Issues [merged]
Biggest problem that i see is afk in soloq, we need a debuff one that is hard to fix the community, and a report for afk is important, soloq CAN NOT go on with the amount of afk/leavers.
This is game breaking issue you can’t win in 4 or even in 3, everyday i try to solo and i get frustrated because half of the time when i lose is because i’m playing with 4.
This requide a team syngery and a strategy is already doing soloq right now, with afk/leavers is just pure bullkitten.
Pvp is were skill should be primary, unti you fix this issue we can’t even think about going esport.
Guild Leader
Biggest problem that i see is afk in soloq, we need a debuff one that is hard to fix the community, and a report for afk is important, soloq CAN NOT go on with the amount of afk/leavers.
This is game breaking issue you can’t win in 4 or even in 3, everyday i try to solo and i get frustrated because half of the time when i lose is because i’m playing with 4.
This requide a team syngery and a strategy is already doing soloq right now, with afk/leavers is just pure bullkitten.
I heavily disagree with this.
The real issue is that the people you get are seriously CRAP! I once played a game where we joined as 4 guys above ladder 500 and we seriously got a kittening rank 1 first game ever thief (and that was NOT a smurf he played HORRENDOUS!)
Matchmaking is entirely random and the ONLY determining factor seems to be who else is queued at that point in time. This has nothing to do with lolololol ranks are not the same as skill lololol i talk about legitly very bad players who obviously havent played a whole lot at all getting reliably paired with me when i`m somewhere in the top 1000.
(edited by yolosmurf.8052)
The origin of this problem comes from not separating premades and Solo-Queuers. Many ppl tend to afk or leave if they see the opponents are premade.
Also there should be a entry-barrier for rank 1-9. So first the beginners have a chance to learn the maps and how conquest actually work.
I think this would solve the issues behind afk/leave and “crap” players.
Of course people are cra kitten oloq there is not coordination, no coordinated cc/spike, random comp, plus the pvp community is very small, and the matchmaking is still need to be fixed, but unitl we have a small community we can’t really except to have a decent matchmaking, there is just few people playing and if you don’t want to queue forever.
I prefer having crap player than having absolute no chance because i’m playing 4v5.
Matchmaking can be tweak, afk need a new system from 0.
Guild Leader
Good priority list, +1
bump because this can’t be unnoticed, it’s really too important, especially the skill queue crap.
Biggest problem that i see is afk in soloq, we need a debuff one that is hard to fix the community, and a report for afk is important, soloq CAN NOT go on with the amount of afk/leavers.
This is game breaking issue you can’t win in 4 or even in 3, everyday i try to solo and i get frustrated because half of the time when i lose is because i’m playing with 4.
This requide a team syngery and a strategy is already doing soloq right now, with afk/leavers is just pure bullkitten.I heavily disagree with this.
I disagree with you both.
Empathetic Fighter listed important bugs and bad designs, right. But the real issue is that, HOW MANY and HOW OFTEN changes will be implemented into the game.
I can bet right now, we’ll see only one thing from OP’s list in May patch and it will be the skill queue along with some small buffs for warriors, minor changes for other classes, one or two bugfixes and some tooltip fixes. [Just check how many changes they implemented in april’s patch]
This is how weekly patch should look like, not monthly! I think me and other players don’t wanna/don’t have time to wait month after month after month for drastic changes this game needs.
The map rotation in tournaments also is an issue. I guess they want to keep their fixed rotation(map changes tuesday and friday) because of low player numbers. If you could chose your map it would mean different queues for every map…
meaning longer waiting time.
Maybe they could also make some “unranked matches” to get more players playing tournament. There might be players not playing tournament because they are afraid of losing rating. And hotjoin is crap. I’m sure a lot would switch to “unranked match”(like the sinlge game tournament without affecting rating). But of course this might affect the sales of Custom Arenas and a reason for ArenaNet not to implement it.
I don’t care if it affects rating or not. But I want to play my favorite maps. I don’t want to be a pro and be good at every map. I want to play my favorite maps every day… and not in hotjoin. Not in a crappy Custom Arena set to 1 map that still alows joining and leaving like in hotjoin and always sends you back to the mists.
Make it so we can chose the map. And maybe show average queue time and give every few days some glory boni to a different map(like tournament winning chest 300 instead of 200 for some days for 1 map). This could get lower queues on 1 map just like it is now with their fixed rotation but you still could play other maps.
Biggest problem that i see is afk in soloq, we need a debuff one that is hard to fix the community, and a report for afk is important, soloq CAN NOT go on with the amount of afk/leavers.
Fix the cause, not the consequence.
Anyhow, at Emp Fighter, please add the issue of having preset maps, because it leads to map speccing – maps ought being randomly assigned each time, and perhaps players could be given the possibility to block out certain maps, or they could just simply be excluded from the map pool.
Preset maps should only be kept for actual tournaments, where premades are actually split up from soloers, and can make strategies regarding the builds they run and the builds their opponent might run.
I’d also add the issue of bunker rongers chunking out high damage with their pet, but yea…
(edited by KarlaGrey.5903)
Do pugs100% lose when they face a full team regardless of circumstances?
Do full teams automatically win every time they face a pug?
If you’re truthful then you can’t answer yes to the above. A balance in matchmaking can be found where premades vs pugs is a fair and exciting match for both sides.
As to why it is good not to split the queues, it has to do with contacts between pvp’ers.
Which is the most important thing to “climb up” in the competitive scene. By mixing premades and pugs, then every random guy has a chance to be spotted by a team, and why not join them. It is healthy for the community.
Having said that, separated ladders (not queues) is essential. And there needs to be some correlation between the 2 obviously. Like teams playing should win a “bit” of rating on the individual ladder and “full” rating on the team one.
What I think is happening is that people don’t like losing or taking the blame on themselves. So they’ll blame the matchmaking, their teammates, the lag, the temperature to justify their loss. Instead of thinking “yeah if I hadn’t done that we would have won”
(edited by Hugs.1856)
Mixing in randoms with premades beats the purpose of an arena aimed to be competitive.
Sure, sometimes it is just bad play, and if you’re any good you’ll know when and what it was you could have done better/more.
But often it is simply the massive advantage a strong team with map-spacced setup and voice chat movement coordination has over randoms, or partial friend premades without voice chat coordination. Cases where your team is stuck under 100 pts and opponents are nearing in to 500, and you’re left wondering ‘what else could I have possibly done’, are more an instance of a (good) premade having a large advantage over randoms, than failure on the random team’s side.
(edited by KarlaGrey.5903)
I agree, all of these above issues are hurting my enjoyment of the game, especially the skill queue and right-click targeting. Please fix!
I agree, all of these above issues are hurting my enjoyment of the game, especially the skill queue and right-click targeting. Please fix!
+1, Exactly.
Top 100 Solo Q for a full minute
Solo/team queue split needs to come. I find myself never solo-queuing ’cus of it. But there has to be incentives to do tournies as a team. As of right now there a population issues and splitting it will make it even more noticeable. So I hope, when Anet implements the split, they are gonna incentivise playing as a team. This could also be done by implementing the dailies/weeklies/monthlies -complementary with the solo/team split-with good rewards to boost the amount of teams.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
@OP
Please re-edit your thread title, because these ones are GAMEBREAKING issues ( especially root, right click targeting and skill queue, ESPECIALLY skill queue).
At least you will get more attention.
Really need LFG feature.
+1 especially on the queued dodge, that change is INFURIATING to say the least.
Immobilize on my thief is already practically a stun because of how our defenses work. Having me waste a dodge after it because of that queue is absolutely rediculous!
On the topic of separating queues : a balance can be found in the matchmaking to give pugs a 50% chance of victory against full teams.
With something like:
Tier 4 = terrible pugs
Tier 3 = average pugs and terrible teams
Tier 2 = good pugs and average teams
Tier 1 = good teams.
It’s a simplified classification but the idea is that by fighting with and against people who are in your tier the matches are balanced and exciting. Then you have the occasional play out of your tier to mix players and promote contacts.
I think we are really underestimating the importance of contacts and “networking” here and I hope the devs keep that in mind when they consider splitting queues – if they do, which I hope they don’t:p
On the topic of separating queues : a balance can be found in the matchmaking to give pugs a 50% chance of victory against full teams.
With something like:
Tier 4 = terrible pugs
Tier 3 = average pugs and terrible teams
Tier 2 = good pugs and average teams
Tier 1 = good teams.It’s a simplified classification but the idea is that by fighting with and against people who are in your tier the matches are balanced and exciting. Then you have the occasional play out of your tier to mix players and promote contacts.
I think we are really underestimating the importance of contacts and “networking” here and I hope the devs keep that in mind when they consider splitting queues – if they do, which I hope they don’t:p
I allrdy thought about that and agree with it.
Still it’s hard to get even matches between premades and SoloQ-teams. The influence of a VOIP-Program is, especially in fast paced games as GW2, a huge advantage.
For eg. it’s nearly impossible to do a proper Lord-Rush on Legacy without Voice-communication. And this is absolutely match-deciding.
can’t believe this has been buried.
Empa, please, change the thread title into something more doomy.