# PvP - No longer fun

**URL:** <https://community.gemsofwar.com/t/pvp-no-longer-fun/52622>\
**Category:** Gameplay Chat (PC/Mobile)\
**Created:** [March 4, 2019, 1:35pm UTC](https://community.gemsofwar.com/t/pvp-no-longer-fun/52622 "2019-03-04T13:35:41Z")\
**Posts on this page:** 1\
**Showing post:** 17

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**Author:** ![Jonathan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/jonathan/32/66724_2.png) [@Jonathan](https://community.gemsofwar.com/u/Jonathan)\
**Post date:** [March 7, 2019, 12:29am UTC](https://community.gemsofwar.com/t/pvp-no-longer-fun/52622/17 "2019-03-07T00:29:38Z")

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> [@Zepp](#):
>
> Defense wins are meaningless. Why put up a solid defense?

I agree, and I think it’s super lame. I’d still really like to see some kind of system that rewards people for setting good defences, and for beating them, too.

This was my take on a potential solution:

> [@Possible fixes for Transformation](https://community.gemsofwar.com/t/possible-fixes-for-transformation/49607/8):
>
> On the broader scale of things, what I think really needs to happen (not to say that Transformations can’t or shouldn’t be revisited) is for there to be greater rewards for setting and defeating good PvP defences.
> 
> Try this:
> 
> 1. Each time your defence team beats an opponent, add a certain amount of reward (e.g. 100 gold) to your defence ‘pool’ and compound it, similarly to how tributes (and defence rewards?) used to be calculated.
> 2. When someone beats your defence team, they earn the contents of the ‘pool’ in addition to the normal rewards, as do you (😮 Double Jackpot?!?!). This is your reward for contributing to the dynamic, challenging and enjoyable PvP environment.
> 
> This way, there would actually be incentive proportional to the variable difficulty of teams rather than solely based on team power.

In other words, would you feel better about going up against a troll defence if it meant you might earn twice as much gold, e.g.? Obviously, time-wasting defences are still no fun.

* * *

> [@Zepp](#):
>
> Events that get harder by raising the level of the opponent are lazily designed.

Agreed, tbh.

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