Hello fellas.
Considering warhammer was the first game to introduce PQ, I find it pathetic that they are flatly ignored in favour of zerg in pvp since level 1. ( you cut 50% of the content because..... reasons.....)
My proposal is simple:
1)During off peak hours the pop drops exponentially and, especially T1, is a wasteland of box delivering bots. Which is not that entertaining....
solution: Give pq SCALABLE difficulty instead of fixed one (ofc diminishing rewards)- from 1 to up 9 players.
2)Leave only t4 PQ untouched (they are supposed to be ruin and chapter 22 end game PQ so they are good as they are)
3) Make PQ give a little bit of renown aswell only when you finish it. This helps t1/t2 offhours dead pvp scene.
4) Rework the Chapter rewards. The influence grind is not a funny way to do PQ, but I can understand it, yet some rewards are underwelming... Make rewards for each tier of chapters give more options, especially for classes that got multiple game styles (SW/enggi/WP/dok/etc)
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[QOL] PQ and leveling
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Re: [QOL] PQ and leveling
My thoughts on this:
Pro:
- Could revive PvE and make PvE more enjoable especially for new players because lower tier zones will have more player traffic. Especially from "cool looking" max level baddys with crazy gear.
- Could spawn new metas and community events to chain PQ flip certain zones as a means of mitigating low player count
Con:
- This change would enable a limitless afk RR grindfest with groups forming or soloplayers simply afking on various PQs or tagging as many PQs as possible in rotations to snack completion bonuses.
- Certain classes can afk complete certain PQs, which ofc is against tos BUT will 100% still happen.
- Players that want to actuall do PQs in their own leve range might be unable to do so because a group of 40s is spawncamping an entire PQ area while sitting in discord watching a movie together. (this might just be a negative fever dream but ey....)
Conclusion:
This change would need excessive testing to not be easily exploitable. (contribution loss after zone switch, protection of low level players contribution scores, maybe an RR cap per hour or week)
We would have to have a nice family friendly and respectful community to be able to effectivly not exploit such ideas.
So as much as i would like this to happen for my own benefit ofc, i doubt this will ever take place.
Pro:
- Could revive PvE and make PvE more enjoable especially for new players because lower tier zones will have more player traffic. Especially from "cool looking" max level baddys with crazy gear.
- Could spawn new metas and community events to chain PQ flip certain zones as a means of mitigating low player count
Con:
- This change would enable a limitless afk RR grindfest with groups forming or soloplayers simply afking on various PQs or tagging as many PQs as possible in rotations to snack completion bonuses.
- Certain classes can afk complete certain PQs, which ofc is against tos BUT will 100% still happen.
- Players that want to actuall do PQs in their own leve range might be unable to do so because a group of 40s is spawncamping an entire PQ area while sitting in discord watching a movie together. (this might just be a negative fever dream but ey....)
Conclusion:
This change would need excessive testing to not be easily exploitable. (contribution loss after zone switch, protection of low level players contribution scores, maybe an RR cap per hour or week)
We would have to have a nice family friendly and respectful community to be able to effectivly not exploit such ideas.
So as much as i would like this to happen for my own benefit ofc, i doubt this will ever take place.
Re: [QOL] PQ and leveling
Thanks =DPro:
- Could revive PvE and make PvE more enjoable especially for new players because lower tier zones will have more player traffic. Especially from "cool looking" max level baddys with crazy gear.
- Could spawn new metas and community events to chain PQ flip certain zones as a means of mitigating low player count
Well you can already "grindfest " pve gear alone aswell [example being level 30 and grind PQ level 20+ solo for easay pve gear and mark savings]Con:
- This change would enable a limitless afk RR grindfest with groups forming or soloplayers simply afking on various PQs or tagging as many PQs as possible in rotations to snack completion bonuses.
- Certain classes can afk complete certain PQs, which ofc is against tos BUT will 100% still happen.
- Players that want to actuall do PQs in their own leve range might be unable to do so because a group of 40s is spawncamping an entire PQ area while sitting in discord watching a movie together. (this might just be a negative fever dream but ey....)
concerning the 40 level... well there is not much that can be done either now as they are free t roam the world and many boosts happen now too (saw one this morning)
Yeah was trying to propose something to revive a dead pve content where devs spent a lot of time to script.Conclusion:
This change would need excessive testing to not be easily exploitable. (contribution loss after zone switch, protection of low level players contribution scores, maybe an RR cap per hour or week)
We would have to have a nice family friendly and respectful community to be able to effectivly not exploit such ideas.
So as much as i would like this to happen for my own benefit ofc, i doubt this will ever take place.
Re: [QOL] PQ and leveling
i cant agree like 100% to what you suggest but yeah, PQ's are such a great invention and some of them are REALLY fun.
1. what i suggest would be much simplier i guess.
first of all there should be MUCH MORE stuff to buy with "war tokens" (PQ's currency).
ruin is fine, and there is this 1k weapon (forgot the name) but thats pretty much it.
so why not give those npc's ALL the dungeon items for really HIGH war token prices?
most dungeon items dont need an high RR lvl to begin with, so i would suggest to place an NPC (for each dungeon), that sells the corisponding set pieces.
it could be something like 500-800 tokens for something like sentinel and maybe 2k per bloodlord piece.
2.on top of that, there should be a PQ "set" after ruin for lvl 40.
3. also, you can buy SOME crafting materials for war tokens, but only just a handful, why not just make them ALL accessible for a certain amount of course.
these three "suggestions" alone would be reasons to farm PQ's.
but of course, that shouldnt be it.
we could need harder PQ's, maybe some were you LITERALLY need 12+ people.
but no matter what, i personaly think that RR and war crests should ONLY be provided by pvp content and not via pve in any form.
1. what i suggest would be much simplier i guess.
first of all there should be MUCH MORE stuff to buy with "war tokens" (PQ's currency).
ruin is fine, and there is this 1k weapon (forgot the name) but thats pretty much it.
so why not give those npc's ALL the dungeon items for really HIGH war token prices?
most dungeon items dont need an high RR lvl to begin with, so i would suggest to place an NPC (for each dungeon), that sells the corisponding set pieces.
it could be something like 500-800 tokens for something like sentinel and maybe 2k per bloodlord piece.
2.on top of that, there should be a PQ "set" after ruin for lvl 40.
3. also, you can buy SOME crafting materials for war tokens, but only just a handful, why not just make them ALL accessible for a certain amount of course.
these three "suggestions" alone would be reasons to farm PQ's.
but of course, that shouldnt be it.
we could need harder PQ's, maybe some were you LITERALLY need 12+ people.
but no matter what, i personaly think that RR and war crests should ONLY be provided by pvp content and not via pve in any form.
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