Bring PVP back!
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.
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.
3
Howdy, Stranger!
Replies
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.
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.
Thats a thread about finally bringing PVP back and you´re talking about farm servers. why? cmon
he was kidding
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.
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.
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).
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> 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.
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.