<https://forum.skylords.eu/index.php?/topic/6082-current-proposal-pvp-rewards-aot-rpve/#comment-82283>
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"It has been months now, and I want to apologise for not having had the time to tackle and implement this feedback as extensively as I'd want to. I feel like I may be a little too rough on the abuse factor of rewards in a game mode that is not straightforwardly farm-able and requires a lot of setup. The point @RadicalX makes about the 50% winrate is admittedly a huge oversight that has significant impact on the actual GPM values that would come out of this, let alone the longer queue times. However, we can't factor in queue times that much due to the current server population holding back until the wipe, so I generally hope that through these measures we're going to get some more PvP popularity in general. \n \n\n\n\tI was sceptical at first about Radical's idea for the higher losing values but I can understand where he's coming from, and I do believe that while this makes things easily more prone to abuse, I think it's only fair to give this system a chance as it's way fairer on your average user. Though I would personally consider this to be a bit high on the loss end for players as opposed to gaining absolutely zero for failing any rPvE, despite the fail frequency being way lower there, I think it may weigh out to make PvP more appealing, which is a general priority here. Therefore I would be willing to adopt the formula @RadicalX stated as it's pretty much in tone with the rest of the game modes (after running some calculations based on fairer, more comparable W/L rates and queue times). I do, however, still want to add to the reward for climbing the steep slope that is PvP to make it more appealing in a less bland way than to add flat rates.\n \n\n\n\tI have an idea of rewarding consecutive Ranked wins and possibly an incentive to keep playing PvP without turning it into a farmfest (which is still my biggest concern and a threat to PvP enjoyability), along the lines of gaining a gold multiplier on Ranked after each win, that would help the PvP community to farm up a bit better without making it directly easier than rPvE, which we can agree on should be the main go-to for farming (or speedrunning Guns of Lyr, the likes of EA-era PtD and Conversion I suppose). Without establishing a ton of dominance for high-level PvP players and/or smurf potential, there could also be a slight gold bonus for having a comeback after X losses (thus making up for lost gold bonuses). This would be a different way of stimulating repeated PvP play without simply increasing the flat gold rates or formula. An example would be to gain +3% gold after each consecutive victory, but a comeback after min. 3 losses may net a +5% gold bonus per previous loss. There would of course me maximum values to this. This way winners and losers do gain a good amount of bonus gold if they do well or manage to come back from a tight spot without it being too prone to abuse. 50/50 players would not be penalised as opposed to comebacks or streaks all that much, rPvE would not siphon unwilling players to PvP and I think this system would be a good motivator. This also incorporates @Kubik's idea of supporting constantly winning players and helping hardcore PvP players to boost their decks ever so slightly more, all without making PvP too appealing for mindless grinding, but appealing enough for variety. Example data below:\n \n\n\n\n\n\tI am currently aware of the possibility that Streak and Comeback bonuses could theoretically be abused by stalling a match, but I do believe stalling a PvP match would put the player at risk of being beaten in the process, and with the max time for earning gold being in place, this stalling would be a risky but not really abusive practice. \n\tWith these ideas up and going for implementation, the final changes would look as follows: \n \n\n\n\n\t\tIncrease base ranked PvP gold for victories by 20% (250 &gt; 300)\n\t \n\t\n\t\tChange the gold-over-time formula for PvP matches to bring win and loss values closer together\n\t\t\n\n\t\t\t\tMaximum time win gold increased to 3500 (up from 1350)\n\t\t\t \n\t\t\t\n\t\t\t\tMaximum time loss gold increased to 1800 (up from 500)\n\t\t\t \n\t\t\t\n\t\t\t\tThis means loss and win scaling are now 88% apart as opposed to the original 175%\n\t\t\t \n\t\t\n \n\t\n\t\tSparring Grounds will now grant 33% of the gold Ranked PvP would earn, after a set time has elapsed in a match (likely more than 2m)\n\t \n\t\n\t\tRanked PvP matches may benefit from a win streak and comeback system\n\t\t\n\n\t\t\t\tFor every consecutive victory, gain a +3% gold bonus, stacking up to a max of 15%\n\t\t\t \n\t\t\t\n\t\t\t\tFor every consecutive loss, gain a +5% gold bonus applying to your next victory, stacking up to a max of 25%\n\t\t\t \n\t\t\n \n\n\n\tHopefully, these changes will make PvP significantly more attractive. Please feel free to give further input on these proposed changes, sorry again for the delay, and thanks a lot to @RadicalX for bringing the ongoing issues to light, so that they are ironed out before implementation.\n \n"
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