Well im not sure has this been brought up before but i would just like to share with all of you my idea. Mvp for pvp is simply extra factions for the most valuble player to the winning side by havin their name show up in big letters. the calculation for mvp could be done by,
Most Heal amunt in one death
Most damage taken/dealed
Most enemy killed
Most point captured
Most condition removed and so on
to even this up people who kills a player gets more point towards the mvp then to most heals done.
Im sure if this sytem is place people will few more glory when they acheive mvp for the party, say around extra 1kish factions is gained by the mvp.
Free three~
MVP for all pvp.
gavin456
Aeris Silvermoon
I can understand what you're saying but it doesn't seem like a good idea to me. What is the "most valuable" player to a team, especially in pvp? If you're playing your build properly, then IMO each person is just as important to the build. You can't just define a player as the most valuable because they took the most damage, cause the most damage, healed the most, etc.
gavin456
thats if ur playing ur build properly, imo i think the person whos done a great job in either keep party alive or dealin great amount of damage should be reward with extra just to encourage pvp a lil more.
Not A Fifty Five
Quote:
Originally Posted by gavin456
thats if ur playing ur build properly, imo i think the person whos done a great job in either keep party alive or dealin great amount of damage should be reward with extra just to encourage pvp a lil more.
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Simply too hard to "calculate" mvp.
big /unsigned
Stupid Shizno
mvp for person who took the most damage? wow, theres a great reason to pvp arelady, no prot monks.
fallot
Just seeing some stats of heals/damage, enchant/hex removal etc. would be excellent for optimizing builds. A reward attached to any of these makes little sense though.
targetdrone
A single MVP is a bit hard to decide.
I suggest that at the end of the match, the message box could list players and give _temporary_ nicknames based on what happened in the game, no extra reward necessary. Used to see that sort of stuff in some quake games. Quite fun.
e.g.
Rude Bastard: caused the most interrupts in the game
Sucker for Punishment: took the most damage in the game.
Most Hated/Target Drone: got targetted the most in the game.
Cap'n Keen: captured the most shrines.
Tyson: Caused most knockdowns
Lemming: Most suicides (it's not just Necros..).
Survivor: if everyone else died but you.
Dwayna's Breath: the best healer
Balthazar's Shield: the best protector (most damage prevented)
There should also be a minimum threshold for some of these - just because everyone else took 0 damage and you took 1 damage doesn't make you a Sucker for Punishment.
You get the idea I hope. I'm sure you guys can think of more and give better "nicks/titles".
I suggest that at the end of the match, the message box could list players and give _temporary_ nicknames based on what happened in the game, no extra reward necessary. Used to see that sort of stuff in some quake games. Quite fun.
e.g.
Rude Bastard: caused the most interrupts in the game
Sucker for Punishment: took the most damage in the game.
Most Hated/Target Drone: got targetted the most in the game.
Cap'n Keen: captured the most shrines.
Tyson: Caused most knockdowns
Lemming: Most suicides (it's not just Necros..).
Survivor: if everyone else died but you.
Dwayna's Breath: the best healer
Balthazar's Shield: the best protector (most damage prevented)
There should also be a minimum threshold for some of these - just because everyone else took 0 damage and you took 1 damage doesn't make you a Sucker for Punishment.
You get the idea I hope. I'm sure you guys can think of more and give better "nicks/titles".
Antheus
You fail to understand what team play is.
And adding rewards for "most valuable" means rewarding soloistic morons (see touchers and similar builds), since sharing and rewards don't mix.
What if someone interrupts 500 useless skills, and another interrupts all 5 meteor showers? Who contributed more?
What if someone heals for 50000 health, but infuser only healed for 5000 health total, yet prevented 15 spike kills in doing so? Who was more useful? One that wasted energy on heals, or the other which prevented 15 x 15% dp?
What about water elementalist, which kept the flag runner slowed down the entire match, yet not dealing any damage?
Yes, this kind of idea pops up every week. And every week it's still as useless as the first time it was suggested. If you find yourself in context where someone is MVP, it's time to either find better players, or play in actual competitive areas.
Any area that can be soloed is not worth spending time in (this is why RA, FA and AB aren't given much consideration when it comes to pvp). Those areas are farming zones for faction. Nobody is valuable there.
And adding rewards for "most valuable" means rewarding soloistic morons (see touchers and similar builds), since sharing and rewards don't mix.
What if someone interrupts 500 useless skills, and another interrupts all 5 meteor showers? Who contributed more?
What if someone heals for 50000 health, but infuser only healed for 5000 health total, yet prevented 15 spike kills in doing so? Who was more useful? One that wasted energy on heals, or the other which prevented 15 x 15% dp?
What about water elementalist, which kept the flag runner slowed down the entire match, yet not dealing any damage?
Yes, this kind of idea pops up every week. And every week it's still as useless as the first time it was suggested. If you find yourself in context where someone is MVP, it's time to either find better players, or play in actual competitive areas.
Any area that can be soloed is not worth spending time in (this is why RA, FA and AB aren't given much consideration when it comes to pvp). Those areas are farming zones for faction. Nobody is valuable there.
shardfenix
I would like to see a "postgame carnage report," but no bonuses for most damage or anything like that. Witht he game so broken, MVP would depend on class, not player skill.