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Thread: FEEDBACK: PVP Rifts on live

  1. #1
    Shadowlander
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    Default FEEDBACK: PVP Rifts on live

    Overall I think these have been a pretty good success, much better then I expected (certainly not what a new PVP zone could be but decent). With that said, here's a few things that I'd like to see changed from a solo-PVP perspective:

    1) as anticipated, these rifts are pretty solo-PVPer unfriendly. The carriers are almost always escorted by 2 or more additional players, this needs to be discouraged in some way IMO.
    1a) space the stone carriers out a bit more maybe. Perhaps some sort of debuff the more players are around a runner idk.

    2) the rewards for solo-PVPers is nil, this needs to be changed. At the moment you can't get enough favor, rep or prestige to make this worthwhile b/c of how long it takes to get kills IMO.
    2a) greatly increase the rewards for non-grouped players and reduce that extra amount by a little for each additional players in the group.

    3) destroying stones once dropped should be INSTANT, when you do manage to get a kill, you really have to get lucky to get the stone too because it takes a few seconds and there is always someone just a few yards away running the next stone, all they have to do is hit you to interrupt you; not to mention you haven't even healed up yet and likely have CDs blown. I do occasionally get a stone too but rarely.

    4) when a rift closes it pops me out of stealth, then I promptly get *****; this sucks.

    5) I'm taking soul damage for PVP deaths which result from no PVE damage. This REALLY sucks, fix it or make the coin drops good enough to cover it.

    6) at current, many players seem more interested in running the stones then PVPing; this turns a good idea into a boring PVE grind for rep. PLEASE find a way to discourage simply running stones w/o any PVP involved. PVP is and should be the main focus.
    6a) maybe reduce the reward for turning in stones when a flagged opponent is within range and increase it for a few seconds after killing an enemy player, this may encourage carriers to fight.

    7) PVP rifts should be visible from any zone on the world map.

    8) something should be done to help maintain the interest level as I see it dipping after some time.

    9) I'd like to see the rewards increased with each kill and each rift closed within a certain amount of time after a previous one. This may entice people to keep going longer.

    10) I haven't gotten a single mark of retribution from attacking a rift or the runners, is this just bad luck or intended? I do get them for our own rifts.

    I think the rifts reward people in groups pretty well when PVP is happening, when it isn't it kinda sucks.

    I'm sure some of these may not go over well but they are my opinions on PVP rifts

  2. #2
    Telaran Ryvn's Avatar
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    1-3, 6) Get some friends, make a group and go after the runners. With a few people to help you out, all of those issues are solved.

    4-5) Those sound like bugs and should be fixed.

    7) On the map might be difficult depending on the programming. Maybe have them show up the same way as the zone invasions now - highlight the name of the region.

    8) Ok, what's your suggestion?

    9) Eh, let's wait awhile before increasing rewards. Rift is already suffering from mud-flation with new gear levels being released so quickly.

    10) Don't know.

    I agree that it's pretty boring when no actual PvP is happening, but given that the runners have to leave the rift and they're flagged then you can *make* PvP happen. Just watch out for the zerg if your side is outnumbered. Have to hit hard and fast and keep moving.

  3. #3
    Ascendant
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    I'll contribute to the feedback and things that just suck and make me hate pvp rifts and just want to do 5 uncontested rifts each week for the quest:

    1. do away with "pvp tap" - participating in the killing of a player or assisting your faction needs to award the kill, period. it shouldn't be whoever gets first hit gets credit.

    2. the idea of the pvp rifts is that its full blown faction vs faction, not whatever raid is doing the rifts. anyone in the zone needs to get credit for rift. I know this means that those not participating are getting credit, but it also means people escorting shard runners and killing off groups before they can become a strong force are getting credit. It means that assassins scouting the zone to be on look out for incoming threats get credit. Isn't this the whole reason you wanted one per zone, to not confuse who gets credit for which rift?

    3. fix the bugs. people can sit there in the group that opens the rift, run a shard, kill players near the rift and still not get credit for its closure.

    4. the whole concept. grab and run 35 shards before these things are killed. How about the shards contribute to a power that is needed to close the rift, and kills do the same so that maybe 5 kills equate to the same contribution towards sealing the rift as running a shard. Then its not a game of defending against a constant zerg that is slowly but surely killing the rift and stopping you from running shards, the offense team has to be more careful in their attack to not lose a bunch of people.
    Quote Originally Posted by Bloodbourne View Post
    All I see is your team gettin rolled but managing to win anyway.

  4. #4
    Soulwalker
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    1. Fix the 50K PRESTIGE gain per hour.

    kthx.

  5. #5
    Shadowlander
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    Quote Originally Posted by Norah View Post
    1. Fix the 50K PRESTIGE gain per hour.

    kthx.
    !!wha, how is this happening, i've done quite a few of these and saw them thru to completion since they went live but I haven't gotten near this result

    as to a suggestion for #8 in my OP: maybe achievements participating in PVP rifts some how which result in additional points to spend in your PVP Soul tree (only this tree). Of course it should be a relatively difficult thing as to the number of rifts participated in and the manner in which you participated but not so much as to dissuade the general PVP community from going for it.
    Last edited by Stoutrift; 08-10-2011 at 11:04 AM.

  6. #6
    Champion of Telara
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    Quote Originally Posted by Stoutrift View Post
    Overall I think these have been a pretty good success, much better then I expected (certainly not what a new PVP zone could be but decent). With that said, here's a few things that I'd like to see changed from a solo-PVP perspective:

    1) as anticipated, these rifts are pretty solo-PVPer unfriendly. The carriers are almost always escorted by 2 or more additional players, this needs to be discouraged in some way IMO.
    1a) space the stone carriers out a bit more maybe. Perhaps some sort of debuff the more players are around a runner idk.

    2) the rewards for solo-PVPers is nil, this needs to be changed. At the moment you can't get enough favor, rep or prestige to make this worthwhile b/c of how long it takes to get kills IMO.
    2a) greatly increase the rewards for non-grouped players and reduce that extra amount by a little for each additional players in the group.

    3) destroying stones once dropped should be INSTANT, when you do manage to get a kill, you really have to get lucky to get the stone too because it takes a few seconds and there is always someone just a few yards away running the next stone, all they have to do is hit you to interrupt you; not to mention you haven't even healed up yet and likely have CDs blown. I do occasionally get a stone too but rarely.

    4) when a rift closes it pops me out of stealth, then I promptly get *****; this sucks.

    5) I'm taking soul damage for PVP deaths which result from no PVE damage. This REALLY sucks, fix it or make the coin drops good enough to cover it.

    6) at current, many players seem more interested in running the stones then PVPing; this turns a good idea into a boring PVE grind for rep. PLEASE find a way to discourage simply running stones w/o any PVP involved. PVP is and should be the main focus.
    6a) maybe reduce the reward for turning in stones when a flagged opponent is within range and increase it for a few seconds after killing an enemy player, this may encourage carriers to fight.

    7) PVP rifts should be visible from any zone on the world map.

    8) something should be done to help maintain the interest level as I see it dipping after some time.

    9) I'd like to see the rewards increased with each kill and each rift closed within a certain amount of time after a previous one. This may entice people to keep going longer.

    10) I haven't gotten a single mark of retribution from attacking a rift or the runners, is this just bad luck or intended? I do get them for our own rifts.

    I think the rifts reward people in groups pretty well when PVP is happening, when it isn't it kinda sucks.

    I'm sure some of these may not go over well but they are my opinions on PVP rifts
    And I counter your opinion with my opinion that solo pvpers should not be catered to in any way, shape or form.

    Everything meaningful in pvp should require many people working together to accomplish.

  7. #7
    General of Telara phyraxian's Avatar
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    Your points about solo pvp is a non issue, since you aren't supposed to solo a group of players by yourself. Get more people and that problem goes away.

  8. #8
    Ascendant Fujitasix's Avatar
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    If it weren't for the exploits, PvP rifts were amazing fun and well contrived.

    Even with faction imbalances it was possible to have a productive and entertaining game of picking off carriers, sniping the rift itself, spreading people just enough to reduce server strain and maintain fluid combat, and just the right length whether it be a timer for low population / off peak hours or 35 caps for a hotly contested match.

    Really sad some of the players screwed this up, but I'm sure Trion will once again learn from their "mistake" by implementing greater restrictions and limiting their creativity.

  9. #9
    Banned
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    They need to reduce the amount of pvp rifts that can be opened at the same time. It's ridiculous that pvp is avoided by simply going to another zone and opening a rift so you do not have to compete with the opposing faction. I'm on the same shard as Fuji and I just don't understand what "fun" he is having. My experience with the pvp rifts, on both my Guardian and Defiant characters has been mostly both factions moving to another zone to avoid the other.

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