@Sawo - I’m fully aware and agree that Shambalabingbong is not really what a PVPer would class as PVP. But for the sake of it being the only form in SWL - we have to make do with what we have until real PVP becomes a “Priority” and for want of a better word, on this occasion, i will be referring to it as PVP.
@Leogrim I don’t know what is more of an incentive to play, having nothing for a lose & something for a win Or the same reward for losing as a win? I feel that the current reward for losing is one of the sole reasons people used the zone for “Cliff jumping” to end the already very short match and made the whole point of trying to fight the other team pointless.
On the subject of rewards in SWL:
The whole of SWL rewards for missions are the same across the board. Bags and some shards are received, Starting with kingsmouth and it’s mere one bag to the multiple bags for missions in Tokyo. They don’t have the same as dungeons, raids or scenario offering distills. Which means Shambala is treated as a mission with an objective to achieve. That should be to win. You don’t get the rewards of other missions in SWL by picking the mission and then cancelling/pausing it. You actually have to complete it.
Really - these bags are kinda like the token system of TSW. Instead of receiving MoP’s and BB - we have bags which give us the mats to upgrade items with or sell. Just like we did in TSW. If lucky, you can get something valuable from the bags, making your venture that little bit more worth it, which is why i truly feel what is on offer for a win is completely acceptable and should remain as the standard for a win. But for a lose it should only offer shards. It doesn’t half the potential reward, since the idea of entering the zone is to win, your only goal is to gain what was already on offer. At least it would make the task of partaking in Shambala have a cause, and that is indeed to win. It should never have been trivialised nor made a redundant arena because of the rewards being the same for either outcome.
As for nobody playing it, well - that’s because IMO it was abused threefold. Once by TSW with the placement of signet bags as reward, second with the daily challenge of PVP and third after the move to SWL when it was infested with lemmings because of its lack of real rewarding for honest effort. The PVP community will be at hand to make this zone playable and enjoyable, holding PVP events etc. Something at present we can’t really do.
As for no guarantee of a win - I for one would be very glad that there was no skill that would guarantee me a win in a 10v10 match. PVP is meant to be unpredictable but it should have reason.
@Ezraell I agree in lowering the initial amount of players required for a match. The damage done to Shambala will mean it would take time for people to even want to return to a zone that’s had so many failings.
I also agree in increasing the time of a match. It’s far too short a time to do anything at all and would add to the overall meaningful aspect we should be trying to achieve.
I really don’t feel it needs anything else added to the current win pool. When you start adding things like Hex coins and such you then venture down the path Funcom took PVP in TSW.
They added PVP to the daily challenge list and in order for you to complete the full set of challenges, you HAD to do PVP. I felt that was wrong, it basically forced people who would have never considered PVP - to have to enter a zone and complete a few tasks, they of course got themselves killed in the process and the blame was then left at the foot of the PVP community for killing people who were just “Trying to complete their daily” - when all the PVPer was doing, was what they had been doing all along - killing people not on their team and defending a zone.
Funcom then added to Shambala the new Signets. Of course they were much needed and to get them you had two options, buy from AH or do Shambala - Again, this did create a wave of popularity with Shambala, which in turn led it to be Funcoms choice to bring that PVP zone over to SWL as it had proved to be, at that time, the most popular. But it was a false representation, as you can see - without those signets that were previously on offer in Shambala - it has turned barren. Couple this with the current reward for losing a match being the same as a win and you have yourself the main problem and that’s a lack of purpose, meaning and cause leading people to abandon it altogether.
Their are no Agents in PVP and i don’t feel offering Hex coins for winning would be the right thing to do. If anything Hex coins should be added to the caches as either possible loot or standard loot along with the current Fragments also gained. I think they are already available as loot in the Agent Booster packs? Someone would have to confirm as i’m not sure.
Now then - @BombShelley
I don’t quite know where to begin dear…
At present - there is already no point in playing “what passes for PVP” (Shambala) Not for anyone, whether you enjoy PVP or not. Which is why i started the thread and poll. To offer a solution: Starting at the base by addressing the issue of rewards gained for Win/Lose in an attempt to remove the futility of trying to win, when the new consensus was to sign up and throw yourself over the cliff to end it all…But still cash in a win.
That just doesn’t sit right with me.
I have already discussed in the PVP thread my ideas on how PVP could work for SWL, on a broader aspect, if the other 3 zones were to be introduced. But since Funcom have already stated that “PVP is currently not a prioroty” Then i have focused on something that would bring a sense of purpose and achievement in the smallest of manners. The rest is then up to the players of their own choice to play or not to play, but there should be no rewards for losing a Shambala match.
I’m not quite sure why you would think that what i have suggested is trying to force people to play PVP? When i am clearly, dead against the idea of forcing anybody to do PVP.
I have to reiterate that i do feel that for PVP to naturally develop people have to want to join it. But you shouldn’t need to tempt anybody into it by way of special rewards or extras added to the loot pool. IMO PVP rewards the inner self more, be it pride, ego, morale etc… Fun above all else and excitement.
It should also NEVER be added to any daily challenge. All it needed from the outset was the reward for losing not to have been the same as it is for winning. That might have spared us from the suicide cults.
having said that - I am also aware that since TSW had a much more lucrative reward on offer for a win of Shambala, some may feel it should be like for like, but then the two should not be compared.
But is it going to be too little too late for Shambala?
Leaving things for so long…
I have to ask - Was Shambala present in SWL during BETA phase and did it offer the same rewards for Win/Lose as it does now?
If so - then why was this not picked up on or addressed in the beginning? There would have been no lemmings.