Hi,
I would like to propose the following change:
Winning a PvE scenario should give more rep than losing a PvP scenario.
Currently, for me:
1800-2100 rep = pvp win
1000+ rep = pvp lose (might be slightly wrong number, but it’s around 1k)
~700 rep = pve win
0 rep = pve lose
Would be nice if you still got some for losing pve too, because it takes much more time than pvp match typically… but at the least, winning pve should give more than losing pvp. Maybe around 1200 at least?
Agreed. Considering a scenario, at least if you win, will take at least 2-3 times as long as your average pvp fight, at least. The 700 reputation seem overly lousy for scenarios, specially as there doesn’t seem to be any contracts completable in scenarios. I can’t think of a good reason why a player shouldn’t be able to progress at a decent speed through scenarios.
+1 agree. Maybe the devs don’t think you should be rewarded for playing against AI but they will get more players (and money) if they give PVE players something to enjoy.
Agree, maybe more credits as well?
1 can hope 
Indeed. As of Now, PvE doesn’t present much of an alternative when you don’t like arcade since it’s lenghty and relative to that very unrewarding.
I’ve gotten about 250 rep for a few PVE losses…but other losses I’ve gotten 0. So I have no idea how this works/is calculated.
+1. And please give more credits too.
PVE scenario takes 20/30mn to be completed. While a PVP takes 5mn.
PVP Win : 50000/60000 credits.
PVE Win : 115000 credits.
Not enough for the time it take to win. (Unless you have T3 or more ship…)
PS : sorry for my english, it’s not my language.
Scenarios need to be better designed with PvP based ships in mind. No respawns and the limited missiles means gotta have some sort of recovery. And just add respawns.
No respawn because it will be too easy. But much rewards in rep and credits.
Totally agree with this thread. At least as far as Tier 2 there is no point doing PVE because we very rarely beat it and the times we lost we either got 0 rep or around 200 rep sometimes.
Based on the OP’s numbers;
1800-2100 rep = pvp win
1000+ rep = pvp lose (might be slightly wrong number, but it’s around 1k)
700 rep = pve win
0 rep = pve lose
I think it should be;
1800 - 2100 rep = PVP Win
1000+ rep = PVP Loss
1600 rep PVE Win
1200 rep PVE 3rd section completion
1000 rep PVE 2nd section completion
800 rep PVE 1st section completion
600 rep PVE total loss
These are based on my numbers but i am using the orginal free week license right now. Still the ratio of where those numbers should be is still true.
And are there only 2 scenarios? I have yet to beat the Blackwood Shipyard one 
A PVE human vs bot team deathmatch would be cool…
Both scenarios are actually easy, the key words are teamwork and experience.
just ask players online for an experienced player to run you through, I do this for newbies all the time. Scenarios are a good way to learn basic teamwork, and still earn money.
Both scenarios are actually easy, the key words are teamwork and experience.
just ask players online for an experienced player to run you through, I do this for newbies all the time. Scenarios are a good way to learn basic teamwork, and still earn money.
It’s still pretty difficult for Tier 1 players to run scenarios. I play with a clan on teamspeak and some of us come from Planetside 2 (which has a lot of focus on organized teamwork/leadership). Even we found it to be extremely difficult until we unlocked Tier 2. After that it became a piece of cake.
Ok, I can agree with that. At least tier 1 frigs aren’t barges and have somewhat of a turning radius.
+1 Agreed, though it should be worth pointing out that in the case of PVE scenarios, you are guaranteed (tbh not really sure on this, but I’ve never failed to salvage a rare mod from the 20+ scenario wins I’ve had) an overcharge/experimental module for a total win (granted this is hard to do with T1, but as pointed out earlier T2+ really switches that up). So this may be something that needs accounted for.
Statistically, overcharged modules seem equivalent to blue’s from the shop and experimental modules are BIS. So realistically, you’re looking at a credit reward (assuming you sell the module and not use it) of 5k at T1 and ~15k at T2, etc. If you don’t sell it, that credit gain is easily an order of magnitude more. The caveat to this though is you have to win. Throw in that you can reasonably do the Dreadnought assault without using missiles or dying (so no repair/rearm costs), PVE seems to be equitable in credit gains from PVP.
Of course none of the above accounts for reputation or faction gain, so the OP’s point is still valid.
+1 Agreed, though it should be worth pointing out that in the case of PVE scenarios, you are guaranteed (tbh not really sure on this, but I’ve never failed to salvage a rare mod from the 20+ scenario wins I’ve had) an overcharge/experimental module for a total win (granted this is hard to do with T1, but as pointed out earlier T2+ really switches that up). So this may be something that needs accounted for.
Statistically, overcharged modules seem equivalent to blue’s from the shop and experimental modules are BIS. So realistically, you’re looking at a credit reward (assuming you sell the module and not use it) of 5k at T1 and ~15k at T2, etc. If you don’t sell it, that credit gain is easily an order of magnitude more. The caveat to this though is you have to win. Throw in that you can reasonably do the Dreadnought assault without using missiles or dying (so no repair/rearm costs), PVE seems to be equitable in credit gains from PVP.
Of course none of the above accounts for reputation or faction gain, so the OP’s point is still valid.
I like your post and I like the way you write. +1 from me.
Well with no respawn if you do fail you are now just waiting for the rest to finish. That’s boring. More importantly T1 has no built in recovery, so you’re always just losing slowly. I feel like a way for allies to revive you would be a good thing. Losing should not take you completely out, especially when going into situations blindly.
I really only think this cause that Dreadnaught assault mission took quite a while for me to finish the two times I’ve tried it, with people dying. Didn’t even make it past the second sequence. T1 is bad because of no passive recovery to recover from engagements.
I can see T2 better if someone runs recovery frigate and people don’t overextend, but say even a limited or buy in respawn would make this less frustrating the first time around.
Well with no respawn if you do fail you are now just waiting for the rest to finish. That’s boring. More importantly T1 has no built in recovery, so you’re always just losing slowly. I feel like a way for allies to revive you would be a good thing. Losing should not take you completely out, especially when going into situations blindly.
Rank 1-3 implants give the option for shield/hull regen iirc.
Rank 1-3 implants give the option for shield/hull regen iirc.
Impalnts are specific, and if I didn’t pick the right faction then I’d be screwed. And I did, started as Fed, and I don’t see regen on their list. I’d say there should be a repair beacon at the start where people can at least fly to between fights. Don’t make me have to retry the entire fight because of team makeup. Retries are for solo endeavors.
Impalnts are specific, and if I didn’t pick the right faction then I’d be screwed. And I did, started as Fed, and I don’t see regen on their list. I’d say there should be a repair beacon at the start where people can at least fly to between fights. Don’t make me have to retry the entire fight because of team makeup. Retries are for solo endeavors.
Point. Sometimes scenarios give regen bonuses, but not sure on how those are selected.