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Old Aug 29, 2005, 09:19 AM // 09:19   #21
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I think the faction in random and team arenas was perfect, but it needs to be brought done a bit in the tombs and GvG.

I personally didn't get much time this weekend, but I was able to unlock one elite and one sup rune so I chalked up 5k faction. my e/mo is coming along well.
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Old Aug 29, 2005, 09:47 AM // 09:47   #22
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The faction was not sufficient. I had a decent rate of unlocking going on winning streaks in the arena, but on the other side of the scale people were definitely losing out.

When someone is winning, someone else is losing... and for the casual gamer with the average %50 victory rate, the x5 unlocking is still not enough.

Calculations and answers to common replies:
http://www.guild-hall.net/forum/showthread.php?t=26095
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Old Aug 29, 2005, 11:25 AM // 11:25   #23
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Faction in Tombs was crazy fast. Me and My team were having to dump our faction at priests every other run to stay under the 10k cap. I made prolly close to 200k faction over the course of the weekend and nearly unlocked my account just through tombs. I also noticed ALOT of more people doing tombs than usual......not really the most challenging of matches though. I like the absence of spirits....alot of diversity was flowing in the tombs and it made for some interesting battles. Friday and Saturday were a joke though but come sunday i guess most the good guilds were done with gvg and were back in tombs. I was starting to feel bad for the teams we were steamrolling over time and time again at the start of PvPx.
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Old Aug 29, 2005, 11:36 AM // 11:36   #24
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I loved it and it felt about right for a permanent rate. It's still slow enough that you have to work for it, but fast enough that you don't feel like you're crawling on your stomach over broken glass just to unlock an elite. (like current rates)

Going back to the old rate has made me lose all interest in PvP until they bump it back up to something reasonable. Ideally, I'd actually like to see it increased a bit more. The rate is good, but just slightly faster would be perfect.


On a side note, if faction is going to be significantly increased, I think that the Guild Lord should no longer be the sole win condition of a GvG match. There was such a freakish amount of Ganking going on this weekend that it pretty much took the fun out of the whole game mode. Just make it so that when he's dead you don't Auto-rez.
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Old Aug 29, 2005, 11:49 AM // 11:49   #25
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It was nice.
But now my warrior pvp is far more powerful than my warrior pve.
I unlocked superior vigor, superior absorption and cool perfect mod (vampiric,...).
My pve character haven t enougth money yet to pay these runes and i can t find perfect mod in the game, it s hard to go back to a weaker character.
When i think that i played more 300 hours on this character....
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Old Aug 29, 2005, 11:50 AM // 11:50   #26
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I didn't play Tombs or GvG this weekend, but I did play the teams arena. Logged about 5-6 hours and gained about 7k faction (which for me is pretty good). I say leave the random/teams arenas at the higher level. It just makes playing PvP a lot more rewarding and fun IMO.
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Old Aug 29, 2005, 11:51 AM // 11:51   #27
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I definitely liked it, at least for the Arenas (didn't get to GvG/tombs).

The rate was nice, although I've had issues with the unlocking rate being constant and independent of how much the account is locked.

For someone who just started out on PvP (low amounts of skill acquisition), I would see this unlocking rate as being too slow.

For someone who is nearly completing his/her account, I feel that the unlocking rate is a bit too fast.

I wonder whether or not this could be tweaked as to lower the PvP entry barriers - very very fast unlocking in the beginning, but progressively slower as you unlock more stuff to make the absolutely-completely-unlocked account harder to get.

I also agree with the Guild Lord ganking thing - I can see how the promise of faction rewards makes it too easy to just go with a gank build on the guild lord and take the fun out of the mode. Maybe I'm not considering everything, though...I would like to hear a counterargument for why the winning conditon should stay as it is.
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Old Aug 29, 2005, 12:00 PM // 12:00   #28
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Gained like to much faction not to talk about fame
best pvp this weekend was 30 conc wins in team arena and i think it was 16 conc in tombs holding the halls for 8 straight times
This weekend made me famus ,rich and i unlocked almost all there is
Great weekend
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Old Aug 29, 2005, 12:33 PM // 12:33   #29
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I can't believe some people are complaining the faction was too fast. Be happy that you can finally unlock at a decent rate instead of playing for ages just to unlock a single thing.

For the me the faction was great, only thing I want changed is the elite skill cost (too high, why are elites much more expensive then a superior rune to unlock) and the 10k cap.
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Old Aug 29, 2005, 12:53 PM // 12:53   #30
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they need to find a 7/10th point, more than before, less than pvp xtreme.

it wouldn't take long at all to unlock all skills, even if they nerfed it a lil bit, but, they better not fck it up.
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Old Aug 29, 2005, 01:31 PM // 13:31   #31
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You *should* be able to unlock stuff that quickly through PvP. With PvE, you do 1 quest for 10 minutes, and unlock like 3 skills. During that quest, you might find 1-2 items to unlock. (Gets a lot harder as you go through the game and get more unlocked, but you get the point).

For 1 hour of PvP action, you should be able to unlock at least a few things, I found playing PvP actually was a lot more fun when there was a real tangible reward, and not just "oh wow look 5 faction".

Also, I shouldn't have to even play PvE if I don't want to, in order to get stuff for PvP unlocked. I know it's probably intended to go through the PvE game (which I actually love to do) but you should have an equally rewarding experiencing with unlocking in either game mode.
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Old Aug 29, 2005, 01:36 PM // 13:36   #32
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Liking or not liking is only HALF of the equation. ANet needs to see the actual effects of hundreds of players unlocking powerful runes, weapon mods and skills on the overall playability (read... balance) of the game.

I did like it a lot, but like any drug too much of a good thing can kill you in the end.

Strike a balance, add new arenas, skills and weapons.
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Old Aug 29, 2005, 01:40 PM // 13:40   #33
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Quote:
For 1 hour of PvP action, you should be able to unlock at least a few things, I found playing PvP actually was a lot more fun when there was a real tangible reward, and not just "oh wow look 5 faction".
Seriously I agree. Additionally, I've got a guildie who's unlocked all skills for 3 classes and is almost done with the fourth. Even at that we keep coming up with builds that he's short the skills on and we need to break to grind him out a skill point and cap/buy it. In PvPx, we were able to just have him limp along without the right build for a few matches and then redeem that faction we just made to buy him the missing skill or two and get rolling. It made playing around with new builds tons easier.

-Diomedes
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Old Aug 29, 2005, 01:55 PM // 13:55   #34
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I'm of the belief that the extreme weekend was created in part to create more of a stir in PvP land, especially while everyone waits for the new areas to be released. I rarely ever play PvP, but I tried playing some this weekend. My team won our first 3 matches in a row (it's amazing how your interests can be perked when you win). After a few losses I called it quits and went back to playing PvE. I'm just curious as to whether the PvP extreme has hooked any of those people who were either riding the fence or who were pure PvE players like myself. It was an interesting break, but I'm not hooked.
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Old Aug 29, 2005, 02:03 PM // 14:03   #35
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Good call from ArenaNet that was fun but next time can you also do the same with the fame point for small guilds cause I have a guild of 4 people and we can't GvG nor do HoH, but other wise its was great I loved it. great job. keep it up and thank you for listening to our community.
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Old Aug 29, 2005, 02:28 PM // 14:28   #36
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The pvp extreme weekend was extremely rewarding! My guild isn't too active on the gvg or hoh scene, thus I had to rely on the competition arenas and sometime team arenas. The amount of faction earned was a little too much, but Im not complaining!

Competition arena alone, I spent maybe a few hours and 6k+ faction. Beats farming for sure!
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Old Aug 29, 2005, 02:39 PM // 14:39   #37
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With the faction role playing charactors get nothing so there is no use going to the arena. I never PvP, but the PvP Xtreme got me to the arena and i must admit I had a great time. But now I have 10,000 faction that doesnt benifit me at all. If I want to try a new skill in the arena i have to grind out 20,000 XP or not use my RP charactor A-Net made it so we can change secondaries at will, but there is no way possible for us to fill out all the skills on a RP charactor with multiple secondaries. Sometimes I like R/E sometimes R/Me and would like to try R/N , but unless I abandon my charactor and roll up a PvP it wont happen for months. When I made the charactor it was supposed to be RPG and PvP what happened to the PvP part? I would like to unlock skills with my RP charactor with my faction if only for the arena. After all he won it, he should be able to use it.
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Old Aug 29, 2005, 02:50 PM // 14:50   #38
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I really liked the rewards for tombs and arena and think they should continue to be that way.

I think the GvG faction should be tweaked down a bit actually. Also for GvG I believe there should be penalties to new members and newly formed guilds dispite rank achieved. With that being said, the way the ladder ranks does need to be reworked. So many randoms would mass together, make a gank guild, have no hinderance to their faction, and play 2minute do or die gvg battles. It is quite easy to defend against, but it takes a lot of the fun and skill out of GvG, and rewards people that find the quickest and easiest way to make faction out.

Anyways, I had a lot of fun. Finally PvP'ers can unlock easily while enjoying themselves. I think it is more balanced now with PvE play.

To add, the skill changes were nice. All improvements, but I still see some problems with certain ritual spam, and now enchantment and hex spam are difficult to deal with. Perhaps there needs to be more expensive and better counters to enchantments hexes and rituals, but I only tested the skill changes and play out to a limit.

Last edited by nicosharp; Aug 29, 2005 at 02:54 PM // 14:54..
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Old Aug 29, 2005, 03:20 PM // 15:20   #39
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Faction needs to be upped more imo.
Maybe 25x more or higher so that it would take a minimum of 600 hours of gaming to unlock everything.
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Old Aug 29, 2005, 03:22 PM // 15:22   #40
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The word Extreme is one word thats used in the advertising language that says (to me at least) we have ran out of any good ideas or are able to describe our product in a meaningful way.

or...

Same sh*t different color.
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