency" in purple bags but use them differently. Let me explain.

If a new currency were created from the PQs, and INSTEAD of gear dropping from the gold bags, it dropped say 5 "PQ Emblems". The purple bags could drop 2, and the blue bags could drop 1. Now you can make a vendor that sells pieces for various prices. Maybe the Chest armor costs 15 of these - meaning 3 gold bags, or a combination of purple,blue,gold accumulated "currency". What THIS does is allows players to want to work together more, since faster PQs means steady progress to get the gear you desire. This ALSO alleviates the frustration of needing X piece of gear, and getting 5 duplicate items of something you already have from the gold bags. It still heavily rewards those gold bags, but now getting purple or blue doesnt make you feel like you missed out SO much. Now even if you show up and help out and get 3 blue bags in a row. You are atleast a BIT Closer to getting a piece of gear, versus right now are no more closer than you were before...

For RVR I think the same thing needs to be done. The purple bags drop "currency" that is RNG and depending on the one you get, you cash it in for a piece of jewelry... These are BIS and frankly mroe desired than the gold bags even.

I suggest doing the SAME thing except adding them as a reward on the gold bags - ALONG with the option for an ANNI gear piece. So the same rules apply.

Gold could drop 5.
Purple 2-3.
Blue 1-2.
Green 0-1.

Each piece could cost ~10 or something.

You will have a TON more players wanting to RVR since even if they get green bags, they have a CHANCE at an "RVR Currency" which can lead to them buying some jewelry... Or if they get super lucky and get a gold bag, it puts them a LONG way towards getting 1 piece... Or maybe they get 2 purple bags and are lucky and (again) can almost buy 1 piece.

Sure right now 1 purple bag = 1 piece. But it would be MUCH better to have an accumulation goal versus pure RNG, also one where you can SELECT your rewards (via a RVR currency vendor) rather than RNG AGAIN here....

Just like SC Weapons - 880 emblems takes a LONG time to get... But you accumulate it over time... So each and every SC gets you a LITTLE bit closer - even if you LOSE! So you play for 2 hours and feel good about playing.

Versus RvR or PQs where you can spend 2 hours and feel NOWEHRE closer to your goal than you were before you played.
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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peterthepan3
Posts: 6509

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#2 » Mon Jun 06, 2016 6:38 pm

I like it.
Image

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CzarRedwall
Posts: 262

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#3 » Mon Jun 06, 2016 6:43 pm

Support

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Collateral
Posts: 1494

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#4 » Mon Jun 06, 2016 6:50 pm

Yes I agree. The rng in this game is really making it boring and frustrating when you put in so much time and effort (orginizing wbs, parties and in the end winning the fight) and get virtually nothing in return. I don't even have to mention that the state of RVR (keep taking, BOs etc.) is not helping this either.

Hopefully we the community can help the devs desing the game so everyone enjoys it. I think that this system would be a great step forward.

Vinicin
Posts: 5

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#5 » Mon Jun 06, 2016 6:52 pm

Like it also

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CzarRedwall
Posts: 262

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#6 » Mon Jun 06, 2016 6:52 pm

The thing is, you'd have to create 4 new currencies, one for each tier. Can't be farming pqs in nordland for ruin gear hehe

Aven
Posts: 44

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#7 » Mon Jun 06, 2016 6:52 pm

I believe there should be simply more reward bags, having better rewards. It's not normal that the golden bag has a piece of stuff, and the purple is just 'lol have 5 medallions and **** you'
Avenflar, Zealot, Athel Loren, RR Icompletelyforgotbynow

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thullonse
Posts: 182

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#8 » Mon Jun 06, 2016 6:53 pm

i get the "no freebies" phylosophie the devs have but we are talking about the entry gear of t4 currently. having to grind for weeks just for one set is a bad design. yes the costs can(and probably will) be altered in the future with more and more gear available but making gear hard to obtain is a pretty bad decision. you have to have the needed renown rank anyways to equip the stuff so why not make the gear easier to obtain? you have to grind the RR.
currently the grind is unreal for a pvp game and thats a shame. even korean mmo grinders have easier access to gear.

i addition to that you have to fight a triple-dipping-RNG to get gear.
1.) RNG to be on the roll list
2.) RNG on the roll itself
3.) RNG to get an item you dont have

you can take keeps all day long but if you have bad RNG you dont get anything which is just bad design.
*** you leatherman

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bloodi
Suspended
Posts: 1725

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#9 » Mon Jun 06, 2016 6:54 pm

Aven wrote:I believe there should be simply more reward bags, having better rewards. It's not normal that the golden bag has a piece of stuff, and the purple is just 'lol have 5 medallions and **** you'
I find spending a couple hours in a keep siege and not even getting a bag or those "lol 5 medallions" at all much more insulting to be honest.

I understand not giving rewards for keeps that were not defended, giving rewards to just a few for defended keeps seems like a huge kick in the nuts.

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Sand
Posts: 1

Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system

Post#10 » Mon Jun 06, 2016 6:55 pm

Great idea.
The PQ's are totally unbalanced and some classes are at a handicap.
To counter this it should be made so that everyone gets at least a green bag and is given the chance to slowly progress vs the alternative always being at the bottom and never winning anything.

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