[DISCUSSION / FEEDBACK] PQ/RVR flawed reward system
Posted: Mon Jun 06, 2016 5:56 pm
Ill keep this short without a long prologue.
One of the BIGGEST issues I see with RVR and PQs is the unpleasent way loot is rewarded. I have been reading much of Azaraels posts recently regarding RVR changes, and I am 100% behind them. However, one of the things that really needs to be addresses is the way the loot system works.
CURRENTLY: We all know how PQs work... Gold bag gets RNG at Ruin gear. There is HUGE unpleasentry in farming these, the contribution system isnt ideal. Favors some classes over others and creates competition within groups rather than looking to have players work together to get gear. Not just that, ive seen PQs derailed because the tank doesnt want to join the group, because he gets more contribution solo Agroing/farming which lead to healers not wanting to heal him etc.
Same with RVR a bit... You get a big warband, spend hours taking a keep only to have what seems like pure RNG take over and its an "all or nothing" feel. Which is a HUGE deterrant for players even wanting to do RVR (it is for me atleast) since you dont feel ANY closer to accomplishing obtaining gear from a keep take that took hours - than you did when you started. (And I am not talking about Anni gear here but the Jewelry set)
SOLUTION: I am a HUGE fan of keeping things simple. The more simple, the better. I think the EASIEST way to fix this "RNG" feel while STILL making it a HARD grind would be to create a new "currency" item for PQs, and for RVR, keep the current "currency" in purple bags but use them differently. Let me explain.
If a new currency were created from the PQs, and INSTEAD of gear dropping from the gold bags, it dropped say 5 "PQ Emblems". The purple bags could drop 2, and the blue bags could drop 1. Now you can make a vendor that sells pieces for various prices. Maybe the Chest armor costs 15 of these - meaning 3 gold bags, or a combination of purple,blue,gold accumulated "currency". What THIS does is allows players to want to work together more, since faster PQs means steady progress to get the gear you desire. This ALSO alleviates the frustration of needing X piece of gear, and getting 5 duplicate items of something you already have from the gold bags. It still heavily rewards those gold bags, but now getting purple or blue doesnt make you feel like you missed out SO much. Now even if you show up and help out and get 3 blue bags in a row. You are atleast a BIT Closer to getting a piece of gear, versus right now are no more closer than you were before...
For RVR I think the same thing needs to be done. The purple bags drop "currency" that is RNG and depending on the one you get, you cash it in for a piece of jewelry... These are BIS and frankly mroe desired than the gold bags even.
I suggest doing the SAME thing except adding them as a reward on the gold bags - ALONG with the option for an ANNI gear piece. So the same rules apply.
Gold could drop 5.
Purple 2-3.
Blue 1-2.
Green 0-1.
Each piece could cost ~10 or something.
You will have a TON more players wanting to RVR since even if they get green bags, they have a CHANCE at an "RVR Currency" which can lead to them buying some jewelry... Or if they get super lucky and get a gold bag, it puts them a LONG way towards getting 1 piece... Or maybe they get 2 purple bags and are lucky and (again) can almost buy 1 piece.
Sure right now 1 purple bag = 1 piece. But it would be MUCH better to have an accumulation goal versus pure RNG, also one where you can SELECT your rewards (via a RVR currency vendor) rather than RNG AGAIN here....
Just like SC Weapons - 880 emblems takes a LONG time to get... But you accumulate it over time... So each and every SC gets you a LITTLE bit closer - even if you LOSE! So you play for 2 hours and feel good about playing.
Versus RvR or PQs where you can spend 2 hours and feel NOWEHRE closer to your goal than you were before you played.
One of the BIGGEST issues I see with RVR and PQs is the unpleasent way loot is rewarded. I have been reading much of Azaraels posts recently regarding RVR changes, and I am 100% behind them. However, one of the things that really needs to be addresses is the way the loot system works.
CURRENTLY: We all know how PQs work... Gold bag gets RNG at Ruin gear. There is HUGE unpleasentry in farming these, the contribution system isnt ideal. Favors some classes over others and creates competition within groups rather than looking to have players work together to get gear. Not just that, ive seen PQs derailed because the tank doesnt want to join the group, because he gets more contribution solo Agroing/farming which lead to healers not wanting to heal him etc.
Same with RVR a bit... You get a big warband, spend hours taking a keep only to have what seems like pure RNG take over and its an "all or nothing" feel. Which is a HUGE deterrant for players even wanting to do RVR (it is for me atleast) since you dont feel ANY closer to accomplishing obtaining gear from a keep take that took hours - than you did when you started. (And I am not talking about Anni gear here but the Jewelry set)
SOLUTION: I am a HUGE fan of keeping things simple. The more simple, the better. I think the EASIEST way to fix this "RNG" feel while STILL making it a HARD grind would be to create a new "currency" item for PQs, and for RVR, keep the current "currency" in purple bags but use them differently. Let me explain.
If a new currency were created from the PQs, and INSTEAD of gear dropping from the gold bags, it dropped say 5 "PQ Emblems". The purple bags could drop 2, and the blue bags could drop 1. Now you can make a vendor that sells pieces for various prices. Maybe the Chest armor costs 15 of these - meaning 3 gold bags, or a combination of purple,blue,gold accumulated "currency". What THIS does is allows players to want to work together more, since faster PQs means steady progress to get the gear you desire. This ALSO alleviates the frustration of needing X piece of gear, and getting 5 duplicate items of something you already have from the gold bags. It still heavily rewards those gold bags, but now getting purple or blue doesnt make you feel like you missed out SO much. Now even if you show up and help out and get 3 blue bags in a row. You are atleast a BIT Closer to getting a piece of gear, versus right now are no more closer than you were before...
For RVR I think the same thing needs to be done. The purple bags drop "currency" that is RNG and depending on the one you get, you cash it in for a piece of jewelry... These are BIS and frankly mroe desired than the gold bags even.
I suggest doing the SAME thing except adding them as a reward on the gold bags - ALONG with the option for an ANNI gear piece. So the same rules apply.
Gold could drop 5.
Purple 2-3.
Blue 1-2.
Green 0-1.
Each piece could cost ~10 or something.
You will have a TON more players wanting to RVR since even if they get green bags, they have a CHANCE at an "RVR Currency" which can lead to them buying some jewelry... Or if they get super lucky and get a gold bag, it puts them a LONG way towards getting 1 piece... Or maybe they get 2 purple bags and are lucky and (again) can almost buy 1 piece.
Sure right now 1 purple bag = 1 piece. But it would be MUCH better to have an accumulation goal versus pure RNG, also one where you can SELECT your rewards (via a RVR currency vendor) rather than RNG AGAIN here....
Just like SC Weapons - 880 emblems takes a LONG time to get... But you accumulate it over time... So each and every SC gets you a LITTLE bit closer - even if you LOSE! So you play for 2 hours and feel good about playing.
Versus RvR or PQs where you can spend 2 hours and feel NOWEHRE closer to your goal than you were before you played.