Why is diminishing return on PVP XP out in the open world global? If someone kills an enemy, but you aren’t there to get XP, they are still worth 0 to you if they get killed in the next 5-10m. Why is this? WoW even had personal PVP XP based on if YOU recently killed them, not someone else.
This concept makes no sense and makes world pvp even less rewarding.
Please make open world PVP XP personal to the last time YOU killed that player. This still stops any kill trading and makes world pvp a bit more rewarding.
agreed, it would make much more sense if it was personal rather than shared and make open world more enjoyable. Also I want Great Cleave back… it was so good for the week we had it, it was like launch day all over
The main differences in wow is that you cant communicate with the other faction so chances of exploting were a lot lower. In new world you obviously can communicate and farm xp.
That’s the intent, but it really ends up killing PvP incentive.
If I stumble across another flagged player and make the decision to attack (and presumably kill) them. Yay. If they come back and attack me and I kill them again, I get nothing, ok, not a big deal. If they repeatedly keep coming back and attacking me, they’ve now become a nuisance. It’s not really enjoyable killing the same person over and over for absolutely nothing, and I think most healthy-minded individuals would agree.
That leaves my choices at:
1.) Put up with the nuisance.
or
2.) Leave the area.
That’s a pretty bad design, but it’s probably the best AGS can come up with while maintaining their goal of wanting people to continually respawn and jump back into combat. Without tangible risk when dying there isn’t going to be real rewards and so it’s usually pretty pointless to engage in OWPvP unless you have a dominant group or are planning to leave the area soon.
On the other hand, if a player is getting repeatedly killed, that is entirely their choice as flagging is optional and they can respawn at sanctuaries. That’s a great safeguard from griefers and doesn’t hurt gameplay.
Also:
The first one is pretty stupid, and feels like a band-aid system rather than creating an actual PvP rank system. You get more reward for killing the worst player on the server who has been farming materials in the middle of nowhere for an hour than you do for killing the best player on the server 10 minutes after they’ve logged in or if they’ve been killed recently. Absurd.
Rapidly diminishing returns on repeated kills definitely makes sense to prevent abuse, though they really ought to be done in conjunction with a more permanent rank system that exists beyond the upcoming ranked arenas.
At the end of the day, AGS has chosen to put small-scale encounters on the back burner, which is troubling, considering the game population is not moving in a favorable direction.
I don’t typically play mmorpgs, but I find it crazy how new world players will go to extreme lengths to NOT play the game as intended.
I’m sure if you made the PvP exp personal you would see 100 man companies from different factions lined up just executing each other all day until they are PvP level 500 or something.
One thing I don’t like about open world pvp kills is if you do 100% of the damage to someone and you knock them, but some steals the final blow you get 0 PvP exp. It should at least split the pvp exp.
im really surprised since you can get random azoth salt for which i assume is because your flagged. why cant we get regular pvp track xp being flagged out in the wild may not be a lot but its something none the less would like to see something a long those lines maybe help entice people to go out and flag up to do stuff they may normally do not flagged, and its not like you’re going to be able to bot pvp track