CQ revamp

98 posts · 2006-11-27 07:47:45 to 2007-10-17 20:22:11

#36300105228 11/27/2006 07:47:45 CQ revamp

I was thinking the other day when I was gaming.  What if the CQ system was revamped to work for players that are trying to advance there experience against RSI with high/very high CQ numbers.  What I am saying is if a RSI that has a low CQ level could do better with gaining CQ by killing a RSI with CQ class level higher then their own.  For instance killing a Class Level 4 RSI with CQ levels of > (6000) CQ would get you (5) CQ points.

Class Level 1  RSI (0-1000) = 2 CQ points

Class Level 2  RSI (1000-3000) = 3 CQ points

Class Level 3  RSI (3000-6000) = 4 CQ points

Class Level 4  RSI > (6000) = 5 CQ points

 Now these numbers are just an example to give you a visual, but you see what I mean?  I know that might cause a little more work for the DEVs, but hope you could see the benefits in it.  What are yall feelings? 

#36300105308 11/27/2006 08:39:53 Re:CQ revamp

Works in theory.  I still believe however, that the aim of the game isn't to collect cq's.  If this was a fps, then cq's should absolutely be rewarded, and players ranked as befits their totals.  As this isn't, and the overall aim is not to gain cq's (even on Vector), I'm not sure that cq's should be anything more than tools for bragging rights. 

I'm sure there are a huge amount of people who disagree with me, and feel as though their cq's warrant acknowledgement.  I'm just providing the point of view of someone who isn't concerned with cq's, and doesn't want to be forced into doing so in order to collect otherwise unattainable rewards. 

*Upon realising how way off topic I am*

There are many systems for providing more of a motivation for avid cq hunters.  I think this is as good as any I've seen, and it'll be interesting to see what is done with cq's in the future. 

#36300105343 11/27/2006 09:04:19 Re:CQ revamp
A thats cool just wanted to ask what peoples feelings are about the system.  I understand that the game is not all about CQ.  Just thought that being that most people don't play the game for the theme that revamping the CQ system and even making it worth something would make the game more interesting for those who play to kill. 
#36300105355 11/27/2006 09:13:24 Re:CQ revamp
i like this idea, simple and effective.
Nice job.
#36300105983 11/27/2006 21:12:10 Re:CQ revamp
Okay here's a noob question: What does 'CQ' stand for?
NB; I'm not asking what they are or how you get them, I mean what do the letters mean - or what is it the abbreviation for?

Oh, and I think greater rewards for more difficult targets is a good idea.. I mean, it's how our exp gains work right?
#36300105985 11/27/2006 21:15:23 Re:CQ revamp
GypsyJuggler wrote:
Okay here's a noob question: What does 'CQ' stand for?
NB; I'm not asking what they are or how you get them, I mean what do the letters mean - or what is it the abbreviation for?

Oh, and I think greater rewards for more difficult targets is a good idea.. I mean, it's how our exp gains work right?

CQ = Combat Quotient

And yeah, this system actually sounds good, nice and simple but it adds a little flare to pvp and encourages the newer fighters to go for the vets, which in turn could provide somewhat of a learning experience for us newer players SMILEY
#36300105989 11/27/2006 21:21:34 Re:CQ revamp
CQ = Combat Quotient

Thanks for your definition.  I should have figured it was something as simple as that. 
#36300106478 11/28/2006 09:30:52 Re:CQ revamp
I think 6000 is a bit low for the highest class.. but good idea overall. I think any meaningful CQ ranking system would require a CQ reset, though, which I'm sure would not be met favorably by many. Many vets have high CQ from pre-merge days, where you could CQ by just being on a team, regardless of distance or if the people you were killing had DE or not. (Plus there was a ton more people to kill back then...)
#36300106743 11/28/2006 13:13:15 Re:CQ revamp
noctivagus wrote:

Works in theory.  I still believe however, that the aim of the game isn't to collect cq's.  If this was a fps, then cq's should absolutely be rewarded, and players ranked as befits their totals.  As this isn't, and the overall aim is not to gain cq's (even on Vector), I'm not sure that cq's should be anything more than tools for bragging rights. 

I'm sure there are a huge amount of people who disagree with me, and feel as though their cq's warrant acknowledgement.  I'm just providing the point of view of someone who isn't concerned with cq's, and doesn't want to be forced into doing so in order to collect otherwise unattainable rewards. 

*Upon realising how way off topic I am*

There are many systems for providing more of a motivation for avid cq hunters.  I think this is as good as any I've seen, and it'll be interesting to see what is done with cq's in the future. 


It's absolutely necessary that CQs be implemented as something more than 'bragging rights'.  If you like to stand in place at Mara or talk about vampires and Neo's RSI, go for it.  But if you don't want to do that, there is only one other thing in MxO to do: pvp.  PvPing just for the sake of it is fun for awhile, but it quickly gets boring because there is absolutely no reward for it.  I guess bragging rights are a reward...but the # of CQs just shows how much you pvp, not how good you are.  So there is really no purpose at all to them right now.  And as a consequence, there is no purpose for pvp or anything to accomplish from it, other than to see how fast your org can get 50 people to Mara to 'win'. 

That being said, I don't think this is a good 'system' for 'providing more motivation for avid cq hunters'.  Who cares how many CQs you have if there's nothing you can do with them? If this system was put in place, I (and I'm sure many others) really wouldn't care at all, because CQs are like Monopoly money.
#36300106913 11/28/2006 16:06:51 Re:CQ revamp

Not a fan of this idea for a few reasons.

1. the players with higher cq counts earned their cq counts one at a time, so you'd completly shaft them.

2. you basicaly are putting a sign on the backs of players with really high cq counts that says "punt me, im worth alot of cq's"

3. until CQ's do something, there's no need.

#36300113005 12/06/2006 04:10:45 Re:CQ revamp
Thats the point the RSIs with high CQ will attract the best fighters and so on.  RSI that want their day in the spot light could find dueling higher classes of RSI very benefical because it will help them get closer to a high CQ level in a smaller amount of time. 
#36300113016 12/06/2006 04:22:27 Re:CQ revamp
Bayamo wrote:
I think 6000 is a bit low for the highest class.. but good idea overall. I think any meaningful CQ ranking system would require a CQ reset, though, which I'm sure would not be met favorably by many. Many vets have high CQ from pre-merge days, where you could CQ by just being on a team, regardless of distance or if the people you were killing had DE or not. (Plus there was a ton more people to kill back then...)
So all vets should also be reset to level 2 because it was much easier to hit level 50 back then?
#36300113022 12/06/2006 04:31:19 Re:CQ revamp
krytical wrote:
So all vets should also be reset to level 2 because it was much easier to hit level 50 back then?

I know its a question but, Please no, that would be a bit harsh SMILEY
#36300113077 12/06/2006 05:57:04 Re:CQ revamp
nterface wrote:
Thats the point the RSIs with high CQ will attract the best fighters and so on.  RSI that want their day in the spot light could find dueling higher classes of RSI very benefical because it will help them get closer to a high CQ level in a smaller amount of time. 


to go with your system I would be targeted over another player just because of my CQ count. One could view this as the system encouraging harassment during pvp.

There need not be a system to encourage players to attack one person over another for no tactical or logical reason other than they're rewarded more for it. Not to mention for a veteran pvp'er, your already enough of a target due to the fact people know you, chances are you've pis.sed off people along the way, and in general because people think they're somehow proving themself by killing a well known veteran pvp'er often noted by the server community for being good at the game. There's enough reasons that people will gun for one player over another than to have a system implimented to encourage it.

#36300113152 12/06/2006 07:35:12 Re:CQ revamp

I made this post on the cq thread below but it is relevent here for all the same reasons and I cba to reword it SMILEY 

I like the idea of a ranking system but it should reflect both the intensity and the quality of you pvp. In this regard somewhat like Itaki proposed way back I'd suggest;

  • Kill achieved while you are on a team = 1 cq

Solo Kills are rated according to the level of the opponent (cq's now list the dead persons name so this should be possible) cq=opponentlevel-playerlevel+3 (0<cq<5) ie.

  • Kill opponent 3 or more levels below you = 0cq
  • Kill opponent 2 levels below you = 1cq
  • Kill opponent 1 levels below you = 2cq
  • Kill opponent at your level = 3cq
  • Kill opponent 1 level above you = 4cq
  • Kill opponent 2 or more levels above = 5 cq

I would not be in favour of any cq reset, like my flit gun, my beta items et al cq's are an aspect/record of my MxO todate (many of us who have been asking for something like this since the begining are now pvp'd out =/) but this system changes the value of cq's without dismissing the last 24months entirely. It also encourages lower levels to get involved (maybe even upto and including level 49 you could have an option to trade cq's for exp)

#36300113349 12/06/2006 11:31:13 Re:CQ revamp
I would not be in favor of any cq reset,
I agree!
#36300113353 12/06/2006 11:34:00 Re:CQ revamp
AnXieTy wrote:

to go with your system I would be targeted over another player just because of my CQ count. One could view this as the system encouraging harassment during pvp.

There need not be a system to encourage players to attack one person over another for no tactical or logical reason other than they're rewarded more for it. Not to mention for a veteran pvp'er, your already enough of a target due to the fact people know you, chances are you've pis.sed off people along the way, and in general because people think they're somehow proving themself by killing a well known veteran pvp'er often noted by the server community for being good at the game. There's enough reasons that people will gun for one player over another than to have a system implimented to encourage it.

Lets face it, its apart of the game.  I don't mind RSIs being pissed I get pissed too.  That just lets you know how much some one else looks up to you and admire your accomplishments.
#36300113637 12/06/2006 17:41:43 Re:CQ revamp
I am for resetting cqs. I believe I said in the last cq thread that proposed something like this. This my reason why. CQs are too random, they were given at one point during duels, people would sit on the bench and get the hand outs. I believe someone once said that there should be different stats, maybe most team cqs, individual cqs so on and so forth. This is my reason for a reset, it would suck yes, but the integrity of the cq sytem, along with any ranks, special items that would be recieved during a new system will be given unjustly. Now, this would be a question to all my vector folks, you whisper to a friend who happens to be in another org, ad ask for a duel. Now you win that duel, would you get a cq for that duel? If so, then that would be another problem with the current cq system. Another reason to look at it and find out whats the best course of action to improve pvp and the possible new system.
I lost my cool.
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#36300113657 12/06/2006 18:11:38 Re:CQ revamp
CQs weren't random. I don't know about you, but I never got a CQ right when I logged in or anything like that. Everytime I got CQs was because I either killed someone or my team did. Dying in duels is a bug (it's still around) and has nothing to do with CQs. Was it easier to get CQs back then? Yes. Was it easier to hit level 50 back then? Yes. Should all vets be reset to level 2? *CENSORED* no.
#36300113661 12/06/2006 18:18:47 Re:CQ revamp
krytical wrote:
CQs weren't random. I don't know about you, but I never got a CQ right when I logged in or anything like that. Everytime I got CQs was because I either killed someone or my team did. Dying in duels is a bug (it's still around) and has nothing to do with CQs. Was it easier to get CQs back then? Yes. Was it easier to hit level 50 back then? Yes. Should all vets be reset to level 2? *CENSORED* no.


Kryt,

What i am trying to say is that someone can sit on a bench, be a part of the team and get a cq. You get cqs from dues back then. Comparing cqs to lvling a character is a bit harsh, is it not? The bug that we all know that gives out cqs well, it wouldnt be fair to the people that actually goes out and pvps and earn there cqs.

Now my Vector question, if you duel 1v1 against another person from another org, do you get a cq from winning it? If its yes, then you know exactly where I am going to go with it.
I lost my cool.
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#36300113703 12/06/2006 19:53:20 Re:CQ revamp
I'm in favour of a level-based system, perhaps like the method Tytanya suggested.  That way no one has to lose CQ, but you still reap greater rewards for more difficult targets.  Also, a level-based system wouldn't encourage players to pick on anyone in particular as was mentioned earlier.  It seems to me it would be simplest to relate CQ gains to con colors.  So killing a purple threat would net more than a red threat for instance, and so on down the color sequence. 
#36300113896 12/07/2006 04:19:36 Re:CQ revamp
okay I see Krt's point that things have always changed and we have always retained our levels, items, info and exp, so if a CQ change was to
occur then we should retain our CQ points, after all you did earn them in some form or another.

However theres a level 15 on vector who has close to 300 CQ's last time I checked, and all they do is sit on the bench in mara in a team and
recieve CQ's when the team kills an oponent near by.
Is this balanced? not really
But how can it be fixed? nope, if you try and put a limit on saying you need to at least touch the target for damage, then you penanlise other 
team members who are doing the work..

but anyway back to the point, with levels, items, info e.t.c they actually mean something, when hacker got hugely nerfed and level 31's could
no longer destroy tengu in sakura, they couldn't remove the bandanna's/masks because they actually did something.
When the mission times got altered to cut down on abuse, they couldn't take away the levels you had earn't as they actually meant something.

What do CQ mean? not much, just that you have PVP'd alot, and it is likely that you are getting to know the system fairly well, but do they do 
anything? no, they are just something you can brag about, so in my opinion you can reset them and noone will lose any content over it.

With those with high CQ's at the moment, surely if they know the system that well, then they should again be leading the pack in the CQ hunt.
Now, I know people may not agree with me, but with all the other changes, if they took away what you had earnt, you would have been losing 
out, as they actually allowed you todo something, as it stands CQ do not provide anything like that yet. 
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#36300113967 12/07/2006 06:25:33 Re:CQ revamp
5hauntaylor88 wrote:


However theres a level 15 on vector who has close to 300 CQ's last time I checked, and all they do is sit on the bench in mara in a team and
recieve CQ's when the team kills an oponent near by.
Is this balanced? not really

Great Point!
#36300113971 12/07/2006 06:35:11 Re:CQ revamp

I would like to propose another change to the CQ revamp.  I believe this one everyone will like, and will maybe curtail the pain received from resetting CQ points.  You guys ready?

 Ok for every 1000 pts. CQ you will get 1% toughness maxed out at 10K

Yes this is especially for those RSI who where not around to get the hardware req.  during beta days.  This in no way will effect the hardware req, for those who have it already, but it will add a additional 10% on top.  So yes beta RSI will still have an advantage but at least the other RSIs have a shot.

 But this implantation will require a CQ reset.  SMILEY Yes, I know, but its only fair for this change to happen.

What are your thoughts about this?

#36300114044 12/07/2006 08:47:42 Re:CQ revamp
nterface wrote:

I would like to propose another change to the CQ revamp.  I believe this one everyone will like, and will maybe curtail the pain received from resetting CQ points.  You guys ready?

 Ok for every 1000 pts. CQ you will get 1% toughness maxed out at 10K

Yes this is especially for those RSI who where not around to get the hardware req.  during beta days.  This in no way will effect the hardware req, for those who have it already, but it will add a additional 10% on top.  So yes beta RSI will still have an advantage but at least the other RSIs have a shot.

 But this implantation will require a CQ reset.  SMILEY Yes, I know, but its only fair for this change to happen.

What are your thoughts about this?

Vehemently disagree.
#36300114180 12/07/2006 11:11:18 Re:CQ revamp
noctivagus wrote:
Vehemently disagree.

OUCH!
#36300114365 12/07/2006 13:38:52 Re:CQ revamp
Giving people with higher CQ some kind of overt advantage in pvp is a GREAT way to turn any new pvp'ers away from the whole thing.  I seriously doubt that would be implemented and would be dissapointed if they did implement something like this...
#36300115512 12/08/2006 17:05:01 Re:CQ revamp

im not really for or against a cq reset, all i care for is a reason for having them, other than of course something to talk or brag about.

#36300116347 12/09/2006 22:59:04 Re:CQ revamp

concidering that 10% toughness only adds like 5-10 total points of resistance, it gets to the point of why bother? 10k of CQ for such a laughable reward, seriously, c'mon

and also, a high CQ count only reflects the fact that a person has spent alot of time pvp'ing, it reflects nothing upon the players "difficulty level". There's players with 1k CQ's who can beat thoes who have 20k because as fighters neither has anything better than the other to give them an advantage. So for a system such as this to go into play, you better start rewarding thoes with high CQ's with some gear that actually does give them the advantage so they do have a "difficulty level" to justify rewarding players more heavily for killing them. Other wise there's no difference between killing someone with no cq's, and someone with 20k plus.

More than that, until CQ's do something, this entire concept is pointless as you have no need to quickly raise your CQ count.

#36300116727 12/10/2006 15:35:46 Re:CQ revamp
CQ's are not currently about player skill, I think CQ's shouldnt be given as a reward to killing, but as a reward to doing somthing exceptional in PvP. in a FPS you'd get more points for shooting somebody in the head opposed to shooting somebody in the chest, we should have a CQ system that focus's more on that rather than how long you spend in a team.
#36300116748 12/10/2006 16:16:21 Re:CQ revamp
AnXieTy wrote:

concidering that 10% toughness only adds like 5-10 total points of resistance, it gets to the point of why bother? 10k of CQ for such a laughable reward, seriously, c'mon


A 10% toughness buff adds 10 points to all resistances. The percentage thing is a bit missleading and should be changed to points, however this is how toughness works now in CR2.0

-AA

#36300116770 12/10/2006 16:43:37 Re:CQ revamp
Jilted1 wrote:
AnXieTy wrote:

concidering that 10% toughness only adds like 5-10 total points of resistance, it gets to the point of why bother? 10k of CQ for such a laughable reward, seriously, c'mon


A 10% toughness buff adds 10 points to all resistances. The percentage thing is a bit missleading and should be changed to points, however this is how toughness works now in CR2.0

-AA

it's still not worth it SMILEY
#36300117016 12/11/2006 02:50:09 Re:CQ revamp

I agree with all of you in some way, but to establish what the meaning of CQ in the game will be quite the challenge for the DEVs.  There is got a to be a good reason for the tabulation other than just for the tallying.  I just hope the rewards are fair and easily obtainable.

#36300180150 03/04/2007 21:21:02 Re:CQ revamp
I agree with the gear rewards for higher CQ points.
Or maybe we could even "spend" our CQ's much like info. We could have a current amount of CQ points and a total amount of CQ points so people won't have to worry about not keeping track of their total amount of CQ's gained.
Could work like this...

LittleTimmy was just killed by BigTimmy.
You have recieved 1 CQ point for 4906 CQ points.
Total amount of CQ's recieved in lifetime: 5774

So you could spend as you please without losing track.

I think something like that could work. However, I don't want a CQ reset of any kind.
#36300256564 06/09/2007 23:30:03 CQ revamp
CQ means absolutely nothing with out deaths factored in... give me a percentage ratio kills/deaths. Most of the CQ hounds would cry at how many times they actually died.

-Atomicus
#36300257233 06/10/2007 09:21:17 Re:CQ revamp
I like this idea, i also wish that there was a CQ leaderboard of something for each Server so it adds to competitiveness
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#36300257749 06/10/2007 13:45:54 Re:CQ revamp

Tiango,

 I like your idea too... I find it hard to believe that if they can give me the number of wins (CQ). Surely, they can divide it by the number of deaths. Tracking could come later... baby steps.

 Tiango possible responce: Stop calling Surely.

 -Atomicus

#36300258040 06/10/2007 15:38:15 Re:CQ revamp

cq is worthless, and will continue to be worthless until they shut mxo down. Hate to be negative here, and everyone has some good to great ideas, but lets face it.....if it takes the devs more than 1 hour to work on...they wont do it. Unless its a special event. Seen too many suggestions that rocked and would make people come back to this game get thrown out because no one at sony gives a *poop* about this game.

MXO has the potential to be one of the best, if not the best mmorpgs in history, if we just had support. I have played almost every single mmo out there and still come back to this one, even though its dying. COME ON DEVS, HELP US MAKE THIS GAME BETTER!!! PLEASE.

Great ideas guys, wish the devs would listen, but dont let me dampen that stlye lol.

SMILEY

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I apologize, I had to know you were The One.....
You could have asked...
#36300258285 06/10/2007 17:03:26 Re:CQ revamp
atomicus wrote:

Tiango,

 I like your idea too... I find it hard to believe that if they can give me the number of wins (CQ). Surely, they can divide it by the number of deaths. Tracking could come later... baby steps.

 Tiango possible responce: Stop calling Surely.

 -Atomicus

CQ stands for Combat Quotient, not for Kick *CENSORED* Quotient. It's not about how many players you can kill before dying, that'd actually be broken since org unbalance still exists. It is about how active you are in player vs player combat.

For example, player A PvPs a lot, he has 15K CQs and has died around 8K times. Player B doesn't like to PvP, however he still has 50 CQs from team/bugged duels and 20 PvP deaths from accidental flagging. Why in the world should player's B COMBAT Quotient be higher than player's A?
#36300258783 06/10/2007 19:56:27 Re:CQ revamp
Screw that, I'm not giving up my CQs, I earned mine since day 1. Nuff said.
#36300261869 06/15/2007 16:40:35 Re:CQ revamp
AnXieTy wrote:

concidering that 10% toughness only adds like 5-10 total points of resistance, it gets to the point of why bother? 10k of CQ for such a laughable reward, seriously, c'mon

and also, a high CQ count only reflects the fact that a person has spent alot of time pvp'ing, it reflects nothing upon the players "difficulty level". There's players with 1k CQ's who can beat thoes who have 20k because as fighters neither has anything better than the other to give them an advantage. So for a system such as this to go into play, you better start rewarding thoes with high CQ's with some gear that actually does give them the advantage so they do have a "difficulty level" to justify rewarding players more heavily for killing them. Other wise there's no difference between killing someone with no cq's, and someone with 20k plus.

More than that, until CQ's do something, this entire concept is pointless as you have no need to quickly raise your CQ count.

somthing like that i would be happy to go along with....

also along with another persons suggestion of...[Edit] Fa11enHero's suggestion

Total CQ earnt:
Current CQ:

resetting the CQ does really suck and im totally against it as well....
but implimenting somthing like Anx has mentioned with some other ideas would be good....so CQs becomes a currancy to buy better items from an Org vendor in the Org areas...those ones that require the Org keys...would make more people actually visit the Org areas for a reason, might justify spending the 100mil to get the key in the 1st place.

but yeah using CQ to buy items from an org vendor, would make that person harder to kill in pvp...then u could have your greater cq reward for killing someone of a higher rank.

and this way u wouldnt have to reset peoples CQs either.

if they implimented a system like that they can put EVERYONES CQ to the...

Total CQ earnt: 25000

and put their..

Current CQ: 0

so they couldnt buy all the best items right away and come to mara and own everyone and discourage new people from pvping....then at the start of the new system everyone would have 0 cq to spend but have their lifetime CQ count still intact, and everyone is on equal footing at the start. eventually it would become unfair as those of us who pvp alot compared to those who pvp hardly.  but atleast at the beginning of the system it would be even.  this might encourage more pvp as well.
#36300262035 06/16/2007 01:33:24 Re:CQ revamp
Mliss wrote:
eventually it would become unfair as those of us who pvp alot compared to those who pvp hardly.  but atleast at the beginning of the system it would be even.  this might encourage more pvp as well.


And now we have a case of new PvPer's going "Why bother, he's got all these 1337 items so he's unkillable".

Then you'll get players making alts and letting faction mates kill them repeatedly as a way to circumvent CQ requirement and get all the phat lootz right away. And eventually nearly all the full time PvPers will have the items and you'll be back to square one, cause everyone is on an equal footing again.
If you are reading this my sig didn't work T_T
#36300262439 06/16/2007 16:17:37 Re:CQ revamp
Tytanya_MxO wrote:

I made this post on the cq thread below but it is relevent here for all the same reasons and I cba to reword it SMILEY 

I like the idea of a ranking system but it should reflect both the intensity and the quality of you pvp. In this regard somewhat like Itaki proposed way back I'd suggest;

  • Kill achieved while you are on a team = 1 cq

Solo Kills are rated according to the level of the opponent (cq's now list the dead persons name so this should be possible) cq=opponentlevel-playerlevel+3 (0<cq<5) ie.

  • Kill opponent 3 or more levels below you = 0cq
  • Kill opponent 2 levels below you = 1cq
  • Kill opponent 1 levels below you = 2cq
  • Kill opponent at your level = 3cq
  • Kill opponent 1 level above you = 4cq
  • Kill opponent 2 or more levels above = 5 cq

I would not be in favour of any cq reset, like my flit gun, my beta items et al cq's are an aspect/record of my MxO todate (many of us who have been asking for something like this since the begining are now pvp'd out =/) but this system changes the value of cq's without dismissing the last 24months entirely. It also encourages lower levels to get involved (maybe even upto and including level 49 you could have an option to trade cq's for exp)


thats where u can do somthing like that so making alts and killing them to get the loots wont help.

also the even earlier idea of the if they have higher cq count then u u could get more cq for killing them.

but either way arcan no matter what system they put in place for spending or making the cq actuallly do somthing an worth somthing the hardcore pvpers will get all the good gear and the non pvpers wont until they either turn into hardcore pvpers or eventually get it in the end after some really hard work.

hence a nice fat content update would be good as well....put in something for non-Rpers.... maybe really really hard missions that require a full team which when they have done set amount of missions gives them access to certain types of equipment. Now making the mission gear the same as pvp gear i dont kno, atm with only 1 cq at a time it would take a forever to get the stuff u wanted, im assuming that cuz it will be really good gear that it will cost alot.  So maybe pvp should be that little bit better then the mission clothing? making it just as time comsuming as it is to get mission clothes as pvp clothes?

either way to make everyone happy its going to require alot of work and a big content up date..... chances of it happening?  0....

but its good to put ideas out here, u never kno when a bored dev might chance along and think, "wow thats not a bad idea really....but i have a hair appointment at 1pm, and then brunch with brewko right after wards, and it would take to long to do anyway...."

#36300263038 06/17/2007 19:15:19 Re:CQ revamp
Yeah, the Dev's won't touch the CQ system for a while, so all these ideas would be good but it'll be better just to scrap the CQ system, but keep the PvP, simple and easy.
#36300263072 06/17/2007 19:40:23 Re:CQ revamp
One of the wonderful things about forums is that they allow people to comment on features they don't use.
#36300263073 06/17/2007 19:40:46 Re:CQ revamp
Dark_Rider wrote:
Yeah, the Dev's won't touch the CQ system for a while, so all these ideas would be good but it'll be better just to scrap the CQ system, but keep the PvP, simple and easy.
No, because then it's nearly impossible to tell the difference between a scrub who's been around for a day with his/her 50, and someone who has been around since launch and is active in PVP.
#36300263274 06/18/2007 05:39:08 Re:CQ revamp
CQ's are awesome, all i ask is for a ranking system SMILEY
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#36300273726 07/03/2007 05:26:55 Re:CQ revamp
Tiango wrote:
CQ's are awesome, all i ask is for a ranking system SMILEY

This would be simple and easy with few consequences....but the ranking should not make any attempt to reference how 'good' a player is in combat only how aggressive they are.....which in turn on a hostile server is a good key for new players learning who they can approach and who they should avoid.
#36300273827 07/03/2007 10:21:05 Re:CQ revamp

In most games that have ranking systems for PvP, the acumilation of kills results in various awards to a player from the mundane to the useful.

Yes some kind of system is needed but one that can't really be gamed.

#36300273837 07/03/2007 10:28:21 Re:CQ revamp
If you think rewards are a good thing to have, then make 'em practically useless.  But a ranking system would be teh pwn, and anything is better than the nothing we have right now.

A system will always be "gamed."  If that looks like it'll be a serious issue, like I said, just make the rewards useless, and voila.  We have a CQ reward system.  Hooray.