This will retain more players imo and it will also help pvp grow even bigger. Seasons will be a good addition with cosmetic rewards such as skins for reaching a certain rank or even just a different dyes. There are a lot of ppl looking for a good pvp system with rewards that worth competing for...and this seems like the only thing missing in card hunter. *They could even make some alternative art for certain cards as rewards (just throwing stuff out there) Not sure why the developers are not working on this yet... hopefully this is on their "to do list".
According to steam achievement tracking, 1.3% of the player base has won at least 10 multiplayer matches. I'd much rather have vanity items be available in the gold or cash shop. Come on Cuthbert's Costumes, show me some of those sexy vampire elf priest figures!
Given how the game's been on Steam for 10 days only, I do suspect a good chunk of that 1.3% is probably made up of people who has been playing CH for quite some time (main site and/or Kong) and then installed and kept playing it via the standalone client. While some people may very well jump right into MP, I think it's reasonable to assume the average CH player dedicates way more time to SP than MP until he can beat most/all of the campaign modules. So, in a way, I do expect that 1.3% figure to go sensibly up with time. That being said though, it's a relatively well known fact that the majority of CH players hardly play MP at all (let alone post on the forums), so I don't expect this to change now that the game's on Steam either. Still, I do think there's great value in the OP's suggestion. While it's true that, since only a fraction of CH players ever become active PvPers, investing resources and development time into MP-specific content might seem unreasonable, it also needs to be remembered active MP players tend to be the biggest-spenders in almost every kind of videogame (I know, this is quite anecdotal). SP-only players tend to eventually leave the game once there's no more content for them to experience, to eventually come back as soon a new surge of shiny is released, say along a new expansion. MP-ers, on the other end, even if a substantially smaller slice of the game's audience, do have a tendency to play regularly over extremely long periods of time. In that regard, additional rewards (cosmetic items or other kinds) for MP activity can indeed be of great help with converting more people into long-time players (and, potentially, paying customers). This obviously isn't to say BM would stop making cosmetic items for non-MP players in favor of PvP-only rewards. Hopefully we could have an healthy mix of both.
Not only am a I strict PvE player, but I've been politely nudged away from playing PvP given my circumstances. And I respect the devs and community enough [and am aware enough of my limitations] that I'm not bothered by that. But if you start putting in things I'd like to have, and can't because of my circumstances, well, I won't be upset over it, persay, but it will feel like proverbial salt in an open wound. One possible approach could be 'Loot Badges' or some other fanciful name; a special currency in game that you earn through regular play, but can get large chunks of for pvp placing. This lets the hardcore players feel rewarded, while not completely cutting off non-high-ranked pvp-players; and keeping its usage to cosmetics ensures noone feels too bothered by how fast you obtain them. OR, a much simpler approach: Stick in palette packs, as has been suggested before, and have certain palettes for certain characters [ie, foiling] restricted to PvP [though I think I vaguely recall some semblance of this already in game?] In other words, making PvPers feel special is a necessary thing to keep PvP vibrant. But it's not worth pushing away the non-hardcore players, either.
, post: 93685, member: 11734"]Not only am a I strict PvE player, but I've been politely nudged away from playing PvP given my circumstances. And I respect the devs and community enough [and am aware enough of my limitations] that I'm not bothered by that. But if you start putting in things I'd like to have, and can't because of my circumstances, well, I won't be upset over it, persay, but it will feel like proverbial salt in an open wound. One possible approach could be 'Loot Badges' or some other fanciful name; a special currency in game that you earn through regular play, but can get large chunks of for pvp placing. This lets the hardcore players feel rewarded, while not completely cutting off non-high-ranked pvp-players; and keeping its usage to cosmetics ensures noone feels too bothered by how fast you obtain them. OR, a much simpler approach: Stick in palette packs, as has been suggested before, and have certain palettes for certain characters [ie, foiling] restricted to PvP [though I think I vaguely recall some semblance of this already in game?] In other words, making PvPers feel special is a necessary thing to keep PvP vibrant. But it's not worth pushing away the non-hardcore players, either.[/QUOTE] No one would want to push away non hardcore players. I would also like to see some hard to achieve cosmetics for Pve. Also some kind of profile so we can inspect our stats..
There are already PvP stats. Nice win rate, there! http://cardhuntermeta.farbs.org/playerprofile.php?name=Cehu (History shows only matches against guild members. Join a guild to see all your future matches in there.)
Thx I did not know about that site..being sarcastic ? 57% seems low It would be nice to have those stats in game though
Not at all sarcastic! Look at the win rate ranking list: http://cardhuntermeta.farbs.org/winrateleaderboard.php Play 31 more matches with the same win rate and you'll be at shared 70th place! That's out of the about 100,000 players who've tried PvP...
We did a spring pvp season back in 2014. You can check it out here! We haven't done any seasons since then, since that event was kind of an experiment. But I bet @Flaxative has been keeping it in mind.
I would actually like to see figurine, figurine base (the ones that are currently just black or white), and figurine aura/effect awards from PvP. For instance, figurines can be awarded to the top players of a season (based on guild contribution), whereas figurine bases are awarded after surpassing a certain elo and figurine aura/effects are awarded if you achieve a certain amount of points with a specific race and class combination. Here are some examples: 1. The 10 players with the highest guild contribution may be awarded special figurines. These figurines are based on the highlight of the season. Are Bejeweled elf warriors the most common in the top 10? If so, an elf warrior figurine weilding an actual Bejeweled Shortsword will be awarded at the end of the season. 2. The following figurine bases may be acquired after reaching the respective rating: 1200 points - foil base (black/white depending on the side) 1400 points - silver base (black/white trim) 1600 points - gold base (black/white trim) 1800 points - emerald base (silver/gold trim) 2000 points - amethyst base (silver/gold trim) 3. Some special figurine auras/effects may be awarded after reaching a certain amount of points with that race and class (minimum 1200 rating). One point is gained for winning a game using that character and class combination (multiple characters with the same class and race are counted individually). 250 points with elven warriors - a speed symbol 250 points with human warriors - a strength symbol 250 points with dwarven warriors - a toughness symbol 250 points with elven priests - an unholy symbol 250 points with human priests - a holy symbol 250 points with dwarven priests - an ankh symbol 250 points with elven wizards - a hurricane symbol 250 points with human wizards - a talisman symbol 250 points with dwarven wizards - a globe symbol 750 points with a particular race and class combination - a small sparkle The idea of (1) is to give more incentive to be top-tier competitive and so that seasons become a memorable thing. The idea of (2) is to make people have intermediate goals in multiplayer in terms of player rating. The idea of (3) is to make people try out different race and class combinations, and to show your prowess for that race and class combination. I just figured there isn't enough customization for figurines. Those are my thoughts and suggestions. Peace out!
Obviously no one would be getting Amethyst base. How about 900(silver 1) than 1100(silver 3) than 1300(gold 2) than 1500(sword 1) than 1700(crown 1) for the rewards.
I haven't even been playing for 55 weeks, so you're kinda cheating, but it's still sad that I'm the leader of a PvE psudeo-parody guild and have less dedicated ignoring of PvP under my belt than you. Hey, need a guild? | v