Captain Jack
Elite
- Joined
- Dec 28, 2010
- Posts
- 3,733
- Society
- Endgame
There are a number of problems with PvP. I'll highlight just three of them.
1. In lootable PvP the risk-vs-reward is too high. Loot composition in PvP4 isn't high enough to justify the chance of getting looted - thus why it's dead.
2. In non-lootable PvP, the cost-vs-reward is too low. You can shoot someone at the rig over and over again and they just keep flying back.
3. As mentioned above, vehicles have opened the door to exploitation in PvP zones. You can kill someone over and over and they fly back in different vehicles every time, and then exploit the vehicles to make it cost prohibitive to keep shooting them.
I propose two relatively simple changes to incentivize action within PvP. No, I'm not talking about making it so that you lose all your stackables in all PvP zones, rather that players and vehicles behave like mobs when killed.
1. Add the same loot algorithm which applies to mobs to players, but make loot composition 100% shrapnel.
2. Add the same loot algorithm to vehicles, and make it so that when a vehicle is recalled it is considered dead for loot purposes.
By doing this, MindArk still gets revenue through the same mechanisms they do with hunting. I would venture to say that these changes would cause a significant increase in PvP participation, possibly to the degree that they would even make more from PvP than they do today. This would also open the door for significantly more PvP events.
Imagine running a "highest single loot" or "most loot" event on players? That could quickly become one of the most entertaining activities in game, boost the sale of PvP gear, and revitalize the PvP zones.
Thank you for your time and consideration in this matter.
Very respectfully,
- Captain Jack
1. In lootable PvP the risk-vs-reward is too high. Loot composition in PvP4 isn't high enough to justify the chance of getting looted - thus why it's dead.
2. In non-lootable PvP, the cost-vs-reward is too low. You can shoot someone at the rig over and over again and they just keep flying back.
3. As mentioned above, vehicles have opened the door to exploitation in PvP zones. You can kill someone over and over and they fly back in different vehicles every time, and then exploit the vehicles to make it cost prohibitive to keep shooting them.
I propose two relatively simple changes to incentivize action within PvP. No, I'm not talking about making it so that you lose all your stackables in all PvP zones, rather that players and vehicles behave like mobs when killed.
1. Add the same loot algorithm which applies to mobs to players, but make loot composition 100% shrapnel.
2. Add the same loot algorithm to vehicles, and make it so that when a vehicle is recalled it is considered dead for loot purposes.
By doing this, MindArk still gets revenue through the same mechanisms they do with hunting. I would venture to say that these changes would cause a significant increase in PvP participation, possibly to the degree that they would even make more from PvP than they do today. This would also open the door for significantly more PvP events.
Imagine running a "highest single loot" or "most loot" event on players? That could quickly become one of the most entertaining activities in game, boost the sale of PvP gear, and revitalize the PvP zones.
Thank you for your time and consideration in this matter.
Very respectfully,
- Captain Jack