CQ revamp

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

#36300274470 07/04/2007 05:10:26 CQ revamp
nterface wrote:

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? 

OK, if they do this, then what for? What do you gain from CQ points? A boost in Accuracy and Damage? Or some special clothes? Nope... for CQs you get nothing, niente, nada, nichts, $null... And that's why such a CQ revamp isn't worth the work it would cost the Devs. Aside from that CQs are gained teamwise which would mean even more undeserved CQs than now.
Furthermore the luggables have degraded the game to kind of a CTF battle already. Now if there's a CQ ranking system it'll downgrade to the lowest level: A stupid everyone-ganks-everyone n00b circus. Yay... what an idea: Lets merge the servers once more, leave only Vector alive, scratch all events and RP and butt eachother's heads
#36300274471 07/04/2007 05:10:44 Re:CQ revamp
Awards as distinct from rewards....or am I reading too much into that. Rewards for Cq's would imo be devastatingly bad for the game as a whole, pvp is already rife and fully enjoyed by those who choose to do so, those people who dont pvp dont want to. Add rewards for cq's will generate its own imbalance as regualr pvp'ers become stronger relative to the casual ones, equally much as the archive crits currently function to destroy any realism or immsersion in the city, dangling rewards in front of those that dont actively enjoy pvp will only push them into an area of the game they dont want to go and create more contradictions to the main story....
#36300274472 07/04/2007 05:17:24 CQ revamp
Website ranking board.

Simple as.
#36300274499 07/04/2007 06:39:00 Re:CQ revamp

Tracking cq's should be a transient thing...at each server reboot all players cq totals are taken, subtracted from the previous survey and a top 20 list of the most aggressive operatives on each server for that period can be published..... aside from a database query no coding needed.

As an extenstion later perhaps an ingame organisation rep can be queried to supply the top 10 currently logged operatives from this list, he can issue a named token which reads along the lines of eliminate this threat and teach them to know their place etc, when the player gets a cq from that player the token activates and can be traded for some money or experience etc????? One token for each player on the list can be generated every 12 hours etc so the same person isnt besieged (although as these are inevitably the most dedicated pvpers they will probably enjoy the challenge). Targetting a player as an identified threat is probably fairly in keeping with the storyline as well so it would fit at an rp level and make measured pvp logical. 

#36300276756 07/08/2007 14:55:47 Re:CQ revamp
Tytanya_MxO wrote:

Tracking cq's should be a transient thing...at each server reboot all players cq totals are taken, subtracted from the previous survey and a top 20 list of the most aggressive operatives on each server for that period can be published..... aside from a database query no coding needed.

As an extenstion later perhaps an ingame organisation rep can be queried to supply the top 10 currently logged operatives from this list, he can issue a named token which reads along the lines of eliminate this threat and teach them to know their place etc, when the player gets a cq from that player the token activates and can be traded for some money or experience etc????? One token for each player on the list can be generated every 12 hours etc so the same person isnt besieged (although as these are inevitably the most dedicated pvpers they will probably enjoy the challenge). Targetting a player as an identified threat is probably fairly in keeping with the storyline as well so it would fit at an rp level and make measured pvp logical. 


All sounds good in theory. However, I couldn't condone such a system untill 99% of the bugs/exploits are fixed, and a system for tracking players under suspicion of exploiting had been implemented. The reasoning  is that adding such a system that raises the bragging rights bar another couple nothces would only result in even more widley spread usage of bugs/exploits especially since SOE virtually has no way to tell who is doing what/when.

I could very much see a system of this nature adding a much more dynamic, purposeful, rewarding reason to PVP, just not at this time.

#36300276803 07/08/2007 17:01:28 Re:CQ revamp
Tytanya_MxO wrote:

Tracking cq's should be a transient thing...at each server reboot all players cq totals are taken, subtracted from the previous survey and a top 20 list of the most aggressive operatives on each server for that period can be published..... aside from a database query no coding needed.

As an extenstion later perhaps an ingame organisation rep can be queried to supply the top 10 currently logged operatives from this list, he can issue a named token which reads along the lines of eliminate this threat and teach them to know their place etc, when the player gets a cq from that player the token activates and can be traded for some money or experience etc????? One token for each player on the list can be generated every 12 hours etc so the same person isnt besieged (although as these are inevitably the most dedicated pvpers they will probably enjoy the challenge). Targetting a player as an identified threat is probably fairly in keeping with the storyline as well so it would fit at an rp level and make measured pvp logical. 

Ohh, sounds like your onto something! SMILEY

spha x
#36300277827 07/10/2007 06:24:19 Re:CQ revamp

cant the CQ's be applyed to something?  like you got the need 100rep to go to Hallways... so the rep is applyed

would be awsome to buy something and the buffs depend on your CQ's you know SMILEY


GF, nice 1 v 1, all me son!
#36300277831 07/10/2007 06:31:20 Re:CQ revamp

deviljonny wrote:

would be awsome to buy something and the buffs depend on your CQ's you know SMILEY

Lol I'd like to see the buffs on the coat Pharao gets that way ^^

#36300316363 09/04/2007 04:12:41 Re:CQ revamp

9mmFU...is there any chance at all for us to see something about the CQ in a update someday...or is it just another dream?

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#36300316968 09/04/2007 21:04:55 CQ revamp
cloudwolf wrote:
Website ranking board.



Simple as.

I asked Rarebit about this at Fan Faire, as I recalled he mentioned something about it.

Again, the responsiblity lies with the web team if I remember correctly.

Which is...Yeah great news.

>_>

#36300317397 09/05/2007 13:29:17 CQ revamp
Yasamuu1 wrote:
cloudwolf wrote:
Website ranking board.



Simple as.

I asked Rarebit about this at Fan Faire, as I recalled he mentioned something about it.

Again, the responsiblity lies with the web team if I remember correctly.

Which is...Yeah great news.

>_>

Sounds Awesome, The could also have Team Ladders, (Factions) where 2 Factions pit it out on a 6on6 situation. Faction on Faction and it get's recorded for Wins and Losses, and put on the ladder.

Am i thinking too far? SMILEYSMILEY
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#36300318685 09/07/2007 18:20:38 Re:CQ revamp

or why not make a CQ Store/Shop

FM-1500 Cost: 50k CQ points

Blue Headlamp Cost: 10K CQ points

several other MMO games have these types of token and have a 'store/shop' to trade them in.  I know id rather kill 5K for a special item rather than mission to death for them.

#36300319414 09/09/2007 16:51:25 Re:CQ revamp
MXOMastatec wrote:

or why not make a CQ Store/Shop

FM-1500 Cost: 50k CQ points

Blue Headlamp Cost: 10K CQ points

several other MMO games have these types of token and have a 'store/shop' to trade them in.  I know id rather kill 5K for a special item rather than mission to death for them.

50K CQ's for an FM-1500, dear gawd SMILEY, im at 14k..... SMILEY

GF, nice 1 v 1, all me son!
#36300319437 09/09/2007 17:47:22 Re:CQ revamp

give us a new cq count....

and 5000 would be for a FM or something....

#36300319454 09/09/2007 18:03:18 Re:CQ revamp
MXOMastatec wrote:

or why not make a CQ Store/Shop

FM-1500 Cost: 50k CQ points

Blue Headlamp Cost: 10K CQ points

several other MMO games have these types of token and have a 'store/shop' to trade them in.  I know id rather kill 5K for a special item rather than mission to death for them.


If your thinking about them sorta CQ's the game will be dead before anyone ever got to that for a fm-1500 The person with the most CQ in the game doesnt even have close to that.

To My Knowledge...

CQ Leader Pharaoh420nels - 29k Syntax <Exploits> - Cyph.

#36300319820 09/10/2007 12:34:12 Re:CQ revamp
supremegonkage wrote:
MXOMastatec wrote:

or why not make a CQ Store/Shop

FM-1500 Cost: 50k CQ points

Blue Headlamp Cost: 10K CQ points

several other MMO games have these types of token and have a 'store/shop' to trade them in.  I know id rather kill 5K for a special item rather than mission to death for them.


If your thinking about them sorta CQ's the game will be dead before anyone ever got to that for a fm-1500 The person with the most CQ in the game doesnt even have close to that.

To My Knowledge...

CQ Leader Pharaoh420nels - 29k Syntax <Exploits> - Cyph.

Untouchable on vector has more. Can't remember how much exactly though. (Around 30-40) Also ILLFACE i *think* has just a few more than phar.
#36300319825 09/10/2007 12:39:25 Re:CQ revamp
Sphairo87 wrote:
supremegonkage wrote:
MXOMastatec wrote:

or why not make a CQ Store/Shop

FM-1500 Cost: 50k CQ points

Blue Headlamp Cost: 10K CQ points

several other MMO games have these types of token and have a 'store/shop' to trade them in.  I know id rather kill 5K for a special item rather than mission to death for them.


If your thinking about them sorta CQ's the game will be dead before anyone ever got to that for a fm-1500 The person with the most CQ in the game doesnt even have close to that.

To My Knowledge...

CQ Leader Pharaoh420nels - 29k Syntax <Exploits> - Cyph.

Untouchable on vector has more. Can't remember how much exactly though. (Around 30-40) Also ILLFACE i *think* has just a few more than phar.
Theres 2soon and epsilon also!
#36300319828 09/10/2007 12:42:31 Re:CQ revamp
Eps has about 25-26
#36300320103 09/10/2007 19:29:00 Re:CQ revamp

Lastime i checked Illface was just over 16k and Eps was just over 20k

And i was Comparing "To Date".

#36300320583 09/11/2007 11:48:17 Re:CQ revamp
supremegonkage wrote:

Lastime i checked Illface was just over 16k and Eps was just over 20k

And i was Comparing "To Date".


I was pvping with ILL the other day and he had 20k something, forgotten the exact digit though
#36300321554 09/12/2007 15:33:25 Re:CQ revamp

From what i hear from others Untouchables just has over 10k.

And all of the players mentioned and there CQ counts dont compare so until someone steps up and shows more CQ i would proclaim him the CQ leader.

Anyway back ontopic!

#36300321642 09/12/2007 18:00:39 Re:CQ revamp
Yes a class sytem would be great and surely it could be interprated using some sort of parameters engine, the question is would this be faesible if put to the situation? 

Maybe use a picture for each 'class' like that of the hovercraft ranks on the RSI boards or a army fleet (eg picture is; 3 gold lines means class 3, 4 gold lines is class 4) or simply have it show up on the details background underneath the CQ count.

Another idea could be like that of the level-identifying system. A player 50 would flag up as pink on their name if you click on them, and green if its lowbie (cant remember the right colours, but you get the idea?)  add on some new colours; people with over 10k CQ will con as SILVER, a player with over 20k CQ as GOLD, etc etc

Thoughts?
#36300322332 09/13/2007 18:10:30 Re:CQ revamp
Sphairo87 wrote:
Yes a class sytem would be great and surely it could be interprated using some sort of parameters engine, the question is would this be faesible if put to the situation? 

Maybe use a picture for each 'class' like that of the hovercraft ranks on the RSI boards or a army fleet (eg picture is; 3 gold lines means class 3, 4 gold lines is class 4) or simply have it show up on the details background underneath the CQ count.

Another idea could be like that of the level-identifying system. A player 50 would flag up as pink on their name if you click on them, and green if its lowbie (cant remember the right colours, but you get the idea?)  add on some new colours; people with over 10k CQ will con as SILVER, a player with over 20k CQ as GOLD, etc etc

Thoughts?
I'd love something like that! And it would be kick *CENSORED* to *trade* CQ's in for items. Even if it was guns, clothes, pills. Something useful for PvP. But not normal buffed clothes, guns or pills. Make them useful for PvP, like defense, damage, IS regen, ect.
#36300322514 09/14/2007 04:33:23 Re:CQ revamp
SniperWolf101 wrote:

Sphairo87 wrote:
Yes a class sytem would be great and surely it could be interprated using some sort of parameters engine, the question is would this be faesible if put to the situation? 

Maybe use a picture for each 'class' like that of the hovercraft ranks on the RSI boards or a army fleet (eg picture is; 3 gold lines means class 3, 4 gold lines is class 4) or simply have it show up on the details background underneath the CQ count.

Another idea could be like that of the level-identifying system. A player 50 would flag up as pink on their name if you click on them, and green if its lowbie (cant remember the right colours, but you get the idea?)  add on some new colours; people with over 10k CQ will con as SILVER, a player with over 20k CQ as GOLD, etc etc

Thoughts?
I'd love something like that! And it would be kick *CENSORED* to *trade* CQ's in for items. Even if it was guns, clothes, pills. Something useful for PvP. But not normal buffed clothes, guns or pills. Make them useful for PvP, like defense, damage, IS regen, ect.






Extra Perception Points FTW!

Photobucket
#36300322971 09/14/2007 17:47:48 Re:CQ revamp
SniperWolf101 wrote:
Sphairo87 wrote:
Yes a class sytem would be great and surely it could be interprated using some sort of parameters engine, the question is would this be faesible if put to the situation? 

Maybe use a picture for each 'class' like that of the hovercraft ranks on the RSI boards or a army fleet (eg picture is; 3 gold lines means class 3, 4 gold lines is class 4) or simply have it show up on the details background underneath the CQ count.

Another idea could be like that of the level-identifying system. A player 50 would flag up as pink on their name if you click on them, and green if its lowbie (cant remember the right colours, but you get the idea?)  add on some new colours; people with over 10k CQ will con as SILVER, a player with over 20k CQ as GOLD, etc etc

Thoughts?
I'd love something like that! And it would be kick *CENSORED* to *trade* CQ's in for items. Even if it was guns, clothes, pills. Something useful for PvP. But not normal buffed clothes, guns or pills. Make them useful for PvP, like defense, damage, IS regen, ect.
Maybe a verrrry rare item with very good buffs, forfemales.. something like a suit agent pace wears.. or, something, very extravagent and eye pleasing.
#36300323052 09/14/2007 19:31:12 Re:CQ revamp
Sphairo87 wrote:
SniperWolf101 wrote:
Sphairo87 wrote:
Yes a class sytem would be great and surely it could be interprated using some sort of parameters engine, the question is would this be faesible if put to the situation? 

Maybe use a picture for each 'class' like that of the hovercraft ranks on the RSI boards or a army fleet (eg picture is; 3 gold lines means class 3, 4 gold lines is class 4) or simply have it show up on the details background underneath the CQ count.

Another idea could be like that of the level-identifying system. A player 50 would flag up as pink on their name if you click on them, and green if its lowbie (cant remember the right colours, but you get the idea?)  add on some new colours; people with over 10k CQ will con as SILVER, a player with over 20k CQ as GOLD, etc etc

Thoughts?
I'd love something like that! And it would be kick *CENSORED* to *trade* CQ's in for items. Even if it was guns, clothes, pills. Something useful for PvP. But not normal buffed clothes, guns or pills. Make them useful for PvP, like defense, damage, IS regen, ect.
Maybe a verrrry rare item with very good buffs, forfemales.. something like a suit agent pace wears.. or, something, very extravagent and eye pleasing.
The whole idea with a new CQ system would be a great add to the game. I also think that the "war" we are in right now would be more fun, if we could use the PvP and CQ system in some way.
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#36300323649 09/16/2007 02:06:44 Re:CQ revamp
Mindsweep wrote:
Sphairo87 wrote:
SniperWolf101 wrote:
Sphairo87 wrote:
Yes a class sytem would be great and surely it could be interprated using some sort of parameters engine, the question is would this be faesible if put to the situation? 

Maybe use a picture for each 'class' like that of the hovercraft ranks on the RSI boards or a army fleet (eg picture is; 3 gold lines means class 3, 4 gold lines is class 4) or simply have it show up on the details background underneath the CQ count.

Another idea could be like that of the level-identifying system. A player 50 would flag up as pink on their name if you click on them, and green if its lowbie (cant remember the right colours, but you get the idea?)  add on some new colours; people with over 10k CQ will con as SILVER, a player with over 20k CQ as GOLD, etc etc

Thoughts?
I'd love something like that! And it would be kick *CENSORED* to *trade* CQ's in for items. Even if it was guns, clothes, pills. Something useful for PvP. But not normal buffed clothes, guns or pills. Make them useful for PvP, like defense, damage, IS regen, ect.
Maybe a verrrry rare item with very good buffs, forfemales.. something like a suit agent pace wears.. or, something, very extravagent and eye pleasing.
The whole idea with a new CQ system would be a great add to the game. I also think that the "war" we are in right now would be more fun, if we could use the PvP and CQ system in some way.
And what happens after you get this item? What happens when everyone else does?

I think they should just install a rank system for CQ number count that's viewable from  hardline or dish.
#36300323716 09/16/2007 09:28:12 Re:CQ revamp
Yes a rank system would be good too!
#36300323777 09/16/2007 12:49:22 Re:CQ revamp
Sphairo wrote:
Yes a rank system would be good too!

This phrase has been mention millions of times in this thread alone.

DAMNIT DEVS WE WANT THIS! SMILEY

ps.

Yes a rank system would be good too!
Photobucket
#36300323780 09/16/2007 12:52:28 Re:CQ revamp
The rank system is in the hands of the web team not Rarebit etc (Though they could give them a little nudge to wake them up SMILEY ), until they get themselves sorted and set it up, we won't be seeing any rank system.
#36300323796 09/16/2007 13:29:01 Re:CQ revamp
Yasamuu1 wrote:
The rank system is in the hands of the web team not Rarebit etc (Though they could give them a little nudge to wake them up SMILEY;) ), until they get themselves sorted and set it up, we won't be seeing any rank system.
:(
#36300323861 09/16/2007 15:10:54 Re:CQ revamp
Sphairo wrote:
Yasamuu1 wrote:
The rank system is in the hands of the web team not Rarebit etc (Though they could give them a little nudge to wake them up SMILEY" width="15" height="15" /> ), until they get themselves sorted and set it up, we won't be seeing any rank system.
SMILEY

Screw the forums!

INGAME RANKING!

WOO!!! *wooshes around his banner*

*edited by admin*
#36300325807 09/20/2007 03:02:10 Re:CQ revamp
Ballak wrote:
Sphairo wrote:
Yasamuu1 wrote:
The rank system is in the hands of the web team not Rarebit etc (Though they could give them a little nudge to wake them up SMILEY<img src="%20width="15"%20height="15"%20/>%20),%20until%20they%20get%20themselves%20sorted%20and%20set%20it%20up,%20we%20won't%20be%20seeing%20any%20rank%20system.
" />

Screw the forums!

INGAME RANKING!

WOO!!! *wooshes around his banner*


But I don't want to be on the very last rank T_T

*waves with a very little banner in one hand*
#36300336549 10/12/2007 13:14:42 Re:CQ revamp
To be honest, any sort of implementation of CQ Points that will mean something will be welcome regardless of how major or minor the update is.

I think it's ironic that pretty much 95% have capped RSI's (some people have all 9 slots to 50) and combat is really the only end-game content (besides storyline events) yet they do not do anything with the CQ system to make PvP fresh and give it some meaning.

Every update I wish to see some sort of CQ change and every update I am disappointed. SMILEY" />
#36300337464 10/14/2007 19:21:24 CQ revamp
nterface wrote:

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? 


it sounds very good i like that alot.
#36300337473 10/14/2007 19:35:13 Re:CQ revamp
We could always follow the example of the Hovercraft Battles and have a competition to design some CQ Ranks and Badges.  It wouldn't be much, but it would be something to tide us over in the meantime. 
#36300337478 10/14/2007 19:44:34 Re:CQ revamp
Just get a ranking system set up, viewable from any hardline and/or satelite dish.
#36300337583 10/15/2007 04:52:08 CQ revamp
nubious81 wrote:
nterface wrote:

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? 


it sounds very good i like that alot.

i dont see that happening, the odds of someone between 0-1000 has the same chance to kill someone 6000+ that is what is wrong, high pvpers should be better yet they cant be, i could level another 50 and it would just be as good as the current 50 i have (maybe without Mobius code and 2 or 3 other things, but thats not the point)

Yet the idea of a rankin system with the badges i think is a great idea, its basic, it has meaning, its a start so im all for that, just time really....


GF, nice 1 v 1, all me son!
#36300337631 10/15/2007 07:54:03 Re:CQ revamp
Here was my "Dream Update" suggestions for a PvP revamp. Most of the below I still want in the game in some form:


Player vs. Player Update 2.0
The following changes come with the PvP 2.0 update in Update 45:
  • CQ Points now determine a Chevron rank for players as follows
    • > = 1,000  CQ Points
    • >> = 5,000 CQ Points
    • >>> = 10,000 CQ Points
  • "Most Wanted Redpill" has been added to DN1. The list is as follows:
    • Top 10 Redpills with the most CQ gathered for each Organization relevant to each Instance.
    • Top 3 Redpills with the most CQ overall on each Instance.
    • "Deadliest Redpill" - Biggest CQ collector for the entire week (encompasses all Orgs and Instances).
  • CQ's are now only granted to a player who kills an enemy who is 10 levels in their range.
  • CQ's are no longer granted to all members in a team, but only to the team member who did the most damage.
  • "Territory Battles" are now featured in the Mega City. Official rules are listed on DN1 with a video tutorial demonstrating the system.
  • Rezzers are now flagged for PvP when rezzing a dead ally once the ally is successfully rezzed.
  • New Constructs have been added to each level set.
  • The new level 50 Construct is the Merovingian's Chateau.

That was from this thread way back in May 06. Notice how these "dream updates" were for the Update 45.
#36300337650 10/15/2007 08:59:40 Re:CQ revamp
Player vs. Player Update 2.0
The following changes come with the PvP 2.0 update in Update 57:
  • CQ Points now determine a Chevron rank for players as follows
    • > = 1,000  CQ Points
    • >> = 5,000 CQ Points
    • >>> = 10,000 CQ Points
  • "Most Wanted Redpill" has been added to DN1. The list is as follows:
    • Top 10 Redpills with the most CQ gathered for each Organization relevant to each Instance.
    • Top 3 Redpills with the most CQ overall on each Instance.
    • "Deadliest Redpill" - Biggest CQ collector for the entire week (encompasses all Orgs and Instances).
  • CQ's are now only granted to a player who kills an enemy who is 10 levels in their range.
  • CQ's are no longer granted to all members in a team, but only to the team member who did the most damage.
  • "Territory Battles" are now featured in the Mega City. Official rules are listed on DN1 with a video tutorial demonstrating the system.

  • Rezzers are now flagged for PvP when rezzing a dead ally once the ally is successfully rezzed.
     
  • The new level 50 Construct is a power plant located deep in the core network north of Downtown.  Organizational restrictions no longer apply as the entire zone is Free-For-All (FFA).
  • Players will notice a new proxy located in Park East that will teleport them into a random spot within the construct as there are no organizational outposts or Sentries. 
  • The locals (level 50-55) that dwells within the construct are called The Undead and serve under their boss, Necrosis (level 65).  Killing Necrosis may yield rare rewards for the one who does the most damage to her.  
  • New luggables have been created and can only be used within the new construct.
#36300337671 10/15/2007 10:17:04 Re:CQ revamp
Player vs. Player Update 2.0
The following changes come with the PvP 2.0 update in Update 57:
  • CQ Points now determine a Chevron rank for players as follows
    • > = 1,000  CQ Points
    • >> = 5,000 CQ Points
    • >>> = 10,000 CQ Points
  • "Most Wanted Redpill" has been added to DN1. The list is as follows:
    • Top 10 Redpills with the most CQ gathered for each Organization relevant to each Instance.
    • Top 3 Redpills with the most CQ overall on each Instance.
    • "Deadliest Redpill" - Biggest CQ collector for the entire week (encompasses all Orgs and Instances).
  • CQ's are now only granted to a player who kills an enemy who is 10 levels in their range.
  • CQ's are no longer granted to all members in a team, but only to the team member who did the most damage.
  • "Territory Battles" are now featured in the Mega City. Official rules are listed on DN1 with a video tutorial demonstrating the system.

  • Rezzers are now flagged for PvP when rezzing a dead ally once the ally is successfully rezzed.
     
  • The new level 50 Construct is a power plant located deep in the core network north of Downtown.  Organizational restrictions no longer apply as the entire zone is Free-For-All (FFA).
  • Players will notice a new proxy located in Park East that will teleport them into a random spot within the construct as there are no organizational outposts or Sentries. 
  • The locals (level 50-55) that dwells within the construct are called The Undead and serve under their boss, Necrosis (level 65).  Killing Necrosis may yield rare rewards for the one who does the most damage to her.  
  • New luggables have been created and can only be used within the new construct.
#36300337977 10/16/2007 02:36:35 Re:CQ revamp

I truely dont understand why people want this "CQ ranking system". To even try to rank the CQ system in this game would be completely pointless. Anygame that has a ranking system counts kills, you gain a kill each time you kill a person, there's nothing unique about it. In MXO, you kill a person the first time, you gain a CQ, you kill them the 2nd time, you gain nothing. You could participate in a 6 hour long pvp battle, and have over 200kills, yet only have gotten 20 CQ's because your killing the same players over and over again and not getting crap for doing it. For there ever to be a a worthwhile CQ ranking system, you'd need to completely overhaul the CQ system, or impliment a 2nd system to track just kills.

In addition to that, lets say for a minute that there was a "ranking system" and your CQ count was pasted on the website or the forums, whats changed? and how have CQ points become worth anything? I mean congrats, you win bragging rights, but hey guess what, you can already brag about your CQ count now if you want to. Now stop to concider this, say a list of names was posted of the top 10 players from each server, I can think of players who are unsubbed who would be topping the lists for their server, for any newer pvp'er or someone who doesnt have an already huge CQ count, your gonna spend upwards of probably a year to catch up with some of these players who've been outta game for almost or over a year. That means that the names that are up there are gonna take ages to change, just like they do in any other game thats underpopulated. So again it begs the question, whats the point in having these lists posted? I mean if this is what players really wanted, just to see the top CQ leaders on each server, why not just start a thread, and have ppl post their CQ counts, or even look around for players who have really high cq counts, take a pic of their char info screen and post that, find a mod who will sticky the thread, and then start a new thread each month.

My personal opinion and the opinion of someone who would most likely be in the top 10 list on syntax is that to ask the devs for a ranking system is a waste of time. Because a ranking system is as usefull as looking at a persons char screen and looking at their CQ counts. Big whoop. Players are capable of making a ranking system by doing what I said above. If you want to come up with an idea for a CQ revamp, you need to figure out a way to make CQ's meaningful, so that they're rewarding. Just to maybe see my name on some list is meaningless, and my efforts still go unrewarded.

#36300338057 10/16/2007 07:52:37 Re:CQ revamp
I agree with Anx on the kills for CQ's point..

And i also like that ranking system and the free for all area..

These are changes that Must be made
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#36300338268 10/16/2007 15:11:53 Re:CQ revamp
RemagDiv wrote:
  • CQ's are now only granted to a player who kills an enemy who is 10 levels in their range.
  • CQ's are no longer granted to all members in a team, but only to the team member who did the most damage.
  • "Territory Battles" are now featured in the Mega City. Official rules are listed on DN1 with a video tutorial demonstrating the system.
  • New Constructs have been added to each level set.


My favorite bullets from Remag's dream update.

Obviously.. I really like those two.  Maybe even within 5 levels. 

#36300338276 10/16/2007 15:32:48 Re:CQ revamp
l0ri wrote:
RemagDiv wrote:
  • CQ's are now only granted to a player who kills an enemy who is 10 levels in their range.
  • CQ's are no longer granted to all members in a team, but only to the team member who did the most damage.
  • "Territory Battles" are now featured in the Mega City. Official rules are listed on DN1 with a video tutorial demonstrating the system.
  • New Constructs have been added to each level set.


My favorite bullets from Remag's dream update.

Obviously.. I really like those two.  Maybe even within 5 levels. 



The first one I can deal with, the second is a bad idea as it punishes support classes like patchers and Upgrade Masters and the like.
A CQ for the team is fine IMO.
#36300338572 10/17/2007 05:19:16 Re:CQ revamp

To the CQ revamp I just though of this idea. When you kill one it should be listed in your details to show what organization the player that you killed like this;

  • Zion/EPN  34
  • Mech/Cyph 56
  • Merv  50

Switching to another organization dosen't effect it.

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#36300338821 10/17/2007 14:49:08 Re:CQ revamp
Fugitiv3 wrote:


The first one I can deal with, the second is a bad idea as it punishes support classes like patchers and Upgrade Masters and the like.
A CQ for the team is fine IMO.


Then if there is ever any sort of ranking system or anything whatsoever that the amount of CQ points you have matters..it STILL won't mean anything because people will always mooch CQ points.  Which is why I honestly don't give a .... who has what amount of CQ points. 

You have a point though (team = win) ... I'm hoping I'm kinda making one too.

I also like Mindsweep's idea of the numbers from each org you've killed/gotten CQs from.  That'd be cool to look at.

#36300339018 10/17/2007 20:22:11 Re:CQ revamp
As it has been said many a times already - MAKE A CQ MEAN SOMETHING - PLEASE