This is going to be my first locked thread! I'm almost sure of it, since it's arisen from a locked one...
How is bringing up an old thread to try to suggest a CQ Reward System qualify as a thread worthy of being locked? The reason why these boards exist is to throw ideas/discussion about and try to come up with some sort of resolution. Even if the Devs/Mods do not find a way to implement them, we're promoting ideas that can either be taken into consideration or discarded... or apparently locked...
The idea of a CQ-Based Reward system for PVP has been brought up several times. As opposed to creating a new thread, an old one was returned. An old one with some pretty interesting ideas, despite SOE's inability to utilize the system suggested. It doesn't work game-mechanics-wise, but perhaps someone else could come up with some better suggestions.
I really don't see why that thread got locked, because it wasn't a pointless necro. If we want to dig something up that is still worth discussing, then why shouldn't we be allowed to do so?
I still think that yes, it would be great if there were rewards for those who feel inclined to collect cq's. However, I still stand firm on my opinion that these rewards should not be unattainable for everyone else.
A solid player with 2k cq's shouldn't immediately be at a disadvantage versus a similarly skilled player with over 5k. If the same reward was accessible to everyone then it obviously negates its existence, thus revealing the problems with implementing a reward system. You could argue that it gives players something to shoot for, and that's fine in theory. In practice however, you can't tell people how to play the game, and implementing something only available through cq accumulation excludes too many people.
In short, I don't have the answer, but I do support the notion.
Same reason one of the Bazmans got banned and all their usefull useropts posts deleted i guess.
/Shrug
I could have necro'd a Gankers Chronicles instead. Heh.
No, the CQ system having gone on for so long unattended is the issue that we'd have with that, Ex. The best way to resolve it is by issuing consumables that grant the buff, making CQ's easily-spent on temporary increases in stats and whatnot. This way there is no unfair disadvantage for the person with 500 CQ's compared to the person with 13,000 CQ's. If you acquire a consumable PVP Pill that grants a 10% Toughness boost to you for all of 200 CQ points, then what's the problem with that?
Just give it a 180 second length and a 180 second cooldown timer so you can use it only every three minutes. That means it isn't likely they'll get used in every battle as fifteen minutes is the equivelant of 1,000 CQ's.
What I would like to see is a CQ system where for example, you kill 10 players and gain 10 cqs; once you do you get a 10 minute buff of a random item such as; health; stats; IS regen; health regen; BDR; MDR; TDR; VDR; Running Speed etc That way it is fair cause anyone can get 10 cqs by ways of zergs, snipes, and just jumping in a fight but to make it harder, if you die you have to start your 10cq run once more. If you get 20 cqs it will add another random boost or will just top up your current one (not stacking it) back to 10 mins.
What's so hard? They add a tiny piece of code into the game that tells the game to give you a random buff that a normal buffer would give you when you hit a certain number in the game. That code could be written by me in under a day and I ain't a game designer.
I was once very much in favour of spendable cq's but now I feel they would do more harm than good. Take the present its clear many players don't simply pvp, they actively cq farm (look how many people will strike at a player who is already dead for sure)....if that occurs with no value in cq's what kind of environment will exist when there are? Unquestionably before any such change could occur the way cq's are gathered would need to be addressed unless cq's stop being issued for players more than 5 levels below you Vector would become such a ravenous place very few players wba to level (unless of course you got exp for getting killed, which in an odd way does make sense). Again for Vector take an event, with a plethora of easy cq's on offer there would never be a single event that doesnt get excessive disruption, someone probably several players are bound to be tempted.
Even pvp-only rewards have issues, making someone who already pvp's a lot gain an item which makes them better at pvp tends to disrupt balance and would possibly undermine the competitve nature of the more casual pvp'er...net result they will probably go elsewhere.
I don't like to sound negative but I dont see a way to make the idea work to support the environment we have and instead, like archive missions, like the ability to have multiple chars in differing orgs it will be yet another nail in the coffin of immersive Matrix gameplay
I was once very much in favour of spendable cq's but now I feel they would do more harm than good. Take the present its clear many players don't simply pvp, they actively cq farm (look how many people will strike at a player who is already dead for sure)....if that occurs with no value in cq's what kind of environment will exist when there are? Unquestionably before any such change could occur the way cq's are gathered would need to be addressed unless cq's stop being issued for players more than 5 levels below you Vector would become such a ravenous place very few players wba to level (unless of course you got exp for getting killed, which in an odd way does make sense). Again for Vector take an event, with a plethora of easy cq's on offer there would never be a single event that doesnt get excessive disruption, someone probably several players are bound to be tempted. Even pvp-only rewards have issues, making someone who already pvp's a lot gain an item which makes them better at pvp tends to disrupt balance and would possibly undermine the competitve nature of the more casual pvp'er...net result they will probably go elsewhere.I don't like to sound negative but I dont see a way to make the idea work to support the environment we have and instead, like archive missions, like the ability to have multiple chars in differing orgs it will be yet another nail in the coffin of immersive Matrix gameplay
PvP for XP, now there's a concept.
Edit: (In response to the Amazonian's post)
PvP for XP, now there's a concept.Edit: (In response to the Amazonian's post)
This is a rather random idea that popped into my head, but I doubt it would ever be implemented.
When a person reaches a certain amount of CQ, they get access to new PvP constructs that could be designed. E.g. at 5k CQs you're awarded an archive book (Perhaps by a Live Event character whenever they have the time, or a Liason) that does not lose stability, and can be used at the archivists. The same for 10k, 20k etc etc. This is something that does not give an unfair advantage to people (perhaps the boss could simply give good loot, but nothing special), but would give those who enjoy PvP an extra place to do so.
Just a dream I guess :p