rikardp98 wrote: » @Numlock how would you feel if you farm for gear for hours and hours, maybe even months to get the right gear setup. Then you do open world pvp and large scale pvp where you crushes your opponents, not only because of your gear but also because of your knowledge of the game. Then you queue for a ranked arena (first time) and your gear stats or what ever are scaled down by 50%, and the other dude that have worst gear than you and have only played for a few days do more damage than you. That's what pvp scaling does and it doesn't feel good as a player. I'm all for ranked arena where high ranked player fight against each other, I do not see why a soft cap to gear is a necessary though. A skilled player will play the game and earn gear "passively" and will be able to rank in areana. A new player will play ranked arena and get smashed either way, with a soft cap or not. Is there reason behind the soft cap that you only want to do arena and nothing else or what is it? I have only heard ideas or suggestions to solve those ideas, but I haven't heard the reason behind the idea that you don't want a power gap. If you say "RNG" then fine, but at this point we don't know anything about how the gearing system will work so at that point it's only ideas based on speculation based on precious experience in a different game. From my point of view I hear people wanting pvp scaling because they are tried if getting smashed by better player which they blame on "random" gear drops and not skill at all.
Sathrago wrote: » @Numlock the issue of pve gear being too good in pvp isn't going to be a thing as there is no pve or pvp gear. It is all just gear. Now as for the ideas from @Altodor, these are very similar to the hell gate system and arena system of Albion online. Which is actually a good thing. My only concern is how you will be able to do the ranking/scaling system when normally players of different ranks end up fighting each other. Or do you think that players should only fight those within their tier of soft cap/rating?
rikardp98 wrote: » I don't actually see the point of having a pvp arena scaling system? Why do you want this? What is the reason behind all this? About your goals: 1. As mentioned in your other thread about equalizing gear, gear will and should always matter in a mmoRPG, a role playing game. If that doesn't appeal to you then this might not be your genre. 2. This will still be the case without a pvp scaling system. 3. "Noobz" will get crushed either way, if gear mattered or not. If they like the game they will continue to play and learn the game, and one day they will no longer be "noobz". A new player getting crushed or seeing someone else getting totally destroyed will encourage them to get better, having someone to look up to. Again, why do you want a system like this? Give me the reason and not the idea behind the solution.
bloodprophet wrote: » Thought this was a thread already?
Vhaeyne wrote: » Just play a fighting game or MOBA if you want equalized PvP. I don't want equalized anything in a MMORPG. I want to retain the full value of my gear across all content. Realize that we are all equalized in our equal ability to obtain gear. If the world is not equalized, why would the arena? Remember this is a open world PvP game. What makes the arena more equalized is that you have a set team size and you all start at full health/mana. That already is way more competitive than the world.
rikardp98 wrote: » I totally agree with Vhaeyne, arena is just a small team fight where you and some mates can do pvp on a small scale. Usually open world pvp comes down to numbers or taking someone by surprise. In arena you are up against full health/Mana (as mentioned by Vhaeyne) player that knows you are coming. If you lose then that means your opponents knows more about the overall game. What gear to use, what abilities to press, and where to spend your talent points. And that also means you have alot more room to grow both in skills and knowledge. mmorpgs, role playing games, is about pure skills but also about the overall knowledge about the game, and mmorpg tend to be pretty big games. That also means that you can not "master" a mmorpg by playing it 1-3 hours a week, you need to spend time ingame with your friends and the community alot, but also IRL by doing some research and what not to really become the best.
Sathrago wrote: » idk guys I think a soft cap could be useful. it lowers the power gap between players to make it more about skill but does not remove the advantage of better gear. This is a middle ground that I find works for both mindsets.
Altodor wrote: » rikardp98 wrote: » I don't actually see the point of having a pvp arena scaling system? Why do you want this? What is the reason behind all this? About your goals: 1. As mentioned in your other thread about equalizing gear, gear will and should always matter in a mmoRPG, a role playing game. If that doesn't appeal to you then this might not be your genre. 2. This will still be the case without a pvp scaling system. 3. "Noobz" will get crushed either way, if gear mattered or not. If they like the game they will continue to play and learn the game, and one day they will no longer be "noobz". A new player getting crushed or seeing someone else getting totally destroyed will encourage them to get better, having someone to look up to. Again, why do you want a system like this? Give me the reason and not the idea behind the solution. The goal is so that gear power never becomes a much more important variable than skill, talents, team composition, weapon choice, and gear set bonuses. There might be more variables but what im saying is to highlight what I mean So gear still matters in this system its just less powerful. I did mention that I dont think gear will matter too much if it makes up 40-50% of overall power. Maybe a system like this wont matter. The term might not be power creep but the term does feel right. People get omega powerful and nothing else matters in a competitive setting. Thats what im trying to avoid. Also I mentioned that this is the game for me
Warth wrote: » I have to agree with rikard here. The suggestion literally doesn't matter for anybody but the top echleon of players as lower players below that will simply get matched against either Similarly geared and similarly skilled players worse geared but more skilled players better geared but less skilled player In the end, they'd always just meet players, that should give them a somewhat interesting challenge. People that "overwhelm noobs" with their gear will climb soon enough and meet similarily geared people. Those who want to be at the very top however should be expected to go for the gear grind to be at the very top. This is despite pointing out the obvious flaws of this system. A: downscaling of gear/strength hasn't worked in a single game in existance. You are either significantly stronger or significantly weaker than real low leveled / real low geared players. B: The static tier system sucks for everybody transitioning tiers without being overgeared in the first place. Let's assume you have the following tiers:Wood - up to 600 ELO -> gear max power level of 100 Iron - up to 900 ELO -> gear max power level of 150 Bronze - up to 1200 ELO -> gear max power level of 200 Silver - up to 1500 ELO -> gear max power level of 250 Gold - up to 1800 Elo -> gear max power level of 300 Platinum - up to 2100 ELO -> gear max power level of 350 Diamond - up to 2400 ELO -> unlimited gear power level Now, what will happen is, that the so called "noobs" will face a significant hurdle the moment they go from 1200 to 1201. The moment they go beyond that point, while having insufficient gear to back it up, they will be at a natural disadvantage. Which leads to those players not wanting to progress past the point of 1200. Players, that would be far better in terms of skill dump their ELO to stay at a point where they are not at an disadvantage, which will results in another bad experience for the players that belong in this tier. The problems are smurfs, that dump their ELO on purpose to "stomp some noobs". Soft or hardcapping gear doesn't stop that at all. Disincentivize smurfing is what they should be aiming to do, not limit the influence of gear, which will result in the exact opposite. Quick note that Steven said gear should make up 40-50% of overall power level. Which just makes me think 2 naked guys can destroy a 1 geared guy. Also, this is a false equivalency. Gear and your Build are multiplicative, not additive. They feed off each other.
Quick note that Steven said gear should make up 40-50% of overall power level. Which just makes me think 2 naked guys can destroy a 1 geared guy.
Altodor wrote: » So the point isnt to equalize gear its to give a diminishing return on it depending on rating. To help it not become a huge variable over things that actually matter in a competitive setting. Other variables like skill and team comp. Stuff like that. That makes sense from a role play perspective. Its just that the roleplay perspective doesnt change my mind when it comes to this sectioned off competitive very small part of the game. I rather think more about what is more enjoyable gameplay wise than keeping the integrity of the game here. I still do feel you though for sure. It really wouldnt make sense to not keep your power everywhere. Maybe cast a arcane magic limiter on you so you cant unleash your full power and destroy the world ja know
Warth wrote: » Sathrago wrote: » rikardp98 wrote: » Sathrago wrote: » idk guys I think a soft cap could be useful. it lowers the power gap between players to make it more about skill but does not remove the advantage of better gear. This is a middle ground that I find works for both mindsets. But the question is, why do we need a soft cap? What is the reason you want to remove a power cap? When it comes to ranked arena, the best players with the most skill and best gear will be the toped rank players. Meaning that high powered players will queue up against each other. So why? @Sathrago It allows more players the ability to participate. That's pretty much the only reason. Some people can't farm for hours for bis gear, so maybe they can hop on and do a bit of arena without feeling like it's completely hopeless due to gear? I do want to clarify my own position on this though, I don't care if there is an item power soft cap, and given a choice I would do without it. However if they decided to do something like that I could completely understand why. That's what the ranking system is for. To be matched against players of equivalent strength. They can jump in whenever they want and face people on a similar power level than them. Whether this is through gear or skill doesn't matter.
Sathrago wrote: » rikardp98 wrote: » Sathrago wrote: » idk guys I think a soft cap could be useful. it lowers the power gap between players to make it more about skill but does not remove the advantage of better gear. This is a middle ground that I find works for both mindsets. But the question is, why do we need a soft cap? What is the reason you want to remove a power cap? When it comes to ranked arena, the best players with the most skill and best gear will be the toped rank players. Meaning that high powered players will queue up against each other. So why? @Sathrago It allows more players the ability to participate. That's pretty much the only reason. Some people can't farm for hours for bis gear, so maybe they can hop on and do a bit of arena without feeling like it's completely hopeless due to gear? I do want to clarify my own position on this though, I don't care if there is an item power soft cap, and given a choice I would do without it. However if they decided to do something like that I could completely understand why.
rikardp98 wrote: » Sathrago wrote: » idk guys I think a soft cap could be useful. it lowers the power gap between players to make it more about skill but does not remove the advantage of better gear. This is a middle ground that I find works for both mindsets. But the question is, why do we need a soft cap? What is the reason you want to remove a power cap? When it comes to ranked arena, the best players with the most skill and best gear will be the toped rank players. Meaning that high powered players will queue up against each other. So why? @Sathrago
Blackhearted wrote: » I think equalized arenas would be great as they focus solely on skill. Every other PvP system will be gear relevant so why not leave one for players to test who are the best. Tera had equalized PvP system and I found a lot of enjoyment there. A system like that would also allow new players practise for ow pvp.
Numlock wrote: » rikardp98 wrote: » Sathrago wrote: » idk guys I think a soft cap could be useful. it lowers the power gap between players to make it more about skill but does not remove the advantage of better gear. This is a middle ground that I find works for both mindsets. But the question is, why do we need a soft cap? What is the reason you want to remove a power cap? When it comes to ranked arena, the best players with the most skill and best gear will be the toped rank players. Meaning that high powered players will queue up against each other. So why? @Sathrago I agree with @Sathrago in the sense that an even playing field in Arena where an enemy is in the same boat as you but is only seperated by skill level would far outlast a system where any Random Joe with Good RNG on any given week could waffle stomp anyone in their path because of a stat disparity Reducing the Power gap to a reasonable level Not removing it entirely i think is the essence of the conversation here@Blackhearted - i wouldnt say necessarily "practice for OW" i think Duels or even Unranked PVP for that. when it comes to ranked, Id want to be sweaty and go for the big W everytime and earn the potential reward for the effort put in to Learn classes, counterplay, mechanics, movement Pro's cons for certain class/builds there is time put in to learning what the potential Meta would be and how to break it THATS where the skill in Ranked Arena is in my LIMITED Opinion to tie back to @Altodor's original post WPVP should be the driving force its more engaging on a wider scale (and makes for great content Southshore V Tarren Mill BOYS!) Pvp shouldnt be balanced around Arena. But there should be a defined ranking to stop people who on any given week can change their pvp fate by 1-2 pieces of gear Im all for stomping noobs, but only when it comes down to the gameplay decisions i made on the fly Not because i Pulled out the Sword of a thousand Truths and essentially 1 Shot a team
rikardp98 wrote: » @Numlock So you are saying that a player that has been playing the game for months, doing wpvp, large scale pvp and pve content should be punished so a new player that hasn't played the game and just jumped in to a ranked arena should have a chance? The reason I don't want any scaling or soft cap is that I don't like the feeling of my gear getting weaker just because I'm doing ranked pvp arena in the same game that I got that gear from. If I hit a guy for 2k damage in wpvp I should hit him for 2k in arena. Getting gear isn't easy in any game, yes it might not be difficult to get but atleast you are playing the game and learning from the experience, and from that experience you gain skill. I don't believe that people should get punished in ranked arena for farming gear out side ranked arena. I also want to say that, bad players will always lose, it doesn't matter how good gear they have they will lose. I have seen many ranked 14 geared players (bought account) in wow classic begin terrible players and not knowing there class, and because of that they can't get any kills. The fact is that gear should matter because of the experience of getting that gear matter, and if you lose that in any aspect In a mmorpg it's no longer a role playing game. I can however see some good points with the soft cap, and I wouldn't be angry with the developers if they did something like it. But I still don't think it's a good game design for a mmoRPG, making experience wpvper, large scale pvper or pvers weaker in arena just because new players shouldn't get smashed (which they will either way) isn't a fun experience. I also want to say that, I recently got in to flag carrying in wsg in wow classic again on my druid. But at first I was the worst. Had the wrong specc, not good gear set up, and because of that the enemy teams flag carry (fc) crushed me. But after seeing how good a fc can be I got inspired. I stared looking into talents i needed, new gear setup and some pots I can use. And after practicing and many wsgs I got better and better. With this I want to say that, it's not a bad thing for new players to get totally smashed, because from that they can see that they have much to learn and some day they can do that too.
Warth wrote: » Altodor wrote: » rikardp98 wrote: » I don't actually see the point of having a pvp arena scaling system? Why do you want this? What is the reason behind all this? About your goals: 1. As mentioned in your other thread about equalizing gear, gear will and should always matter in a mmoRPG, a role playing game. If that doesn't appeal to you then this might not be your genre. 2. This will still be the case without a pvp scaling system. 3. "Noobz" will get crushed either way, if gear mattered or not. If they like the game they will continue to play and learn the game, and one day they will no longer be "noobz". A new player getting crushed or seeing someone else getting totally destroyed will encourage them to get better, having someone to look up to. Again, why do you want a system like this? Give me the reason and not the idea behind the solution. The goal is so that gear power never becomes a much more important variable than skill, talents, team composition, weapon choice, and gear set bonuses. There might be more variables but what im saying is to highlight what I mean So gear still matters in this system its just less powerful. I did mention that I dont think gear will matter too much if it makes up 40-50% of overall power. Maybe a system like this wont matter. The term might not be power creep but the term does feel right. People get omega powerful and nothing else matters in a competitive setting. Thats what im trying to avoid. Also I mentioned that this is the game for me instead of adapting a special mechanic in the arena, I'd prefer if they focussed on adapting the gear system properly. If they can keep the power difference through gear balanced, then there isn't need for a soft cap in the first place.
rikardp98 wrote: » @Altodor how can you try different setups with out grinding? If you want a gear set they you have to go for it = grinding. Maybe it's a boss, maybe from wpvp or what ever. It's all about playing the game to get stronger, and if you play the game you will get skill and better gear. Gear isn't equal to skill, however skill will lead to gear. So the soft cap system is just a system to make things more complicated and from my point of view unnecessary. In a mmoRPG, a role playing game, you can come very far with only skill, but you also need gear since it's a part of your character. So if a high geared player enters the arena for the first time he may climb the rankes faster than a lower geard player, and to me that's fine. The rankes in a mmoRPG is all about the character AND NOT the player behind the screen.