Flydecoder said: I was talking about players like you... not personal dominant players dominate.I am not crying saying "why cant I make top 5"... i just want to be able to play and achieve top rewards.
Smart80 said:I have every right to shoot ideas that will make pvp much, much less playable. So come up with an idea that all like, or expect others to critisize you...
Smart80 said: anyway, it has been explained to you in a couple topics now, why your idea wont work and you’ve handed a solution all others have used. Please take your loss......
SpecSpecter said: Okay, thank you, this is more of what i wanted. Up to this point all you really said was "the game shouldn't make it easier for people to get the higher rewards", which I didn't really see as very constructive. I mean I already made it clear that I disagree on that, but I digress.Anyways. First off feels like you see Progression rewards and Placement rewards as being parallel paths. I mean, I guess I can't really fault that considering that under the Point Based system they do uses the same points to progress, but I really don't see it that way. Or at maybe rather don't believe they should be that way or even that that's how they were actually intended. With the Point Based system, the part that you seem to really like, is that just by the sheer act of working towards placement that you meet and in fact surpass the points needed to complete progression. Personally I see this as a flaw in the system. I mean, it's fine if you are like yourself who place and get both rewards anyways, but all it means is it's essentially rewarding you twice for the same thing. As you yourself said, things shouldn't just be handed to you. Part of why I believe Progression and Placement should be treated as two distinctly separate paths instead of two closely parallel ones is because I believe you should have to work for both of them rather then just getting one for free by sheer virtue of completing the other one.Actually let me ask you a question. When battling towards placement, do you gather your points across all three days or do you do it more or less all at the end?The Point Based system seems to greatly favor just bum-rushing the event all at the end, after all why build up points early when that just means more time to leave yourself open to being attacked and losing your points (or alternatively more you have to spend on shield to avoid attacks). Stands to reason though, being two different systems, that the same strategy might not work the same with the Win Based system and that you would have to adjust accordingly. For example a Win Based system favors more of a slow build throughout the event (as you do have three days to take case of it after all). First you get the wins you need for progression out of the way and then you start focusing on the points you need for placement, not the other way around. Honestly though with all the fighting you did for progression you should be well over halfway to what you need already anyways.
Jwallyr said: Just gonna chime in here real quick: I have heard zero plausible reasons that win-based PvP is worse than the current system. I have heard numerous plausible complaints about the specific implementation of win-based PvP that was tested previously, and these complaints are all utterly trivial to correct for in a variety of ways."It took me too many wins to get full progression compared to previous" => The number of wins required for full progression could be tweaked downward. To more closely adhere to the current system (of which I'm not a fan, but whatever) the devs could instead implement points-based progression in which you lost no points after a loss to allow different tiers of players to advance through the progression rewards at a different pace. Obviously your placement score would have to reflect points lost, but having "progression" reverse such that you lose ground overnight for being attacked is completely stupid."They removed the CP reward when they implemented win-based progression" => Uhhh, return the CP to progression rewards? Easy, easy fix. In addition, the current progression reward structure is basically FUBAR because the lowest CLs have high-end progression rewards that are utter nonsense for characters at that tier, as a 1* or 2* player will never get even close to 900 points, and any player capable of doing so would find a 1* or 2* cover to be a negligible reward. Allowing low-end players to put in the time (and it would be a slog) to slowly climb their way to those rewards would at least give them a reason to bother playing."PvP is supposed to be competitive, play Story if you want progression rewards" => Lawl, story is competitive for the best rewards due to placement as well, and enforces a much more rigid schedule for participation or else you may as well give up entirely, so this complaint is invalid right from the start. Regardless, if players want Versus to be ZOMG COMPETITIVE then either:1) Remove progression entirely so we're not tricked into thinking it's intended to be a serious reward structure or2) Reduce progression rewards and increase placement rewards.BOOM. That simple.These are the complaints that occur to me off the top of my head, and they're all either complete nonsense or easily fixed in a proper implementation of a rational win-based system. I'd love to hear any that I may be missing.
hunky_funky said: Haha... Oh this debates, that got to far. Stop lying to yourself people. If in win-based there was cp or LT prize at the end, nobody never sad a word and we played win-based now. It's all about rewards, the rest is excuses.