Showing Posts For Faux Play.6104:

Ranked Following Tournament Ruling

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Posted by: Faux Play.6104

Faux Play.6104

I think it is a good idea. If you are worried about queue times, then run an under represented class.

Extend the timeout

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Posted by: Faux Play.6104

Faux Play.6104

When my computer takes a kitten and shuts down in the middle of a match, that’s my problem.

When your game takes a kitten and takes 2 minutes of spinning to get me back into the match that’s on you.

I don’t deserve dishonor for that.

It is already too long. If you choose to play on 6 year old hardware that isn’t anet’s fault. Upgrade your potato toaster.

A GG button please

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Posted by: Faux Play.6104

Faux Play.6104

They need to bring back s1 pip system which encouraged people to play till the end even if they were losing.

Season 1 pip system with season 3 matchmaking. My favorite part was hearing the other team qq when they got a multi pip loss.

[Buglist] gotta collect them all

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Posted by: Faux Play.6104

Faux Play.6104

Shadow steps can be used to go through walls/ceilings. E.g.you target the ceiling on krihlo but you end up on the roof.

Bird pets have to be able to walk to their target.

[Buglist] gotta collect them all

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Posted by: Faux Play.6104

Faux Play.6104

“Shadowstepping allows the player to move vertically as long the position can be reached normally by moving on the ground without jumping.”

They could have simply left it at “moving on the ground” bit but they added the “without jumping” part to emphasize that it’s a ground traveling ability, not a ground skipping one.

Shadowstepping across linear walls (spectral wall, line of warding, unsteady ground) doesn’t knock you down. If it were true that your character invisibly walks from point A to point B, you SHOULD be getting feared or knocked down when shadowstepping across a linear wall, but you don’t. It only happens when you shadowstep/teleport across circular walls like Ring of Warding or the trap.

It is part of the wave/particle duality of shadow stepping. If you had a better grasp of the physics behind it you would see it is working as intended.

[Buglist] gotta collect them all

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Posted by: Faux Play.6104

Faux Play.6104

Krait runes 6th bonus ignores dodges/evades.

DH tether pulls enemy into air causing them to take/die to fall dmg.

Any AI called by mes while they are in downstate completely ignore stealth and continue to attack stealthed enemy.

Druid staff AA animation sticks to target indicating where the target is for the whole match, even if enemy went in stealth, is on other side of the map, even when druid is not actually attacking nor can target the enemy.

Dodging into chronomancer clones that run at target to shatter doesn’t cause them to shatter but actually ignore dodge and shatter after dodge is done (caused mainly by 200% run speed). Dodging into shattering clones from core build does cause them to shatter into dodge and not ignore it.

DH traps (ToF specifically) have bigger effective range than actual visual indicator.

A lot of these “bugs” have been in the game for some time, and are not as specific to a profession as stated.

  • Any ranged attack can be used to track where a target is going even if it is obstructed and/or out of range.
  • any knockback or pull has the potential to shoot you into the air and take fall damage, or you can end up stuck inside a wall.

No attack should depend on negation

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Posted by: Faux Play.6104

Faux Play.6104

You are right. Chill shouldn’t increase cooldowns, and poison shouldn’t debuff healing.

Double Pip loss and loss for desertion

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Posted by: Faux Play.6104

Faux Play.6104

i think people that team with someone way outside their pip range should get punished more for losses. while pips don’t always equal skill, if you are queueing with legendry’s as an amber/emerald, and you aren’t up to par I think you deserve to bear the majority of the teams pip loss. One person’s gaming experience shouldn’t more important than the 3 other on the team that were expecting a reasonably skilled player.

Necro lack of survivability is unacceptable

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Posted by: Faux Play.6104

Faux Play.6104

If they significantly decrease the aoe pressure necros provide then sure.

Afk'ers still going unpunished

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Posted by: Faux Play.6104

Faux Play.6104

Maybe the community should start a twitch channel with f2p grief accounts and see how many matches we can go before a ban lol.

PvP Druid needs balancing

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Posted by: Faux Play.6104

Faux Play.6104

The meta eng vs druid is two classes that sacrificed damage for durability. That match up should as a stalemate until there is a plus 1. With the exception of thief pretty much every class should be abe to decap a druid. Warriors and Mesmer’s should eat a druid for lunch.

What is it with these small cap circles?

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Posted by: Faux Play.6104

Faux Play.6104

Point size is good as is. Certain classes would be able to contest points for too long. Smaller points promote rotating in an out of points in team fights.

6 Mistakes Every Ahem (GW2 PvPer) Makes

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Posted by: Faux Play.6104

Faux Play.6104

Number 5 was the best…you are convinced your ranking is wrong. Lololol

Season's Statistics Panel

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Posted by: Faux Play.6104

Faux Play.6104

I have the same thing. I haven’t played in two weeks, won my first match and it showed a 10 loss streak, but my pips counted correctly. The match history showed 6 of 10 ranked matches won.

worst boring ESL ever?...

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Posted by: Faux Play.6104

Faux Play.6104

All that off point fighting, they seriously need to l2p. </sarcasm>

Why astral authority was upset.

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Posted by: Faux Play.6104

Faux Play.6104

I think a game mode that “needs” voice comm and complex multi player interaction doesn’t have much of a place in a public MMO.

It’s a minority, and a small one at that, who are willing and able to put in that amount of time and practice to come to gw2 and have fun.

“Pro League” doesn’t reflect the reality of the majority of the game.

You can always run around in big groups auto-attacking champions, however, that really isn’t going to keep people’s interest very long, and any public MMO that doesn’t offer more than that is going to get destroyed. I would argue apart from completing the story line and the brain-dead champion farming, most game modes would be better when coordinated over voice coms…WvW, raids, fractals, spvp…

Why astral authority was upset.

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Posted by: Faux Play.6104

Faux Play.6104

They expressed that they dont do much voice comms. I think you absolutly need them when running theif and necro. The last nos death on silent storm was caused by the thief not knowing he could help imo.

If not that, drop the thief, put wakkey back on guard and just hold two nodes. I dont feel like the mes is the entire meta.

They were all sitting together. why in the world would they need voice coms?

Why Making SPVP P2W?

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Posted by: Faux Play.6104

Faux Play.6104

I would classify it as Buy to Play. If it bothers you that much either get a job and buy the game or get better. Many people have demonstrated that you can get legendary playing a core class solo queue if it bothers you that much to spend money on a game.

If you go the F2P route, you get quite a lot compared to games like WOW, but you have much more options if you pay for HOT. The price is reasonable for the hours of entertainment you will get out of it.

how to play druid?!

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Posted by: Faux Play.6104

Faux Play.6104

I suggest take the time to watch how other pro-druids play the druid class and dissect everything. https://www.twitch.tv/quickcry/v/87999870

At least post a link to sPvP videos. In WvW anyone can farm people if they gear out.

how to play druid?!

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Posted by: Faux Play.6104

Faux Play.6104

My engi gets 350k dmg average and 100k teammate healing and a lot of ally condis removed. That’s just with a little practice and noob allies.

My druid can heal for more, sometimes up to 300k, but outside of that i’m useless. I rarely go over 150k dmg, and my condi clear on allies isn’t amazing. my actual bunking is okay, but I can’t really kill enemies like warriors that I think I should be. What am I doing wrong?

Bowser, a friend of me, do 1 million damage or so a lot of time.

It’s all about always using your pet ability when they have a full stack of might.

This is about 75% of druid damage. So always renew ability after CD and make sure to buff that pet a lot.

Wow 1million damage in conquest on a bunker druid. Love to see a video of that. When I play zerker core ranger I can only get around 20 kills on 300k damage. He could literally just stand by the spawn and win the game on pure kills.

how to play druid?!

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Posted by: Faux Play.6104

Faux Play.6104

A druid is only good support in a team fight if the other team ignores it. They are one of the easiest classes to focus down. There was a reason last season people used ele to carry teams with support vs. druid. Druid 1 and 2 avatar skills are virtually useless for support as it is gitchy just to activate the skill let alone hit another player that isn’t rooted. 3 is the best skill, 4 is ok if you have stability, and 5 is a good snare…if people ignore you.

The meta sword/dagger build is best as side/off node player where they can neutralize/cap a node before anyone gets there. Then, hold it that way for an extended period of time then escape if a +1 comes in. If they try to decap, they will take way too long to decap most classes except thief. Their rez utility is good in small 2v2 fights, but any multi player cleave will rek them.

As for the OP’s question, use your invisibilty, dodges, evades, snares, and mobility to avoid the Warrior so they can’t efficiently charge their adrenaline. You won’t last long against a good warrior if you try to face tank on a point. Their cc and damage are too strong.

how to create better pvp community

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Posted by: Faux Play.6104

Faux Play.6104

I think it is a good idea. Honestly the hot join is the best place to “teach” the game so no one needs to worry about tanking their precious MMR. You have a lot more uptime there between fights. People can observe, and provide feedback. Depending on the options, you can change your builds around quickly in the middle of a match to experiment. Right now, there is a crude system that could work, but all the incentives in the game are for winning tournaments, not spreading the word on how to play the game.

Incentives for maintaining a popular hot join server would be a start, better advertising for it in game, maybe even links to guild twitch/youtube channels that broadcast coaching sessions/camps.

Tone Down Revive

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Posted by: Faux Play.6104

Faux Play.6104

This is something we’ve been monitoring for a while. We’re looking at a couple of different options here, but we do need to be careful making changes to something that is so integral to PvP gameplay (and as a note, we’d be making changes to PvP only).

Below are some suggestions I’ve seen on this forum over the past few months. We wouldn’t do all of them of course, but I figured I’d throw them out and see how you folks feel about them.

  • Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
  • Cap the range at which someone can rally.
  • Bring back PvE-downstate policy
  • Shorten revive/downed “invuln” buff.
  • Reduce healing per tick when rezzing.
  • Further reduce downstate HP
  • Adjust outlier revive skills (Function Gyro)

Yes:

  • Implement 1-to-1 rally policy, similar to WvW. This means that only 1 player would rally per enemy killed, rather than up to 5. Would likely be the downed ally closest to the enemy player.
  • Cap the range at which someone can rally.
  • Bring back PvE-downstate policy
  • Shorten revive/downed “invuln” buff.

No

  • Reduce healing per tick when rezzing.
  • Further reduce downstate HP
  • Adjust outlier revive skills (Function Gyro)

Personally I liked the old GW mechanic much better. You couldn’t just keep dying over and over. Eventually you would get too much death penalty and have to sit out. Also, rezing was limited. You were forced to either take a one time hard rez skill, or you could take a multi-use soft rez that took forever to cast.

Why am I still getting blowout matches?

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Posted by: Faux Play.6104

Faux Play.6104

To me it looks like people giving up on the matches is the main cause.

Time to end Pro League Tournaments?

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Posted by: Faux Play.6104

Faux Play.6104

I fully understand how business work. My degree is in Marketing. In the internal war that is corporate business, units fight for a piece of the budget that’s allocated to them. When I was with iHeartMedia (huge radio corporation in the US) years ago, we brought in hundreds of millions of dollars in revenue per quarter. Did we employees see any of that? No. I make triple my old salary working for the government.

Having a marketing background, there are times when you need to think outside of the box. GW2 brings in a good amount of revenue for NCSoft over the years, but that doesn’t translate to unlimited budgets. In the last quarterly report, GW2 sales beat only Wildstar. Company wide, labor costs were reduced by 8%, and the marketing budget was slashed 42% (due to no major events).

For the sake of discussion, say Dev budget was allocated an extra $200,000 a year. With the way I’ve heard the industry works, that’s enough to cover around 7 or 8 part-time Devs to assist core programming teams, or 4 to 5 full timers to create a whole new unit. I’m lowballing the salaries because top end salaries are for senior employees.

I love all game types of GW2. I want to see Anet succeed for another 20, 30, 40+ years. It would be a dream to see Anet fill stadiums with 50k fans and 10 million viewers for E-Sports finals. The reallocation of resources is just one idea that I wanted to toss around.

Unless you are hiring programmers on a third world country, you aren’t going to get 4-5 entry level people let alone full time dev team members with experience for anywhere near that one you factor in benefits and all the overhead.

Time to end Pro League Tournaments?

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Posted by: Faux Play.6104

Faux Play.6104

I’d keep it. It is good advertising, and you aren’t going to get much from the resources that are spent on the pro league anywhere else in the game, and any advertising is expensive. I’m not a fan of watching video games, but I though the season 4 finals were pretty good. Plus what message would that send? To me it would be they are giving up and moving on to something else.

Suggestions to improve Stronghold

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Posted by: Faux Play.6104

Faux Play.6104

to me it is people don’t want to learn a new game mode. If they already have 1000s of matches on conquest why go to a game mode where you are just as much a rookie as anyone else. This is similar to why there is so much QQ when a new build becomes viable that wasn’t before like Warriors S3 and Guardians S4.

They should do something similar to what they did with Capricorn between S4 and S5. That got everyone playing it and for the most part people liked the map. 10$ if they didn’t put the title towards Capricorn, people wouldn’t have liked it and QQ’d in the forums saying how dumb the mapmakers and balance team are.

Druid OP?

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Posted by: Faux Play.6104

Faux Play.6104

haha I like the ranger that kept dropping spirits on the point. I’m not sure farming bad players makes much a of a point.

nerf guardians already

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Posted by: Faux Play.6104

Faux Play.6104

I think people are still traumatized from S1 traps. The traps really aren’t an issue. The best ones are CC and really only work well when skillfully used. The strongest builds aren’t trap based. Probably is just class envy that guardian has too much “balance” and can put together a couple viable builds in low to mid+ tier play.

Druid OP?

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Posted by: Faux Play.6104

Faux Play.6104

I have 4 issues with druids/rangers:

1) pets don’t scale with ranger stats really – you have bunker/healer druid and his pet following you around dealing basically thief kind of dmg while being more robust than the thief. Before HoT you could at least “outplay” petzoo by abusing terrain (jump on box, balcony etc.) now pets just port on top of you so any kind of kiting is rendered useless now. I just want to uninstall every time i see multiple druids with rev and thief on enemy team – there will be porting petzoo with rev/thief perma pressuring me no matter, where i port. Autotargetting after stealth doesn’t help either.

2) pets make CC useless. CCs are used to set up kills and peels. The problem with pets – yes, you can CC druid to prevent him from murdering you but pet continues to attack/CC you (and it is not a dmg you can ignore, not to mention knockdown from rev dog has 1000 miles range for some reason) so you never actually get a break. Inb4 kill the pet – that thing has more survivability than 3 warriors combined.

3) RTL got nerfed, yet druids got RTL on 15 sec CD. This gives them waaaaayyy to much mobility for the build/class that is great at holding point. On maps like foefire it is close to impossible to get decaps because of it unless druid player has awareness of a potato.

4) Under certain conditions the staff AA from druid follows the target across the map, ignores stealth etc. even if druid not using it or died. They always know where target is, even though the animation should actually break. It makes roamers job (thieves/mes/revs) to hell since there is a lazor thing following you around and marking you for the whole match. People been abusing this bug in matches since HoT came out and i honestly don’t understand why this exploit wasn’t fixed yet.

1) So you want to be able to jump onto a box and have the pet be completely useless? Pets have to run to their target even if they are birds. If you are in Krihlo an the ranger is at the window, the pet will have to run downstairs, back upstairs to the center to attack anyone.

2) If the KD from the smokescale is 1000 range I agree it should get nerfed. Also, if it has the survivability of 3 warriors and does more damage than a thief, I would agree it needs a nerf. Somehow I think you are exaggerating a bit. I don’t think making a mandatory class mechanic so useless that it can be ignored is good for the game.

3) So should all classes have leaps taken away, or put on a 60s cool down? A thief can jump the ledge and a Ranger can not, so a thief should be able to at least decap the point before the ranger can get to the point. If a ranger is already up on the hill, do you really think you should be able to go right by them and free cap the node before they can get there?

4) Mesmers have abused it since launch. Rangers aren’t the only class that have a ranged attack that follows a target after it has broken LOS.

Druid OP?

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Posted by: Faux Play.6104

Faux Play.6104

If a Druid builds for healing it will have ineffective damage. If a druid builds for damage they can’t stand on a point. Their best attribute is they can escape and with the right weapon set they are quite mobile. They are good at 1v1, but in team fights they can easily get locked down and killed. Their most important skills are slow casts, so against decent players they need to kite to get them off. Even 1v1 most professions should be able to decap them.

In your example it looks like the necro was incompetent, and the guardian was likely running a bunker build that couldn’t kill anything. The guardian should have been able to keep a full cap on the node by himself the entire time.

Would be true for any other class,but you know,pets got independent stats…. .Means you can have tons of toughness or healing but pet will still sit on solid dps stats,if you pick such pet,not even talking about how easy its to might stack those fellows.

Pets are not hard to kite, can’t dodge, and are pretty useless in a team fight. If smokescales and bristle backs keep you up at nigh because of their massive damage, then I’m not sure how you deal with other classes.

Druid OP?

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Posted by: Faux Play.6104

Faux Play.6104

If a Druid builds for healing it will have ineffective damage. If a druid builds for damage they can’t stand on a point. Their best attribute is they can escape and with the right weapon set they are quite mobile. They are good at 1v1, but in team fights they can easily get locked down and killed. Their most important skills are slow casts, so against decent players they need to kite to get them off. Even 1v1 most professions should be able to decap them.

In your example it looks like the necro was incompetent, and the guardian was likely running a bunker build that couldn’t kill anything. The guardian should have been able to keep a full cap on the node by himself the entire time.

Conquest & Social Stigma - 1v1 Is The Answer?

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Posted by: Faux Play.6104

Faux Play.6104

The problem with 1v1 arenas are they are prone to match manipulation issues. Hero battles in GW1 became “red resign” so people could easily grind out dailies and PvP titles.

My favorite thing

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Posted by: Faux Play.6104

Faux Play.6104

It would be meaningless. The average player doesn’t have the awareness to know what their optimal play is let alone knowing what the other 4people on their team should be doing. I’ve seen people go off on a bunker that kept 2 people at far the majority of the match, didn’t die and kept the node neutral the majority of the fight. They thought he was hurting the team because he want at mid or home.

And how do you translate in numbers to promote with a score system the bunker at far who holds 2 people + far neutral?

Simply can’t, that’s because an MVP system can help people to learn good behaviours, ofc at higher levels where people has more experience is more effective

But it can create curiosity at all levels, and force People to ask to themselves why a player was voted like MVP.

I’m not saying is always a perfect system but is really really better than what we have now and really more engaging.

The system I proposed would have rewarded that player. To me the scoring should closely reflect how points are gained as well as lost in the game. With out accounting for someone’s bad plays along with their positive plays you won’t have a score that is reprehensive of their contribution to the team. MVP might work at pro league level play, but the vast majority of the people would just be voting for friends or the person with the most creative name.

https://forum-en.gw2archive.eu/forum/game/pvp/My-favorite-thing/6306600

Remove the timer on match ending pls!

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Posted by: Faux Play.6104

Faux Play.6104

What is happening is many people are leaving the match before it ends to avoid this interface.

The delay is there so players who accept the party don’t leave the match early and and get back to the lobby before the party is actually created. Otherwise they’d be able to queue and then get kicked out, and it’s just all sorts of weird user experiences.

However if someone doesn’t intend on joining the party anyways, there is no harm in letting them leave early other than maybe slightly less usage of the feature.

My favorite thing

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Posted by: Faux Play.6104

Faux Play.6104

How would MVP work within the contest of a pre-made team? In my experience with other games, the MVP system (because it is a vote) can get out of control. Popular players automatically get the nod rather than it going to the person who actually contributed the most. Great idea, I would just be curious how to fully implement that.

This is a good point, for sure in a solo duo queue scenario can be less driven and probably popular players can have some advantages but i don’t see many issues with that (besides the fact you can introduce some rules like can’t vote for a your friend grouped with you or you can vote only opponent players etc. )

The idea of a MVP system is more like a “symbolic reward” to underline good performances, instead of a simple score system which basically can give really bad indications about players performances.

Players should vote honestly who they think is the best player who contributes in a really good way to win or an opponent player who tried everything to not lose.

Like a said is possible to put some mmr bonus modification but it should be always a a really small bonus to focus always on wins or losses.

But in general I think it could be a really nice system to identify in additional way the player skill.

And it’s a funny concept, people like vote, can be really engaging.

It would be meaningless. The average player doesn’t have the awareness to know what their optimal play is let alone knowing what the other 4people on their team should be doing. I’ve seen people go off on a bunker that kept 2 people at far the majority of the match, didn’t die and kept the node neutral the majority of the fight. They thought he was hurting the team because he want at mid or home.

Legendary Roleplayers

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Posted by: Faux Play.6104

Faux Play.6104

Were they dressed up too?

Warrior and Rev Resistance Boon...

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Posted by: Faux Play.6104

Faux Play.6104

Rev condition defense is so strong! Nerf immediately! /scarsam

My favorite thing

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Posted by: Faux Play.6104

Faux Play.6104

MVP voting for anything besides amusement is a bad idea.

  • Exploitable by queuing with friends
  • There is not enough awareness among most to know which point to rotate to let alone give an accurate assessment of who on the teams was making the best decisions.

I assume you mean there are too many un-quantifiable contributions to calculate an accurate personal score. Such as?

Even quantifying what you’d think is easy to quantify, properly, is hard.

Two players finish off an opponent on an otherwise empty cap, leaving two players on a neutral point. Who stays and who leaves? How do you score that effectively and automatically? How do you set the contribution to not have perverse incentives?

I see where you are going and you have a good point. Obviously the person who stays to cap should get the points, but if there are pips at stake, they might both stay and split the points, which in turn would encourage bad play…

Maybe a team MVP is the way to go…

It would be nice to have some sort of reward for individual play, i think it would definitely help with AFKer’s

A thought on Dishonour

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Posted by: Faux Play.6104

Faux Play.6104

Yeah 3 people would never queue, have their friend “disconnect” then vote for no dishonor in order to tank MMR for wins, or just to troll.

Miaz 2 - Rank 1 EU | Marksmanship Ranger sPvP

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Posted by: Faux Play.6104

Faux Play.6104

anything is OP when you there is a big skill gap

Show the MMR of every one.

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Posted by: Faux Play.6104

Faux Play.6104

I agree with the overall message: Show MMR. The drama/rage factor is a little high though.

A thought on Dishonour

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Posted by: Faux Play.6104

Faux Play.6104

How many times have you disconnected more than two minutes since the season started. Then how many times did your team win? I have players hundreds of times over the 4 seasons and only fell in this category once. This was a server error and when I finally connected there were 5 mins left in the match and 3 people in it. That was the only time I failed to connect or dropped connection for an extended period. Is it a good use of rime to address this when it rarely happens? Also, a voting system could get exploited by people that queue with friends.

My favorite thing

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Posted by: Faux Play.6104

Faux Play.6104

As far as points, I would try to make it as close to in game point distribution as possible. I think it is just as important to have negative points as positive ones. Have something similar to +/- for hockey.

==Contributes to individual score:====

Points for things not related to capturing a node:

  • Kills: +5 for a kill or rez, -5 for a death.
  • Monsters: +25 for last tick, -25 for engaging and not getting last tick. Counts as off point.
  • Lord Kill 150. Lord save? (lord was less than 50% health, you defended it, and it was alive at the end of the match). Counts as off point
  • Treb. Counts as fighting on a point if you are damaging opponents contesting a point.

On/Near point:

  • Time in combat near your capped node. 1 point per second your team holds the node. -1 point per tick you lose.
  • Time in combat near a neutral node. 1 tick per second the node stays neutral plus: 1 point per tick you advance the capture. -1 point per tick you concede to the other team.
  • Time in combat near a hostile node. -1 point per second the other team holds its capture status. 1 point per tick you subtract from the opponents. —being locked in an endless stalemate at a node your team doesn’t control isn’t helping them.
  • Uncontested neutralizing/capping of a node. Initial node capture of the game no points. 1 point per tick you advance the node in your team’s favor after the initial capture.

Off point:

  • If team has less caps than the opponent, -(cap differential) per second. —if your team is behind you should be doing something about it

==Other +*non*+ +*scoring*+ stats=====

  • Downed to finished ratio. How many players you downed vs. how many got finished.
  • Damage per kill and your death. This would give an indication about how efficient you are at finishing players, and how efficient they are at finishing you.
  • Historical team point differential. –need to filter out matches where there was a DC on either team.

We’ve been talking about personal score a bit. I’m personally of the opinion that it isn’t representative of a player’s effort in a given match, and it also can be incredibly misleading and potentially lead to bad gameplay habits (5-capping home).

If you were to redesign personal score, what would you do? Does it track different types of stats? Would you want your personal stats displayed to other players?

If you have a downed to finished ratio I guarantee you’ll see nothing but mesmers and scrappers on both teams, everybody else will be obsolete. Especially if you make it worth points.

If you award any points towards match win for stomping you’ll see nothing but engineers and thieves, unless you either get rid of auto-stomp mechanics (uppercut combo and function gyro) or give everyone auto-stomp mechanics (which is dumb as it basically deletes down-state). Plus this encourages bad behavior (stomp instead of cleave in a team fight).

Losing points for losing (having fewer capped points than opponent) is the fastest way to make a game toxic and unplayable. This is a horrible idea of epic proportions. Not to mention the initial mid fight will 100% guarantee a win or loss in a 10-minute match due to this simply because of how long it takes to cap an uncontested point. For example, if after the initial ~1 minute mid-fight Red has 2 points and Blue has 1 point, Blue is gaining a net 0 points from cap (+1 for holding a point, -1 for holding fewer points than Red) while Red is gaining 2 points per 2 seconds. This will quickly make an unsurmountable points gap as long as Red can hold 1 point and occasionally keep the other contested.

A couple points you missed.

  • The downed to finish ratio was in the non-scoring section. It is a good indicator of how well your team is finishing fights.
  • You only lose points if you are away from a point and have less caps than the other team. If you are in combat near a point you get scored based on your results.
  • Contesting a neutral point will give you a positive score.
  • this is for an individual’s score. Team scoring is the same. The intent was to make scoring an individual’s contribution to the team’s success, or lack of.

(edited by Faux Play.6104)

Team Color Confusion

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Posted by: Faux Play.6104

Faux Play.6104

I turn on the standard models and team colors. If i forget i can always look at my toon. Works great in both pvp and wvw.

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Posted by: Faux Play.6104

Faux Play.6104

I was trying to use things that would be easy to implement. Short of having a knowledgeable person review what is going on and assigning points, I think it would be very difficult to implement an automated scoring system to account for strategy.

I thought about splitting points too, but as people rotate in and out of fights and points it could get quite complicated.

It also doesn’t account for holding 2+ players near their home despite not really doing much which helps the team with a 4v3 advantage. I mean I’d be willing to try any system that encourages good play but there’s always a few situational or higher level strategies that the point system won’t be able to account for.

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Posted by: Faux Play.6104

Faux Play.6104

I would expect that the losing team would have some people with a below 0 score especially if it was a blowout. I thought about giving points for off point if you have the lead, but it would be hard to determine what is good off point fighting vs. the clueless guy that gives up a free cap because he was chasing a thief off point.

Using forest monsters, it would identify if it was really worth the 25 points for the beast kill when you are behind. If you are down a cap you need to get there put it down and get back in 25 seconds, if you are down 2 caps you need to do it in 12 seconds.

The other advantage to counting the negatives is it will be easier to identify the feeders and quitters. If someone is normally a solid player in their MMR range, and they are running around off point and dying continuously, they probably are trolling. This would quantify that.

With this unforgiving scoring method, you’d end up with alot of people having 0 score. But it might give a wake-up call to some like “you’re not playing the game right”

I think I understand what you mean about off-point. It’s a negative impact if you have less caps, but if you have more caps, it’s a positive to engage off-point because the opponent is not able to decap

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Posted by: Faux Play.6104

Faux Play.6104

As far as points, I would try to make it as close to in game point distribution as possible. I think it is just as important to have negative points as positive ones. Have something similar to +/- for hockey.

==Contributes to individual score:====

Points for things not related to capturing a node:

  • Kills: +5 for a kill or rez, -5 for a death.
  • Monsters: +25 for last tick, -25 for engaging and not getting last tick. Counts as off point.
  • Lord Kill 150. Lord save? (lord was less than 50% health, you defended it, and it was alive at the end of the match). Counts as off point
  • Treb. Counts as fighting on a point if you are damaging opponents contesting a point.

On/Near point:

  • Time in combat near your capped node. 1 point per second your team holds the node. -1 point per tick you lose.
  • Time in combat near a neutral node. 1 tick per second the node stays neutral plus: 1 point per tick you advance the capture. -1 point per tick you concede to the other team.
  • Time in combat near a hostile node. -1 point per second the other team holds its capture status. 1 point per tick you subtract from the opponents. —being locked in an endless stalemate at a node your team doesn’t control isn’t helping them.
  • Uncontested neutralizing/capping of a node. Initial node capture of the game no points. 1 point per tick you advance the node in your team’s favor after the initial capture.

Off point:

  • If team has less caps than the opponent, -(cap differential) per second. —if your team is behind you should be doing something about it

==Other non-scoring stats=====

  • Downed to finished ratio. How many players you downed vs. how many got finished.
  • Damage per kill and your death. This would give an indication about how efficient you are at finishing players, and how efficient they are at finishing you.
  • Historical team point differential. –need to filter out matches where there was a DC on either team.

We’ve been talking about personal score a bit. I’m personally of the opinion that it isn’t representative of a player’s effort in a given match, and it also can be incredibly misleading and potentially lead to bad gameplay habits (5-capping home).

If you were to redesign personal score, what would you do? Does it track different types of stats? Would you want your personal stats displayed to other players?

Let's do away with forced 50/50 match making.

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Posted by: Faux Play.6104

Faux Play.6104

From my experience, any blowout I’ve had was either a DC, or people getting a little behind and quitting, or playing bad on purpose.

1vs1 balance is hard, Rock/paper/scissor easy

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Posted by: Faux Play.6104

Faux Play.6104

To have a strong build you have to make some sacrifices. Therefore you will have a counter. Unless the game is so vanilla that everyone has the same thing, there will always be some professions that don’t 1v1 well against others. If your class has too high of a skill ceiling either l2p better, or play what the keyboard turners are running. You might find out they have weaknesses too.