Showing Posts For UltraViolence.6047:
Wait a second…do you mean taking away points per kill off the team score or off the personal score?
If you mean taking them off from personal score, I entirely agree. I actually think the whole personal score thing damages team play and should be removed all at once, while personal stats should be preserved just with the actual number of times an action was performed (i.e. player x stats: Kills: y Points Captured: z, and so on). I would also make some changes to the stats that are recorded, like taking away Skirmisher and add Time Of Holding A Point, but I’m going OT.
If you mean take off points per kill in the team score, I disagree. Like Spirigo said, kills are the core of PvP and should be worth more (maybe simply 10 points instead of 5), at least as long as we don’t have proper Deathmatches, which right now are structured like a conquest game without points to conquest.
So I am not the only one bothered by this! Good to know…
I did not see your post earlier, so I opened a thread myself, I’ll just copy and paste my solution here as well (note that I mainly play in unranked, and often the reason for this unbalance is connection problems):
“I think the obvious solution would be replacing the missing player(s). The best thing would be to replace the player right away so that it is possible to just keep playing; however, some people might argue that they wouldn’t want to join a match that is already under way, so to prevent causing discontent I would suggest to add an “Available to join already started matches” checkbox. Personally, I would gladly give up my vote for the map selection to play right away and avoid these mismatches (and it would be a great way to earn rank points quickly, for those who are interested in that).
Another viable option would be to stop the match when the mismatch happens and give rank points (maybe equal to the points scored by the player’s team) to those who played so that the time spent playing is not wasted; then fill the missing spots and start a new match with the same people. Something that could happen in this case is players purposely logging off to prevent losing; to avoid that, I would disable this feature when a team passes a certain number of points, like 250 or 300, when it’s still anyone’s game.
I feel like this last solution could be more applicable to ranked games, where wins and losses count more, whereas the first one would be more suitable to unranked games."
Though I would prefer to always have 5v5 games, I know that might not be easy to achieve, so I think it should be given the 4-man team a buff while trying to replace the missing player so that it is still a playable game. If the replacement is impracticable, like you said I would take away incentives for the 5-man team to win the game (because, it really would not be a win).
Agreed, deathmatches should be structured differently than conquest. For example, I know it’s a minor thing, but I would much rather see the actual number of kills the teams got instead of having to divide the score by 25 to figure it out.
Going back to your suggestion, I think that is a great idea! Having rounds would really change the way deathmatches are played, encouraging people to use different builds and strategies to stay alive, and it would also give time for teams to regroup, giving them a chance to win even if they commit a mistake in the beginning. It could also work with larger teams (just sayin’…); in short, it would give deathmatches their own identity.
Conquest is fun, but after playing it over and over again you can get bored. Being able to choose between different PvP modes would be really nice, and with the stronghold mode coming up with the expansion that seems where ANET is heading; proper adjustments to deathmatches and one or two new maps should raise the interest in sPvP and give great alternatives to players to make the experience a lot more enjoyable.
The problem I would like to bring to your attention today is the mismatches that at times happen in sPvP. Whatever the reason (problems with the internet connection of the player(s), sudden need to leave, etc.), I have often found myself playing 4v5, or even 3v5 and so on, and it’s a no-win situation (no pun intended). If you do win, you kind of feel like you didn’t earn it, if you lose, you definitely feel like you didn’t deserve it; in both cases it really spoils the game, and I strongly believe this needs to be solved.
I think the obvious solution would be replacing the missing player(s). The best thing would be to replace the player right away so that it is possible to just keep playing; however, some people might argue that they wouldn’t want to join a match that is already under way, so to prevent causing discontent I would suggest to add an “Available to join already started matches” checkbox. Personally, I would gladly give up my vote for the map selection to play right away and avoid these mismatches (and it would be a great way to earn rank points quickly, for those who are interested in that).
Another viable option would be to stop the match when the mismatch happens and give rank points (maybe equal to the points scored by the player’s team) to those who played so that the time spent playing is not wasted; then fill the missing spots and start a new match with the same people. Something that could happen in this case is players purposely logging off to prevent losing; to avoid that, I would disable this feature when a team passes a certain number of points, like 250 or 300, when it’s still anyone’s game.
I feel like this last solution could be more applicable to ranked games, where wins and losses count more, whereas the first one would be more suitable to unranked games.
What do you think?
If you are bothered by this issue and you wish to see it solved, please post your suggestions