Approved - PVP Dailies/Weeklies | Star Wars Galaxies Restoration

Approved PVP Dailies/Weeklies

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Proposal
Addition of PVP dailies/weeklies:

Daily (5) kills. - 1 token

Weekly (20) kills. 5 tokens

Potential PvP events reward tokens

Daily/weekly rewards vendor: npc vendor (at neutral location maybe a poi somewhere) has an Auto flag aura 50 metre. Exact same system as GCW invasion generals.

The best Armor and weapon enhancements in the game. (20 tokens)

Random roll on stats per purchase of enhancements. ( this prevents getting the item once and never participating in the daily/weekly’s again. )

Slight Increased odds on roll depending on PVP rating (/showpvp)

Potential other rewards:
Corpse collector(alternative name Carebear Collector) backpack, 1 socket available, 60 item capacity. ( 200 tokens) *skull,rib cage appearance backpack*



Fight club prevention:
Kills on a player may only be counted once for daily quests. For example, player A, lands death blow on player B that counts as 1/5 for daily and 1/20 for weekly. Additional deathblows on player B will not contribute to daily and weekly quests within a 24 hr period.

Deaths have a negative effect on daily/weekly kills against a players account. For example, player A has 4/5 of his daily pvp kills and dies in pvp combat, player A’s account suffers a negative daily kill count of -1. Bringing his daily down to 3/5. This -1 must be account wide to stop from farming kills via alts.

Open for more suggestions on fight clubbing prevention and rewards etc.

Thanks

Suggestions:

*24 hr timer on Kill counter*

*Reward tiers based on PvP rating (possibly PvP specific Enhancements at higher rating)*

*GCW Ranks (when implemented) unlock additional reward items*

*Characters from same account and guild do not count as kills towards daily/weekly kill count.*

*Titles that can be purchased through daily tokens ( PvP Warlord, Carebear Slayer, etc)*

*Invasions daily complete 0/2 - 1 token*
Justification
Not a lot of Incentive for community to get involved in PVP
Motivation
PVP not in a great spot right now and needs some incentives
Up Vote if you'd like to see a system like this in place.
 
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I'm not sure I dig the negative penalty for dying... are you saying that you in effect have to have a positive K/D in order to get points?

Like the suggestion otherwise though
 
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I'm not sure I dig the negative penalty for dying... are you saying that you in effect have to have a positive K/D in order to get points?

Like the suggestion otherwise though
the problem with not having a negative effect on deaths is fight clubbing, people with alts can effectively farm tokens. without having deaths play a part there is no way that I can see you can stop this. if you have a suggestion as how to get around that, id like to hear it?
 
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I think we'd just have to come up with another workaround. People would still just farm guildies that choose not to pvp, trader mains, etc. With your previous suggestion that one name only counts as one kill per milestone, that will already take care of quite a lot of the ease of it.

On the flipside, if this makes a legitimate PvP kill so hard to come by without risk, it might even encourage a... market.... for pvp kills? "Selling deathblows 10k CPU". Imagine :ROFLMAO:.

In truth I think that I think the rewards should mostly be cosmetic, or perhaps just help offset the inherent high cost of pvp. Magical repair kits, unique appearance armor, etc. That way it is not really driving people to game the system. It is a game, after all.
 
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I’m into this idea. Pvp is expensive for all sorts of reasons and takes a lot out of the economy. Having something to fight for, or even just offsetting the cost in some way in the form of augments or armor enhancements would be great.
 
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I think we'd just have to come up with another workaround. People would still just farm guildies that choose not to pvp, trader mains, etc. With your previous suggestion that one name only counts as one kill per milestone, that will already take care of quite a lot of the ease of it.

On the flipside, if this makes a legitimate PvP kill so hard to come by without risk, it might even encourage a... market.... for pvp kills? "Selling deathblows 10k CPU". Imagine :ROFLMAO:.

In truth I think that I think the rewards should mostly be cosmetic, or perhaps just help offset the inherent high cost of pvp. Magical repair kits, unique appearance armor, etc. That way it is not really driving people to game the system. It is a game, after all.
Didn’t say that the enhancements would be better than anything you can get through PVE. It’s just an additional option to get the same thing through playing the game how you want through pvp instead of PVE, like you said it’s a game after all, making more options to play the way you want and not feel forced to PVE.
 
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Not sure what you don’t like ? All it does is incentivize pvp. If your looking for things to off set the cost of pvp you can get the ent buff decay reduction in pvp. This isn’t a system that is mandatory? Can you elaborate what you mean further? Not quite following ya.
Maybe I just worded my post weird. I like this pv. I think it’s a great idea.
 
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We should get unique, PVP only attachments. Like PVP damage, PVP damage reduction, etc
I really like this idea. Be great to have a variety of attachments. Some standard ones to incentivize everyone to participate and some pvp ones for the min maxers among us.
 
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Didn’t say that the enhancements would be better than anything you can get through PVE. It’s just an additional option to get the same thing through playing the game how you want through pvp instead of PVE, like you said it’s a game after all, making more options to play the way you want and not feel forced to PVE.
This is how I feel also. The unique items for the min maxers is a good idea, but my personal incentive would be to offset the cost of pvp and get some combat-related items outside of PVE. I'd like to spend less time alone in the wilderness trying to farm drops to replace my armor. Some people enjoy hours of farming but I think that's the worst part of SWG. I'd rather be engaged with other players. The only problem is right now engaging with other players requires hours of farming to offset the cost.

I think your suggestion for limiting exploits by not counting repeats of the same players is a good one. I think that might also make getting tokens difficult since so few people PVP and we usually fight a lot of the same people. Perhaps diminishing returns on repeat kills could be utilized or there could be some sort of 24hr timer to then allow a kill of the same player to count.

I'd like to see it be worth it for players who aren't the best. Even succeeding in a few kills a week should get something back even if it's minimal. The spoils of war.

It's interesting that so much of the design of SWG revolves around player interaction, but the design choice of SEO to require extensive PVE farming for everything limits the time players have to fight with each other and seems like a contradiction.
 
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Sorry for the wall of text but another thought occurred to me. We may not necessarily need to specifically incentivize only PVP. PVP could be generated as a by-product by greatly increasing other actions that lead to it such as invasions, being SF etc. Perhaps there are options for these tokens to be accrued by accomplishing things SF, invasions done SF, and the PVP kills mentioned above. That would allow the mechanic to keep working even after you already killed the only 3 pvpers on the server.
 
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This is how I feel also. The unique items for the min maxers is a good idea, but my personal incentive would be to offset the cost of pvp and get some combat-related items outside of PVE. I'd like to spend less time alone in the wilderness trying to farm drops to replace my armor. Some people enjoy hours of farming but I think that's the worst part of SWG. I'd rather be engaged with other players. The only problem is right now engaging with other players requires hours of farming to offset the cost.

I think your suggestion for limiting exploits by not counting repeats of the same players is a good one. I think that might also make getting tokens difficult since so few people PVP and we usually fight a lot of the same people. Perhaps diminishing returns on repeat kills could be utilized or there could be some sort of 24hr timer to then allow a kill of the same player to count.

I'd like to see it be worth it for players who aren't the best. Even succeeding in a few kills a week should get something back even if it's minimal. The spoils of war.

It's interesting that so much of the design of SWG revolves around player interaction, but the design choice of SEO to require extensive PVE farming for everything limits the time players have to fight with each other and seems like a contradiction.
I like that 24hr suggestion on same kills. I’ll add that. As far as additional tokens from invasions etc ,I’m not sure on it. Want to try and keep it separate so people don’t just farm invasions at 4 in the morning and not have to participate. My hop is that this system will give incentive for more people to flag up. Ive added (tokens be handed out at PVP events) hoping this will incentivize more PVP events to take place. If we had people wanting to PVP I would gladly organize a PVP event every month.
 
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Up voted but not sure it will have the desired affect. I think implementing the NGE GCW system will be better at getting people active and would draw people over from legends. Why you ask? No spy class.
Restuss needs flattening
 
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I like that 24hr suggestion on same kills. I’ll add that. As far as additional tokens from invasions etc ,I’m not sure on it. Want to try and keep it separate so people don’t just farm invasions at 4 in the morning and not have to participate. My hop is that this system will give incentive for more people to flag up. Ive added (tokens be handed out at PVP events) hoping this will incentivize more PVP events to take place. If we had people wanting to PVP I would gladly organize a PVP event every month.
I guess my thought on invasions and other goal related things is that you could introduce more pvp by convincing players that aren’t sure about pvp to flag up for a benefit. Yeah, they would try to be slick and get their benefits without being killed but that’s why we have warpads. Just another perspective. Ultimately we’d like more people to flag, which could include players that aren’t actually looking for a fight.

Hopefully I’m not derailing your pv by taking about invasions and stuff.
 
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I guess my thought on invasions and other goal related things is that you could introduce more pvp by convincing players that aren’t sure about pvp to flag up for a benefit. Yeah, they would try to be slick and get their benefits without being killed but that’s why we have warpads. Just another perspective. Ultimately we’d like more people to flag, which could include players that aren’t actually looking for a fight.

Hopefully I’m not derailing your pv by taking about invasions and stuff.
Not derailing at all, I want this PV to be community involved. The problem with invasions right now is you can stay on leave until the general is attackable, switch to SF for the 5-10 minutes max it takes to kill the general, go back on leave and get full credit GCW tokens. Maybe if they put an hour “cool down” on going back to “on leave status” after an invasion otherwise 5-10 minutes you have to be special forces is negligible even when using the war intel pad. Maybe there’s another system that can be implemented that could help fix the issue with invasions, maybe GCW tokens given out aren’t full amount unless flagged for the full invasion, I don’t know the answer to that one.

Could be interesting to see a system where while your special forces for x amount of time in an open area ( showing up on intel pad ) you occur daily tokens. Maybe even one of the daily quests. Say x amount of time SF grants a daily token ?
 
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Not derailing at all, I want this PV to be community involved. The problem with invasions right now is you can stay on leave until the general is attackable, switch to SF for the 5-10 minutes max it takes to kill the general, go back on leave and get full credit GCW tokens. Maybe if they put an hour “cool down” on going back to “on leave status” after an invasion otherwise 5-10 minutes you have to be special forces is negligible even when using the war intel pad. Maybe there’s another system that can be implemented that could help fix the issue with invasions, maybe GCW tokens given out aren’t full amount unless flagged for the full invasion, I don’t know the answer to that one.

Could be interesting to see a system where while your special forces for x amount of time in an open area ( showing up on intel pad ) you occur daily tokens. Maybe even one of the daily quests. Say x amount of time SF grants a daily token ?
i like the concept of the hour leave thing. but then youd just have people camping cloners which force you on leave anyways after death. not a bad direction. but i dont think thats a valid application. you could move the med centers to pve only areas with a beeline to the starport maybe to prevent that. just give them a no kill zone. but with an hour timer between switching "game modes" i see people switching to the mode you want them to be in even less often. or just outright logging off till the timers done.
 
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i like the concept of the hour leave thing. but then youd just have people camping cloners which force you on leave anyways after death. not a bad direction. but i dont think thats a valid application. you could move the med centers to pve only areas with a beeline to the starport maybe to prevent that. just give them a no kill zone. but with an hour timer between switching "game modes" i see people switching to the mode you want them to be in even less often. or just outright logging off till the timers done.
Your right, there’s to many loop holes or grieving potential. That’s exactly why, In my opinion, I don’t think having invasions play a part in dailies is a good idea.
 
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