The biggest issue I had with PvP Seasons was staying buffed up all the time due to the zero cool down on hits that can keep coming and coming and coming. consider some limits on it.
(I might have messed up the quoting but it was said somewhere in response)
Grim:
We've discussed this and discarded it. Such would have an overall negative impact on the Seasons and the Bounty Board. This is why I'm looking at 12 to 24 hour duration on these reward potions.
Possible Solution:
Only limit the number of Crystal Tier hits per daily skip reset (to 50 hits or so). Deflects and Skips do not count towards the total.
What this does:
Putting a limit on Titan hits would be pointless since its ELO based, the bounty activity we experienced prior will remain present once those same Crystal players are moved to Titan and will continue to compete to stay in top 75. Crystal is effectively the top tier a player can reach if its their first opt in and can therefore be seen as the ceiling. After opt in most players tried to go for Crystal tier and then hold out as long as possible (I think it takes 2500-5000 stamina in wins to get there, could be wrong).
If hits were limited it would encourage more defending while offline (because you cant easily make up a loss if hits are limited). Naturally players who cant defend offline in Crystal will be sent further down to Gold tier where they can subsequently be hit infinitely from Gold to Wood and have to climb back up with more bountyable attacks. This limits last minute sniping to 50 crystal hits, promotes offline protection (buffs + offline set vs stam gear), plus still allows the majority of hits to be limitless (still allowing for lots of bounties posted) between the Titan tier (which will be just as active as Crystal was last Season) and from Gold thru Wood.
I feel that this will greatly decrease the farming we experienced last season, which was really only prominent in Crystal tier. This will give players a better chance to scare of farmers who will have to be more careful who they spend their hits on since recouping from a loss will mean so much more now than before. Heavy farming really only occurred in Crystal among all the other tiers (I was farmed in all tiers and saw a huge decline in hits once in Silver, where Crystal players could not hit me). By encouraging defence in this way players will feel some degree of ownership as to whether they were knocked out of Crystal or not instead of blaming a broken system. This will definitely bring back a good chunk of the players who opted out after being discouraged from being the victim of farming, ect.
Please consider what Ive mentioned here, I dont think limiting Crystal attacks is still off the table. Doing so will definitly make the system more fair and wont cause a dip in bounties, especially once Titan tier is populated by players. If you do not change this 90% of players will be taking the sniping approach, just phasing out those with low banks from competitively competing. Perhaps run it as a pilot this time just as durability and Xp loss was last round.
One more suggestion:
Maybe one more thing I would like to bring up- limit the amount of hits a player can perform on a specific player to something like 10. A player 300 level above me can keep skipping until he finds me 300 levels below him and keep hitting as long as he has the gold to skip. Every loss costs me 50 stamina, at a point I was hit 60+ times by the same player all within 3-4 minutes of eachother. That one player cost me 3000 stamina, thats over a days worth with stam gear on. Imagine 5 players doing so throughout the day. If you limit hits on a specific player, a single player could make me lose at most 500 stamina (as long as there are five or more people in each range, which there should be given how large they are, this should not pose a huge problem when players need to find targets). If I was to lose to 5 players 10 times each daily that would cost me 2500 stamina which seems like a fair maximum (keep in mind more than 5 players will hit you daily). Either doing this or reducing the amount of levels a player can target someone below them- I think 300 isnt quite fair if I am pushed back when I cant defend my spot. I think 100 levels above me is fair for defence (really ranges should expand based on players levels, not the tier they are in). So that would make my range for finding a target +300 (or whatever the formula is currently) to -100 levels. 400 levels of targets should be plenty. This is just a suggestion to further prevent farming.
Something to keep in mind:
One more thing to consider, bounties will probably drop in number from last time even if you keep the system as is. The overall hype has surely died down, especially after having the reward spoilers shown. Further most bounty posts were from players adding gold on your head last round- not much was being stolen since most were not foolish enough to leave large sums laying around. I dont think players will be too keen on dropping even more gold (or allies stamina to clear a bounty, since the gold rewards are 98% of the time not enticing for the risk involved) just to deter farmers from farming them. The end break down is basically less than 200 players above Wood, 400 players left in Wood (most likely those who did not participate but chose not to opt out), the rest of the player base would be those uninterested in the Seasons formatting as is who opted out.
Edited by Blue Tail, 01 August 2015 - 11:42.