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Bring PVP back!

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  • TheFuhrerHister
    7 posts Member
    edited January 2022
    xxxxx





    Post edited by TheFuhrerHister on
  • Good idea would be interesting to know if cost to implement would be too high and whether the coding would be easy to do or not possible or just too costly.
  • one_cIown wrote: »
    Good idea would be interesting to know if cost to implement would be too high and whether the coding would be easy to do or not possible or just too costly.

    aint happening you are delusional if you think anything at all will change
  • That looks like a very interesting server @Hister, great effort and I hope elephetarian will acknowledge. Please can we have one server like this to break away from the boredom, thank you.
  • PVP PATCH 2.1

    To avoid PVP Point farming, we are eliminating points gained for any kills lower then the 10th ranked alliance, this includes PVP Points, Bounty Points and Badged Players. After considering the possibility of cheating this is the solution our development team prefers.
  • PVP PATCH 2.1

    To avoid PVP Point farming, we are eliminating points gained for any kills lower then the 10th ranked alliance, this includes PVP Points, Bounty Points and Badged Players. After considering the possibility of cheating this is the solution our development team prefers.
    right on sounds like i can sit in a corner and shoot myself for fun and still compete though
  • one_cIown wrote: »
    Good idea would be interesting to know if cost to implement would be too high and whether the coding would be easy to do or not possible or just too costly.

    aint happening you are delusional if you think anything at all will change

    CORRECT!!!!!!! Nothing will change in 2022 - they already told us.
  • after a small pvp campaign in t54 i have concluded that the 6 hour base lock to a ruin was my biggest detriment and the single most stifling aspect of pvp aside from nod venoms slightly damaging the command center, shutting down a potential attacker and the same old alt swarm employed by most veterens. not only does it make it much more difficult to defend yourself from retaliation but also to engage in a proper invasion in the early stages of the game. base move times are around 2-3 hours max distance at level 9-13 but you cant move 10 spaces away from an attacked player base or ruin for 6 hours and it really is much too slow, not mentioning the overwhelming swarm of small alternate accounts i had to face i also believe there should be a limit between player interaction at least in one of the server types that could be considered geared toward a more pvp friendly style of play. a player should not be able to create a new account and after a few hours be able to attack another player that has been established for over a week and is multiple levels or ranking above. the same as i believe small accounts should not be able to enter the deeper parts of the map i also believe a pseudo morale should be applied to pvp attacks or at least a limiter set in place for accounts less than a week old. the over use and exploitation of alternate accounts is affecting more than just FA worlds and despite the all the project/projekt/projektski players who like to come into the forum to disagree with me, SMILD, i think my conclusion is based in on years of experience and not just an off the cuff agreeance with a fellow team mate.
  • Soixie
    576 posts Member
    edited February 2022
    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.

    Just bring back the old system and tie loot to a funded player flag. If the players are funded, then allow full resource looting. If players are not funded, zero loot is rewarded.

    Start tying rewards across the board to a funded_player() flag and 99% of this whining spam **** is eliminated and your job becomes 5x easier.

  • Soixie wrote: »
    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.

    Just bring back the old system and tie loot to a funded player flag. If the players are funded, then allow full resource looting. If players are not funded, zero loot is rewarded.

    Start tying rewards across the board to a funded_player() flag and 99% of this whining spam **** is eliminated and your job becomes 5x easier.

    another win more solution sure to fill this forum with the whining spam of unfunded players locked into early pvp with fully funded project style players. its almost as bad as being able to continuously spam alts at an enemy permanently locking them into place.
  • is no point a new way to take **** out game been found just make 17 alts the project way is the way
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