Hello, I would like to ask for at least somewhat decent rewards for doing PvP. I have to decide between making progress or do PvP because no PvP mode gives you any money.
Balancing the usual PvP modes is not an easy task. It needs to make reasonable income/progress and make it not exploitable. But as it is now as an average gamer you will always have to decide between making progress or PvP because PvP simply doesnt give you any rewards compared to lifeskilling and PvE. It's absurdly bad in a completely progress driven game and I assume many players dont even start because of this.
Core of the issue: PvP consumables are almost mandatory to play and are way to expensive which drives away players from even trying it.
Nodewars:
Since rewards are increasing the higher the tier the PvP is actually a lot more progress punishing for new players that try to get into NW. If you play without a Harmony and a deep sea you will not have a good time in any NW.
If you do spend the deep sea and the harmony and have around 15 deaths in a tier 1 NW that lasts for an hour, you will use 15*30mil for deep sea and 15*15mil for Harmony which is still more efficient than Immortals. -> 675mil spent. Even if you win your NW you get 400mil reward. This means as a new player you will loose money every single NW you play.
Red Battlefield:
Personally I go in without elixirs but you are at heavy disadvantage if you meet someone with Human Harmony + Deep sea/Courage(/Khalk).
Now assuming you do spend the consumables its almost always worth to use the immortal (except for Khalks ofc) over normal ones which means: 12*25mil for immortal oil of corruption for Harmony and the Perfume + the cost of Harmony + Perfume itself -> 2x20 mil. Which results in 390 million for 15 minutes RBF which will reward you wil 250-300 mil/15min max. So you also loose money every single time you spend consumables.
Arena of Solare:
No consumables needed but the average reward is also really bad. If you win it's 1 elixir I think. Most expensive one is 30mil. Since the average AoS match takes around 5 minutes and you have queue let's say you do 10 matches per hour. This will give you 300mil/hr.
Siege:
Same as NW. The win rewards are really high though. For everyone not winning its still always a loss in money and you spent up to 4h to not get any progress. I am dying a lot in Siege which yields 50-60 deaths -> 50*15mil for harmony, 50*30mil for deep sea. -> 2.25billion. If you win you get around 3bil which makes you 750 mil for 4h.
Guild League:
To be honest I dont have the exact rewards but with immortal Harmony + Immortal Perfume (same as RBF) its also a loss every single game.
No profitable 1vs1 mode in the game currently. -> BA?
For comparison: On around 800 GS you make around 3-4 billion silver/hr doing PvE. From what I heared you can get to 2-3 Billion doing lifeskills with gear of equal worth if you do the active ones (hunting, gathering, etc.) on good spots.
Conclusion: When PvP either makes you loose money or give you up to 1/10 of what you could do in the same time doing anything else, I can fully understand why relatively few people play it. It is not approachable and it is not profitable since you will have to spent hours and billions of silver to get into it.
-> The PvP rewards by itself are not even that bad. The consumables just neglect everything you might get and if you play without you will have such a big difference that you will not have a chance to compete.
Suggestion 1:
Introduce 1 Silver PvP potions the same way trial characters can buy them in the Arena and make them usable only during Nodewar/Siege/War of the Roses and also Red Battlefield/Guild League.
Suggestion 2:
Make all elixirs upgradable to their immortal version with only one corrupt oil of immortality or increase all rewards which give the oil significantly. This will reduce the investments you have to make to play in PvP content by a lot. The only use of the immortality elixirs are PvP purposes and the amount of 6 per one Perfume and 6 per one Harmony Draught is just useless drain of money.
I am not fully aware of the current alchemy system but since alchemy profits heavily rely on the high demand that PvP generates, I would suggest increasing the price/amount of imperial delivery that can be done via alchemy boxes. It should not exceed the possible market value but making it 80-90% of the market value should be reason enough for players to list it in the market for profit without making it too much of a loss when boxing it. I am happy to get input from some alchemists that can enhance or add features to overcome this demand issue with other / more fitting ideas.
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