PvP Weekly Update 06/01/2012
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Join Date: Dec 2007
06-01-2012, 08:45 PM
Originally Posted by
PvP Weekly Update - 06/01/2012
Not much of an update for PvP this week, but as I said before, some weeks I won’t have much to talk about. I’m at a point in the process where I’m about ready to release a couple of test maps to Tribble to test out many of the new PvP related engine updates. These will be mostly invisible to you guys, but having you test them gives me data I can look at to make sure that the improvements are working as expected.
There is all sorts of new and useful information that will be collected and stored by the engine for PvP. Some of this data is stuff we were collecting before (team score, player kills, etc.), however now it’s being collected in a more robust and completely different way. It’s this “new” data that is important to the future of PvP. Among other things, it allows us to create leader-boards
and know the difference between a “Killing Blow” or sustained damage to an enemy player. It also ties in to how rewards will be changing for PvP.
Right now, rewards for PvP are based on “completion”. Completion is fine for PvE (well “mostly” fine depending on the type of PvE), but doesn’t work very well for PvP. The new PvP system will instead reward based on participation. For instance, if you join a PvP match and don’t do anything, you won’t get much of a reward. The rewards will scale depending on how much you participate in the match. This doesn’t just mean how many kills you get credit for, but will include things like healing to team-mates, capturing objectives, how many times you may die in a match, and a number of other things.
Rewarding based on participation is something I will probably use for other team based end game content like STF’s for example. If you join a STF and don’t participate in any meaningful way you shouldn’t be rewarded. Once I get his working for PvP, I can take a look at using it for things like STF’s as well.
The list here goes on and on, but for any of that to work, I need to make sure I’m getting the correct data first. This is step one.
Have a good weekend,
This is the first intelligent thing I've read from a cryptic dev since Snix Left. (You have no idea how much praise that is coming from me)
However I have some concerns. One, you need to make sure you put Assist tracking in (so you have KBs, Team Kills, and Assists) one this will greatly help out the Crowd Control guys. (not that there are many left with the current state of CC), also, maybe you should make sure you have some kind of Debuff and Buffer tracking as well. For example, often times when I'm locked down in pvp, I'll throw an APD on myself, so that even though I'm not in my prime arc at that time I'm still debuffing my enemies while making the healer's job in theory easier. This will also help underscore the effects of Sci on the battlefield so that they too can be sure to get their just rewards.
I would still prefer to see a 0 gains for losing system put into place so that 1 it forces people across the board to play more matches if they want the rewards and 2, it encourages people to get better or stop playing just for the sake of dilith.
But this is the first actual step I've seen for improving pvp on the non Systems related front.