Comment PvE and PvP juxtaposed (Score 1) 1000
With recent patches, the differentiation between PvE and PvP servers seems to be diminishing. Battlegrounds now compromise the majority of player versus player combat, and are equally prevalent on both server types. With the introduction of dishonorable kills for civillians, city and town raiding have been effectively removed from the game. The honor system, also, takes a pve approach and rewards time spent instead of skill.
Is this the base intention of the developement team?
Specifically, as a competetive gamer, i'm interested in the likelyhood of any change that would base cp gain on skill. Examples include: A modifier that increases the direct kill cp reward the more you kill without dying (rewarding positive kill ratio). The loss of cp when you die. And, a large(r?) bonus for killing players of high rank. Perhaps even the move to a rating system; a formula to take into account kill ratio, kills per hour and bg win *percentage* in assigning weekly cp, as well as a small modifier to continue to take into account time played (at a much smaller portion of importance than the current system).
Is this the base intention of the developement team?
Specifically, as a competetive gamer, i'm interested in the likelyhood of any change that would base cp gain on skill. Examples include: A modifier that increases the direct kill cp reward the more you kill without dying (rewarding positive kill ratio). The loss of cp when you die. And, a large(r?) bonus for killing players of high rank. Perhaps even the move to a rating system; a formula to take into account kill ratio, kills per hour and bg win *percentage* in assigning weekly cp, as well as a small modifier to continue to take into account time played (at a much smaller portion of importance than the current system).