Dan where's the Last PvP Kills Tier?
Author |
Message |
Dr Bill
Joined: Thu Sep 15, 2011 2:31 am Posts: 500 Location: In the lab, ELoEHQ
|
I could see people going on a killing spree to get a better invade chance, which I think would be an interesting gameplay mechanic in and of itself.
_________________ And by the way it's not about making money, it's about taking money. Destroying the status quo because the status is not quo. The world is a mess and I just need to... RULE it.
|
Mon Oct 08, 2012 8:22 am |
|
 |
TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
|
Dr Bill wrote: +1. Suggestion for an additional supportive idea:
Medal name: Armageddon Engine [50 Points, Title: Ender Of Worlds]
Battle Market Item Null Matter Cannon - 500 Red Badges Requires medal - Armegeddon Engine Size 30 Weapon +90 Attack Special: 1% Chance on hitting an enemy player to activate Null Warp
Null Warp: +3% attack, 15 minutes, cannot be removed.
How about instead of special/active bonus, why not add in a permanent attack. Eg. Per Players Killed, you gain 1 permanent attack on your module. Permanent bonus won't be added on your previous kills, it only starts adding the permanent attack right after you install the module. Max permanent Bonus: 4k Attack ( 4k PvP Kills). Other than that ty for your contributions, more supporters, the better.
_________________ Why the $%&% are you looking at my signature for...?
|
Mon Oct 08, 2012 2:50 pm |
|
 |
icarium81
Joined: Tue Aug 09, 2011 2:15 am Posts: 3056
|
id like it either way, but the static attack would mean a very good payoff for the effort without overpowering later on.. 3% is fine when your low rank with low crew, but getting up there, 3% is quite a boost.
_________________ This is my dog, Icarium, It was a very windy day. Leader of Icariums Fate, level 6 base 
|
Mon Oct 08, 2012 6:41 pm |
|
 |
Oexarity
Joined: Fri Sep 23, 2011 9:19 pm Posts: 372
|
I like SirKillsALot's idea, but maybe instead of a constant 1:1 with a cap of 4000, it could be diminishing gains after a certain point.
Ex. After installing the weapon, your first 1000 kills add 2 attack each. Kills 1001-2500 add 1 attack each. 2501-5000 add .75 attack each. 5001-7500 add .5 each. 7501+ add .25 each.
Given the proper encouragement, I'm sure plenty of players will be able to reach 7500 kills. This way the bonuses don't stop dead again after 4000.
At 1000 Kills you would have +2000 attack. At 2500 kills you would have +3500 attack. At 5000 kills you would have +5375 attack. At 7500 kills you would have +6625 attack, then gain 1 attack per 4 kills after that.
If 4 kills per attack isn't worth it, we could just make 5001+ .5 attack each so every 2 kills would be +1 attack after 7500 kills.
_________________
|
Mon Oct 08, 2012 6:50 pm |
|
 |
Fireblade
Joined: Wed Nov 16, 2011 1:42 am Posts: 1148
|
Oexarity wrote: I like SirKillsALot's idea, but maybe instead of a constant 1:1 with a cap of 4000, it could be diminishing gains after a certain point.
Ex. After installing the weapon, your first 1000 kills add 2 attack each. Kills 1001-2500 add 1 attack each. 2501-5000 add .75 attack each. 5001-7500 add .5 each. 7501+ add .25 each.
Given the proper encouragement, I'm sure plenty of players will be able to reach 7500 kills. This way the bonuses don't stop dead again after 4000.
At 1000 Kills you would have +2000 attack. At 2500 kills you would have +3500 attack. At 5000 kills you would have +5375 attack. At 7500 kills you would have +6625 attack, then gain 1 attack per 4 kills after that.
If 4 kills per attack isn't worth it, we could just make 5001+ .5 attack each so every 2 kills would be +1 attack after 7500 kills. How is diminishing returns supposed to encourage people? If anything they should be scaled the other way to encourage people to pvp further and further to get the rewards.
_________________ 
|
Mon Oct 08, 2012 7:13 pm |
|
 |
Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
|

Fireblade225 wrote: Oexarity wrote: I like SirKillsALot's idea, but maybe instead of a constant 1:1 with a cap of 4000, it could be diminishing gains after a certain point.
Ex. After installing the weapon, your first 1000 kills add 2 attack each. Kills 1001-2500 add 1 attack each. 2501-5000 add .75 attack each. 5001-7500 add .5 each. 7501+ add .25 each.
Given the proper encouragement, I'm sure plenty of players will be able to reach 7500 kills. This way the bonuses don't stop dead again after 4000.
At 1000 Kills you would have +2000 attack. At 2500 kills you would have +3500 attack. At 5000 kills you would have +5375 attack. At 7500 kills you would have +6625 attack, then gain 1 attack per 4 kills after that.
If 4 kills per attack isn't worth it, we could just make 5001+ .5 attack each so every 2 kills would be +1 attack after 7500 kills. How is diminishing returns supposed to encourage people? If anything they should be scaled the other way to encourage people to pvp further and further to get the rewards. Possibly but then again by then you should have enough attack that the bonuses from PvP are too costly compared with NPCing, getting terraformers and upgrading some arti worlds so people would stop PvPing at some point anyway.
|
Mon Oct 08, 2012 8:35 pm |
|
 |
Dr Bill
Joined: Thu Sep 15, 2011 2:31 am Posts: 500 Location: In the lab, ELoEHQ
|

See, I disagree with the trend this thread is taking. Here's my reasons:
No matter what, giving the equivalent of free tactical officers as a side order with every red you get is, in my opinion, not only kinda boring, but also overpowered long-term. You're talking about a static buff that yes, may not provide as much attack as a stacking % buff, but still one that is there ALL THE TIME, both active and passive pvp, npcing, invading, bases battles... I'm talking about something that only activates in active pvp, and only lasts 15 minutes before it wears off. Yeah the bonus might be bigger for high ranks, but with a 1/500 energy proc ratio, and such a short timer, it's not sustainable. The only effective siecondary use I can think of would be a very short opportunity for a big invade chance, assuming others were handling the pop while you built up stacks. This means that much like proteans or blue badge mods, it would be purpuse built to the exact same activity that makes it available, which is the formula. And note that I did think to include a static (albeit paltry for a rank 1000) buff along with. If that needs to be increased, sure. How about size 30, +250 attack?
If the idea needs to be nerfed a bit, then yeah, let's discuss that. I think nerfing the number of stacks might be the wrong answer, as I feel that would reduce the excitement felt as you build them up. Perhaps something like +1%, 5 stacks? Or even +0.5%, 5 stacks? I'm drawing from my experience in playing live action big name mmos like WoW, EQ, etc. I'm telling you, random chance, stacking buff, short duration for a powerful ability are all things that make for an exciting time, and none of these things currently exist in the game.
Ok, so let the shooting down of my idea resume. 
_________________ And by the way it's not about making money, it's about taking money. Destroying the status quo because the status is not quo. The world is a mess and I just need to... RULE it.
|
Mon Oct 08, 2012 8:41 pm |
|
 |
Epicownage
Joined: Thu Oct 13, 2011 8:37 pm Posts: 4415
|

Dr Bill wrote: See, I disagree with the trend this thread is taking. Here's my reasons:
No matter what, giving the equivalent of free tactical officers as a side order with every red you get is, in my opinion, not only kinda boring, but also overpowered long-term. You're talking about a static buff that yes, may not provide as much attack as a stacking % buff, but still one that is there ALL THE TIME, both active and passive pvp, npcing, invading, bases battles... I'm talking about something that only activates in active pvp, and only lasts 15 minutes before it wears off. Yeah the bonus might be bigger for high ranks, but with a 1/500 energy proc ratio, and such a short timer, it's not sustainable. The only effective siecondary use I can think of would be a very short opportunity for a big invade chance, assuming others were handling the pop while you built up stacks. This means that much like proteans or blue badge mods, it would be purpuse built to the exact same activity that makes it available, which is the formula. And note that I did think to include a static (albeit paltry for a rank 1000) buff along with. If that needs to be increased, sure. How about size 30, +250 attack?
If the idea needs to be nerfed a bit, then yeah, let's discuss that. I think nerfing the number of stacks might be the wrong answer, as I feel that would reduce the excitement felt as you build them up. Perhaps something like +1%, 5 stacks? Or even +0.5%, 5 stacks? I'm drawing from my experience in playing live action big name mmos like WoW, EQ, etc. I'm telling you, random chance, stacking buff, short duration for a powerful ability are all things that make for an exciting time, and none of these things currently exist in the game.
Ok, so let the shooting down of my idea resume.  Contrary to your previous sentence this is a very good idea, in fact I'd go so far as to say this is an idea that the game really would benefit from.
|
Wed Oct 10, 2012 7:23 pm |
|
 |
Fireblade
Joined: Wed Nov 16, 2011 1:42 am Posts: 1148
|
the problem is pvp has no real reward any more if i spent 10k pvping i get some red badges for base scanning
If i used that 10k energy npcing i can get terraformers blade harvesters elites that drop ctp warp fuels caches the list goes on
Something needs to be done to give players incentive to pvp and getting a few medal points for 5k raids and 8k hacks isn't cutting it.
A reward for pvp that boosts your attack would be great because it would give people the reason to pvp.
_________________ 
|
Wed Oct 10, 2012 7:38 pm |
|
 |
TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
|
Fireblade225 wrote: the problem is pvp has no real reward any more if i spent 10k pvping i get some red badges for base scanning
If i used that 10k energy npcing i can get terraformers blade harvesters elites that drop ctp warp fuels caches the list goes on
Something needs to be done to give players incentive to pvp and getting a few medal points for 5k raids and 8k hacks isn't cutting it.
A reward for pvp that boosts your attack would be great because it would give people the reason to pvp. THIS! EDIT: NPC is the reason why I barely bother with PvPing. Npcing has better rewards, the module I requested should get a permanent attack(s) added into the module per kill, not a great reward but it's something that will reward PvPers other than Base scanning, and Dom Cannons/Upgrades.
_________________ Why the $%&% are you looking at my signature for...?
|
Wed Oct 10, 2012 7:41 pm |
|
 |
Dr Bill
Joined: Thu Sep 15, 2011 2:31 am Posts: 500 Location: In the lab, ELoEHQ
|
So before I try tweaking my concept any further, let me make certain I understand:
You will not be satisfied by anything less than a weapon that never stops increasing in power, and whose power applies to all aspects of the game where attack is relevant.
Correct?
_________________ And by the way it's not about making money, it's about taking money. Destroying the status quo because the status is not quo. The world is a mess and I just need to... RULE it.
|
Mon Oct 15, 2012 10:55 pm |
|
 |
Fireblade
Joined: Wed Nov 16, 2011 1:42 am Posts: 1148
|
Dr Bill wrote: So before I try tweaking my concept any further, let me make certain I understand:
You will not be satisfied by anything less than a weapon that never stops increasing in power, and whose power applies to all aspects of the game where attack is relevant.
Correct? What were looking for is something that bring Pvp so it's not just a waste of energy, with npcing i can make max toxics max arti planets maxed research planets i get ctp i great great xp energy ratio along with numerous modules for my ship Pvp you get a few modules and after you have those your left with a red badge and a ok energy ratio. That's why pvp is dead.
_________________ 
|
Mon Oct 15, 2012 11:45 pm |
|
 |
TimeManipulator
Joined: Mon Apr 09, 2012 5:13 pm Posts: 2711 Location: Somewhere trying to find a way to increase the use of Time Manipulators.
|
Fireblade225 wrote: What were looking for is something that bring Pvp so it's not just a waste of energy, with npcing i can make max toxics max arti planets maxed research planets i get ctp i great great xp energy ratio along with numerous modules for my ship
That's why pvp is dead. I will bump this post up for my last chance to make Dan see this, if he has already, even better.
_________________ Why the $%&% are you looking at my signature for...?
|
Fri Jan 11, 2013 8:18 pm |
|
 |
Bluecifer
Joined: Sat Dec 25, 2010 11:53 pm Posts: 3756 Location: Aboard my floating fortress of ineptitude
|
I like the title "the Monster". Just do. +1
_________________ Inventor of Invisible SandTM
|
Fri Jan 11, 2013 11:26 pm |
|
 |
iShadowHeart
Joined: Wed Aug 01, 2012 8:40 pm Posts: 28
|
+1
|
Sat Jan 12, 2013 1:01 am |
|
 |
Pikavader
Joined: Thu Aug 02, 2012 1:49 pm Posts: 175
|
Fireblade225 wrote: the problem is pvp has no real reward any more if i spent 10k pvping i get some red badges for base scanning
If i used that 10k energy npcing i can get terraformers blade harvesters elites that drop ctp warp fuels caches the list goes on
Something needs to be done to give players incentive to pvp and getting a few medal points for 5k raids and 8k hacks isn't cutting it.
A reward for pvp that boosts your attack would be great because it would give people the reason to pvp. Maybe medals for PvP that give you planet boosting artifacts would help as an incentive. Ship attack is only one area of the game. Planets, on the other hand, have many more upgradable features.
|
Sat Jan 12, 2013 1:35 am |
|
 |
varunjitsingh146
Joined: Tue Apr 17, 2012 12:11 am Posts: 5495 Location: Alpha Legion 100
|
+1
_________________ Creator of Alpha Legion 100, The Robot Alliance, Galactic Historian Society, Galactic Entertainment Center, The Guidebook, and Fan-Forums. 2012 Player Of The Year. The Artists' Guild Member.
|
Sat Jan 12, 2013 5:35 am |
|
 |
Dreadlost
Joined: Wed Aug 03, 2011 3:12 pm Posts: 725 Location: England
|
this thread is just taking on....."AND THIS NEW UBER AWESOME WEAPON!"....."YEAH, YEAH! AND THEN IT COULD HAVE THIS SUPER COOL % BONUS!"
I say that I would LOVE for there to be more pvp medals/title(s)
It would be really awesome....since people have to spend ALOT to get the raid/hack titles via TM's.
a new title would be the best....
_________________
|
Sat Jan 12, 2013 11:57 am |
|
 |
Dreadlost
Joined: Wed Aug 03, 2011 3:12 pm Posts: 725 Location: England
|
also, I don't like it how if you want to get more powerful. instead of pvping....you have to npc to get better at pvp??!
the system of npc vs pvp is vastly unfair considering npcing is VERY boring and pvp is more interesting. to little for PvP as a whole. you need to NPC to be the best in the game tbh...an NPCer will maybe be more of a threat than a PvPer. simply because they gain awesome rewards for pot luck NPC finding...and most npcs take no effort/skill to take down.
we NEED more weapons....etc (maybe some little space things since PvPers don't have much space often.)
_________________
|
Sat Jan 12, 2013 12:02 pm |
|
 |
Dreadlost
Joined: Wed Aug 03, 2011 3:12 pm Posts: 725 Location: England
|
I doubt anything would ever be done about PVP. I doubt Dan has even read it.
_________________
|
Sun Jan 13, 2013 5:36 pm |
|
 |
|
Who is online |
Users browsing this forum: No registered users and 39 guests |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum
|
|