Standard Models and Solo Queue
I’m confused and a bit sad about this. What, really, is the difference between solo and hotjoin if the devs will just be doing things like this? It’s funny because it reads so well: this is a cool idea, I like it, and then they just slay us with the last sentence.
People with soloqueue wanted a teamqueue but only for 1 person.
Instead, Anet created a really bad hybrid, very close to hot join and very far from team queue.
Sad story.
I’m confused and a bit sad about this. What, really, is the difference between solo and hotjoin if the devs will just be doing things like this? It’s funny because it reads so well: this is a cool idea, I like it, and then they just slay us with the last sentence.
(A) Rewards
(B) The leveling of complaining about leavers
That’s the difference
People with soloqueue wanted a teamqueue but only for 1 person.
Instead, Anet created a really bad hybrid, very close to hot join and very far from team queue.
Sad story.
you wrong
in my experience teamQ is more like hotjoin – 5 people premade farm 5 randoms
There is no good reason to exclude this option in soloQ. There are plenty of ‘’high-end pvp players’’ playing soloQ. You already have maps like skyhammer and spirit watch which many people express discontent about. Now you finally decide to implement a great change in the name of pvp, but once again you want to screw over soloQ?
It is this simple: People who play soloQ are just as happy for the change as people who play in teamQ. Both populations (which are not exactly mutually exclusive..) join their respective queues to do PVP. It is equally important in BOTH game modes to read your opponents’ animations. That is how you have designed this game. So be sensible and add this feature to soloQ aswell.
Why have you added soloQ if you are going to undermine it by awkward maps AND lack of features? I know a lot of people who play both teamQ and soloQ, and many of them express discontent with asura animations. For these people, only allowing the feature in teamQ just makes no sense. It would be appreciated equally in both game modes.
It simply makes the game more rewarding both in terms of success and failures when you win or lose in a way that seems fair
The case where standard models are allowed in soloQ:
I clearly saw the animation, and I failed to dodge it. Fair enough. I lose.
I clearly saw the animation, I managed to dodge it and capitalized on my advantage. Fair enough. Victory!
The case where standard models are not allowed in soloQ, aka how it is now:
I COULDN’T see the animation, and thus I had no chance to deliberately counterplay my asura opponent. I lose. kitten THIS GAME!
I COULDN’T see the animation, but I randomly dodged the crucial ability of my asura opponent. Phew, I made it this time, but not due to my own capabilities.
I know which case I prefer. And I think the large majority of soloQ players agree with me.
Arenanet, if you want a larger PVP playerbase, do yourself AND US the favor of adding this standard model feature to soloQ also.
There is no good reason to exclude this option in soloQ. There are plenty of ‘’high-end pvp players’’ playing soloQ. You already have maps like skyhammer and spirit watch which many people express discontent about. Now you finally decide to implement a great change in the name of pvp, but once again you want to screw over soloQ?
It is this simple: People who play soloQ are just as happy for the change as people who play in teamQ. Both populations (which are not exactly mutually exclusive..) join their respective queues to do PVP. It is equally important in BOTH game modes to read your opponents’ animations. That is how you have designed this game. So be sensible and add this feature to soloQ aswell.
Why have you added soloQ if you are going to undermine it by awkward maps AND lack of features? I know a lot of people who play both teamQ and soloQ, and many of them express discontent with asura animations. For these people, only allowing the feature in teamQ just makes no sense. It would be appreciated equally in both game modes.
It simply makes the game more rewarding both in terms of success and failures when you win or lose in a way that seems fair
The case where standard models are allowed in soloQ:
I clearly saw the animation, and I failed to dodge it. Fair enough. I lose.
I clearly saw the animation, I managed to dodge it and capitalized on my advantage. Fair enough. Victory!The case where standard models are not allowed in soloQ, aka how it is now:
I COULDN’T see the animation, and thus I had no chance to deliberately counterplay my asura opponent. I lose. kitten THIS GAME!
I COULDN’T see the animation, but I randomly dodged the crucial ability of my asura opponent. Phew, I made it this time, but not due to my own capabilities.I know which case I prefer. And I think the large majority of soloQ players agree with me.
Arenanet, if you want a larger PVP playerbase, do yourself AND US the favor of adding this standard model feature to soloQ also.
there is another possibility
the case where standard models are not allowed and u still see the asuran animation and dodge → victory
but i too would reaally like this feature in soloq
i would probably never use it (unless double norn mesmer or minion master while there is asura thief or war)
i really dont get it why anet dont want to / cant implement this into osloq as well…
shouldnt be that difficult right?
Face it,
unless you’re using voip with a coordinated team; its all hotjoin.
I cant see any reason why it shoudn’t be implemented in all competitve modes. Remember when all we had was 8v8 hotjoin or paid (rl money) tourney tickets?
You can buy the box, but if you want features (like fair pvp) then pay extra?
Seems like a lame way to monetize pvp while pandering to team q players.
There is absolutely no reason to exclude this from solo queue, at least not one that I can think of. This is something that should be allowed everywhere where any kind of pvp can happen.
You’ve kittened up with the design? Fine, now fix it for everybody not only for few