My point still stands. It pretty much eliminates other players who do deserve it as well.
No because you DONT deserve it. It's like saying I broke the world 100m record once therefore I forever get to be the world record holder - it only stands until someone else breaks it.
The supreme commander is just a fancy lore way of saying "Number 1", so no more than one person can be number 1 - you still get the benefits of having lots of abyss points just not the title (you can spend all those shiny points on shiny gear- then you don't get to be number 1 anyway)
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
"There is as yet insufficient data for a meaningful answer."
Actually I think we do get your point, but you've realised that it doesn't make any sense/ is invalid. Don't make us out to be ignorant just because you can't admit you're wrong.
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
No because players will spend these points. It's just like earning money and going out and spending it. Are you saying there shouldn't be crafting skills because those who train that up earn lots of money and then they can buy good gear?
Abyss points are effectively PvP money, just you can choose to spend your money on a title, or on gear.
Your scheme reminds me of RF online in a way, in RF you can gain CP, CP is obtained via quests and mainly via PVP, stealing others CP, the person with the most CP is rank 1, so that sort of scheme kinda works, the more cp you have the more you have to lose, definatly if the person has really low amount of cp, and you have lots. So implimenting that style with the top dog if it were, to have good stat buffs, ppl would go for that, as its not much about how long you play, its more about who you fight.
High warlord anyone? Nonetheless, pyramid scheme? Really?
You may disagree with the system...but it doesnt make it a scheme & actually in the world of MMOs, keeping you playing = good business planning...not scheming at all <_< But one man's robber baron is another's captain of industry
I'll just picture Aion graphics on Amway comercials for a big giggle from now on...now -that- is a scary (unfortunately legal) rl pyramid scheme /nod
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
that's why this game is just another korean grind game
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
In order to be truly max level in Aion, you not only need to reach level 50 in PvE, but you must also be number 1 in terms of your PvP rank, (which gives massive stat buffs) The PvP ranking scheme however follows a pyramid scheme, with the top rank having only 1 player slot. What this means is that in the entire server, only 1 person can fill the top rank slot. So in order to be max level, you must not only master the PvE by reaching level 50, but you must also obtain the one available player slot and be rank 1 in PvP. Only person in the entire server (for your side) can do this.
I wish more games were like this. If it were up to me, I'd make it go even further by extending it to PvE and having only a certain percentage of people allowed to be level 50, 40, 30, and so on.
I'm all for one person getting a special title or status at a time on a server but the only one at max level? that has to be the stupidest thing I've ever heard.
Way to make game aNiche instantly, fail!
I'm sure the pvers will love knowing they need to pvp constantly to have awesome stats........
The higher ranks will only be obtained by the best of the best in the first place. Once you get past 300k AP it gets very.. I repeat.. VERY difficult to continue progressing.
You basically have to turn into a stalking mad man shunning the rest of your kinsmen to advance and only killing people when you have no chance of loss.
If this is how you want to play the game, then by all means, go ahead.
I think most of us will just enjoy the ride and if we happen to get some ranks while we're at it, well, all the better.
I don't think an elitist attitude mixes very well with having a life outside of playing an MMO game. This is especially true in Aion.
Ranks are really not that big of a deal, some of you are blowing this way out of proportion.
"There is as yet insufficient data for a meaningful answer."
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
This turns it from to nothing more than pure grinding. Lets say I become #1, I play 16hours a day(or actually I play 24hrs, as four different people play my account) Now my #1 spot has to continue gaining or I go down. So effectively this is what happens:
Person #1 gets game from launch, hits #1, has 250000. #2,#3,#4 all range from 150000-200000. I am well up on the competition. I continue to expand this lead to some insane astronomical amount, effectively never able to be caught. You could effectively have a large clan keeping #2, #3, #4 and lower from ever gaining by constantly camping them.
Person #2 is an average player and is in the lowest rank tier not gaining or losing ground since she plays on a daily basis for the most part and has been from launch. Has 25000.
Person #3 gets the game a year into launch. #1 now has 5million, and #1000 has 200000. Do you see where this is going? If that person wants to EVER get into a position they have to play 24 hours a day non-stop and hope that someone else either quits(which would mean others will take their spot) so they probably can't ever improve their rank or even get ranked since they are always on the outside looking in at rank positions.
Now this is all taken from what I'm reading. There is no cap to that amount of points you can get, effectively meaning GET IT AT LAUNCH OR NOT AT ALL IF YOUR INTO PVP. There is no time for screwing around. That in effect is the ultimate grind.
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
This turns it from to nothing more than pure grinding. Lets say I become #1, I play 16hours a day(or actually I play 24hrs, as four different people play my account) Now my #1 spot has to continue gaining or I go down. So effectively this is what happens:
Person #1 gets game from launch, hits #1, has 250000. #2,#3,#4 all range from 150000-200000. I am well up on the competition. I continue to expand this lead to some insane astronomical amount, effectively never able to be caught. You could effectively have a large clan keeping #2, #3, #4 and lower from ever gaining by constantly camping them.
Person #2 is an average player and is in the lowest rank tier not gaining or losing ground since she plays on a daily basis for the most part and has been from launch. Has 25000.
Person #3 gets the game a year into launch. #1 now has 5million, and #1000 has 200000. Do you see where this is going? If that person wants to EVER get into a position they have to play 24 hours a day non-stop and hope that someone else either quits(which would mean others will take their spot) so they probably can't ever improve their rank or even get ranked since they are always on the outside looking in at rank positions.
Now this is all taken from what I'm reading. There is no cap to that amount of points you can get, effectively meaning GET IT AT LAUNCH OR NOT AT ALL IF YOUR INTO PVP. There is no time for screwing around. That in effect is the ultimate grind.
Well, if the #1 person can continue to gain at the rate you are talking about, they deserve to be #1.
Person #1 gets game from launch, hits #1, has 250000. #2,#3,#4 all range from 150000-200000. I am well up on the competition. I continue to expand this lead to some insane astronomical amount, effectively never able to be caught. You could effectively have a large clan keeping #2, #3, #4 and lower from ever gaining by constantly camping them. I think you are placing way too much emphasis on the ranks here. The only way to get the highest rank is to solo-PvP. You will NOT be able to become #1 by grouping. How is your Legion (Assuming they would even agree to devote their entire gaming sessions to keeping you #1.) going to know where the #2, 3, 4 people are all the time? Person #2 is an average player and is in the lowest rank tier not gaining or losing ground since she plays on a daily basis for the most part and has been from launch. Has 25000. Person #3 gets the game a year into launch. #1 now has 5million, and #1000 has 200000. Do you see where this is going? If that person wants to EVER get into a position they have to play 24 hours a day non-stop and hope that someone else either quits(which would mean others will take their spot) so they probably can't ever improve their rank or even get ranked since they are always on the outside looking in at rank positions. Your AP goes down whenever you die. In order to gain AP you have to continue to kill players. The higher your AP, the more you lose when you die. Now I'm not sure if the AP loss caps at rank 18 or not. If it does you would need to maintain an estimated 40 to 1 kill ratio to continue gaining AP at a very slow rate. Maybe a few hundred AP an hour.
In other words, getting to 5 million is neigh impossible. Everyone will be constantly losing AP either due to deaths or to using their AP to buy gear/items. So the person starting a year from launch would have no problem catching up if they are a skilled player. Now this is all taken from what I'm reading. There is no cap to that amount of points you can get, effectively meaning GET IT AT LAUNCH OR NOT AT ALL IF YOUR INTO PVP. There is no time for screwing around. That in effect is the ultimate grind. There is no hard cap on the amount of AP you can gain, but there is a soft cap. Meaning at some point (based on a per-player basis) you will not be able to earn any more AP past a certain amount. But you can always spend your AP and then earn more!
I'd also like to point out that the benefits to being #1 amount to little more than bragging rights. If that's your thing, then great, but I'm not going to devote my entire time in-game chasing an impossible dream.
Edit: I had to change my advancement ratio because I think the AP loss caps at rank 18.
"There is as yet insufficient data for a meaningful answer."
Person #1 gets game from launch, hits #1, has 250000. #2,#3,#4 all range from 150000-200000. I am well up on the competition. I continue to expand this lead to some insane astronomical amount, effectively never able to be caught. You could effectively have a large clan keeping #2, #3, #4 and lower from ever gaining by constantly camping them. I think you are placing way too much emphasis on the ranks here. The only way to get the highest rank is to solo-PvP. You will NOT be able to become #1 by grouping. How is your Legion (Assuming they would even agree to devote their entire gaming sessions to keeping you #1.) going to know where the #2, 3, 4 people are all the time? Person #2 is an average player and is in the lowest rank tier not gaining or losing ground since she plays on a daily basis for the most part and has been from launch. Has 25000. Person #3 gets the game a year into launch. #1 now has 5million, and #1000 has 200000. Do you see where this is going? If that person wants to EVER get into a position they have to play 24 hours a day non-stop and hope that someone else either quits(which would mean others will take their spot) so they probably can't ever improve their rank or even get ranked since they are always on the outside looking in at rank positions. Your AP goes down whenever you die. In order to gain AP you have to continue to kill players. The higher your AP, the more you lose when you die. Now I'm not sure if the AP loss caps at rank 18 or not. If it does you would need to maintain an estimated 40 to 1 kill ratio to continue gaining AP at a very slow rate. Maybe a few hundred AP an hour.
In other words, getting to 5 million is neigh impossible. Everyone will be constantly losing AP either due to deaths or to using their AP to buy gear/items. So the person starting a year from launch would have no problem catching up if they are a skilled player. Now this is all taken from what I'm reading. There is no cap to that amount of points you can get, effectively meaning GET IT AT LAUNCH OR NOT AT ALL IF YOUR INTO PVP. There is no time for screwing around. That in effect is the ultimate grind. There is no hard cap on the amount of AP you can gain, but there is a soft cap. Meaning at some point (based on a per-player basis) you will not be able to earn any more AP past a certain amount. But you can always spend your AP and then earn more!
I'd also like to point out that the benefits to being #1 amount to little more than bragging rights. If that's your thing, then great, but I'm not going to devote my entire time in-game chasing an impossible dream.
Edit: I had to change my advancement ratio because I think the AP loss caps at rank 18.
Well, yeah... that's the highest rank in the game...
I like and dislike the ranking system. Let me state my case.
1) to me a player in a MMO in terms of the mathematical potential of the player should be equivalent though not equal this is to say that assuming all players put in the same amount of effort then all players should be mathematically equivalent (stats, available equipment, etc). This means that no player who applies the max effort despite there skill as a player or the race class combination they selected would be any more "uber" (in terms of the stats, equip, etc) than any other player who also applied the max effort.
So am I saying that the best should not be rewarded for being the best? No not at all but I personally think the reward should be what we used to call fluff, it was thous little things that are hard if not nearly impossible to get but that offer no mechanical or mathematical benefit merely a matter of prestige/bragging rights such as NPCs bowing to you as you walk by or access to fluff content that can only be obtained and used by the top % typically in the form of a special one of a kind yet statistically pointless item, given Aions armor system where you can change the look of the armor without affecting the stats this would be 1 step easier such as allowing a special skin that only the top % can use, doesn't change your stats but clearly shows you as the uber PvPer
2) Broken idea of what makes the best, unfortunately the ranking system will be limited to math i.e. most kills, fewest deaths, etc. which means; the player who is actually the best as in the most skilled player and thus the hardest to beat in battle may not and most likely will not hold that top rank unless he/she also happens to be the player with the most amount of game time. Fact is your "score" in PvP is heavily impacted by the amount of time you have to play more so I would say than your actual skill.
In this we see that the best player will not hold the top rank unless the metrics used in the calculation are only counted during scheduled events such as tournaments, this way even if you have a finite amount of game time you could still be the best by virtue of your skill in the tournament, not the number of hours you log.
3) Handicapping: It is (to me any way) more logical to make the best weaker not stronger, if you are the best (i.e. most skilled) and you have greater stats and equipment then there is no logical path for you to fall from that top position unless you quit the game. NCSoft doesn't want you to quit but if the ranks become static the hard core PvPers no matter where they fall in the ranks will quit since there is in effect no challenge and no reward.
A simple concept is to (very slightly) debuff the best player and give them fluff perks this would be truly hard core, you are attracting more players to kill you because you are clearly the best, and your avatar is slightly weaker than a normal max level of that class making it that much more enticing to attack, your high level of skill will still make you hard to kill and thus make the challenging player grow in skill if they are to take the rank. Of course this concept assumes that zerging is not an affective method for raising rank such as to split the rewarding skill of a kill evenly amongst all who participated in the take down, this would discourage true contenders from using zerg tactics to a small extent, to further discourage zerging you could reward the target of zerg such that if you stand against a greater number of players for X amount of time you get a + score if you manage to kill a few of them you get X*Y score where X is the normal score awarded and Y is the number of zerglings attacking you.
If you have read this far and you don't have a hand print on your forehead asking your self what I'm smoking and why I don't share you may want to stop here.
A much simpler method to provide reward for PvP on a ranked system without shorting players who can not devote as much time as others is to simply use 2 separate ranking systems with the same rewards, example follows.
Rank system 1 is the top % rank system then best player on the server gets the goods only X% of players can hold any given rank (WoW tried this at first)
Rank system 2 is a life time rank every player has the potential to max this rank out but it would require a large PvP commitment over time (i.e. a grind)
The rewards for the 2 systems are the same so even though playerA is not as skilled or does not have as much time as playerB if he/she keeps there nose to the grind stone they to can have the cool looking armor or max out there stats. If you just have to separate the 2 then use fluff to do it, i.e. thous non statistically enhancing yet coveted items/trinkets/titles/etc that are purely for bragging rights.
Let's say there are two good players (About evenly matched)on a server who deserve said rank, but one isn't able to get it because the other already has it.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
This turns it from to nothing more than pure grinding. Lets say I become #1, I play 16hours a day(or actually I play 24hrs, as four different people play my account) Now my #1 spot has to continue gaining or I go down. So effectively this is what happens:
Person #1 gets game from launch, hits #1, has 250000. #2,#3,#4 all range from 150000-200000. I am well up on the competition. I continue to expand this lead to some insane astronomical amount, effectively never able to be caught. You could effectively have a large clan keeping #2, #3, #4 and lower from ever gaining by constantly camping them.
Person #2 is an average player and is in the lowest rank tier not gaining or losing ground since she plays on a daily basis for the most part and has been from launch. Has 25000.
Person #3 gets the game a year into launch. #1 now has 5million, and #1000 has 200000. Do you see where this is going? If that person wants to EVER get into a position they have to play 24 hours a day non-stop and hope that someone else either quits(which would mean others will take their spot) so they probably can't ever improve their rank or even get ranked since they are always on the outside looking in at rank positions.
Now this is all taken from what I'm reading. There is no cap to that amount of points you can get, effectively meaning GET IT AT LAUNCH OR NOT AT ALL IF YOUR INTO PVP. There is no time for screwing around. That in effect is the ultimate grind.
Well, if the #1 person can continue to gain at the rate you are talking about, they deserve to be #1.
I don't see anything wrong with that.
You don't see something wrong with a system that requires a group of people to break the EULA in order to be #1? I find that highly flawed.
Nor do you find something wrong with the pvp aspect being either buy at release or pass? That is going to drive numbers down from future subscribers.
I remember when the first person got a 99 in diablo back in 2000 or 2001, it was a group of 5-6 people who played the character nonstop for quite a while, this basically just eliminated that level cap and goes on until the game shuts down.
I have read a lot of the post and stand by the idea that in a MMO all of the players should be equivalent to keep the level of fun up especially in PvP. Though this is not the first time I have seen a MMO try to use a rank system and give the top most player a mechanical advantage it always turns out that they either nurf the hell out of the advantage, remove the ranking all together or add a life time ranking with the same rewards. In short it may sound cool but is actually a stupid idea in an MMO to allow any 1 player or sub group of players to gain an advantage that other players can not. MMOs work best when there is mathematical balance this is what makes the PvP fun, since all of you are mathematically the same the deciding factor is (skill, numbers, tactics, luck, etc) some variable which changes with each encounter unlike your players stats.
Comments
No because you DONT deserve it. It's like saying I broke the world 100m record once therefore I forever get to be the world record holder - it only stands until someone else breaks it.
The supreme commander is just a fancy lore way of saying "Number 1", so no more than one person can be number 1 - you still get the benefits of having lots of abyss points just not the title (you can spend all those shiny points on shiny gear- then you don't get to be number 1 anyway)
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
"There is as yet insufficient data for a meaningful answer."
Actually I think we do get your point, but you've realised that it doesn't make any sense/ is invalid. Don't make us out to be ignorant just because you can't admit you're wrong.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
Groovy.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
No because players will spend these points. It's just like earning money and going out and spending it. Are you saying there shouldn't be crafting skills because those who train that up earn lots of money and then they can buy good gear?
Abyss points are effectively PvP money, just you can choose to spend your money on a title, or on gear.
Your scheme reminds me of RF online in a way, in RF you can gain CP, CP is obtained via quests and mainly via PVP, stealing others CP, the person with the most CP is rank 1, so that sort of scheme kinda works, the more cp you have the more you have to lose, definatly if the person has really low amount of cp, and you have lots. So implimenting that style with the top dog if it were, to have good stat buffs, ppl would go for that, as its not much about how long you play, its more about who you fight.
like a ladder tournament..? that sounds interesting..
High warlord anyone? Nonetheless, pyramid scheme? Really?
You may disagree with the system...but it doesnt make it a scheme & actually in the world of MMOs, keeping you playing = good business planning...not scheming at all <_< But one man's robber baron is another's captain of industry
I'll just picture Aion graphics on Amway comercials for a big giggle from now on...now -that- is a scary (unfortunately legal) rl pyramid scheme /nod
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
that's why this game is just another korean grind game
just because wow did it doesn't make it right!
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
glad you're not an mmo designer!
I'm all for one person getting a special title or status at a time on a server but the only one at max level? that has to be the stupidest thing I've ever heard.
Way to make game aNiche instantly, fail!
I'm sure the pvers will love knowing they need to pvp constantly to have awesome stats........
Playing: WoW, EvE
Interested in: TOR, ER, GW2, WoD, Dust514
The higher ranks will only be obtained by the best of the best in the first place. Once you get past 300k AP it gets very.. I repeat.. VERY difficult to continue progressing.
You basically have to turn into a stalking mad man shunning the rest of your kinsmen to advance and only killing people when you have no chance of loss.
If this is how you want to play the game, then by all means, go ahead.
I think most of us will just enjoy the ride and if we happen to get some ranks while we're at it, well, all the better.
I don't think an elitist attitude mixes very well with having a life outside of playing an MMO game. This is especially true in Aion.
Ranks are really not that big of a deal, some of you are blowing this way out of proportion.
"There is as yet insufficient data for a meaningful answer."
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
This turns it from to nothing more than pure grinding. Lets say I become #1, I play 16hours a day(or actually I play 24hrs, as four different people play my account) Now my #1 spot has to continue gaining or I go down. So effectively this is what happens:
Person #1 gets game from launch, hits #1, has 250000. #2,#3,#4 all range from 150000-200000. I am well up on the competition. I continue to expand this lead to some insane astronomical amount, effectively never able to be caught. You could effectively have a large clan keeping #2, #3, #4 and lower from ever gaining by constantly camping them.
Person #2 is an average player and is in the lowest rank tier not gaining or losing ground since she plays on a daily basis for the most part and has been from launch. Has 25000.
Person #3 gets the game a year into launch. #1 now has 5million, and #1000 has 200000. Do you see where this is going? If that person wants to EVER get into a position they have to play 24 hours a day non-stop and hope that someone else either quits(which would mean others will take their spot) so they probably can't ever improve their rank or even get ranked since they are always on the outside looking in at rank positions.
Now this is all taken from what I'm reading. There is no cap to that amount of points you can get, effectively meaning GET IT AT LAUNCH OR NOT AT ALL IF YOUR INTO PVP. There is no time for screwing around. That in effect is the ultimate grind.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
This turns it from to nothing more than pure grinding. Lets say I become #1, I play 16hours a day(or actually I play 24hrs, as four different people play my account) Now my #1 spot has to continue gaining or I go down. So effectively this is what happens:
Person #1 gets game from launch, hits #1, has 250000. #2,#3,#4 all range from 150000-200000. I am well up on the competition. I continue to expand this lead to some insane astronomical amount, effectively never able to be caught. You could effectively have a large clan keeping #2, #3, #4 and lower from ever gaining by constantly camping them.
Person #2 is an average player and is in the lowest rank tier not gaining or losing ground since she plays on a daily basis for the most part and has been from launch. Has 25000.
Person #3 gets the game a year into launch. #1 now has 5million, and #1000 has 200000. Do you see where this is going? If that person wants to EVER get into a position they have to play 24 hours a day non-stop and hope that someone else either quits(which would mean others will take their spot) so they probably can't ever improve their rank or even get ranked since they are always on the outside looking in at rank positions.
Now this is all taken from what I'm reading. There is no cap to that amount of points you can get, effectively meaning GET IT AT LAUNCH OR NOT AT ALL IF YOUR INTO PVP. There is no time for screwing around. That in effect is the ultimate grind.
Well, if the #1 person can continue to gain at the rate you are talking about, they deserve to be #1.
I don't see anything wrong with that.
I'd also like to point out that the benefits to being #1 amount to little more than bragging rights. If that's your thing, then great, but I'm not going to devote my entire time in-game chasing an impossible dream.
Edit: I had to change my advancement ratio because I think the AP loss caps at rank 18.
"There is as yet insufficient data for a meaningful answer."
I'd also like to point out that the benefits to being #1 amount to little more than bragging rights. If that's your thing, then great, but I'm not going to devote my entire time in-game chasing an impossible dream.
Edit: I had to change my advancement ratio because I think the AP loss caps at rank 18.
Well, yeah... that's the highest rank in the game...
How about proving yourself with skill and reputation? No need for a game mechanic to prove something.
EDIT: The abyss ranking is pretty flawed imo. You just have to grind mobs 24/7 and try to avoid any challenging fight to get to the top.
i know really
they're rewarding fat kids :
I like and dislike the ranking system. Let me state my case.
1) to me a player in a MMO in terms of the mathematical potential of the player should be equivalent though not equal this is to say that assuming all players put in the same amount of effort then all players should be mathematically equivalent (stats, available equipment, etc). This means that no player who applies the max effort despite there skill as a player or the race class combination they selected would be any more "uber" (in terms of the stats, equip, etc) than any other player who also applied the max effort.
So am I saying that the best should not be rewarded for being the best? No not at all but I personally think the reward should be what we used to call fluff, it was thous little things that are hard if not nearly impossible to get but that offer no mechanical or mathematical benefit merely a matter of prestige/bragging rights such as NPCs bowing to you as you walk by or access to fluff content that can only be obtained and used by the top % typically in the form of a special one of a kind yet statistically pointless item, given Aions armor system where you can change the look of the armor without affecting the stats this would be 1 step easier such as allowing a special skin that only the top % can use, doesn't change your stats but clearly shows you as the uber PvPer
2) Broken idea of what makes the best, unfortunately the ranking system will be limited to math i.e. most kills, fewest deaths, etc. which means; the player who is actually the best as in the most skilled player and thus the hardest to beat in battle may not and most likely will not hold that top rank unless he/she also happens to be the player with the most amount of game time. Fact is your "score" in PvP is heavily impacted by the amount of time you have to play more so I would say than your actual skill.
In this we see that the best player will not hold the top rank unless the metrics used in the calculation are only counted during scheduled events such as tournaments, this way even if you have a finite amount of game time you could still be the best by virtue of your skill in the tournament, not the number of hours you log.
3) Handicapping: It is (to me any way) more logical to make the best weaker not stronger, if you are the best (i.e. most skilled) and you have greater stats and equipment then there is no logical path for you to fall from that top position unless you quit the game. NCSoft doesn't want you to quit but if the ranks become static the hard core PvPers no matter where they fall in the ranks will quit since there is in effect no challenge and no reward.
A simple concept is to (very slightly) debuff the best player and give them fluff perks this would be truly hard core, you are attracting more players to kill you because you are clearly the best, and your avatar is slightly weaker than a normal max level of that class making it that much more enticing to attack, your high level of skill will still make you hard to kill and thus make the challenging player grow in skill if they are to take the rank. Of course this concept assumes that zerging is not an affective method for raising rank such as to split the rewarding skill of a kill evenly amongst all who participated in the take down, this would discourage true contenders from using zerg tactics to a small extent, to further discourage zerging you could reward the target of zerg such that if you stand against a greater number of players for X amount of time you get a + score if you manage to kill a few of them you get X*Y score where X is the normal score awarded and Y is the number of zerglings attacking you.
If you have read this far and you don't have a hand print on your forehead asking your self what I'm smoking and why I don't share you may want to stop here.
A much simpler method to provide reward for PvP on a ranked system without shorting players who can not devote as much time as others is to simply use 2 separate ranking systems with the same rewards, example follows.
Rank system 1 is the top % rank system then best player on the server gets the goods only X% of players can hold any given rank (WoW tried this at first)
Rank system 2 is a life time rank every player has the potential to max this rank out but it would require a large PvP commitment over time (i.e. a grind)
The rewards for the 2 systems are the same so even though playerA is not as skilled or does not have as much time as playerB if he/she keeps there nose to the grind stone they to can have the cool looking armor or max out there stats. If you just have to separate the 2 then use fluff to do it, i.e. thous non statistically enhancing yet coveted items/trinkets/titles/etc that are purely for bragging rights.
If both players are above the minimum AP requirement for the rank, the person with the higher AP amount will get the title.
But it still singles players out. It makes the game more of a grind than it needs to be.
If the system was purely a vanity thing, I would be all for it, because it would be a bragging rights thing.
Yes, better and more dedicated players should be rewarded, I'm all for that.
But this system is just silly.
If by grind, you mean you have to keep working at your PvP rank in order to keep it then yes, it does.
I don't see anything wrong with that. Like I said, If I were making an MMORPG, I'd probably extend a similar concept to PvE levels as well.
This turns it from to nothing more than pure grinding. Lets say I become #1, I play 16hours a day(or actually I play 24hrs, as four different people play my account) Now my #1 spot has to continue gaining or I go down. So effectively this is what happens:
Person #1 gets game from launch, hits #1, has 250000. #2,#3,#4 all range from 150000-200000. I am well up on the competition. I continue to expand this lead to some insane astronomical amount, effectively never able to be caught. You could effectively have a large clan keeping #2, #3, #4 and lower from ever gaining by constantly camping them.
Person #2 is an average player and is in the lowest rank tier not gaining or losing ground since she plays on a daily basis for the most part and has been from launch. Has 25000.
Person #3 gets the game a year into launch. #1 now has 5million, and #1000 has 200000. Do you see where this is going? If that person wants to EVER get into a position they have to play 24 hours a day non-stop and hope that someone else either quits(which would mean others will take their spot) so they probably can't ever improve their rank or even get ranked since they are always on the outside looking in at rank positions.
Now this is all taken from what I'm reading. There is no cap to that amount of points you can get, effectively meaning GET IT AT LAUNCH OR NOT AT ALL IF YOUR INTO PVP. There is no time for screwing around. That in effect is the ultimate grind.
Well, if the #1 person can continue to gain at the rate you are talking about, they deserve to be #1.
I don't see anything wrong with that.
You don't see something wrong with a system that requires a group of people to break the EULA in order to be #1? I find that highly flawed.
Nor do you find something wrong with the pvp aspect being either buy at release or pass? That is going to drive numbers down from future subscribers.
I remember when the first person got a 99 in diablo back in 2000 or 2001, it was a group of 5-6 people who played the character nonstop for quite a while, this basically just eliminated that level cap and goes on until the game shuts down.
I have read a lot of the post and stand by the idea that in a MMO all of the players should be equivalent to keep the level of fun up especially in PvP. Though this is not the first time I have seen a MMO try to use a rank system and give the top most player a mechanical advantage it always turns out that they either nurf the hell out of the advantage, remove the ranking all together or add a life time ranking with the same rewards. In short it may sound cool but is actually a stupid idea in an MMO to allow any 1 player or sub group of players to gain an advantage that other players can not. MMOs work best when there is mathematical balance this is what makes the PvP fun, since all of you are mathematically the same the deciding factor is (skill, numbers, tactics, luck, etc) some variable which changes with each encounter unlike your players stats.
Ohoho, so what will stop me from gaining those ranks other than my lack of skill&dedication?
Stop being a scrub, play to win!
I'm asking too much? Then
a) forget about aion
b) ignore it. Just enjoy PVE and ocasional PVP and don't let this stuff burden your mind.
For the best PvP gear, you have to PvP. For the best PvE gear you have to PvE.
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There are total of 18 ranks:
http://aionhun.hu/page.php?197
To obtain the "best" stuff from the AB vendor, you only need rank 14/15.
It is also very unlikely that you have much interest to reacquire the rank once you have purchased the highest cost item.
"The person who experiences greatness must have a feeling for the myth he is in."