Ensign
Join Date: Feb 2013
Posts: 3
# 1 Elite PVP time?
06-27-2013, 09:25 AM
I see alot of people that get turned off to pvp because of players with vastly superior ships and weaps.
They get tagged P2W or whatever and players with lesser gear stop queueing instead of grinding out better gear.

Maybe it's time that max lvl pvp got normal and elite settings.

If players are separated by ship and gear quality then the only deciding factors are their skill setup, tactics and teamwork.

Let the casual pvpers with less than ideal gear duke it out with eachother and have fun while the more hardcore players get the challenge they want.

Hardcore pvpers could even keep stock ships geared to a lower lvl so they could queue in the normal setting.
This would allow them to show casual players that a C-store ship and elite weapons dont always make someone a great player...some people are just good at what they do.

I also have to add that I don't feel a player should have a "gearscore" that is available to other players. Most MMO players know the types of problems this can cause.
Sorting should be based on how many Mk X greens you have vs. how many MK XII purples and so on. Giving someone a single number to be judged on makes it too easy to exclude people.
Lieutenant
Join Date: Dec 2012
Posts: 96
# 2
06-27-2013, 09:29 AM
ive exploded a lot of bugs and lock box ships with a mirror universe deep space science vessel and this man's words are true, having a good station and having experience in pvp counts 5x more than a cstore ship or elite fleet stuff... though better equips always offer more power... but you got it
"Achiever Killers often look to 1v1 duels for proof of their superior play and are frustrated by "rock paper scissor" game mechanics."
That's me !
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,060
# 3
06-27-2013, 09:33 AM
Wise words, wise words...and you aren't the first who says these wise words.
Unfortunately Cryptic hates PvP...
And I would also have a pure PvP reward system because I don't have time and also will to play again and again and for ever the same PvE queues...
K D F - Killing Disadvantaged Feds
K D F - The evul way to play Sto

I salute Adm. Marcus, a real Starfleet hero! Thanks to his courage we Tac Feds now have an awesome Cruiser, the USS Avenger!
Empire Veteran
Join Date: Jul 2012
Posts: 4,770
# 4
06-27-2013, 10:39 AM
Quote:
Originally Posted by lightw8 View Post
I also have to add that I don't feel a player should have a "gearscore" that is available to other players. Most MMO players know the types of problems this can cause.
Sorting should be based on how many Mk X greens you have vs. how many MK XII purples and so on. Giving someone a single number to be judged on makes it too easy to exclude people.
I despise gear scores in games. Never-gonna-play-it, aka Neverwinter, has it.

Commander
Join Date: Dec 2012
Posts: 361
# 5
06-27-2013, 10:42 AM
me too, nobody needs to know what you ride, you are the only one that has the right to know what you feel confortable to use in a pvp, what you feel or dont feel a fair price for a gear, or what price/grind you are disposed to do for a gear, its up to us, not to a number
it's not the ship or the build, it's the atitude
Captain
Join Date: Jun 2012
Posts: 794
# 6
06-27-2013, 04:05 PM
I think it'd be interesting if they had 2 different modes. The mode they have now and a new gear normalization mode where there are standardized stats given to all weapons. So no matter if you're using purple MK XII [Acc]x3 beams or white MK X beams, they would be given the same modifiers and damage output during the pvp match, and same goes for stat boosting consoles. At the start of the match there will be a 2 minute period where you get to choose your shields, engines, and deflector from a predetermined pool that you will be able to run for that match and have warpcores disabled.
----
@DevolvedOne
Captain
Join Date: Jun 2012
Posts: 1,268
# 7
06-27-2013, 04:08 PM
I feel a system that tracked your actual performance in PvP would be good. The more players you defeat, the higher your rank. However, defeating 100 very low-ranked players wouldn't be the same as defeating 100 top-ranked ones, you wouldn't advance nearly as far.

Tie this in with a random queue system and other restrictions, and you can help ensure that players are playing against people who are closer to their skill level.
Career Officer
Join Date: Oct 2012
Posts: 441
# 8
06-27-2013, 04:09 PM
Base it on performance (kill/death damage dealt/healed history) not gear, will stop all the kirks with fragile egos whining the first moment they explode against a competent pilot.
12th Fleet Are recruiting Active PvP'ers.
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Ensign
Join Date: Feb 2013
Posts: 3
# 9
06-27-2013, 08:14 PM
I have also given thought to a ranking system.

I keep coming up with many issues that would need to be figured out.

1. You don't need to do the most damage on an enemy to get a kill credit. A beam boat spamming FAW would get a bunch of kills based on the fact they hit enough enemies.

2. Overall damage dealt isn't an accurate way to judge either. An escort can fly in and one shot an enemy and they get the amount of that player's hull as damage dealt. A player with low burst damage would get more overall damage dealt since they would allow the enemy to heal during the fight and need to overcome all the extra HP.

3. Heals would need to be broken down into different categories. You would need to keep track of all heals (hull and shield) and also keep track of when they are self heals or team heals. Someone healing themselves like crazy to stay alive isn't the same as someone healing their team because thats their role.

4. Private matches couldn't be counted. If they were then you could get your buddy to sit and let you kill them over and over to pad your stats. You would also have to exclude legitimate matches set up between premade teams and that wouldnt be fair.

5. You would need to keep track of C&H captures and defends. Not all pvp is about pew pew. A smart player that does their role by capturing points while others keep the enemy distracted deserves credit for what they do during that match.

6. Sci players contribute in many ways that can't exactly be counted. How do you give the sci players credit for a well timed subnuc or tractor beam or any of the other tricks up their sleeve that turn a fight around for their team?

I'm sure there are more but I cant think of them at the moment. I think you understand what I'm getting at though.
There are alot of complexities that need to be accounted for.
Career Officer
Join Date: Oct 2012
Posts: 441
# 10
06-28-2013, 02:41 AM
If it was an open and explicit system then I guess all those things need to be figured out, but if it's just some fuzzy system to assign 2 lots of players to 2 different queues... I guess I'm saying that some degree of error wouldn't be a problem at first.

If they want to do into more detailed ranking then they really need to expand the term exotic damage and probably assign values to all effects and monitor percent of damage dealt to all kills etc.
12th Fleet Are recruiting Active PvP'ers.
We have Full T5 starbase, Teamspeak and over 200 active members.

Go to Recruitment room and beam up! You'll be glad you did.
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