Fix Idea: PVP Track XP Changes: Hotspot Territories

Compiled some suggested changes to AGS based on my experience with the update this past weekend to help guide the developer’s decision on what to do moving forward. I feel that I spent most of my time mindlessly running missions and already feel burnt out and wanting to quit until the next big update (or Brimstone). Again that is just over player’s experience but hopefully helps AGS see how this was received. Feel free to add your thoughts, agree, and most importantly disagree with these suggestions. So we can better improve them.

Tldr: Let’s increase xp of underutilized PVP activities and instead of nerfing PVP missions let’s just create a system to give more variety and force players into other territories instead of doing 200 hours of PVP missions in Great Cleave.

OPR:
Increase to +4k xp for win and +2k xp for a loss. Current rewards 2500 for win max? 500 min for loss? Performance dictates how much xp you get. Would say it should be a little higher still. I think 4k for a top performing win would be reasonable. Rewards should be based on match duration and performance score. The above amounts would be ranges that would be increased or decreased based on these metrics. If you are a top performer in a longer match maybe 5k xp while 500xp for a near AFK performer on the losing side of a 10min game. @cattboy credit for additional details.

Arenas:
Remove Cap. 1000xp for a 3-0 win, otherwise 750xp for a win and 250xp for a loss.
Currently 250, 350, 500, 750 with upcoming update.
Likely needs to be increased to 250, 500, 750, 1000 and I feel that’s at a nice sweet spot. Still don’t think there should be a cap but it’s much more generous now at least. Also know that there is a concern for bots taking over as well or people just AFK’ing for rewards.

Point Captures:
1000xp per capture, limit 3/fort/day. Fort capture xp doubled to 2k per capture if hotspot territory, see below.
Now capped at 10/day then reduced to 250. Seems reasonable. Still would like to integrate hotspot territory below, doubling the xp gained if it’s in a hotspot territory.

Open World:
Keep current xp/kill based on time since last death. Can factor in other things such as player’s recent PVP kills. Make it feel more consistent and less random. No xp if you consistently trade with same player over and over. 1.5x if kill is inside hotspot territory (see below, last time I promise lol).

PVP missions:
XP is reduced to 100/mission at baseline but kept at 500/mission when that territory is designated as hotspot.

Hotspot Territory:
One territory is chosen at random to be the Hotspot territory. Hotspot territory rotates every 2? 3? hours. It is announced in global “Ebonscale, etc is currently under attack by x and y factions!” and the territory on the map is shown with a glowing/slow flickering visual to depict this. The hotspot territory mechanic can then be applied to numerous other future content as well! You can see how it impacts different things in this post already. Why not have it so future world bosses spawn in the current hotspot territory? If my “random” node idea is implemented than you could increase the quality of randomized spawns in this territory as well. Additionally as the world grows in size, this lets you condense the 2000 players into single territories for PVP content instead of further diluting them over time.

Side comment:
Don’t make it rotate and be predictable because that’s boring, just make it a weighed random system where the weight increases over time the longer a territory goes unselected.

Bans:
Actions against players. Ban players that have been abusing system before and after change, including trading kills or swapping forts. No need to reset everyone’s track. If you temp ban them then reset those player’s PVP tracks to zero individually.

Rationale:
Reason for above changes is to provide incentive to actually PVP while increasing your PVP track level, instead of open world missions being the most efficient means of increasing your rank, often devoid of PVP interaction (although not always). Additionally this is to provide diversity in terms of what activities are efficient. By adding caps on some activities and not rewarding losses for OPR, AGS inadvertantly shifted player behavior away from PVP activities and towards only running missions. This of course gets repetitive and for all of the people coming back, just results in player churn. People come back then leave again. One thing that went really well was that this instantly revitalized Open World PVP. On larger servers Great Cleave instantly become a war zone of open world PVP, with PVP zergs colliding around the map. The disadvantage is that this is that only Great Cleave/WW are being run (most efficient runs) and eventually this will become stale. Why not spread it out a bit? To remedy this you need a hotspot mechanism to force players into other regions. Nerfs are feel bads, so let’s not nerf open world but instead fix the mistakes made in terms of OPR/Arenas and buff them. Then instead of nerfing Open World mission xp, just make it so it rotates. Now people are experiencing different open world areas instead of just the same snowy Great Cleave area over and over again until it becomes stale.

13 Likes

Rewards should be based on duration of the match AND performance/score

Win, 30minute match, should be 4-5k PvP XP for top performer

Lose, 30min, top performer should be 1-3k

Reward payout going downwards from there.

Bottom performance win, folks milking the game with under 1k points for 30minutes shouldn’t be rewarded for afking, 500xp tops

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@Kay @Shadow_Fox @Centeotl @o-o @BRGF @Aenwyn @Luxendra and all of my AGS friends haha. I feel this list gets more random all the time.

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Yeah definitely agree with this. I believe the current system is similar to this, right? Well for the winning team. I’m thinking why not increase the ceiling and keep it performance based and tweak it to be more performance based (what metrics would you choose and what cuttoffs would you suggest?). Then for the losing team if you perform well then you should get a pretty decent amount of xp, getting zero xp is just a bad feels system by design. If you AFK or do minimal effort than yeah totally agree it should be very little xp. Shouldn’t be zero so at least there is some progression for people with low PVP skill (the AFK people eventually just get banned anyways). I also agree that if you have a 10 minute game or 40 minute game it should definitely be scaled accordingly. I think if you win 4 games an hour it shouldn’t be the same as winning 2. But maybe not 2x the xp? Maybe 1.5x so that you also reward those super close games as well! If it’s like 40 minutes and 995-1000 both teams, especially the top contributors, should be getting some hefty xp and azoth salt in my opinion at least.

Thanks for the comment! Good discussion!

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Hello hello @Blackxp Thanks for the tag, you’re awesome!

The thing that caught my eye the most is the Hotspot Territory. That sounds very rewarding and exciting. It would definitely keep the players on their toes.

Overall, thank you so much for the dedication and time spent compiling this thread for the team to look over. :smiley:

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Please do this. This sounds amazing.

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How cool would it be to be fighting in different locations. The beaches if MB, jungle of EB, through rain of MD, etc. Honestly as much as people have complained about GC, it’s actually a really cool and unique place to PVP. I just don’t want us to get burn out and have it go away. Making hotspot territories is like taking a single OPR map and overnight turning it into 14 different unique maps? This is the advantage of the open world. It’s massive and non-repetitive if you create a good system.

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remove soul bound perks from reward track or swap for other goddies.
remove arena cap and add a quest of win X arenas give your a loot box like outpost rush and some gold. Right now win an arena in “competitive” servers is hard and reward is shit. Is lot more worth play outpost rush than arenas. Let people enjoy they game or the “part” of the game is enjoyable instead of force people play content that is bored cause is unfinished like PvP missions in alpha/placeholder state, PvP outworld also in alpha state and forts that are also really bored. This game need caravans, trade routes, forts is a nice idea but bad implemented cause forst must be opened at random each 12-24 hours announce it in a global message and give not only a nice buff also some gold, pvp XP, loot box, umbrals and salt. Make it more of an event rater than a placeholder feature.
This game also need dark zones PvP always on with some kind of loot etcetc and PvP missions must be more about that like u must stand 2 minutes in dark zone etc etc.
Also random PvP chest that spawn in an area that will be PvP flagged on with nice random reward like raffle bones but turned in PvP random event and u need 30 seconds o 60 to open it if someone atack you it starts again, loot is shared with party members and once someone/party take the chest it dissapear for sure.
Also World boses like archeage Kraken when u kill it u carry the “loot” till the city where u can complete de mission/open the chest but in the way people can kill you and loot that reward.
Features like that, are funny and u dont need to cap any kind of content cause is a suck and you know no one wants to play it. And u need to cap things to force people to do content they dont like. ty

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You could make it a random, “show of strength,” location.

Stay in the location for 30 seconds and gain 500 PvP Salt and XP endlessly refreshes.

If another faction is in the circle as well then it pauses timer. Doesn’t reset on death.

Essentially every 30 seconds without an enemy faction inside the small circle gives all players 250 PvP salt.

To prevent trading due to it’s illegal nature, if the 30 seconds go uncontested you get 100 salt. Every successive, “capture,” doubles PvP salt and XP up to 400 salt per capture. Uncontested captures do not reset consecutive captures.

Interesting locations for this:

  • NW Ebonscale where there is little to no Shrines. Mountain Temple.
  • The bridge on the east side of First Light.
  • The small cave in the NorthWest side of First Light.
  • The Church in South Great Cleave.
  • Swamp Island where you do PvP missions in Weaver’s Fen.
  • Corvus West side of MourningDale.

I’ve been begging for this. Lol. I even made posts in full detail.

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Reminder that you need to add ranked arenas and reward the highest ranked with the most XP/salt

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I liked this post OP. Hopefully they take the hotspot idea. I’m PVX closer to PVE today probably (only because the meta is pretty frustrating right now), but I am looking for a reason to PVP any chance I get and I think the hotspot would be really cool.

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Thanks! Yeah hoping to see if we can fix some of the issues with the update but also really lean into things that went okay. We kinda inadvertantly created a hotspot at GC. Why not rotate it so we can fight all over Aeternum instead of the same place over and over again.

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I like this, but I would keep it 500xp for your first 3 missions (the daily bonus)

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The hotspot and ranked leaderboards should be #1 priority. Phenomenal ideas and post you put together. Thank you to the AGS team for viewing this as well as taking into consideration some of these great ideas.
See you all in Aeternum!
-Sky

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Bump. Been some changes since this post started. I’ll keep discussion going.

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Same.

Hot spot territory should just be rotating every 3 hrs, random with massive bumps on kills, pvp missions, and fort capture. Thats a simple addition they can do right now while everyone is levelling the pvp track which is driving the open world fun

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And just to add, this also includes tuning down current open world pvp rewards mainly faction missions so everyones primary source of pvp leveling is OPR, arenas, hot zone contest.and in that respect id say hot zones should be every 3 hrs with a 45 min timer, 20 min warning to organise yourself

Yeah, open world just needs some underlying mechanism to highlight a specific area and this could be one way of doing that. Otherwise it just self dilutes itself. So much want, and I’m mostly a PVE player

Loving this conversation! We’re very open to feedback and suggestions on this topic.

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