KR1T1K4L
01-20-2013, 06:23 AM
I wanted this to be its own thread so Devs could take a look see as I'm fairly sure these suggestions we'd all like to see.
What needs to be added:
Health Bars above players. (We need to know whether or not we're wasting our time fighting.. If my opponent is close to death, I'd like to know so I can tell what skills to use and when.)
When a player on your team has the flag, he should be visible on the map. Also, when a player on the enemy team has the flag, that player should be visible also to encourage teamwork/coordination.
When players come into the lobby, they should be automatically pre-selected to teams based on level in order to balance the games. (Too often I've had games where my team average level was ~12 and other team in the 16's, or vise versa. Not fun winning too easily or getting pwned without being able to do anything.)
If you enter with a party, you should be able to fight with that party. It'd be fun to pvp with my friends. (In order not to contradict my previous fix, lets say I go in with a friend: My friend and I would be first to be placed on a team and then solo players added to teams for best possible level balance for that lobby. I suppose this should be limited to like a 3 person party though possibly?)
PvP gear/items/costumes! In exchange for PvP currency. Possibly 1 token/win or something along those lines?
When a flag carrier has flag, there should be a small arrow pointing in the direction of that player's objective. Even though I know where I'm going, doesn't mean everyone does. And even sometimes I may get turned around, it happens :P
There's a general consensus in the PvP forums that credit for the kill shouldn't come from the final killing blow, but what are the alternatives?
Some games credit the kill to everyone who did damage. (Does this grant satisfaction of the kill? Depends on who you ask)
Could determine kill based on who did most damage, but what if I do 2k damage to someone who has 1.5k max hp of course they were healing during the fight, they then fully heal to 100%. Then when that person is manatapped, my teammate comes along and solos the manatapped guy at full health, who'd get the kill then? That situation really eliminates this option.
Option to duel people in the game world. (With of course, a menu option to auto decline duel invites for non-pvpers.) This allows testing of skills/builds etc.
More stats post game please: K/D, assists, damage done, damage healed, flags taken, carriers killed, etc. (This would encourage healing and allow us to see who's contributing, as well as allow us to provide you guys with better feedback!)
Edits:
Penalties for those that quit out of games (after balancing arrangements take place)
Timer so dominant team can't stack kills indefinitely (about 10-15 minutes should be appropriate)
Team chat should be the default chat instead of everyone in the zone being able to see what's being said. (For obvious strategic reasons.)
Option to unlock an alternate skill build for our character. (since pvp wasn't a feature in the game when we first made our characters, this unlock should be fairly cheap devs!)
That's it for now, when I think of more suggestions, I'll definitely bring them up. Want to talk to me in game about the PvP? Send me a message in game: Sephirroth or Kagurra
What needs to be added:
Health Bars above players. (We need to know whether or not we're wasting our time fighting.. If my opponent is close to death, I'd like to know so I can tell what skills to use and when.)
When a player on your team has the flag, he should be visible on the map. Also, when a player on the enemy team has the flag, that player should be visible also to encourage teamwork/coordination.
When players come into the lobby, they should be automatically pre-selected to teams based on level in order to balance the games. (Too often I've had games where my team average level was ~12 and other team in the 16's, or vise versa. Not fun winning too easily or getting pwned without being able to do anything.)
If you enter with a party, you should be able to fight with that party. It'd be fun to pvp with my friends. (In order not to contradict my previous fix, lets say I go in with a friend: My friend and I would be first to be placed on a team and then solo players added to teams for best possible level balance for that lobby. I suppose this should be limited to like a 3 person party though possibly?)
PvP gear/items/costumes! In exchange for PvP currency. Possibly 1 token/win or something along those lines?
When a flag carrier has flag, there should be a small arrow pointing in the direction of that player's objective. Even though I know where I'm going, doesn't mean everyone does. And even sometimes I may get turned around, it happens :P
There's a general consensus in the PvP forums that credit for the kill shouldn't come from the final killing blow, but what are the alternatives?
Some games credit the kill to everyone who did damage. (Does this grant satisfaction of the kill? Depends on who you ask)
Could determine kill based on who did most damage, but what if I do 2k damage to someone who has 1.5k max hp of course they were healing during the fight, they then fully heal to 100%. Then when that person is manatapped, my teammate comes along and solos the manatapped guy at full health, who'd get the kill then? That situation really eliminates this option.
Option to duel people in the game world. (With of course, a menu option to auto decline duel invites for non-pvpers.) This allows testing of skills/builds etc.
More stats post game please: K/D, assists, damage done, damage healed, flags taken, carriers killed, etc. (This would encourage healing and allow us to see who's contributing, as well as allow us to provide you guys with better feedback!)
Edits:
Penalties for those that quit out of games (after balancing arrangements take place)
Timer so dominant team can't stack kills indefinitely (about 10-15 minutes should be appropriate)
Team chat should be the default chat instead of everyone in the zone being able to see what's being said. (For obvious strategic reasons.)
Option to unlock an alternate skill build for our character. (since pvp wasn't a feature in the game when we first made our characters, this unlock should be fairly cheap devs!)
That's it for now, when I think of more suggestions, I'll definitely bring them up. Want to talk to me in game about the PvP? Send me a message in game: Sephirroth or Kagurra