So, we know that everyone hates the PvP scoring mainly because of the “I get hit eleventy-billion times in the time it takes me to do one match” bug… er, I mean “feature” of PvP
We also know that win-based PvP went over like a lead balloon because they changed the progression rewards to make even the most basic ones unobtainable for most of the player base.
I have a modest new proposal:
- Keep the current PvP scoring systems (i.e.: based on the difference in scores, not a “1 win = 1 point” system) and progression/placement awards
- Wins when attacking usually gain the same amount of points as before (see below)
- Losses when attacking still lose the same amount of points as before.
- Wins when defending still gain the same as before
- Losses when defending do NOT lose points…
- However, a loss while defending places a 4 hour “debt clock” on your team (extending the debt clock by 4 more hours if you already have time on it)
- Winning a PvP match while having a debt clock reduces the clock timer by 8 hours but does not gain points.
If your team has a debt clock, you cannot gain points for winning. You will need to win a matches to reduce the debt clock, apply a shield, or let it expire before you can start gaining points again. This softens the blow from multiple defending defeats while attacking (you don’t lose your points or progression towards the next reward), however it still discourages players from putting out low-level characters to feed Line/Alliance friends.
It basically keeps the same rewards/punishments for active play, has roughly the same drawbacks for passive play (it takes on average 1 good attack win to make up for point loss of 2 defensive losses), yet also allows for players to “rest off” the defensive losses if they happen early enough in the event. It doesn’t carry that same dread that comes from trying to get that one last win to get to 575, 650, 900, or 1200 points, only to come out of the battle and see “you have been defeated by 6 players for -200 points”.
Shields would still work to protect against getting debt marks instead of point loss, so shield hopping would still be there for the ultra-competitive players, yet the casual player can feel ok about getting hit or trying to build up points early, instead of just the last 3 hours of an event. A player who is at the end of an event (or just wants to keep grinding) can buy a shield to erase their debt clock, then immediately break it to keep attacking and gaining points.
This is something I’ve been toying around in my head for a few days. It’s not perfect and feedback and suggestions are welcome.