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Bag RNG System: Aging Poorly


JackKerras's Avatar


JackKerras
01.19.2012 , 04:51 PM | #1
'Let's see if purples drop' is getting old fast.

Every guild has a guy who's opened thirty bags and not gotten a single piece of gear out of them. My guildie has been doing PvP dailies and weeklies for a solid month and still doesn't have a mainhand lightsaber that's worth a damn.

There's another guy, same class, who is purpled out. These two guys have been running together this entire time; one is geared, the other is shafted.

There're a bunch of ways to fix this, but I think that the -best- way (that still remains reasonably easy to do) is to have a quest chain.

In progress, they may look like this!

Mercenary Warzone Mastery I:

DPS-focused Medals in Warzones: 22/36
Healing Medals in Warzones: 5/8
Complete Huttball passes, Ball Handler Kill Assists, Bomb Plants/Disarms, or Terminal Slices: 47/64


Sniper Warzone Mastery IV:

DPS-focused Medals in Warzones: 27/44
Solo Kill Medals in Warzones: 20/20
Complete Huttball passes, Ball Handler Kill Assists, Bomb Plants/Disarms, or Terminal Slices: 68/75


Reward: One piece of PvP tier gear, your choice. Each reptition of the quest, the numbers get a little larger; 38 intead of 36. NO BIG JUMPS. Progression, not sudden, irritating grindwalls.

Give people a real objective instead of 'get bag, hope for loot'.

And adding passes, plants and slices to this equation means even people who only want to kill will have a -good reason- to complete victory conditions instead of going straight for killing enemies. Don't say 'win games to get bags', say 'do these objectives to get gear'; winning games will progress naturally from people having a good reason to do objectives instead of just fight the enemy.

Random bags are not interesting, they're not fun, and they do not drive the player to do anything except show up for games. Yes, winning has incentive. No, winning does not have clear goals set before players who do not have the interest to play the gametypes.




Extra notes:

This is intended to be an easy fix that fits on top of the current system without making any significant, coder-necessary changes to the way PvP in general, including medals, reward systems, and actual gear progression works. This could be done by an intern and would require very little time and money to implement; that is the goal.

This is intended to have a set of quests that fit for different specs in the case of Mercs or Operatives, who have both main-healing and main-damage specs.

I use Medals in these examples because they are a way for the developer to choose how long they wish each step to take; one Solo Kill Medal requirement means a good 15 minutes at least of playing in Warzones, as only one Solo Kill medal is available in any single Warzone.

In a perfect world, objective counts could be iterated in an AoE, so being present for a cap. bomb plant, or running alongside the Huttball carrier would count; this would mean players would not -have- to sprint in and try to cap first for quest credit.

funnygerp's Avatar


funnygerp
01.19.2012 , 04:59 PM | #2
I totally agree.

Captainant's Avatar


Captainant
01.19.2012 , 05:13 PM | #3
I actually can't find anything I don't like about this idea! AND! It's another PvP daily that could be done! hooray!

JackKerras's Avatar


JackKerras
01.19.2012 , 05:50 PM | #4
I'm basically replying to this just to bump it.

But yeah! I think a questchain like this with increasing requirements and always-the-same rewards on a tier-by-tier basis would be a very good thing for PvP. At least you'd KNOW you were approaching gear. Not approaching the chance to perhaps get gear that can be a copy of your old gear, but saying okay, this quest completion is my lightsaber, -neat-, let's keep capping points and punting carriers.

JackKerras's Avatar


JackKerras
01.19.2012 , 06:06 PM | #5
Shameless continued bumpage. This is a good idea.

stolen_insanity's Avatar


stolen_insanity
01.19.2012 , 06:12 PM | #6
bumpty bump.

Good idea.
I can't get anything in PvP and without gear you get owned.
So I try to do HM flashpoints to get gear and guess what? I get kicked from the group because I don't have gear!!

SiouxsieSioux's Avatar


SiouxsieSioux
01.19.2012 , 06:12 PM | #7
Easiest fix ever and cant understand why overlooked....


Make every piece of gear buyable only with comms.....that was the way from 10-49?


Just tweak out quests to reward more comms etc...
Siouxsie Sioux
"Queen of Goth""

mistan's Avatar


mistan
01.19.2012 , 06:14 PM | #8
Something needs to be done. ANYTHING. I cant stand pvping much more and being disappointed over and over when i work hard to win a few games, open my bag, and find nothing. OR even better, a duplicate item, or something i cant even use like an offhand gun my powertech just gets to sit and stare at.
not to repeat something an above poster already wrote but i see people walking around with full sets of champion gear and are like valor rank 20-30. Im just a bit past them at valor 40, but ive gone almost 20 lvls of valor now without getting anything but duplicates and stuff i cant even use.

i have 6 relics, 4 implants and 2 off hand weapons(cant use) and 2 helms...

Im not sure if this is BW's idea of making gear difficult to get or what but its just annoying, disappointing over and over and no fun.

LordZanos's Avatar


LordZanos
01.19.2012 , 06:16 PM | #9
I agree. This is an excellent idea.

JackKerras's Avatar


JackKerras
01.19.2012 , 06:19 PM | #10
Commendations needn't even enter into this equation.

This is not a replacement for the current broken, boring, irritating system that gives you duplicate loot and leaves you at the mercy of the Dice Gods.

This is a way to get gear as an assured progression, a way to be -certain- that after a bunch of games (and the amount would be quite significant, considering I-X (assuming five armor slots, two implants, one earpiece, one on-hand, one off-hand) would add up to a -substantial- number of games played, many hours of work.

That said, those many hours would all be working -towards- something.

In the current system, it's possible to be completely geared in ten or twelve bags... or it's possible to open 40 and get the shaft from start to end.

This is a better, more progression-oriented system for distributing PvP loot. And it's just shoehorned in! You could make better changes if you would go with systemic changes instead of just tacking a quest chain on!