Showing Posts For Hawke.6503:

tPvP and the problem of players leaving early

in PvP

Posted by: Hawke.6503

Hawke.6503

I don’t think the answer is to make it so pugs can’t vs premades – The best team is supposed to win the tournament. Splitting the queue into pug groups and premades won’t solve any problems other than making queue times longer, and there will still be partially premade groups that have an advantage over the 100% pug groups.

In tPvP your team is relying on you. Unlike sPvP, every person on the team needs to be there and giving their all. I queue solo with the understanding that the team I end up on will likely be the underdog and lose horribly, but it is satisfying to be part of a group of players who have never met before, but manage to overcome the odds and win anyway. I consider loyalty to the team to be important.

Think about it for a while. If the developers split the free tournament queue into premades and pugs, then what would happen?

1. The queue times would get much much longer
2. Semi-premade groups would stomp the pug queue, or fail horribly in the premade queue (depending on how its handled)

I don’t think it will solve more problems than it would create.

Pug groups who work together can be competitive in tPvP. Players who solo queue and aren’t prepared to coordinate (at the very least decide on what to do beforehand, and either call incoming or ping the map) should probably consider sticking to sPvP.

Game developers have to strike a balance to keep players happy. Some players want hard to get cosmetic items like legendaries, while others want easy to get stuff so they can look cool. Some want PvP to have gear that has more stats at higher levels, while others hate the very concept. Ultimately choices have to be made that some players inevitably won’t like.

I don’t enjoy getting stomped in tPvP, but I would rather have it that way then only ever vs. solo queuers and having the feeling that I got automatically placed in the tournament for “bad puggers”. You learn more from losing than winning anyway.

I don’t know how many concurrent tourney teams are queueing at any given time, but maybe a method which tries to fit together groups with similar win ratios or glory levels into a tournament together and expands its bracket over time might be a usable idea.

tPvP and the problem of players leaving early

in PvP

Posted by: Hawke.6503

Hawke.6503

The vast majority of tPvP matches I’ve played have been solo queue. I’ve noticed a rather sad problem that ruins quite a few matches: Players leaving.

Often it happens if the enemy team ninja’s Chieftan or Svanir, or even if the opposing team name is that of a guild instead of a character. They’ll decide that their team is doomed and leave rather than playing it out to see.

By doing this, they’ve decided the outcome of the match, and it sucks for both teams involved. The only team that can win a 4v5 would be an organised group, and that sort of group wouldn’t have problems with quitters anyway.

I’ve noticed vs. several guild groups one of their players will drop shortly afterwards (presumably voluntarily because they know they’ll win either way and want to be nice), but obviously this still kinda sucks. It sucks both to lose because you have 1 less person, and to have an easy, boring and effortless win because the other team is down 1 member.

I’d like to propose that there is some kind of penalty for abandoning your group before the conclusion of a match.

If you aren’t in the tournament group and in the PvP map instance by the time the match ends, then you should be unable to queue for tPvP again for a while. The duration you are barred from tPvP should increase each subsequent time you are an early quitter.

To anyone who is quitting early – You’re doing yourself a disservice as well as others. I’ve been in several pug groups that have managed to win against guild groups, even in some cases where the guild group got off to an early lead. Don’t judge the game’s outcome by the first few minutes.

Thank you for WvW

in WvW

Posted by: Hawke.6503

Hawke.6503

P.S. I wish guards were not tied to each other, than a solo player can have even more impact.

It is possible to solo capture a camp, I’ve done it several times on my warrior =)

I like how WvW has a mix of big battles and small battles, and anyone can contribute whether in a group or alone.

sPvP - I got downed, immune to stomps - with video of bug

in Bugs: Game, Forum, Website

Posted by: Hawke.6503

Hawke.6503

If that was the case then surely player culling would mean the server wouldn’t be sending me information on the players right next to me.

I’m sure the devs will have a much better idea of whats causing the problem than any of us will.

sPvP - I got downed, immune to stomps - with video of bug

in Bugs: Game, Forum, Website

Posted by: Hawke.6503

Hawke.6503

At about 10:00am GMT 3rd November, I was playing sPvP on Raid of the Capricorn (sPvP Server 22), when I encountered the following bug:

I got downed, but nobody was able to stomp me, and I was unable to damage them. The enemies trying to stomp me also said all their attacks kept missing.

An ally tried to revive me, but I don’t think that worked either (or they stopped too fast for me to heal at all, not sure)

I conveniently record video of most of my gameplay, so I have a video of the bug:

I have the entire match if there’s a need for any footage leading up to getting downed.

This is the build I was using, if it makes any difference:

http://www.gw2build.com/builds/simulator.php#1.3.12.2.0.19.22.16.0.16.54.72.74.62.77.3.3.6.152.157.0.167.0.0.181.190.192.0.0.0.0.0.0.20.15.30.0.5