[DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
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Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
Rather than fixing the entire PQ system. Adding PQ currency at least to t4 where Ruin is (the only pq set of importance at the moment) would make things a lot smoother. It fixes a problem, whereas all the tweaking to the rolling creates more than it fixes most of the time. Nothing against the staff but that **** is hard, so simple good solutions like this are money.
I mentioned this to a GM for the new accessory sets as well. Progressive goals like emblems rather than 1 in a million drops that you can get the same one of. Would be HUGE for RvR and PQ's. I'd probably get Ruin on all my alts if this happened. Rather than 4-5 of one item after days.
Great idea.
I mentioned this to a GM for the new accessory sets as well. Progressive goals like emblems rather than 1 in a million drops that you can get the same one of. Would be HUGE for RvR and PQ's. I'd probably get Ruin on all my alts if this happened. Rather than 4-5 of one item after days.
Great idea.
Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
I thin it is a great idea but the price of gear needs to be changed, to be increased dramatically. This is because what has been spoken by the Devs, and pushed very hard around the drop of tier 4, that this current psudo end game of Annihilator gear is going to be the "end game", for a very, very long time.
The annihilator gear is supposed to be hard because there wont be anything else better, no conquer gear, or dungeon gear or new jewelry, because creating and implementing the RvR campaign is the main focus right now, along with data base quest fixes, see any of the patch notes to confirm this.
Once people have the annihilator gear, we will have the same problem we all experienced towards the end of tier 3 were players, once bis geared out stopped playing altogether and left the game due to the lack of character progression.
The proposed idea is great, but if implemented, the price of gear needs to be extremely high.
The annihilator gear is supposed to be hard because there wont be anything else better, no conquer gear, or dungeon gear or new jewelry, because creating and implementing the RvR campaign is the main focus right now, along with data base quest fixes, see any of the patch notes to confirm this.
Once people have the annihilator gear, we will have the same problem we all experienced towards the end of tier 3 were players, once bis geared out stopped playing altogether and left the game due to the lack of character progression.
The proposed idea is great, but if implemented, the price of gear needs to be extremely high.
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Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
I agree and support this proposal. But I also agree with the few that said that the gear prices need to be high because for for pure SnB tanks, ruin gear would be their end-game therefore it has to be high.
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- th3gatekeeper
- Posts: 952
Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
Yeah I completely agree. Currently its actually not "hard" to get between 1-3 pieces. Its only "hard" to get the 4th or 5th piece just because of sheer RNG giving you SO many repeats. Which IMO is the wrong kind of "hard" that it should be.Dirtyz wrote:I agree and support this proposal. But I also agree with the few that said that the gear prices need to be high because for for pure SnB tanks, ruin gear would be their end-game therefore it has to be high.
it should be a longer "grind" rather than sheer RNG. So having a system like what I proposed above, would mean that it would take multiple gold bags to get 1 pieces, but you could even build up towards that Ruin piece via blue or purple bags too. For PQs the BIGGEST thing would be the focus on playing as a team - where as, right now all everyone wants to do is be dicks to eachother since the scoring system somehow rewards a solo tank who aoe pulls everything and solo farms, over being in the WB. Seems like "aggro" has a big factor so some classes just get put by the wayside never getting gold. Its like RNG ontop of RNG ontop of RNG (contribution + roll + what item you get).
For RVR, I think it should be steep as well... People are more than happy to grind away when it comes to things they make slow but sure progress towards.
its the long grinds with zero reward or "progress" that KILLS desire to play. I would love doing RVR more with a more defined contribution, same with PQs on alts. I would go and even HELP people get theirs since it would be much less frustrating and more about "just doing enough of them" to get the gear.
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Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
I totally agree!th3gatekeeper wrote:Ill keep this short without a long prologue.
WALL OF TEXT....
Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
Love this idea. In one fell swoop it would solve all the annoyances with the current bag system.
Tweaking required for pricing etc etc, but the principal is so much more superior to the nonsensical & frustrating rng duplicate system we have now.
I also agree that bringing the tokens into the RvR realm would also increase interest. I mean, even if you get a green bag you have a chance at 1 token, which although very minor means at least you feel like you've actually won or earned something. We all like to feel like we've won or earned something shiny
Tweaking required for pricing etc etc, but the principal is so much more superior to the nonsensical & frustrating rng duplicate system we have now.
I also agree that bringing the tokens into the RvR realm would also increase interest. I mean, even if you get a green bag you have a chance at 1 token, which although very minor means at least you feel like you've actually won or earned something. We all like to feel like we've won or earned something shiny

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- saupreusse
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Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
I like the idea...
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Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
+1
I understand the purple jewelry set is a carrot on a stick (we need them) but making things totally RNG sucks any sense of progression out the window and kills F U N.
As for "well what about when you get sov and everything you need?"... Right now the T4 campaign suffers from the same shallowness the T1-3 campaign have becuase forts and cities are not implemented yet. There is no sense of having done anything meaningful when you take a keep or lock a zone becuase endgame has essentially been the same since T2 (taking/defending keeps).
I also hope the devs make it so you can only get conq and above sets from actually participating in that content (medals would only drop in forts/cities and at a much less rate for defenders). People getting the same rewards for defending is bullshit when attacking is much harder, not to mention if we are talking about forts/cities the attackers had to lay the groundwork to even get there in the first place. Just showing up for a defence and jerking off then getting a shot at gold bags is just sad! :^)
I understand the purple jewelry set is a carrot on a stick (we need them) but making things totally RNG sucks any sense of progression out the window and kills F U N.
As for "well what about when you get sov and everything you need?"... Right now the T4 campaign suffers from the same shallowness the T1-3 campaign have becuase forts and cities are not implemented yet. There is no sense of having done anything meaningful when you take a keep or lock a zone becuase endgame has essentially been the same since T2 (taking/defending keeps).
I also hope the devs make it so you can only get conq and above sets from actually participating in that content (medals would only drop in forts/cities and at a much less rate for defenders). People getting the same rewards for defending is bullshit when attacking is much harder, not to mention if we are talking about forts/cities the attackers had to lay the groundwork to even get there in the first place. Just showing up for a defence and jerking off then getting a shot at gold bags is just sad! :^)
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- th3gatekeeper
- Posts: 952
Re: [DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
This exactly. I steer away from RVR right now because at the end of the day what will I get? some influence, which is kinda meh for my 2H chosen who has his SC weapon (better than influence weapon). Some medallions - which is meh cause I have the 5/5 Merc set and Annihilator is like a weird "hybrid" and not as appealing IMO....Mael wrote: I mean, even if you get a green bag you have a chance at 1 token, which although very minor means at least you feel like you've actually won or earned something. We all like to feel like we've won or earned something shiny
So its all about the % chance to get purple bags... which it will take HOURS for a keep take, probably frustration combined with the fact that its what % chance to get purple when there are 50-60+ people there?
So I have arguably a 2% chance for a purple bag.. for a piece of gear that (by itself without set bonus) I wouldnt use....
BUT! Throw in a chance at 1 currency off greens. 1-2 off blues. 2-3 off purples and 5 off gold bags.. with each item costing 10-15 of these currency....
Now it looks appealing because even if all I did was get greens/blue bags after enough keeps I KNOW I can get something... Versus currently each and every keep take is its own probability....
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