Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
Part of this calculation is not simply killing the monsters, it's also defending the objectives.
Will it be easier or more challenging to defend the objectives against AI or against players?
Players driving monsters will be directed to complete objectives, so killing players may not be the primary focus, destroying specific buildings/services is likely to be the focus... we'll have to see which provides more rewards.
The PvP equivalent might be something more like a Caravan or Siege, where we're also factoring in strategic objectives rather than just focusing on player characters killing each other.
Or the reason would be to change to what I would believe to be more accurate success criteria.
Either way, I don't think simple maths gives a meaningful result.
In the PvP scenario, if both teams are bad it gives the same number
In the raid scenario, if a new boss is released expanding on the mechanics of the first, the numbers would give the same result because the team would have already learned similar mechanics, even if fighting this boss without fighting the first would result in more time to get that first kill.
These are the encounters that introduce new mechanics, and those mechanics then get used on mid-range then low end raid encounters.
Also, your alteration to the success criteria doesn't really fit, as you are only altering it with one activity.
If you are going to average out the numbers over a 16 pull night, and make the claim that one kill equals success, you have to do that with PvP as well.
Based on that, success would then have to be determined by how many times the activity would be expected to be initiated, on average, for a successful outcome. Since the ratio of success for PvE is still at 25% and PvP at 50%, I think the result here is obvious. Or you could determine the average chance of at least one success over a given number of events, which is what you previously did.
Either way, as long as you do it with both, it is fine. Doing it with one and not the other is not fine, however.
True that top end encounters wouldn't reuse mechanics so that scenario is invalid.
I believe the success criteria to be different between the two so you can't do the same to them both.
For me, a single raid boss kill on a raid night would be a success but a PvP match with 5 wins 6 losses in a best of 10 is not a success.
I can't think of a single MMO that only rewards PvP in a best out of 10 scenario.
My background is more in guild wars 2 WvWvW and not a standard structured or rewarded setting. On "raid" night we would go on the WvW maps as a guild group looking for other guild groups to fight and often would go away from all objectives ln the map to do best of X fights if there was a similar size guild around. The only reward here was knowing you won.
There was also an unofficial GvG leaderboard for 15v15 and 20v20 but I don't remember what that was a best of.
This would be akin to me setting the criteria of the raid to that of killing the encounter under a specific arbitrary time - it isn't required for actual success, but I can arbitrarily make that my success condition if I wish.
I am automatically assuming that is what your experience is limited to, and I am also agreeing with you.
Fight rules is tdm with time limit.
Every PvPer there is so good that noone died.
Does that count as 100% win rate or 0%?
You're bleeding for salvation, but you can't see that you are the damnation itself." -Norther