Sorry IceIX...may I suggest...

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Comments

  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    Shields need more limits to reduce the total number people can do. Escalating cooldowns, could bring things down and limit the high end shield hoppers without impacting the casual to midcore.
    The gameplay of the people scoring 2k+ is already irrelevant to the casual and midcore, so what exactly would this change be accomplishing? Except for making it harder to hit 1300.
  • I can't see how can be bad that people can hit 2-3k scores. This maintains them in the very top of the brackets so it's easy enough to see when they are shielded and when they can be queued. Snipe them or just keep the queue for later, but you can see them up there.

    The problem clearly isn't shield hoping as this doesn't makes it harder to hit progression for the weaker players, specially because a lot of those on top have utterly hard to beat teams and you should leave them for who can beat them.

    The problem is the point system, with 4 point matches and losing permanent 60s per hit from a guy in the 500s.

    I saw the suggestion about split point system, half floating half permanent, and paired with a higher minimum point rewards (around 20) you can progress infinitely as long as you have the ways to fight (packs and/or enough living characters), while someone shielding the score will still have a point advantage over the ones losing half of their progress.
  • TxMoose
    TxMoose Posts: 4,319 Chairperson of the Boards
    ShionSinX wrote:
    I can't see how can be bad that people can hit 2-3k scores. This maintains them in the very top of the brackets so it's easy enough to see when they are shielded and when they can be queued. Snipe them or just keep the queue for later, but you can see them up there.
    completely agree there.
    ShionSinX wrote:
    I saw the suggestion about split point system, half floating half permanent, and paired with a higher minimum point rewards (around 20) you can progress infinitely as long as you have the ways to fight (packs and/or enough living characters), while someone shielding the score will still have a point advantage over the ones losing half of their progress.
    this sounds a lot like a sub ending pve grind except this will be 2.5 days worth. whoever can permanently bank the most points in the 'permanent' pool wins and that will be whoever can put their lives on hold for 2.5 days straight of playing. does not sound like fun to me.
  • If you start early you can work it up for progression rewards, if you start late you join newer brackets and get a rank reward. If you want both... Prepare to continue just like it is now: start early, spend tons on shields and timely hop for higher and higher scores.
  • BillyBobJoe
    BillyBobJoe Posts: 103 Tile Toppler
    Heck, there could even potentially be a 1* and 2* only Vs. that the 2* players would actually enjoy playing in.

    I asked about that in a Q&A once. We did have LONE STAR pvp once.

    I think having a 1*, 2*, & 4* pvp featuring different characters run concurrently with the 3* would be awesome. I don't know how plausible it would be due to server constraints.

    but if ICEIX says roster slots are a big $ maker, I would purchase more roster slots to have every character to play these events
  • BillyBobJoe
    BillyBobJoe Posts: 103 Tile Toppler
    herbal wrote:

    For example, what if pvp match rewards were split into two currencies, a permanent pool and a pvp destroyable pool.

    This is an excellent idea. Permanent pool could count toward progression awards, and floating points toward the ranking awards