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Bozzax
Posts: 2606

Re: Ruin Gear Wipe

Post#141 » Thu May 12, 2016 4:24 pm

freshour wrote:New system is pretty good! I don't 100% understand it and as a melee DoK have struggled to place very high which is surprising. But I think if you made 2 gold bags drop each PQ there would be less complaining and people would "deal with it" so to speak.

But if not, no worries, we don't "have" to get" the ruin set but the armor is pretty nice. :) love you guys
2 bags every 20 min guess how long a full set would take and compare that to merc set or anni
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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freshour
Banned
Posts: 835

Re: Ruin Gear Wipe

Post#142 » Thu May 12, 2016 4:51 pm

Bozzax wrote:
freshour wrote:New system is pretty good! I don't 100% understand it and as a melee DoK have struggled to place very high which is surprising. But I think if you made 2 gold bags drop each PQ there would be less complaining and people would "deal with it" so to speak.

But if not, no worries, we don't "have" to get" the ruin set but the armor is pretty nice. :) love you guys
2 bags every 20 min guess how long a full set would take and compare that to merc set or anni
- I thought it was understood for most that this set is inferior by quite a bit to the other sets? I guess I was logically trying to rationalize an inferior set being easier to obtain and warrant less grinding. As far as I can tell people will most likely try and get 2-3 pieces of ruin gear and add that to 2-3 pieces of duel/dev sets until merc/annihilator is achieved.

- As it currently stands it will take quite a bit longer for most people than AFK'ing before. I've done maybe 20 PQ's seen 2-3 gold bags, and obviously not won a single one. Rationally I can tell myself I'd sit for 20-30 for one piece but at the current rate its exponentially more than that. Rather than redoing then entire system again, at least 1 gold bag regardless of size (yes... if 3-4 people can do it, SURE give em a bag they will most likely get a duplicate of an item they have already), and then 12-13 people = 2 bags over 20 = 3 bags.

- It doesn't seem too easy, still a good grind, but also you give people an incentive that they could actually reach it. I mean in a few weeks most will have the new rvr/pq sets so ruin will be a thing of the past. I'd rather it be farmed/used while it is still relevant honestly. But again, that is just me trying to throw logic in as my build really doesn't need it, but the extra armor is nice til I get my last 2 SC pieces. Maybe something like I suggested, maybe meet me in the middle? Or do nothing at all hehe, all are great options compared to afk'n2Win

User avatar
Moondogg
Posts: 56

Re: Ruin Gear Wipe

Post#143 » Thu May 12, 2016 5:27 pm

Torquemadra wrote:Its possible I can make some kind of trade system, but it wont be immediate as will need to plan it out and pretty busy atm, perhaps at a ratio of 2 unwanted peices for a desired piece or something.
How about some kind of currency system for PQs? Make the prices of the gear equal to their RVR and Scenario counterparts.

This would rely on players getting accurate contribution points to achieve the following.

Everyone who is eligible for a roll gets 1 PQ Currency.
If you do not meet the minimum level for the PQ, you do not get a currency.
If at any point during the PQ you are labeled "AFK", you do not get a currency.

Gold Bags (One must drop every PQ)
- Award a piece of gear
- 5 PQ Currency (If the gear piece is a duplicate)

Purple Bags (One must drop every PQ)
- 4 PQ Currency

Blue Bags (One must drop every PQ)
- 3 PQ Currency

Green Bags
- 2 PQ Currency

White Bags
- 1 PQ Currency

I feel that this would help with the solution of people getting multiples of the same piece. I also understand that this relies on configuring the contribution system so it accurately measures what people do in the PQ. I also feel that this is a feature that could be implemented in the future when it comes to Instances (Bastion Stair, Gunbad, B/B, Lost Vale, etc.)
ImageMoondogg Cavalier - Guild Leader, Eve of Darkness

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Tesq
Posts: 5713

Re: Ruin Gear Wipe

Post#144 » Thu May 12, 2016 5:37 pm

i just know that contribution need to be based around "gold bag not achived" and not just "not bag achived", every time you do not achive a gold bags (or at least purple/get first place) you get +100

not + 100 for then get a green or white bags every time...../facepalm
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freshour
Banned
Posts: 835

Re: Ruin Gear Wipe

Post#145 » Thu May 12, 2016 5:44 pm

Yeah there are a lot of easier ways to do this, I'm curious what the devs think is the easiest/best fix for the matter.

User avatar
th3gatekeeper
Posts: 952

Re: Ruin Gear Wipe

Post#146 » Thu May 12, 2016 6:34 pm

freshour wrote:New system is pretty good! I don't 100% understand it and as a melee DoK have struggled to place very high which is surprising. But I think if you made 2 gold bags drop each PQ there would be less complaining and people would "deal with it" so to speak.

But if not, no worries, we don't "have" to get" the ruin set but the armor is pretty nice. :) love you guys
Id settle and be happy with just ONE gold bag guarantee to drop each PQ with over 6 or so players... Right now I have done a handful of PQs and since the new implementation have only seen 2-3 gold bags drop (out of maybe 10-12 PQs?)

I did 3 this morning, zero gold bags. We had more than 10 players everytime. Everyone left after the 3rd failure to produce.


Also the BIGGEST issue with the new system is it pits everyone against eachother as opposed to supporting TEAM play to completing a goal.

People have proposed "count the number of abilities used" - which wont work due to people just using macros to spam abilities and /follow.

You SHOULDNT do it based on damage as that favors aoe DPS over ST and also a class such as MDPS who have sprint that can get their faster TO deal damage than say a tank, or a ranged DPS like Magus who can wreck things before you have a chance to run to the mob.

I think (as I have written before) that rather than having a 1st, 2nd, 3rd, etc. There needs to be a treshold that requires X points to get past, once you get that, you qualify for rolling.

I do think (also) that contribution SHOULD be spread through a group, and also given a slight bonus (isnt that how exp works as well?) Like if I am a healer, healing MDPS who kills mobs, the entire group should get benefit. This wont matter in terms of "who gets first" because it wont matter who gets first if the entire group qualifies for "gold" bonus and gets the +450 (or whatever you want to change that to) with the roll.

The AFKers will get booted from groups (or should) and wont benefit, and also wont be able to get gold bonus and thus EVEN IF they roll, chances are they wont get any loot.

Is this system POSSIBLE for an AFKer to join a group, get unnoticed and then get reward my moochin off his teammates? Sure... But do it once or twice and leaders will realize and boot those guys. I know I would and you cant blame the AFKer if their team doesnt kick them from the group and the team gets mad. Thats on them.

It doesnt need to be overly complicated. Heck EVEN IF all you did was provide a multipler for groups and guaranteed a gold bag for PQ it would be OK.

Like Contribution for groups would be a .6 multiplier, so sure if you pair with less kill power, you MIGHT get less, but you also have capability to hit more mobs and get heals etc. Healers might not heal outside group - but thats on the solo Que player. If people are smart they will ALL team up and everyone will get 1st place and ALL have a fair shot at gold....
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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th3gatekeeper
Posts: 952

Re: Ruin Gear Wipe

Post#147 » Thu May 12, 2016 6:37 pm

Tesq wrote:i just know that contribution need to be based around "gold bag not achived" and not just "not bag achived", every time you do not achive a gold bags (or at least purple/get first place) you get +100

not + 100 for then get a green or white bags every time...../facepalm
If it were 100% chance to have a gold bag dropped and contribution was spread throughout any group/Warband with a small adjuster of say .6 to all (rather than 1 to solo player) there is a VERY high chance people would be back to farming this quickly with very little complaints.

This favors TEAM and GROUP play and also with it guaranteed to drop everytime, you MAY even see people sticking around just to help others get theirs if there was a sure fire way to do it....
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

User avatar
zabis
Posts: 1215

Re: Ruin Gear Wipe

Post#148 » Thu May 12, 2016 6:55 pm

What if each piece of Ruin gear was the 3rd tier influence reward for 5 different chapters, that way you would have to do multiple PQ's to obtain each piece you need. There would be no getting duplicate pieces, because you can only obtain each piece once.
Soulcheg wrote:Want mirrored classes - play chess.
Genisaurus wrote:You are not entitled to Best-in-Slot gear just because you log on.
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roadkillrobin
Posts: 2773

Re: Ruin Gear Wipe

Post#149 » Thu May 12, 2016 6:57 pm

Torquemadra wrote:
th3gatekeeper wrote:
Tesq wrote:i just know that contribution need to be based around "gold bag not achived" and not just "not bag achived", every time you do not achive a gold bags (or at least purple/get first place) you get +100

not + 100 for then get a green or white bags every time...../facepalm
If it were 100% chance to have a gold bag dropped and contribution was spread throughout any group/Warband with a small adjuster of say .6 to all (rather than 1 to solo player) there is a VERY high chance people would be back to farming this quickly with very little complaints.

This favors TEAM and GROUP play and also with it guaranteed to drop everytime, you MAY even see people sticking around just to help others get theirs if there was a sure fire way to do it....
and a team can mash through the PQs in no time flat and everyone gets gear in a couple of hours, thats decent rewards for what is exceptionally nominal risk especially given PQ creature abilities have not been coded.
Yeah thats basicly whats happening in t4 ORVR right now.
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User avatar
th3gatekeeper
Posts: 952

Re: Ruin Gear Wipe

Post#150 » Thu May 12, 2016 7:15 pm

Torquemadra wrote:
th3gatekeeper wrote:
Tesq wrote:i just know that contribution need to be based around "gold bag not achived" and not just "not bag achived", every time you do not achive a gold bags (or at least purple/get first place) you get +100

not + 100 for then get a green or white bags every time...../facepalm
If it were 100% chance to have a gold bag dropped and contribution was spread throughout any group/Warband with a small adjuster of say .6 to all (rather than 1 to solo player) there is a VERY high chance people would be back to farming this quickly with very little complaints.

This favors TEAM and GROUP play and also with it guaranteed to drop everytime, you MAY even see people sticking around just to help others get theirs if there was a sure fire way to do it....
and a team can mash through the PQs in no time flat and everyone gets gear in a couple of hours, thats decent rewards for what is exceptionally nominal risk especially given PQ creature abilities have not been coded.
Well as opposed to what? People try and make WBs, but noone wants to because noone wants to help anyone else get better contribution. Ranged AOE DPS classes have the easiest time getting #1/#2 slots, mich higher chances of gold bags and then GTFO leaving all the healers/tanks to sit around for days and farm for RUIN gear?

Atleast this method requires a group that is coordinated to play and mash everything.

Right now its ANTI-teamwork. Ive seen healers pursufully NOT heal tanks or DPS on the Hero just because they want the guy to die and NOT get contribution - counting on the total numbers to still kill the Hero which happens. Healers speccing DPS for higher rewards... tanks speccing DPS for higher rewards.... People getting mad and quitting doing PQs because gold bags dont drop frequent enough and when they do MOST often then go to ranged DPS or AoE DPS?

If you want it to be a LONGER progression to get, then have PQs drop CURRENCY that you spend on RUIN gear. I imagine this wouldnt be terrible hard to do. Then you have a method that is more of a "farm" than "RNG" to get.

heck, you could even start to reward lesser bags (purple/blue) with a chance for currency as well so a player doesnt feel totally screwed when he gets #1 roll + contribution and only gets a purple bag - atleast he got SOME currency as a result (although not as much as a gold bag)....

As I said the MAJOR issue I see is favoritism towards DPS, zero incentive to work together, everyone else (even friends) are competition and it makes me NOT want to be social when I play to do PQs and NOT team with guildmates etc.... And then give up after 5 PQs and not 1 gold bag drop... or the ONE that does drop goes to an AOE Magus or Choppa who gets top 1/2 contribution each time....
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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