I’m a tactician: I make the calls from the thick, with blades swinging and blood flying.
Point defense not rewarding enough?
I’m a tactician: I make the calls from the thick, with blades swinging and blood flying.
You touch on the very issue with spvp: it simply doesn’t reward strategic play.
And even worse: it does reward selfish play.
It’s becoming my mantra when discussing spvp:
defending in spvp gets you nothing but killed…
Putting 8v8 on a 3 point map enforces this playstyle.
You never can defend well enough against a big group incomming.
Making spvp 5v5 too would at least force people to think.
Also consider this: a kill on a enemy point gets you 5 points.
A skirmisher kill gets you 10.
And than we’re surprised people run of after the first enemy they see in big groups, ignoring all objectives?
A defender kill gets you 10 points by the way. Good luck getting many of those kills when the enemy zerg is arriving…
I’m extremely disappointed with the way ‘casual’ pvp in this game is designed.
I never thought it could end up worse than WoW, where I come form, but it is.
And WoW random bg’s were already a mess where people got more points from kills than going for objectives.
Here it is even worse, something I never expected.
And that leads me to my other big grief with spvp:
why only that same game mode, over and over and over…?
If there are alternative game modes, at least some will cater better for strategy and team play.
In GW2 it’s basically: play tpvp or forget any form of strategy and team play.
In tpvp it is: put pugs against premades and enter uneven fights every tournament.
And yet the main focus of pvp for the dev’s seems to be on the paid tournaments. Even todays blog only talks about those.
The word ‘paid’ likely being crucial…
(edited by Kimbald.2697)
There is a pretty easy solution for this problem. Give Defenders 10 points for every 30 seconds they stay on the point (or some comparable value / time). Now at least you can earn 150 points for defending, even if no ones comes at you.
Those of you that have seen my name know I support a lot of things in this game, but I agree that the points system is not balanced that well overall. Some of the best games I’ve ever played I only had 45 or so points to show for it.
I don’t understand why AN didn’t just take the point system from LoL’s Dominion – 5 points every 10 seconds for sitting on a point defending it, 10 points for dying on a point to defend it (martyr bonus) would help tremendously in justifying point defense to players as opposed to the current method which really feels kitten.
I don’t understand why AN didn’t just take the point system from LoL’s Dominion – 5 points every 10 seconds for sitting on a point defending it, 10 points for dying on a point to defend it (martyr bonus) would help tremendously in justifying point defense to players as opposed to the current method which really feels kitten.
it could be that simple…
Well, that and reducing the points for a skirmisher kill.
How can that be rewarded more than a kill on an enemy node? That’s asking for people to neglect objectives.
Unfortunately, human nature prevents rewarding points for defending a node from ever happening and I hope they never implement such a system. Why? Because 90% of all people (give or take 2%) are lazy and pethetic enough to just sit at one node for a whole match in order to get some points. It’s common sense that this would happen and also sad that a lot of people would refuse to play a fun game just to earn points that do absolutely nothing.
Not to mention that even if just a few points were given for defending a node (with or without a max cap in place), any team that begins losing will have players who immediately stop trying and just stick to holding one node in order to get as much points as possible in the last few minutes. This means teams giving up way too early, which is not what you want in a serious PvP scene…at least I don’t. I’ve had an sPvP match a few nights ago where we 3 capped when the score was 458 (us) – 498 (them). We ended up holding all points without having anyone die as well as killed a few of them and won the match. It was a great moment for our whole team with lots of frantic, “Nobody die!” shouts.
tl;dr: These moments will no longer exist in sPvP with defensive scoring.
(edited by Strand the Man.9261)
Strand, you are absolutely, 100%, COMPLETELY wrong.
Again, look at LoL’s Dominion. You don’t see people just sitting at points doing nothing all game, both because it’s not worth it and because it’s boring.
You can disagree with me and I respect your opinion, but I am going to guess you did not play SW:TOR. Now the difference with TOR was that scoring more points actually meant you could get better PvP armor a little sooner, however, even when armor sets became common place and pointless…majority of people on the losing team in a node match still bunkered down and gave up. That meant that if your team gave up, you had no choice but to do the same or if you’re on the winning team, you now have to wait out the rest of the boring match.
It doesn’t matter if it is “boring” or “not worth it” to players like you and me, but for many casual players or those who have the mindset of “My sPvP rank shows how awesome/good I am so I need to lvl fast otherwise I’m a n00b!!!”, they want to see the most rewards for their time spent…even if those rewards are pointless.
On a side note, LoL is a more competitive scene then GW2 atm, so you won’t see the same attitudes/behavior…especially if winning/losing affects your reputation/standing.
(edited by Strand the Man.9261)
I don’t think a static amount of points per time block spent on a node would be a good idea, either. I think it should have some sort of qualifier, like actively engaged in combat, etc. Every time block spent in combat on a point that the enemy owns gives a certain amount of points that falls under interrupting their capture/ownership. Every time block spent in combat on a point you defend awards points that count towards defending your node.
Maybe throw in a modifier for how the odds are stacked for or against you. For the math-heads out there: C (time spent in combat), T (time block), E (enemy players), (A (allied players), G (glory gained)
C/T(E/A)=G
This means if you spend 30 seconds in combat, and the interval is set at 10 seconds, with 3 enemies and no allies, it would be 30/15(3/1)=G
30/15=2
3/1=3
2*3=6
So that means 6 glory for lasting 30 seconds against 3 enemies. That’s not game-breaking, you’re not going to farm an incredible amount of glory by camping a node, but it at least rewards strategy a bit more. And in the case of my circumstance that frustrated me into bringing this all up, that would be:
30/15(1/1)=2 +
120/15(3/1)=24 +
90/15(5/1)=30 = 56
Whereas the first guy fighting me would have gotten:
30/15(1/1)=2 +
120/15(1/3)=2.6~ +
90/15(1/5)=1.2 = 5.8
So that doesn’t quite work out… The idea is to award them less points because they have the strength in numbers, but that penalty is just way too much.
I can’t think of any better idea, to be honest, so I’ll just put this out there anyways, at the very least hopefully it will get the ball rolling on some brainstorming… this idea works out alright if you are outnumbered, but mobbing someone would get you almost no points at all. In one sense, mobbing seems like it should give significantly less points because it doesn’t take much skill, but in a tactical sense, mobbing could actually be the better route. Since we are trying to reward strategy and tactical thinking, I think that the equation I suggested isn’t quite the right route. On the other hand, the mobbing group might make up for the less points by capturing the point faster, or by getting more kills over time, etc.
In the end, I think there is an answer out there, but more research and thought will have to go into it.
I’m a tactician: I make the calls from the thick, with blades swinging and blood flying.