Noaani wrote: » Encounters differing due to PvP is fine. Calling results of those encounters appropriate/balanced in regards to risk vs reward isn't.
morphwastaken wrote: » Noaani wrote: » Encounters differing due to PvP is fine. Calling results of those encounters appropriate/balanced in regards to risk vs reward isn't. PvE sets baseline risk/reward. PvP modifies it further.
Depraved wrote: » i think he means the acquisition of the reward. also you can get item rewards by killing other players such as materials and of course, gear if they are red
Depraved wrote: » its still risk vs reward.
also, what if we decid eto ally and kill the boss? less reward since we have to split the loot for sure, but less risk. none of us dies, plus we kill the boss faster before nikr guild comes. also, th e lack of fast trave mitigates this. its up to the players whether they want to ally or fight for the boss.
also, if the war system is like l2, and your guild wins the pvp vs mine, you get points that you can use for things, so even more rewards that you werent counting on..
now, if there are 4 guilds fighting for the boss, 3 guilds die and the last one gets the boss, why should the losing guilds get a reward from the boss? dont you think its fair that only those who kill the boss get the reward? why reward people who didnt kill the boss. i understand what you mean that the rewards for killing the boss wont change and increase if there is pvp for the boss, but the pvp is for the right to kill the boss. so the guild who wins the pvp gets the opportunity to kill the boss, and once they do, they get 100% of the reward.
Noaani wrote: » Depraved wrote: » its still risk vs reward. But it isn't. The term "risk vs reward" is that the system in question provides a reward that is appropriate to the risk that was undertaken. If a system allows for an increased risk without also increasing the reward, it is not a risk vs reward system.
Noaani wrote: » morphwastaken wrote: » PvE sets baseline risk/reward. PvP modifies it further. How does PvP modify the reward?
morphwastaken wrote: » PvE sets baseline risk/reward. PvP modifies it further.
Depraved wrote: » well, look at the corruption system. high risk, low reward. its intended that way so less players participate on it. if it was low risk, high reward, more players would participate on it. so high risk, low reward isnt still a risk vs reward system? the split doesnt always have to be 50/50
Noaani wrote: » If a system allows for an increased risk without also increasing the reward, it is not a risk vs reward system.
morphwastaken wrote: » Noaani wrote: » morphwastaken wrote: » PvE sets baseline risk/reward. PvP modifies it further. How does PvP modify the reward? It increases the risk, makes it less likely that you get the reward.
morphwastaken wrote: » Noaani wrote: » If a system allows for an increased risk without also increasing the reward, it is not a risk vs reward system. If there is more players fighting for the rewards - the demand for that reward is higher. Meanwhile supply stays the same, so reward goes up in value for that encounter.
Noaani wrote: » No the value stays the same, because the demand stays the game. If it is the best item in the game, the demand for it is everyone on the server of a suitable class for it. More people showing up for the fight isn't an indicator that more people want the item, it is an indicator that more people think they are in a position to get it.
Noaani wrote: » More people coming for PvP means more risk, but also means less reward (due to a lower statistical chance of you winning that reward)
morphwastaken wrote: » What you are dissatisfied with - is that "reward does not go up with risk".
If risk is higher - loot does not get better, being in possession of that loot becomes worth more.
Noaani wrote: » the demand is the same
NiKr wrote: » Noaani wrote: » No the value stays the same, because the demand stays the game. If it is the best item in the game, the demand for it is everyone on the server of a suitable class for it. More people showing up for the fight isn't an indicator that more people want the item, it is an indicator that more people think they are in a position to get it. This is why you should work towards lowering that risk, if its value outweighs the reward. With that lower risk (of adding more people) your reward might seem lower because you'd need to split it, but if the risk was so damn high due to too much competition - the overall probability of you getting the reward would be higher, which means that on average your reward is higher. Not base full reward, but still higher than it was before. This is "feature not a bug" of sandboxy owmmos. And it makes the whole encounter way more social instead of "we have an instanced boss and a spreadsheet of how to fight it".
Mag7spy wrote: » lp NiKr wrote: » Noaani wrote: » No the value stays the same, because the demand stays the game. If it is the best item in the game, the demand for it is everyone on the server of a suitable class for it. More people showing up for the fight isn't an indicator that more people want the item, it is an indicator that more people think they are in a position to get it. This is why you should work towards lowering that risk, if its value outweighs the reward. With that lower risk (of adding more people) your reward might seem lower because you'd need to split it, but if the risk was so damn high due to too much competition - the overall probability of you getting the reward would be higher, which means that on average your reward is higher. Not base full reward, but still higher than it was before. This is "feature not a bug" of sandboxy owmmos. And it makes the whole encounter way more social instead of "we have an instanced boss and a spreadsheet of how to fight it". Spread sheet how to fight it im doone lmao