Volunteering in Dragon Ball means losing
Um, no, it does not mean that. I won plenty of times last year. If you do not want to, then do not do it, but there no reason to post this though also.
Snowball Arena had that problem too. Volunteering should get you win credit, like it does in PVP (and like the volunteer button says you will), but for some reason it doesn’t.
The matchmaking is a mess for some reason. I was stuck in a bunch of 2 v4+ matches in a row (on different sides of the imbalance), and eventually quit out of a 2v2 match that had been at a stalemate for about fifteen minutes, only to enter back in to a solid 5v5 match-up.
2v2s are AWFUL, btw, the mechanics are just not designed to handle it, the points rack up so slowly.
you spend complaining about it on the forums, you’d be
done by now.”
Maybe volunteering should guarantee a win (I’m not sure why it doesn’t, like it does in sPvP). However, it really depends on the game and the players who ends up winning a D-Ball match.
You don’t get credit for volunteering to join the smaller team.
There for, you join the losing team, and get stomped. And get no reward for being a nice guy.
Both inconsistent with standard PvP set-up and generally bad game design as it gives people no reason to be nice.
That is unfortunately how it worked in Snowball mayhem too. The Volunteer button does not work as it says it does and I wish it’d get fixed.
If you hover over the chest next to the volunteer icon it tells you if you volunteer you guarantee the win bonus… yet it doesn’t… GG anet
Also the jump pads don’t always work, the start one sometimes traps you behind the signs, the games can go on 5v3 all match.
Dragonball is a great idea for a game, shame Anet didn’t bother making it properly.
They said volunteering is bugged but that they won’t be able to fix it with this festival.
Dragon Ball balance is still broken
autobalance doesn’t grant auto win in activities
TL;DR: Don’t volunteer to autobalance in Dragon Ball, and hope you’re not forced to the losing team.Hi Everyone, We’ve been aware of this issue for a little while but haven’t been able to track down the cause until recently. Unfortunately, we’re unable to get the fix integrated to the live game because it would have to go through some potentially risky channels to get there. At this point it’s a trade-off between the stability of the overall game and fixing this individual issue.
That being said, we’ve been working to address this issue so it shouldn’t be a problem for future festivals’ activities.
ANet may give it to you.