Reward the team rather than the individual.

Reward the team rather than the individual.

in Suggestions

Posted by: Urvanis.2985

Urvanis.2985

As is, playing to win and playing for a high score are on 2 different ends of the spectrum. too many times do I see 3 or 4 people trying to finish off a downed thief or mesmer delaying their death when 1 would suffice. or 4 people capping a point with no one attacking it. It would always piss me off when I’d take down 1 or 2 people on a cap point and start to cap it, and see a teammate run up and stand in the cap zone rather than advance to another point to be taken. Then I realized, how can I blame them. when the pvp currency is based entirely on this kind of gameplay.

I suggest team wide point systems rather than player based. I know this means that poor performing players get a ride, but the current system gives poor performing players a ride, and discourages decent or good players from playing as a team.

Reward the team rather than the individual.

in Suggestions

Posted by: muscarine.5136

muscarine.5136

As much as i agree with you, imagine how many time you would read “kittening noobs /ragequit” per game.
Personnaly i’m already losing my patience, been there since launch and people keep on zerging the kitten out of any random enemy player while the other team owns the three nodes.
Zerg Deathmatch.

I think Anet knows how egoistical most players are and decided to make the reward system based on this behavior.

Reward the team rather than the individual.

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

In GW1, capture time depended on number of players in the point.
Many people do not realize that this is no longer the case in GW2.
They should do a better job on making people aware of that.

Also, thieves are very sneaky and a player alone on a capture point is a juicy target. Two or more players standing in the point act a a deterrent against sneaky players going solo.

As for several players going for the kill, many professions have some skill that can be used to avoid a single Finish.
The ore people are at it, the higher the chances of that skill failing and they being defeated anyways. Like when a Guardian uses their skill to knock back but there’s pets and minions around and they get pushed back instead players, since the skill only hits 5 enemies.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Reward the team rather than the individual.

in Suggestions

Posted by: Zoid.2568

Zoid.2568

Yes, this happens all the time.

Reward the team rather than the individual.

in Suggestions

Posted by: WeWantWaffles.2873

WeWantWaffles.2873

Generally the idea of having to tag an enemy is lame. You have a hard time as a mesmer in pve, missing out 3 out of 5 enemies while others only require a few swings or shots. It would be really nice if ‘contributing’ was rewarded, and not dealing an arbitrary amount of damage to every enemy.