Quote:
That's why in a perfect ratio, the rewards should be the same. AB has much longer matches compared to JQ and FA. Therefore, a system which gives awards should be made to where at a decent time (say 30 minutes or an hour, choose whichever) the rewards given will equate to each other. AB is the longer model, therefore it should give higher rewards per match, whereas with FA/JQ, they would get smaller rewards per match which in the end will come out to be the same.
|
Sounds okay on paper, but... let's notice a few facts:
* you get Imperial Faction for winning in AB, so it doesn't matter whether you play Luxon or Kurzick side when you want to progress in either title;
* being in a Luxon guild, you can easily access AB from the Kurzick side without guesting another guild, and vice versa;
* the default rewards for winning AB are increased;
* AB is on the Zaishen Combat list - rewards for it might also be increased;
* people like getting rewards;
* people like getting rewards in a farmable manner - fast, with no chance of losing and thus wasting time.
AB
should have longer matches, but it might be easily exploited. People interested in farming the new rewards - and, trust me, there would be dozens upon dozens of people who want to get easy faction, much faster than through MQSC/MTSC - would pick one side and use their main accounts to play that side. Then, they would use their alt accounts - or, in general, free accounts they have access to, as it might also involve logging on a long-inactive friend's account - and form groups for the other side. The idea would spread like a bonfire, and within a month, 90% of the 'alt account' side (let's say - Kurzicks) is, indeed, alt accounts. Who are there only to resign, so that the Luxon side might easily reap rewards. Players who still play Kurzick side would notice that, and would most likely switch to play Luxons - after all, they want to get faction as well. They would contribute their own alt accounts to resign with them as Kurzicks.
Result? Another format is completely dead and broken in terms of real gameplay, just as, sadly, HB got. ANet then takes drastic steps against both offenders and the format itself, severely limiting the rewards in the best scenario, again rendering the format completely unused and dead.
Long story short, everything that's only player-based and doesn't involve strong, direct competition or uncorruptable AI monsters cannot be beefed too high with rewards, because of the exploitable nature of such formats. And while ANet could quite easily nerf UWSC or DoASC by removing several core skills or reshaping the areas a little bit, fixing the corruptibility of PvP formats would require a serious redesign of the whole system, or adding an additional incentive for
playing which would be much higher than that for
winning, which is unreal in an MMO game.