best anti A F K system for team arena?

best anti A F K system for team arena?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

since josh said …

Team Arena will provide the most gold, followed by Solo Queue, followed by hotjoin.

I believe we’ll be giving specific numbers on Friday’s livestream.

https://forum-en.gw2archive.eu/forum/pvp/pvp/I-Hope-Team-Que-Takes-Higher-Priority/3310474

and …

HOTJOIN is getting gold? Lol this will be good.

I’m not at the office so I can’t look it up, but if I remember correctly, you get more gold for LOSING Team Arena than you’d get for WINNING a CA/hotjoin match.

https://forum-en.gw2archive.eu/forum/pvp/pvp/I-Hope-Team-Que-Takes-Higher-Priority/3310497

which made a lot of people worried about AFK players ruining team arena.

justin also shared with us that they are discussing methods to stop AFK players and leavers ruining the game.

We’ve been discussing ways to more strictly police being AFK and leaving the game early. We don’t like the idea any more than you do.

https://forum-en.gw2archive.eu/forum/pvp/pvp/I-Hope-Team-Que-Takes-Higher-Priority/3310580

with that, i started to join in with the rest who came up with ideas on how to combat AFK players via coming up with a system such that players who put in effort but lost the match would receive appropriate gold rewards for their efforts.

i think cymerdown started it first …

Here are some ways you can try to deal with the afk problem:

  • During a match, whenever you spawn in your base, you have X seconds to leave the base or you are disqualified from rewards. This would have to be done in such a way as to forgive disconnects, though. As part of this, make respawning automatic in an sPvP match (don’t make the user click the button).
  • If your team lost, you have to meet a certain threshold of a personal score, otherwise you receive disminished rewards based on how much you missed the mark by. In order for this to work properly, you should also give 5 points for being killed, so that a very disadvantaged team still has a way to meet the threshold. As an easy example, let’s say the threshold is 50 points. If your team loses, as long as you score at least 50 personal points by the end of the match, you will get full rewards for losing. These 50 points could be gained by dying 10 times.

https://forum-en.gw2archive.eu/forum/pvp/pvp/I-Hope-Team-Que-Takes-Higher-Priority/3310813

to be continued after 60 seconds …

best anti A F K system for team arena?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

then after reading what Smiley wrote,

I think the best way to implement gold rewards in spvp would be based on the point difference.

The bigger the difference, the more points for the winners and less for the losers.

Example for TeamQ:

A bigger difference in points will then also become a bigger difference in gold reward.(2g & 1g) + 50s for the winners
When the difference in points is smaller, the gold rewards will be closer together.(1.70g & 1.30g) + 50s for the winners

https://forum-en.gw2archive.eu/forum/pvp/pvp/I-Hope-Team-Que-Takes-Higher-Priority/3311626

i come up with my own version, modified from Smiley’s

actually, i came up with an excellent method to determine the “end of match participation gold reward” formula.

use team points. really. it is that simple.

for example,
if end of match participation gold reward for team arena is 1 gold
winning team scores 500
losing team scores 300
winning team gets 500 / 500 × 1.00 gold = 1.00 gold
losing team gets 300 / 500 × 1.00 gold = 0.60 gold
winning team then gets additional 2 gold for winning the match
losing team gets 0.60 gold for their effort of 300 team points

then we look at another scenario where one team destroys the other team
winning team scores 649
losing team scores 100

winning team gets 649 / 500 × 1.00 gold = 1.298 gold
losing team gets 100 / 500 × 1.00 gold = 0.20 gold

in this system, if people wanna farm in team arena, they need to put in some effort to score some team points or else they do not get much at all.

https://forum-en.gw2archive.eu/forum/pvp/pvp/I-Hope-Team-Que-Takes-Higher-Priority/3316145

while this system would probably work for team arena, i think some additional factors must be considered when allocating end of match participation gold rewards for solo arena and public hotjoin games.

Alissah commented that for solo arena, the remaining 4 players gets whats left of the share:

That sounds like it could work, actually.

In solo Q, if you had a leaver, their reward should be spread out amongst the rest.

For example (1 gold per 500 points, its an easy number and i have no calc atm):
The team with only 4 players decide to just go afk after grtting destroyed, lose 10-500:
10/500*1=0.02G=2S
An extra 2 silver is spread out over the other teammembers: thry all get 2.5S each.
Now lets say they keep playing and still manage to pull in a 300-500 lose.
300/500*1=0.60G=60S
The extra 60S is shared, giving the remaining 4 teammembers 75S instead of 60.

Its just an example :P. it could work if win and lose bonusses are much higher, so you dont get extremely low money for losing 100-500, even if you tried hard. (4vs5 can be difficult, lol)

the topic that inspired this topic:
https://forum-en.gw2archive.eu/forum/pvp/pvp/I-Hope-Team-Que-Takes-Higher-Priority/3318035

tl; dr
for team arena, using final team score to determine end of match participation gold reward seems like a fair mechanic. what do you think?

work in progress
- solo arena end of match participation gold reward
- hotjoin end of match participation gold reward

best anti A F K system for team arena?

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Posted by: Verdelet Arconia.6987

Verdelet Arconia.6987

I would like to comment on the idea that was mentioned by smiley , “The bigger the difference, the more points for the winners and less for the losers”

Due to low population of spvp players,its hard to get a team arena match at certain times, thus you have a higher chance of facing the same team over and over again.
Thus the idea above can easily be abused by 10 gold farmers. Take turns maxing out on rewards.

Why I say so? Soloqueue is more popular than Team queue,but even when playing solo queue,i keep seeing the same players over and over again in a few hours of playing. Some might say due to MMR,but its more likely due to low numbers of players as well.

My idea for a solution to this type of abuse? The reward should be based on the opponents you have played with for the day(24hours).

In 1st match,you beaten player A,B,C,D,E. Your reward is 5 bonus reward for beating new opponents of the day, a fixed reward for winning the match and “end of match participation gold reward which varies based on performance"

In your 2nd match, if you beaten player A,C,D,E,F. Your reward is 1 bonus reward for 1 new opponent for the day and a fixed reward for winning the match and “end of match participation gold reward which varies based on performance"

The bonus reward should be very high in its amount so that a player feel rewarded but at the same time,he cannot farm that reward in a controllable manner.

The fixed reward for winning should be high so that the incentive to win as a team is there. The fixed reward will have diminishing returns if you win against the same opponents.

The participation/performance reward should be medium so that a player can still get rewarded for his effort,yet at the same time,the reward should not be big enough to make the player compromise the teamwork for the sake of farming the participation/performance reward

The losing team should only receive participation/performance reward. So that whoever afk or sabotages the match, does not get rewarded. Only those in the losing team who continue to fight and rack up some scores will get the participation/performance reward.

What about 499 score losing to 500 score? well too bad,try again.

This idea however, does not solve the problem of AFK players.

Below is the link to my idea for solving the problem of AFK players made 17 days ago.

https://forum-en.gw2archive.eu/forum/pvp/pvp/Saboteurs/first#post3223403

(edited by Verdelet Arconia.6987)

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Posted by: DanyK.3842

DanyK.3842

I see one issue though. When me and my team (extremely casual in spvp) come across regular teams we have an equal chance and usually win. When however we meet a proper team like CM we just get rolled over so much that last game we played against them I had the highest score at 15. Some teams could also exploit a system like this by playing with at least 3 debunk classes and not even killing anyone just preventing cap against unorganised teams to a point where a 500 – 0 game would end with all enemies at 0 kills, 0 deaths, 0 caps etc even though they tried. Should just give everyone a reward based on their team’s score so in an almost even game the winner only gets a little more gold than the loser.

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