(edited by No Walking.6349)
I see it too. These guys are getting rewarded for farming PUGs. Makes me wonder, if they’re so good, why not rate their games?
Seriously this matchmaking is garbage. MMR doesnt exist, solo queued players are getting matched with 5 man premades that are on teamspeak. Is this even going to be fixed?
Tomes of Knowledge, masteries, Q &suggestions
in Guild Wars 2: Heart of Thorns
Posted by: Just a flesh wound.3589
I agree with Diovid. I was at Rezzed and I spoke to one of the ANet people there..
I will try to simplfy it as possible as I can
#——-#——-#——-#——-#——-#
Hashtag is the Mastery Perk
Lines are the ExperienceSo how it works you use the Mastery points to unlock the first Perk and activate the Mastery track. With the track active than you have to fill out the experience between the 1st and the 2nd Perk before you can actually buy the 2nd perk. Once you bought the 2nd perk you need to fill out the experience between 2nd and 3rd in order to buy the 3rd Perk and so on.
Mastery Points are obtained like Achievements. You have to complete certain tasks to get them.
Experience once Track is active is obtained with events, killing mobs, etc.
This is what it sounded like to me from what Bog Otter said on that video, you don’t get the first perk until you reach the next next one and buy it.
That is
(Gliding)———————(Thick skin)———————-(Updrafts)
So, you buy gliding but you still can’t glide. You have to fill in the bar to Thick Skin, buy that and then you can glide. To have Thick Skin you need to reach and buy Updrafts.
Is that what the Devs told you?
ANet may give it to you.
Tomes of Knowledge, masteries, Q &suggestions
in Guild Wars 2: Heart of Thorns
Posted by: Nephziel.6053
I agree with Diovid. I was at Rezzed and I spoke to one of the ANet people there..
I will try to simplfy it as possible as I can
#——-#——-#——-#——-#——-#
Hashtag is the Mastery Perk
Lines are the Experience
So how it works you use the Mastery points to unlock the first Perk and activate the Mastery track. With the track active than you have to fill out the experience between the 1st and the 2nd Perk before you can actually buy the 2nd perk. Once you bought the 2nd perk you need to fill out the experience between 2nd and 3rd in order to buy the 3rd Perk and so on.
Mastery Points are obtained like Achievements. You have to complete certain tasks to get them.
Experience once Track is active is obtained with events, killing mobs, etc.
(edited by Nephziel.6053)
Tomes of Knowledge, masteries, Q &suggestions
in Guild Wars 2: Heart of Thorns
Posted by: Just a flesh wound.3589
I haven’t seen an official response but someone who played the demo in Pax east reported he got one from somewhere. He used it and his Mastery bar only advanced about one-fifth of the bar.
ANet may give it to you.
That would suck. Way to encourage skipping content, downplaying effort, and glorifying ignorance.
edit: I assume what you mean is that loot would only drop from champions and chests, or something like that, which is what would suck. Essentially you’d be encouraged to zerg with all your might just to get anything at all, instead of allowing yourself to fight lesser creatures.
(edited by Starfleck.8392)
As Jon Peters mentioned specialisations with an off-hand weapon will get a kind of compensation. What this will be we have to find out.
http://www.reddit.com/r/Guildwars2/comments/2yh56f/more_dev_talk_from_pax/
What do you want us to say? You’re right obviously. High MMR players complained under the old system that casual players were on the LB, and now it’s grinders. I preferred casuals.
As the title says, high MMR players are punished on the leaderboards.
For example, 80% of my q’s are solo, 15% duo and 5% 3+. Here’s my leaderboard ranks:
333 points for 393 Wins and 175 Losses
.58 points per game, and if 1 win is 1 point, I lose .34points per loss.
Then we look at the #1 player
590 Points for 586 Wins and 525 Losses
.53 points per game. If 1 win is 1 point, he GAINS a tiny amount of points per loss.
Basically the low MMR player (please don’t argue this) makes it impossible to be punished. As long as he’s playing the same amount of games as me, it doesn’t matter if he wins or loses because he gets nearly the same amount of points per game as I do.
How is it fair that I HAVE to win to keep up at the same points/game ratio as him when it literally doesn’t matter if he wins majority or not (he gets -0 while I get -1+)
I thought the whole reason this leaderboard was balanced was because better players can play less games and keep the same amount of points. This just simply isn’t true. I honestly don’t think .05 points per game is a significant difference between 69% W/L (top MMR) and a 52% W/L (low MMR).
Your mistake is thinking that a decent MMR means you won’t get kitten teammates.
it’s usually the opposite, unfortunately.
Calling all devs please fix your mistakes within reasonable time instead of months afterwards. Arena net needs better organisation, who the heck runs the show over there? There has to be some internal problems, either understaffed or not giving a flying f about their game.
bump so hopefully a dev see this
I really dont get it why you did this.
Its just impossible for us to either look for a team or either search for players because there is so much chaos with all the pve guilds and wvw guilds spamming their recruitment posts, so how are we supposed to find people in that mess?
Just give us back the old “looking for team” for pvp only, we will need it if the pvp community grows but when you cant even search for a team or players…idk…
Pls some dev give me a reason for removing that section i just dont get it why you did this..ty for reading
arena net is very sucky at catching their own mistakes. Never own up to them either. It’s a pride thing I think, due to all the “awards and accolades” guild wars 2 has received.
a team-oriented online game without a LFG system is just idiotic.
They definitely are, even though people won’t admit it. I played lots of norns at launch and i was targetted almost always first in team fights. Now i’m human/sylvari (normal size, so not upsized either), and I get way less often targetted in those same crowded situations.
If the answer wasn’t yes, then half of the pvp crowd wouldnt be playing asura to hide their person/skill animations.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
(edited by Phoebe Ascension.8437)
This is conquest tho, not guard the npc.
Once a gate is down, you have no real indication of someone heading to lords until they’re at lords. And as the OP stated, by then its already to late.
You encourage people to not fight each other because its more beneficial to fight an npc. That shouldn’t be what PvP is about.
So.. yeah.. This topic has been brought up a bunch of times on the forums already. The lord on legacy is just way to weak at this point, often enough granting really undeserved wins by letting you come back even if you fuked up everything.
Let me give you an example. Yesterday in the semis of the Go4 Cup my team was behind with 320-400something points, they had a double cap, we still had people respawning and they were already engaging our last point. On every other map this game would have been lost at this point. We were on legacy though. 3 people from my team just suicided on close one after another to keep it for a few more seconds while my thief and me killed their lord in a few seconds. We made it to 500 points. The moment the game ended we had no points and two people were dead. I never had a win that felt so undeserved.
Even if people come to defend, if the attackers are there before they arrive it’s pretty much guaranteed that they will get the kill.
The main reasons why lord is so easy to get is that it is unchanged since release while all the classes do way more damage than they used to do. A lot of that is to blame on the sigil and rune changes that happened a while ago. The heal from lord is incredibly easy to interupt, giving him stability only works if there is no thief or necro which can just interupt through that.
Also the casters and soldiers that are supposed to “protect” the lord are a joke. If I go for lord I usually just pull with binding blade, use whirling wrath and they are already dead at that point. Either you should make them way more tanky or at least not let people rally from them. I don’t know why rallying from npcs is a mechanic in PvP anyways. It makes it almost impossible to kill people going for lord fast because the possibility that they will rally on a caster that randomly died to AoE is pretty high. Also you should probably make the cast of the heal faster since it often enough died before even getting a chance of getting it off.
Attachments:
As for low playerbase, I usually have 2-3 minutes queues which means it doesnt even try long enough to match people at the right mmr. I used to play league, dota and csgo ranked, every time i got high rank / played during dead hours / played when game wasnt popular i had 10 minutes +. For example in league it takes about 20 minutes of queue time to get a game where ranks are all over, here in gw2 it takes 2 minutes of queue time to get a clusterkitten of a match when brand new players are matched against people that have been pvping for 2 years.
The short queue time doesnt imply high population, though. All that matters is what the timeout period is before the matchmaker “gives up” and then does whatever.
Sure, you might prefer to wait 10+ minutes for a satisfactory match, but other people have expressed a preference for shorter queues.
I’ve made a suggestion previously that players should be able to set their preferred matchmaking timeout period, so both types of players can be happy. (although it might mean that players with long timeouts never get matches at all, since short-timeout players will constantly be getting into matches with each other quickly.)
I think the other problem is there’s a lack of transparency about the matchmaking results. I wish we could go to a website and access the logs of previous matches, the MMR’s of the players, whether they were in a party or not, whether the matchmaker gave up or thinks it’s a successful match, etc.
Then there would be a lot less suspicion, ignorance and complaints.
Why is this a thing? If they were going to match new players with experienced players because of a lack of other players to choose from, why not do it evenly? Or put new players on the same team as a 3-member premade. It seems so obvious.
From dev posts, it seems that’s what it’s trying to do. Premades are given a bonus to MMR so they’ll be matched with higher-MMR solos or given lower-MMR solo teammates to carry.
Also a previous change (before the current matchmaking) had the game form a group of 10 players first, and then try to sort everyone into the teams in a balanced way so the team MMR’s would match.
I don’t know if this feature is still active in the new matchmaking system though. They haven’t mentioned it much recently.
Now i need to wait even longer… This is just absurd.
Posts like these keep the devs as quiet as they are. Thankfully more players seem to be understanding. It’s software development: it happens, it’s fine. :} I’m disappointed but hopefully wed/thu of this week is a possibility despite ANet’s propensity to release on Tuesdays.
So I started pvp YESTERDAY, I’m rank 15 and i keep getting matched with people that have dragon/phoenix finishers. I have 19 wins out of 50 games.
Dear anet does mmr even exist in your “COMPETITIVE” game?
Dude, I feel for you. Props for hanging in there for as many games as you have and voicing your experiences here. I don’t know if it’s any consolation at this point, but a more refined player bracketing system has been proposed to Anet several times. Brackets would allow completely new accounts to learn the maps and the mechanics with similarly inexperienced players, as opposed to being thrown to the wolves straight out of the gate, as is the case now. Currently, as a solo player, you can be matched up with players who have thousands of games under their belts, not to mention full five-man teams, during your first couple of evenings of PvP.
I don’t remember if Anet has commented on the lack of a bracket system directly, but if they did, I’d imagine the reasoning would be something along the lines of not wanting to split the player base further. And before you ask, no, it’s not worth pointing out that brackets are a prerequisite for organic player base growth – that line has not worked with Anet during the past 2.5 years, so it’s unlikely to work now. Hence we have a new player experience that resembles waterboarding.
All I can advise is that if you enjoy the gameplay and the combat system, try to team up with at least one or two likeminded players and queue together. The PvP in this game is much more bearable when played in at least a partial group.
Legend S1-S3 with 100% solo queue 100% conquest
Filthy casual, 6k sPvP games
I constantly and consistently get matched with people at the very least twice my rank this is torture.
So I started pvp YESTERDAY, I’m rank 15 and i keep getting matched with people that have dragon/phoenix finishers. I have 19 wins out of 50 games.
Dear anet does mmr even exist in your “COMPETITIVE” game?
Two things that would help a lot:
- ~ There should be a hard cap high and low, that prevents high MMRs from ever being paired with or against low MMRs. I’m sure it is safe to assume that a rabbit who has only ever played 3 games will not be able to keep up with an elite MMR range so there is no reason for a rabbit to ever need to go against or run with elite MMRs until he is ready to do so. This not only creates problems for the high MMR having bad teams but it also creates a problem where if the rabbit catches a win or two with an elite MMR team, his MMR gets jacked up to a proportion where he cannot keep up and goes on a losing streak for some time, making him consider quitting the pvp scene entirely. Long story short ~ Elite MMRs should never be placed with novice MMRs and novice MMRs should never be placed with elites. The system should recognize and hard ban this from happening to prevent the above problematic scenarios.
- ~ MMR should not be based on your account-wide progress but rather based on your progress per profession played. I’ve seen scenarios where a player obtains high MMR with a certain given class and then begins trying to play a different class but is being placed in the same brackets of MMR as he did playing his first main class. This creates two problems: (A) He may understand the new class he is playing but he has yet to master it and is struggling on his high MMR teams with the new class when he should be playing in mid range MMRs. (B) The high range MMR teams get a player in their MMR range that is unable to keep up on the class he is playing. Ultimately, if MMR were based on class played rather than account-wide, it would be a far better gauge of MMR when players are swapping between classes and would help eliminate many of the problems listed in this thread.
Sounds like you need to raise your MMR
Sadly if someone feels like playing it, there is nothing you can do about it
It should require a champion title achievement such as: “Champion Paragon” to be able to enter ranked matches. Doing something as simple as this would eliminate many problems and help better define the purpose of ranked matches to begin with.
Im sorry guys i disagree, I was in a 3 man premade and were all in the same guild. Me and 1 of them play pvp quite a bit but the other person was completely new and tried out thief cause it was the daily. We look at our team and we get OE and another engy so we have 1 ele,1 ranger 2 engy and 1 thief. We look like some great premade but we got smoked.
The new person in our group felt bad but at no point is his fault were player upper tier players when he just started doing pvp. Seriously its gotten to the point me and other people who are decent players in pvp cant take around new guild members in pvp cause they end up getting smoked even when in team speak.
Seriously give it a rest, not every premade team 3+ or 5 even is gonna be great. LOL none of you have probelms talking sheech at the end of the match after beating a so called premade.
I don’t talk in game in team or map chat whether or not I beat or lose to premades.
People should not have to deal with premades whether the premade is good or bad when the old system adequately handled the division of solo players and teams.
Anet needs to add incentives (ie automated tournament w/ gem rewards or gold) to encourage teams to form, not just shove all players into one pot.