You say you're having fun but then a literal sentence later state that you were frustrated and angry during the match. Please decide which one is it. You probably meant that the end felt rewarding because of the victory and the newbies getting their blueprints, but at the same time was the match actually fun not just for you but your team which had no choice but to either slug through it or disconnect and get penalized.
Frustration and anger dont need to be seen as negatives, they're powerful emotions, a pendulum of going "no, no, NOOOOO" and "yes! TAKE THAT" ups and downs serve to accentuate each other. You will never feel the same sense of satisfaction if you're just given a 10/10 in 5 minutes with no effort, as if you had to fight tooth and nail to narrowly make it across the goal line for a 6/10.
But as you pointed out yourself, they should change the reward system to tap into this, because in my opinion PVE can only ever keep a franchise going so long without constant content updates (which are expensive), PVP on the other hand is the gift that keeps on giving.
I see where you're coming but not everyone thinks like that. I just hope they can fix the pvp issues before it's too late.
Completely agree, not everyone does feel this way. Frustration and anger for me means I am not having a good time at all. There is a lot of people who find elation after frustrating gameplay and criticize others that if they just tried harder at games like Dark Souls, Mythic Raids in WoW, and on hard PvP games that they will feel rewarded. But I'm an older gamer and so I see it differently.
If I'm not getting compensated for my time with entertainment and enjoyment I feel cheated. If I am having a terrible time even if I win I don't feel happy, because the experience was bad. A perfect Example was back in WoW, Wrath of the Litch King: Our guild was stuck on Syndregosa for a long time and we fought her every weekend and many times we got close. As a young man I fell for the bait. I thought that smashing against this wall was going to mean something in the end that I would appreciate if I won. After finally winning from 30 or more attempts over a month or more I didn't feel happy at all. I remember it distinctly; she finally died and all I got was some piece of armor or some token, I don't even remember and I didn't care. I was pist. The reward didn't compare or was worth all the hell I had went through. I realized that I felt duped, I felt fooled like I was tricked to thinking this was going to matter and that somehow it was going to be worth it. But it wasn't. Some digital piece of meaningless nothing, that would be outdated in a few months anyways and a feeling of lost time with no REAL reward. At this point I realized completely that I hated super hard games. That nothing a game developer can give you within their game could be rewarding enough to make me feel better. I realized that the reward of the game should be in playing the game itself and then accompanied by some rewards as well.
I think the culture of gamers changed. Young people find false sense of accomplishment in drudging through hardship. But as an adult I ALREADY get this in real life with REAL life challenges. But the difference is that in real life, with bills, relationships, careers, etc... the stress and anguish you go through pays off with REAL rewards that make it worth it. so when a game subjects you with the same level of distress and anguish and then gives you a digital token of your time it feels empty. Unless the developers of any particular ultra hard game could send me a check in the mail, or a real life reward then there just isn't any way I would have incentive to subject myself to anguish and anger, it isn't worth it.
Some might say, "But you get stronger and better." I say,to that, for what? What will me beating Syndrigosa do? Can I put it on a resume? Will someone say, "You beat those hard games, here have some real money.". The answer is nothing. You don't take the experience you had and apply it to anything else, therefore it's a false accomplishment with no merit or true return of investment.
I don't mind challenge, as long as it delights me and gets me to exert myself a little, but not too much or else I am stressed and angry, not engaged and interested. As an older person who has a good idea of what time, rewards and entertainment is I think a game should be something you can get off of work and play after an ALREADY stressful day where you ALREADY did work, and actually are paid. But if I purchased the entertainment and am giving it precious time of my limited life I don't want to come home to another job where I don't enjoy and am not paid for. I want to relax, and have fun. Be rewarded for my time and not be stressed or angry.
This isn't to say that I believe others who like hard challenges are wrong. I'm just saying I would like the option not to have the stress in a game I play after I get home with limited time to waste after work as an already stressed adult. Making PvP optional would fix this. I would allow for some of us just to have fun feeling like a hero against enemy AI that can be challenging enough to peak our interest and make us engaged. Add an antag in there and some of us tilt, disconnect, surrender, suicide, AFK, because we feel the experience will not be worth it and that we shouldn't invest time in a game with an antagonist as it will only bring anguish and anger and nothing that could feel rewarding enough to compensate us for that state of emotional distress.
I'm praying that somewhere in the road-map there will be some sort of way for people like me to enjoy themselves. Sorry for the rant.
/rant