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Bring PVP back!

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We have played your no PVP model for a few years now and the game is never as fun as it was when you benefitted from PVP. Now there is virtually no PVP because its so detrimental, it has led to nothing but deal making of all the top teams for a badge. It is time to make C&C TA great again! I am not suggesting to go back to the old rules, you've changed the game it is balanced and everything works fine. But what you are going to do is add a new dynamic, a game changer.

Here are the new rules:

PVP:
Each commander receives PVP points for killing other commanders.
The points you receive are based on your base level vs their base level.
If you kill too far below your level you get negative points.
Players receive additional points based on the ranking of the alliance they are killing, so killing players in the #1 alliance offers top bounty.
Killing players in no alliance have no bounty.
There will be a rewards system for points earned.
The reward system is a bonus to all POI returns, for instance when you've received 500 points you earn 1% bonus to all POIs.

Loyalty:
In addition to the new PVP reward system I am offering a Loyalty bonus also.
For every 7 days you remain in an alliance you gain 1% to all POI gains.
When you leave your alliance your Loyalty points go to 0.

In conclusion, my new rules will offer loyal players a benefit while punishing the alliance jumping badge farmers. The new PVP system will force conflict and make PVP fun again.

Replies

  • Kinshasa551
    162 posts Member
    edited January 2022
    Thats thread Nr. 50 to bring back PVP. How many players have mentioned for month that pvp has to change? More than enough - but the descision making is slower than a slug.

    You´re 100% correct about the PVP situation and i also like your ideas.

    But...
    ...what i´ve seen/read so far your ideas are way to complicate for them / or it will take more than a year to implement these ideas. Not sure how many players are still here after that time. Guess not that much.
  • in order to fix pvp you would have to go back and visit a time when pvp was completely unlocked and see what rule changes specifically made pvp less favorable to most players. nobody likes to wake up destroyed but also nobody likes not being able to immediately retaliate or even fight back at all in most cases. pvp is so one sided that once there is a war it means the losing side is bounced from the server.
  • in order to fix pvp you would have to go back and visit a time when pvp was completely unlocked and see what rule changes specifically made pvp less favorable to most players. nobody likes to wake up destroyed but also nobody likes not being able to immediately retaliate or even fight back at all in most cases. pvp is so one sided that once there is a war it means the losing side is bounced from the server.

    think thats not difficult to answer
    there is no more pvp since the update to stop account farming - that rule change made pvp less favorable
    the next step was that bubble nonsense

    because of that "pvp is so one sided that once there is a war it means the losing side is bounced from the server" is 100% correct.
  • Perhaps EA should think about servers where there is no PvP. Like veteran servers. but only call them farm servers. Talking with players at the championship, I realized that such a request really exists especially in the project group
  • Smild36 wrote: »
    Perhaps EA should think about servers where there is no PvP. Like veteran servers. but only call them farm servers. Talking with players at the championship, I realized that such a request really exists especially in the project group

    Thats a thread about finally bringing PVP back and you´re talking about farm servers. why? cmon

  • Yes, I agree we need PvP. I think it would be right if not only we but EA offered options for general discussion by all participants. Perhaps some ideas are already in development that we don't know about
  • Smild36 wrote: »
    Perhaps EA should think about servers where there is no PvP. Like veteran servers. but only call them farm servers. Talking with players at the championship, I realized that such a request really exists especially in the project group

    Thats a thread about finally bringing PVP back and you´re talking about farm servers. why? cmon

    he was kidding
  • I think these are great ideas in the original post and i don't it's that hard to implement. In vet servers, they already have a point system so could just modify that.

  • Greetings Commanders,
    to circle back to the original post, this would be somewhat similar to the Elo-system that is also used in other competitive environments. There is certainly some merit in the idea I think. Especially if Player-Loot is tied to that Score, to ensure only "worthy" opponents provide resources to the winner. An idea we are evaluating internally as well.

    The way I see it, this could be one option to combat the cannibalizing of alt accounts for resources - the original reason why player loot was deactivated iirc.
    Envision Entertainment Community Liaison
  • Greetings Commanders,
    to circle back to the original post, this would be somewhat similar to the Elo-system that is also used in other competitive environments. There is certainly some merit in the idea I think. Especially if Player-Loot is tied to that Score, to ensure only "worthy" opponents provide resources to the winner. An idea we are evaluating internally as well.

    The way I see it, this could be one option to combat the cannibalizing of alt accounts for resources - the original reason why player loot was deactivated iirc.

    not exactly, account farming was deactivated long before most pvp exploits were discovered and patched. In closed beta 1 i would sell the structures in my account and let friendly players shoot me for the resources, in turn they would be large enough to shoot my enemies for me, kind of like hiring mercenaries. this continued into the next 2 closed betas but was patched quickly and to be honest it did not provide enough of an advantage to shoot your own accounts because it still did not provide rp which is the most important thing for growth. while i was able to grow quickly with no alliance bonus i was not able to keep up with the leading alliance members in mcv researching and fell behind quickly. It was seen as an exploit at first and patched accordingly but in all reality it was more of a detriment to those trying to get ahead using that method and was never truly tested. player loot was never there to begin with, it was only drastically reduced to deter players from farming rp on alts, and this was more in practice around worlds 70-90 i could be off by a few numbers but either way but the pinnacles of account farming happened to be around that time especially in the 80s and i believe that is when gaining rp was removed from pvp.
  • Greetings Commanders,
    to circle back to the original post, this would be somewhat similar to the Elo-system that is also used in other competitive environments. There is certainly some merit in the idea I think. Especially if Player-Loot is tied to that Score, to ensure only "worthy" opponents provide resources to the winner. An idea we are evaluating internally as well.

    The way I see it, this could be one option to combat the cannibalizing of alt accounts for resources - the original reason why player loot was deactivated iirc.

    not exactly, account farming was deactivated long before most pvp exploits were discovered and patched. In closed beta 1 i would sell the structures in my account and let friendly players shoot me for the resources, in turn they would be large enough to shoot my enemies for me, kind of like hiring mercenaries. this continued into the next 2 closed betas but was patched quickly and to be honest it did not provide enough of an advantage to shoot your own accounts because it still did not provide rp which is the most important thing for growth. while i was able to grow quickly with no alliance bonus i was not able to keep up with the leading alliance members in mcv researching and fell behind quickly. It was seen as an exploit at first and patched accordingly but in all reality it was more of a detriment to those trying to get ahead using that method and was never truly tested. player loot was never there to begin with, it was only drastically reduced to deter players from farming rp on alts, and this was more in practice around worlds 70-90 i could be off by a few numbers but either way but the pinnacles of account farming happened to be around that time especially in the 80s and i believe that is when gaining rp was removed from pvp.

    and just to be clear, selling an account and shooting it when you got full loot did provide a bit of an advantage at first, maintaining an account until you are ready to shoot it was easy however it would generate only a couple million tib or crystal per week and after a few weeks you could not waste the cp on a player base regardless of size and expect to keep up with good farmers dropping new mcvs every week. the very same thing can be said about the rp farming from alts which was rampant. although you would be able to stay in one place and farm rp, the loot you get would set you back from people playing properly as they would be far ahead on crystal and tiberium income and id even go as far as saying the rp you got from farming an alt wasnt as much as if you would shoot a large base. in all the servers ive ever played in i can safely say those that played properly and with skill were always the top players and anyone seeking advantages through the use of alts could never keep up with those top players. we see in the wcs the top 4 players are actually sanna ganja lviv and chertosha. 2 of those used many alts and 2 didnt and we can see they are not too far separated in score. so alt advantages really are not as big as people would guess. i can tell you one thing for sure though, take away alts and second place badges from us and there will be a dramatic shift in which players make top rankings in these servers.
  • PVP Rules Patch Notes:
    No PVP bonuses will be available until 1 week after server start.
    Credit for killing a player base can only be issued once every 24 hours.
  • although you would be able to stay in one place and farm rp, the loot you get would set you back from people playing properly as they would be far ahead on crystal and tiberium income and id even go as far as saying the rp you got from farming an alt wasnt as much as if you would shoot a large base.

    the only real advantage to rp(research points) farming was the ability to store repair time(rt), storing and conserving rt used to be the key to farming and winning wars before mass cooperation completely controlled the environment, storing rt can be easily done by farming forgotten bases now. patches that took away rewards for pvp because of rp farming are a little obsolete now that a lot of players know how to farm a forgotten base and understand the concepts of conserving rt and cp, i dont see why pvp should not generate a fair amount of rp and a fair compensation of resources depending on the building types destroyed, like tib fields and silos giving tib or crystal or a mix based on level. i wont ask for refineries to give credits like the forgotten because i know this will be exploited or attempts made to find a way to, (shopkey).
  • the progression of patches in this game negatively affected pvp in many ways. at first we could move units in the main base or the defense zone immediately after an attack while attackers had to wait the 2 minute timer out and we could also move our bases if able, this gave players the ability to interact in more ways during pvp however it made it a lot more difficult to kill players that were online. however!!!, attack costs were relative to attacking forgotten in terms of cp costs based on distance so there are many rollbacks in patches that could occur and not be detrimental to the game environment as they once were given the new updates like reduced pvp costs. such as lockdown timers, the ability to instantly respawn and retaliate. it was only the winning alliances that complained about not enough punishment being given to destroyed bases because it was way harder to win wars. long drawn out battles were not in taste back then and these forced many teams to cooperate instead and also many players to quit in frustration for lack of effectiveness on the battlefield against a larger and greater number of opponents
    .
  • i dont think we are asking for the entire game to change, i just wanted one environment i could enjoy existing in, one server type open to a more aggressive and faster style of play.. the top end of this game doesnt excite me at all and being a beta tester and experiencing the world before an endgame and before poi when we were all equal and could just go to town on each other until we were tired of it was really the most fun i ever had playing a game and that why ive stayed here for 10 years. thats why i only like to play the starts of servers, we are all relatively equal and anything can happen. unfortunately the same thing happens now every single time and after a few days its clear to me the progression and outcomes as they are echoed in the dozens of servers that came before. give people a chance to know the game like i did and they will have a new appreciation for it, excitement can be generated again with a new world that is forgiving to new player skill with easier to kill forgotten targets and a more simple and direct approach to showing new players how to complete missions and progress at a similar rate to the pro players so that everyone can feel competitive and useful.
  • there hasnt been more pvp at the start of a server than fs17 in a long time but its so one sided its sad. i think i called it for what it was on day 2
  • if you guys ever have a chance to play cnc rivals you can imagine this game in that format 2 teams against each other and only 2 sectors in a world. pvp was once really fun there are a few things that can be changed to make this possible again, try removing some of the punishments for being destroyed or the lockdown on movement and base control maybe let project test live in wcs or t53 since they control both servers and see what happens. if theres enough people willing to try something new and fund it like in a membership sort of way you should redo the game from the start and see for yourself how things really were and how they can be.
  • > @EE_Elephterion said:
    > Greetings Commanders,
    > to circle back to the original post, this would be somewhat similar to the Elo-system that is also used in other competitive environments. There is certainly some merit in the idea I think. Especially if Player-Loot is tied to that Score, to ensure only "worthy" opponents provide resources to the winner. An idea we are evaluating internally as well.
    >
    > The way I see it, this could be one option to combat the cannibalizing of alt accounts for resources - the original reason why player loot was deactivated iirc.

    Thank you for looking at this, I am pleased to see that Developers are watching.

    I am a player that plays on the other side of the Badge Farmers, I will never join a team because of a badge. There is a massive population of players that want nothing more then a fair chance to disrupt power structures through PVP. When the PVP option was stripped away from us a couple years back, nearly every server plays and ends in the same predictable way. The days of epic wars are long gone it just doesn't exist in this game anymore.

    I pledge to you that we can make C&C TA the best wargame available. This will not require undoing any changes you've made to the game.

    In the next 2 days I will release the full set of rules, all I ask is that you take an honest look at them. I've taken the pulse of the community and have many discussions with other players on what the game is lacking. Surprisingly most everyone is wanting about the same thing. If we can't get a full game change a dedicated server would be epic as well. Please stay tuned and watch for next post.
  • Who said PvP was dead? Titans on TIB50 are pretty much fighting everybody guess we need that rewards patch now ;-) oh and included on all old servers ASAP ;-) Our enemies mostly 2, 3 or even 4 or 5 times our size ;_) PvP is only dead if you wish to badge. Fun can be had lets just hope the guys stay on 50 to give us what we need. https://prnt.sc/26j5o33
  • TheFuhrerHister
    7 posts Member
    edited January 2022
    PVP PATCH 2.0:
    Effective on new servers with the ruleset Hellstorm!

    Hellstorm servers will come with a variety of new and challenging rulesets, that will force players to make crucial decisions on their journey to the center of the map, while offering multiple approaches to becoming the first alliance to defeat the Tactus. Dynamic strategies will be required for success.

    Morale Spectrum:
    A new morale system that increases in difficulty the closer you get to the center. This system allows alliances that are falling behind to catch up as the higher ranked alliance are slowing down.

    Loyalty Points:
    1 loyalty point is awarded to players every 7 days they have remained in the same alliance.

    Bonuses:
    1 point: 1% bonus to all POIs.
    2 points: Additional 2% bonus to all POIs.
    3 points: Additional 3% bonus to all POIs.
    4-20 points: Additional 3% bonus to all POIs.
    Loyalty points are capped at 20.
    If you leave your current alliance your Loyalty Points resets to 0.


    PVP Points:
    PVP Points are awarded to players by killing other player bases, in addition to PVP Points you will earn Bounty Points, the combined total determines your rewards. Points earned will depend on the level of bases you kill as well as the Bounty you earn. Bounty Points earned based on the rank of the alliance they are in.

    Player Base Kill Points:

    +11 level=20 points
    +10 level=20
    +9 level=19
    +8 level=18
    +7 level=17
    +6 level=16
    +5 level=15
    +4 level=14
    +3 level=13
    +2 level=12
    +1 level=11
    Same level=10
    -1 level=9
    -2 level=8
    -3 level=7
    -4 level=6
    -5 level=5
    -6 level=4
    -7 level=3
    -8 level=2
    -9 level=1
    -10 level=0
    -11 level=-1
    -12 level=-2
    -13 level=-3
    -14 level=-4
    -15 or less level=-5

    Alliance Base Kill Bounty Points:

    1st ranked alliance=10 points
    2nd ranked alliance=9
    3rd ranked alliance=8
    4th ranked alliance=7
    5th ranked alliance=6
    6th ranked alliance=5
    7th ranked alliance=4
    8th ranked alliance=3
    9th ranked alliance=2
    10th ranked alliance=1
    11th & below=0

    Badged Player Kill Bounty Points:
    +10 points for any kill

    A base will only give points once every 24 hours.
    PVP points will go active 7 days after server start.

    PVP Bonuses:
    50 points: +5% to all POIs
    100 points: +5% to personal Tiberium Production
    150 points: +5% to personal Crystal Production
    200 points: +5% to personal Power Production
    250 points: +5% to Offensive POIs
    300 points: +5% to Defensive POIs
    350 points: +1% to all POIs
    400+ every 50 points: +1% to all POIs


    Other Hellstorm rules:
    After receiving a badge the Tactus will kill any player within 50 spaces effective on respawn.

    Conclusion:
    This ruleset will provide a true competitive atmosphere by giving teams that are lagging behind opportunities to catch up, as well teams that are ahead will be increasingly running into harder morale with bounties on their heads. Hellstorm can be played with Forgotton Attacks for a more robust and challenging server. When you play a Hellstorm you know you are in for a wild ride and a good time.

    This ruleset is what the community wants please reply and support the changes.














    Post edited by TheFuhrerHister on
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