Showing Posts For Pixels.6532:

Tournament Of Legends: Signups and Dates

in PvP

Posted by: Pixels.6532

Pixels.6532

The arguing about wvw v. pvp, etc., is just derailing this thread. As it stands, this is a tournament being held in spvp and the game mode is conquest.

This tournament is taking place Apr 26/27 for EU and May 3/4 for NA.

At present, there is a leaderboard for ranking players’ performance in that game mode. I find it highly reasonable for the organizers of this tournament to use that asset to assist in qualifying players for these tournaments. Esp. if ANET agrees to assist them in using it by giving a full NA/EU player ranking at whatever cut-off date for qualifying is determined.

For those arguing that qualifications would be a better method, I would suggest that the results might not be as different as you think and the additional resource needed to manage that system probably doesn’t justify the slight variance it would create in the qualified teams. Especially if the organizers reserve spots for legacy spvp teams with a proven track-record in conquest based tournaments.

If you are a team that is serious about this tourney, and you are told the organizers will used the LB to determine who qualifies, wouldn’t you start consistently playing with your team in the game mode that the tourney will be held in? It isn’t that hard to get on the LB, esp. if you are a skilled group who understands conquest mechanics and can devote the time needed to have a chance by the end of April.

It may not be the best method, but I think it is the only viable method available in the time frame given for this tourney with the resources available to the group organizing this thing.

Sanctum of Rall

Bowing out

in PvP

Posted by: Pixels.6532

Pixels.6532

This thread is also high lighting the childishness of some of the pvp community… #ifyoucan’tsayanythingnice…

Best of luck Allie, that other place looks cool. Artwork is sweet, kinda reminds me of Mark of Kri a bit. All the best in your new endeavors.

Sanctum of Rall

Tournament Of Legends: Signups and Dates

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Posted by: Pixels.6532

Pixels.6532

The fact that you’re relying on the leaderboards as a show of skill makes me cry on in the inside chaith. We know it’s broken, you know it’s broken. Just walk away from the idea. If this tournament has any potential of not becoming a kitten storm, then they need to have qualifiers. Simple as that. And if you’re argument is going to be something around the lines of, “well we can’t have qualifiers because we don’t have the people to manage it.” Then you shouldn’t have even announced a tournament to begin with. If you can’t do it right, then don’t even try.

Countless

Perfectly said. I completely agree with this, all of it.

Just curious how you think this would be better than using the LB? LB ranks you based on your performance (wins/losses) in matches, and you say that’s not the way to go, the way to go is by holding try-outs where you’ll rank players based on their wins and losses?

I’m not saying you’re wrong, but given that the LB (team, not solo queue, solo queue leaderboard probably useless for this tourney) will do this for them, why bother with all the extra effort of holding these try-out tourneys? Do you think the resulting tourney roster from a try-out system would be that different from using the top ranking players on the LB?

Why can’t the LB be used? What’s wrong with it? The system is likely fine, its that many players can’t seem to stick together as a team. The whole point is sticking together as a team, playing as a team and achieving success as a team.

Saying the LB is broken and shouldn’t be used is fine, but you probably want to provide the details as to why.

Sanctum of Rall

Tournament Of Legends: Signups and Dates

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Posted by: Pixels.6532

Pixels.6532

Would really be helpful if the tpvp leaderboard ranked teams w/ registered rosters instead of individuals. If tournaments of this magnitude and popularity are the way forward, and it sure seems like that would be a good thing, then it’s high time the LB became team based.

Chaith’s proposal is probably your best option. What alternatives are there? If you form a team and consistently play w/ that team in tpvp, you’ll get in the leaderboards if you’re good enough. A team LB would help the effort immensely, but that just isn’t an option.

Who knows, maybe you make an official announcement, set the lock-off date and anet gives you a full player list on the lock-off day of all NA/EU player ranks in a spreadsheet, so you can accurately gauge the combined “team’s” ranking. It’s just a lot of manual work.

I do like the idea of reserving a few slots for special invitations and such. Looking forward to this tourney regardless.

Sanctum of Rall

Everybody yolo queues tPvP

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Posted by: Pixels.6532

Pixels.6532

You’ve got a great guild name there:

Everybody Yolo Queues [tPvP]

I’d join.

Sanctum of Rall

I'm a bit disturbed over the rank changes

in PvP

Posted by: Pixels.6532

Pixels.6532

I feel like phoenix should be what more casual players (me) strive for. I would propose the following: set Phoenix at 1,092k rank points and make dragon around 3,275k rank points. This would make players about half way through r69 (I think) and above dragon.

The phoenix emote is very cool and unique looking, and at just over 1m rank points to acquire would make it a very rare finisher and emote with respects to the entire GW2 population and preserve dragon as a finisher for those players who have stayed committed and dedicated to this game through thick and thin (and there has been, sadly, a lot of thin).

Additionally, rank up rewards chests need to be retroactive and available once per day on log in just like the AP chest implementation.

Both WvW and PvE players were given this courtesy (WvW as double chests per rank up and PvE as mentioned above), so I see no reason not to do the same for PvP players.

You guys made the right choice in listening to the community regarding perplexity runes, and I hope you do the same with rank and with amulets/jewels, because other than these few issues, all the changes you’ve shown look really cool, and I’m excited for April 15th.

tl/dr: Make phoenix the emote for the more casual pvpers and preserve dragon as the finisher for those dedicated players who have stayed with this game through thick and thin. Don’t under estimate how important this is to players.

Sanctum of Rall

Rank requirements(Requesting to Close thread)

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Posted by: Pixels.6532

Pixels.6532

Woot, someone else agrees w/ 8.2m being the amount of rank you need to reach 80… wiki and anet say 8.9m, but I can’t get that number to work unless getting dragon is different, and you need to fill your r80 bar before you unlock it.

Also, nice work on the maths.

It can’t be 8.9mil, if rank 78-79 would be 750 000 like 79-80 Instead of 450 000, then it would be 8.9mil. But that doesn’t make sense so Ill go with 8.2mill

we are in agreement, sir!

Sanctum of Rall

Rank requirements(Requesting to Close thread)

in PvP

Posted by: Pixels.6532

Pixels.6532

Quite happy about the changes, now I just hope the epic rewards will come to the ladders, and no more mindless grinding.

Current Requirements
Rank 10 – 10500RP
Rank 20 – 54000RP
Rank 30 – 136500RP
Rank 40 – 316500RP
Rank 50 – 796500RP
Rank 60 – 1621500RP
Rank 70 – 3421500RP
Rank 80 – 8221500RP

Post-Patch (15th April) (Every rank above 38 is now 20k RP each)
Rank 10 – 10500RP
Rank 20 – 54000RP
Rank 30 – 136500RP
Rank 40 – 291500RP
Rank 50 – 491500RP
Rank 60 – 691500RP
Rank 70 – 891500RP
Rank 80 – 1091500RP (Equiv of Current R53 70k/75k)

Woot, someone else agrees w/ 8.2m being the amount of rank you need to reach 80… wiki and anet say 8.9m, but I can’t get that number to work unless getting dragon is different, and you need to fill your r80 bar before you unlock it.

Also, nice work on the maths.

Sanctum of Rall

r55+ going to be dragon r80 on april 15th?

in PvP

Posted by: Pixels.6532

Pixels.6532

Just doing quick math… the changes only affect players from rank 39 (and you have to be at least 20k into 39) and above, anyone below that doesn’t change…

The change to rank gain is happening at rank 39, once you hit rank 39, all ranks after that are reduced to 20k rank points per level.

Here’s how it works out:
tigers become bears just before rank 44
tigers become sharks just a bit after rank 48
bears become phoenixes a bit after rank 51
bears become dragons just before rank 54

pretty sure that’s right, my math could be completely off… that’s not an uncommon occurrence.

Sanctum of Rall

Solo Queue: 5v4s

in PvP

Posted by: Pixels.6532

Pixels.6532

Anyone else getting a ton of these today? I’ve had 5 or 6 (all our team)… maybe it’s just my turn.

Sanctum of Rall

Proposal: trait unlocks as reward track

in PvP

Posted by: Pixels.6532

Pixels.6532

Would it be possible (or is it already in the works) to have reward tracks (like the ones pictured here ) that could unlock all the new traits.

By playing whichever class you want to unlock the traits on, you would start the reward track and completing it would unlock your class’ new traits.

Sanctum of Rall

3 Solutions to the Rank Fiasco

in PvP

Posted by: Pixels.6532

Pixels.6532

@OP:

I vote for option 4….

1. It takes 20k to move up a rank (just as ANET has indicated)
2. There is no level 80 cap so people can go as high as they want
3. Dragon finishers would still be available at 80
4. ANET can begin provide new rewards to ranks above 80. For example, maybe rank 100 is elder dragon.

That’s an interesting idea, here’s something i put together very quickly, so the math might be a bit off, but this would allow up to rank 500 and two new finishers, elder phoenix and elder dragon while realigning the title tracks to match making Legendary Champion a very long term, only-the-most-dedicated and consistent players will get it title along with elder dragon.

If you already have a title unlocked, you would be grandfathered in… but i wonder if they would consider something like this.

see attached.

Attachments:

Sanctum of Rall

3 Solutions to the Rank Fiasco

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Posted by: Pixels.6532

Pixels.6532

It takes an absurd amount of time to reach 50+, I have been PvPing for 1 and a half years and I am only 50.

The current rank boost is fine, it has been long needed.

I would say that it “took” an absurd amount of time, but under the new system, with massively increased rank gain (1.5k per team, 1k per solo, etc. w/ increased gains for losses), that it won’t take an absurd amount of time anymore and dragon is going to be too easy to reach.

I think they absolutely did need to adjust both it and the title track, but i think they went too far in the other direction. Instead of 8m+ rank for 80 and 14m+ pts for the top title, I think somewhere in the 3.5m to 4m rank points for dragon would be good and align the title track to those stages, it would still be rare, it would still represent a lot of time given but it would be achievable for dedicated players and that re-balance would bring bear and shark and even phoenix closer to more casual players.

Sanctum of Rall

April 15th, Effort Require to Rank up in PvP!

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Posted by: Pixels.6532

Pixels.6532

I’d still like to see it take a bit longer to reach 80, imo, the current requirements to 70 being the new 80 would suffice.

Sanctum of Rall

Perplexity Runes in PvP, PLEASE NO

in PvP

Posted by: Pixels.6532

Pixels.6532

please no.

/signed

Sanctum of Rall

Again, ANet built up too much hype...

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

Just going to say, well done Anet, I’ve enjoyed reading the blog and am looking forward to the changes, and I don’t agree with the OP though I respect his opinion.

Sanctum of Rall

Will new Ham taste a lot like old Ham?

in PvP

Posted by: Pixels.6532

Pixels.6532

Ultimately, none of us can know what it is like because we haven’t played it. We can look at the stat changes and make conjecture based on what we do know, but there is too much we don’t know to say for certain that it will or won’t continue to be OP.

It certainly doesn’t appear like warrior is going anywhere, but what I would like is for someone like Hugh who is a decent PvP player to say he’s tried out something like the build I posted in test and give his feedback, thoughts. Or just give his general feedback and thoughts on the incoming warrior changes.

Does he feel better on his warrior, is it because of the warrior changes or the changes to everything else? Or does the new warrior feel a bit weaker, etc.?

There is so much changing just with runes and traits and so much we don’t know that it really would be interesting to get some feedback on warrior just like Tyler talked about how much more effective he felt the Elementalist was on test w/ the new changes.

Anyway, thanks for reading.

Sanctum of Rall

Will new Ham taste a lot like old Ham?

in PvP

Posted by: Pixels.6532

Pixels.6532

The Hambow “nerf” is almost here, correct me if I’m wrong, but it essentially is an 8% reduction in HPS on HS and a cast time and animation change to Pin Down.

But what about the changes to two handed weapons (now have 2 sigil slots), the removal of shared cool downs on sigils and the change to sigil of intelligence?

Hambows can now run valkyre amulet + berzerkers or soldiers jewels and with fury uptime and 3 guaranteed crits on weapon swap still have a lot of critical hits (and dodges because energy sigils/sigil of intel on each wpn), but get the added benefit of more power (more toughness & armored attack), more toughness via the valkyre (3276 v 2707) and additional healing power.

The additional healing power should put the HPS of a valk Hambow at about 387 vs. 407 they have now… 20 less hps.

The only big loss I see is in health which will go from 21.6k to 18.8k, but the increase in toughness really helps mitigate direct damage and hambows typically do well v. condi w/ cleansing ire, dogged march, etc.

Just curious if we can get some dev feedback on what it’s like running something like This Version of Ham with the new changes?

Sanctum of Rall

Some Hot Fixes

in PvP

Posted by: Pixels.6532

Pixels.6532

3. Put hot-join and custom arena rank point rewards back to pre-March 18th levels, to avoid another farming situation and because… it’s hot join.

totally uncalled for.
instead, drastically increase the rank points rewards for solo arena by 10 fold, and team arena by 20 fold. because, it’s solo and team arenas.

by the way, how many rank points awarded per anet public hotjoin games now?

two words: Skyhammer farming

500 per win

Sanctum of Rall

Some Hot Fixes

in PvP

Posted by: Pixels.6532

Pixels.6532

1. Update rank rewards chests so that either:
a. everyone is effectively at 0 rank w/ regards to rewards and earns the chests as they acquire the rank points required for that chest, i.e., my next 200 rp gets me the rank 2 chest, or
b. you can acquire all the chests you missed from completing your daily… say limit 2 chests per daily or something.

2. Adjust Birthday boosters, so that they give an additional X% of rank points received

3. Put hot-join and custom arena rank point rewards back to pre-March 18th levels, to avoid another farming situation and because… it’s hot join.

That’s all i can think of right now.

Sanctum of Rall

"Competitive Casual" Gameplay Options

in PvP

Posted by: Pixels.6532

Pixels.6532

Attention and rewards for casuals is what destroyed gw2 pvp..just saying…

I disagree. No sense of urgency in fixing broken specs and a penchant for creating easy specs that are far too effective is what is destroying gw2.

A healthy and large base of casual players is necessary for any pvp to survive. Do you suppose the 32m yearly LoL players are all pros? The millions of concurrent viewership for championships is all sponsored players?

If GW2 wants to be esports it needs 2 things.
1. Large, healthy population of people who will tune in to watch tournies (this is why you need a large casual player base, pro teams only have so many grandmas who will tune it)

2. Frequent balance updates to ensure certain specs and classes aren’t out of line with others.

The rewards updates are steps in the right direction for #1. It’s #2 that’s currently lacking.

edited for clarity

Sanctum of Rall

(edited by Pixels.6532)

"Competitive Casual" Gameplay Options

in PvP

Posted by: Pixels.6532

Pixels.6532

Thanks for the post infantrydiv. Your take on the situation is incredibly insightful and well thought out. I really appreciate your constructive feedback on where the game is and where it should go to accomodate players at all levels.

Do you feel that Solo Arena has any benefit to a player for learning how to play as a team?

John, I think you can learn the basics of rotations and of course get familiar with the maps you’ll encounter in team queue (esp. if you move spirit and sky to their own individual queues), but one thing that has always been the case with solo queue (and RA in GW1) is that it doesn’t seem to work as a feeder for team queue.

If you want to look at preparing players for conquest mode, then i think an NPC based training grounds is in order. I wouldn’t be surprised if several top players would be happy to volunteer to create different scenarios w/ the devs that new players would have to work through. These scenarios would help teach them both the basic mechanics of conquest as well as some situational decision making regarding rotations.

You could even institute a rank requirement to solo or team queue (say 20ish) but allow players who have worked through all the tutorials to queue even if they aren’t yet rank 20. Make the tutorials accomplishments you can achieve. Additionally, new players to solo and team queue need to have their starting MMR reduced.

Getting rid of the solo queue leaderboard is long over-due. I think solo queue will be a much better place to learn if players aren’t worried about their record or ranking. And it might help with team queue population as well… might encourage more people to form teams.

Sanctum of Rall

The problem with the MMR formula

in PvP

Posted by: Pixels.6532

Pixels.6532

Team q and solo q do NOT have the population to sustain any form of matchmaking. Doesn’t matter what type it is, only having 9 (haha get it?) people playing at once will always be a fail.

edit: grammar issue

yeah, population is more an issue than the mmr formula. that and new players starting with too high an mmr.

Sanctum of Rall

Here Comes The Sun Little Darling

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Posted by: Pixels.6532

Pixels.6532

powerful stuff.

15

Sanctum of Rall

Weekend Rank/Glory bonus is now active

in PvP

Posted by: Pixels.6532

Pixels.6532

thx, is very nice…

Sanctum of Rall

Thanks for Tiger Emote Roar Fix!

in PvP

Posted by: Pixels.6532

Pixels.6532

yes, thanks!

/15 char

Sanctum of Rall

Collaborative Development: Ladders & Seasons

in CDI

Posted by: Pixels.6532

Pixels.6532

I think people have mentioned that new rewards and new game modes, etc. might bring in new players, but long-term, players stay because the game is balanced, and let’s face it, balanced is a synonymy for fair in this context.

Focus Group Place as a Reward
In that regard, I’d like to see a “reward” where the top NA & EU players are selected as part of a PvP focus group (along with some randomly selected others) that meets on a monthly basis with 1x pvp team member and 1x balance team member to review the current meta and discuss changes and ideas around what could improve it.

That may prove too time-consuming, but at the very least, this should be 4x a year.

As far as rewards are concerned
I’d like to see the seasons limited to the 4x maps currently in team queue and an additional queue option added to the system were teams register with an NPC as a registered team and have a roster that is set for the season. Registered teams would compete in team queue (prioritize against other registered teams) and be able to compete for unique titles, accomplishments and vanity rewards.

Other maps like skyhammer and spirit watch could be accessible from their own npc and not be part of the leaderboards or seasons, just their own, slightly more rewarding than hotjoin, queue type.

Other than that, most of the rewards people have mentioned are listed on my attachment.

I call it a road map but it’s not quite, as it doesn’t really show the direction you want to take PvP, but I do think an actual road map from you folks would be nice, something that shows where you are trying to take this game mode and why.

thanks!

Attachments:

Sanctum of Rall

5 Underrated PvP Quality of Life Changes

in PvP

Posted by: Pixels.6532

Pixels.6532

I don’t always +1 threads, but when I do, it’s because hats.

Sanctum of Rall

Pistolwhip Nerf

in PvP

Posted by: Pixels.6532

Pixels.6532

The stun is so short that, even with Sigil of Paralyzation, the thief is only guaranteed two hits. React faster if you’re dying to it because of the stun, or turn off melee assist, and just walk through the thief and avoid his entire next pistol whip as well as the rest of the hits from the last PW.

I think people are confusing 1v1 vs. the meta game. In a 1v1, with both classes having everything off cd, PW is very strong but probably not OP v. all other classes (not just ele/mes). Where it is a bit OP is in its function within the 5v5, conquest game mode.

It can create out-numbered situations quickly, and it is devastating when it shows up to a 1v1 in process. You can’t walk through a PW w/ a 2-4 sec immobilize on you while your clears are on cd, and the evade up-times during the PW make it even more difficult to counter on lock-down.

Sanctum of Rall

Pistolwhip Nerf

in PvP

Posted by: Pixels.6532

Pixels.6532

1. Daze for 1/2 second when hit from the front
2. Stun for 1/2 second when hit from the side or behind

Why no but 6 initiative cost is so dumb, S/P thies has only one DMG spell (PW) with less DPS as AA other spec has CaD,Backstab,HS,SH etc

But this will not solve anything =) Many Thiefs start play P/P and you start see many crying topic like a " P/P THIEF IS SO OP NERF ARENANET"

Issue w/ PW isn’t the dmg, which is in a good spot, it’s how well it shuts down opponents while doing that dmg, by making it daze from the front, people can still immediately move out of it, so that you would need to be behind or on the side to reliable get the dmg off, this makes the spec less punishing and increasing the ini cost helps reduce it’s spammability while still keeping it viable, imo.

As for people complaining about P/P specs… i doubt it.

Sanctum of Rall

Miasma Levels in sPvP Forum

in PvP

Posted by: Pixels.6532

Pixels.6532

I can still remember ppl kindly discussing of forum for improvements and stuff at start, we asked for rank emotes like gw1 for example and we got them (And everyone was happy)…everything was fine, than all the nonsense “balance” patches started, they removed gems from rewards (Still waiting for a decent reason about that), they made qps farmable and then removed them too after ppl just kept farming like crazy kittens, then broken bunker eles, bunker ranger’s bird hitting for 8k crits, dumbfire, skyhammer, war’s buff..and on and on and on, community already lost all hopes….if ppl who actually should care about making this game better don’t care at all and don’t have a clue on what to do not even caring about feedbacks (Not even answering “hard” questions..like mine about warriors into last incoming patch feedback thread) why should i keep caring about it? I’m just randomly pugging in tpvp, i stopped giving kittens long ago, still have 500k glory, they’re gonna remove it? Fine, not even spending it…I..don’t…care…i don’t care about new bags, don’t give a kitten about skins after glory patch or whatever, i’m just keep playing cause it’s called guild wars, a game i used to love…nothing more nothing less..

I don’t think he’s saying you should or shouldn’t care, what he’s saying is that people in game and on these forums should be less caustic to each other and the devs.

Sanctum of Rall

Pistolwhip Nerf

in PvP

Posted by: Pixels.6532

Pixels.6532

Anyone arguing that thief is not the best roamer, back-capper, uneven-numbered-encounter-creator, role in the game right now is delusional.

Neither mesmer nor ele can compete, ele is especially in need of some love, in my opinion, the approach should be as follows:

Bring Mes up a little bit, but actually give mes a spec that isn’t clone dependent while still viable.

Ele needs a lot of love…

S/P nerfed slightly. I say slightly because if you only make these three changes in isolation, then there really won’t be a great roll for any of these professions. Other changes need to happen as well (Heal Sig, Spirit of Nat, etc.), but what I think would be good for PW is to have it function a bit like backstab, so make the following changes:

1. Daze for 1/2 second when hit from the front
2. Stun for 1/2 second when hit from the side or behind
3. Increase initiative cost by 1

The key issue w/ S/P for me is how little you have to worry about positioning, unlike D/P which requires both stealth and being in the right spot to really tap into its max potential damage, w/ PW all I do is look if I have steal, infil sig or Shdw step off cd, and I can precast pw and then any of those three to hit a node. The main reason I take S/P over D/P is because it saves a lot of time and in conquest, time saving is a priority.

Giving PW some inherent positioning requirements wouldn’t over-nerf it and as long as you simultaneously improve both mes (little bit) and ele (lot bit), I think all three would be in competition for a similar & important role. Just nuking thief might push all three out of the meta.

That being said, there are still some serious issues to address with HS and SoN plus condition spam in general.

If I had my way, power would be the factor that determined base condition damage, not the player’s level and the only auto-attacks with conditions on them would be 3 attack chains (like war sword, thief daggers, etc.), and the conditions would only be applied on the final hit, so for war sword: attack → attack → attack (w/ 2x bleeds and a cripple).

You would then need to look at changing things like SB on ranger to a 3x attack chain as well… kind of a rabbit trail now, so sorry for sliding off topic.

Sanctum of Rall

So...about dat Dragon Finisher

in PvP

Posted by: Pixels.6532

Pixels.6532

WhiteandMilky already got dragon rank, click to see the dragon finisher. Much awesome!

Sanctum of Rall

Do the Devs have fun on skyhammer?

in PvP

Posted by: Pixels.6532

Pixels.6532

Skyhammer is a fun map. It has unique mechanics that give it a completely different feel from your standard map.

If you run the correct build on a class that can run the correct build, skyhammer is a nice place to go for a different experience from the regular maps in rotation.

It can be tons of fun, so I’m guessing the devs have fun on it too.

That being said, Skyhammer (and stupid spirit watch) has no business being in solo queue rotation. It’s a fun map, but it should not be anything other than a custom arena or hot join option.

The mechanics that make it unique do not make it a skillful map. I could literally run a healing power, toughness and vitality build on my guard (if that was an amulet option) and be able to 1-shot players on this map, that’s the epitome of one class being able to do everything. And why the map is completely broken as a competitive tournament map.

I’ve said it before: Any map that gives a huge advantage to a set of skills which are not evenly distributed (not even close) across all class types is a troll map.

Does that mean it isn’t fun? No, on the right class you can kittenolol all day and have fun, but it doesn’t fit with the other maps in queue rotation.

tl,dr: Map is fun, but is trollish and should be relegated to hot join/custom arena status

Sanctum of Rall

Should tPvP give more Rewards than SoloQ?

in PvP

Posted by: Pixels.6532

Pixels.6532

Soloq takes way less time than arranging a team for tpvp..you can just keep going, no wait, no ppl going afk in hom, no gf at the phone and on and on and on…you just join and you’re ready to go..

This is the primary reason to make team queue rewards better than solo queue rewards. If you give two groups of players 100 hrs of game play and have one exclusively team queue and the other solo queue, the solo queue players will have played more games for the reasons highlighted by Archaon.

As long as MMR is working properly, and you have a healthly player pool, win % should stay relatively equal between the two unless you’re an outlier.

That said, I don’t think the current rank point rewards are in a good place. Prior to the bonus win chest rewarding rank points, the difference between a win in Team v. Solo queue was 20% (250 v. 300) and a loss was 17% (150 v. 175).

The difference between the team queue bonus chest and solo queue chest is 122% (450 v. 1000), that’s way out of line. I’d like to see it brought more in line with the original difference and be a 25% difference, as well as a solo or team queue loss giving more than or equal rank to a hot join win.

I’d like to see the following rank rewards:

Team Queue:
Base Win: 300
Bonus Win: 1,000
Loss: 225

Solo Queue:
Base Win: 250
Bonus Win: 800
Loss: 200

Sanctum of Rall

Map: Raid of Capricorn

in PvP

Posted by: Pixels.6532

Pixels.6532

freeze the water and let it be a beta test map for TDM… add a secondary mechanic to keep it interesting that isn’t an unblockable aoe death blast…

Sanctum of Rall

Dragon Finisher

in PvP

Posted by: Pixels.6532

Pixels.6532

Since there’s a red response in here, can someone confirm the total points needed to reach rank 80? Wiki says 8.9m, but that seems to imply you need to finish r80 not just reach it…

Also, regardless of it being 8.9m or 8.2m, it takes more rank to go from 70 to 80 than it takes to go from 1 to 70. So the people who have hit 70 have a long way to go… even with the improved rewards.

Sanctum of Rall

Choose your own Fractal

in Fractals, Dungeons & Raids

Posted by: Pixels.6532

Pixels.6532

if you will be able to chose fractals people will choose the “path of less resistance” and fractals will be a glorious cof1. ( lf WAR zerk only) etc

couple things…

1. you still have to pick 1x of each tier including the boss
2. you would not receive the same reward for choosing the “path of least resistance” as you would for more challenging paths
3. there could be a system of diminishing returns put in place, so that you would have to pick a different path for your second run of the day and so on
4. this might highlight areas of improvement (dredge) that ANET could make when certain fractals are almost never chosen…

Sanctum of Rall

Choose your own Fractal

in Fractals, Dungeons & Raids

Posted by: Pixels.6532

Pixels.6532

From a Lore perspective Dessa is much like the rest of the Fractal denizens. Destined to repeat the same experiences over and over again.
The Observatory is a fractal. :P

meh, i still want options… make the lore fit! :o)

Sanctum of Rall

If the devs don't play spvp why should we?

in PvP

Posted by: Pixels.6532

Pixels.6532

The Devs don’t dance

what i think everytime i read this thread…

Sanctum of Rall

Ready up rewards; a slap in the face?

in PvP

Posted by: Pixels.6532

Pixels.6532

hopefully, they will implement those unique to pvp skins soon and make them nice.

…anytime in 2015..

lol… sadly, you’re probably right. And if will probably just be the starter armor with flame effects… ;o)

Sanctum of Rall

Choose your own Fractal

in Fractals, Dungeons & Raids

Posted by: Pixels.6532

Pixels.6532

IMO, would be nice if you could pick your fractal path and have rewards scale (gold and relic increases) the more difficult path you take. I think the only hard part is getting a consensus on which paths are “hardest.”

My guess would be dredge is the worst, swamp the easiest… It’s just a matter of tuning rewards to compensate people who want to go the more difficult route to the final bosses.

At present the tiers are:

1. Aquatic Ruins, Swampland, Urban Battlegrounds, Uncategorized.
2. Uncategorized, Snowblind, Urban Battlegrounds, Molten Furnace, Cliffside.
3. Aetherblade, Volcanic, Thaumanova Reactor, Underground Facility, Cliffside.
4. (Boss fractal): Solid Ocean Fractal, Molten Boss Fractal or Captain Mai Trin Boss Fractal.

In a choose your path option, folks could decide on Swamp, Snow & Thauma and be done fairly quickly, or they could go urban, cliff and underground and get a bit more reward for it.

From a lore perspective, at this point, with all the fractals we’ve done, i’d think that Dessa may have learned enough to allow for that… Just a thought.

Sanctum of Rall

Ready up rewards; a slap in the face?

in PvP

Posted by: Pixels.6532

Pixels.6532

hopefully, they will implement those unique to pvp skins soon and make them nice.

Sanctum of Rall

Calculator: How many games to rank X?

in PvP

Posted by: Pixels.6532

Pixels.6532

Hey folks, wanted to let you all know that in addition to the soloq formula not working, it also appears that the system over-estimates how much rank you need to reach a certain level.

Big thanks to Spirits Reloaded for pointing this out. It looks like the issue is the way the wiki shows the rank gains, it seems to say you need 8.97m rp to get 80, but I’m pretty sure you only need 8.2m. Would be really nice to get confirmation on this.

If someone can double check this, i believe the way I’ve worked it out on the attached (right side) is correct and the wiki (left side) is not. I’ve also posted in the wiki comments section to see if they can confirm it as well.

Wiki Rank Points

Anyway, I’ll try to have it fixed ASAP.

Sanctum of Rall

(edited by Pixels.6532)

TY for the loss arenanet

in PvP

Posted by: Pixels.6532

Pixels.6532

Had a match start 5v3 yesterday, they finished with 4. Had a 5v4 today.

Sanctum of Rall

Calculator: How many games to rank X?

in PvP

Posted by: Pixels.6532

Pixels.6532

Glad some of you found it useful. I tried to lock some more column headings so people wouldn’t change them, but I really don’t know much about google docs.

I did make a few edits and formatting changes.

Anyway, let me know if you find any errors or mis-calcs.

Sanctum of Rall

Calculator: How many games to rank X?

in PvP

Posted by: Pixels.6532

Pixels.6532

I spent a few minutes over lunch calculating how many more games I needed to play in order to get to a specific rank using my current rank, rank points and win % as well as how much solo vs. team queue I do.

It was easy enough to make this a shared google doc, so I thought I’d post it here for people to play around with.

Directions:
1. Anything in grey or blue cannot be edited. These are output cells based on your inputs

2. The calculator needs certain inputs which you fill in, these are white cells and need to be accurate in order for the system to predict your games needed:

-Current Rank: This is your rank atm
-Current RP: These are the number of rank points you have within your current rank, so you can figure this out by highlighting the blue rank bar in the HotM and it will tell you say 27,000/45,000 or something like that
-Desired Rank: This is the rank you want to get to
-Distribution: this is your split between solo and team queue, if you only play about 10% solo queue, then the calc will auto-fill in 90% for team queue
-Win%: your win % in that game mode (either solo or team queue, you can get this from the leaderboards)
-Top Stat Avg: This is the number of top stats you average in each game mode (can be a decimal place)

3. This is literally 30 +/- mins of work, let me know if you find any errors or kittenumptions (lol, edits..). There is no hot join option, sorry, and you can break it by putting in things like 200% solo queue or 130% win distribution or a desired rank of 9000.

Again, let me know if I missed anything, I’ll update accordingly.

Calculator

edit: updated to fix the rank gain issue and cleaned up the the calc by putting in notification if you select something outside of the available range.

Sanctum of Rall

(edited by Pixels.6532)

[NA] Itty's Troll Squad

in Looking for...

Posted by: Pixels.6532

Pixels.6532

sent you a pm

/15

Sanctum of Rall

Sensotix Goes Solo Q (HD) Gameplays

in PvP

Posted by: Pixels.6532

Pixels.6532

Nice vid, always great to see you run thief.

Sanctum of Rall

Formula for mmr

in PvP

Posted by: Pixels.6532

Pixels.6532

Justin,

Thanks for the replies in this thread, good stuff.

I’m curious about a couple things and was hoping I could get an answer from you here, but regarding Glicko 2 (or Glicko or Elo), these are all systems designed to rate players in a 1v1 setting.

Individual Leaderboards
GW2 meta has no 1v1 setting. I get using it the way you do, and I think over time it probably does its job, assuming a healthy player base, in getting you into matches with opponents of roughly the same skill, but something that has always confused me is why, in a team game, do you have individual Leaderboards?

I’d rather see a Team Leaderboard that I could click on to see the individual players who have contributed to that team’s ranking. Why not have teams register with an NPC and give them a roster that they can draw from to play as a registered team?

For solo queue, i think at best, because removing the leaderboard there might rustle so many jimmies that all the world would cry out in anguish, you could have a soft leaderboard that showed A ranked players but didn’t assign a 1 or 2 or 3 value to them. Something you could sort by wins, server, losses, win %, etc.

W=1, L=0
Also, have you given any consideration to changing the W/L value in Glicko from 1 = W, 0 = L to something like 1 = W, 1-(Winning team Score – Losing team score)/500 = loss? You could even add a hard base by subtracting a set value from that result so that the losing team couldn’t gain too much rating in a close match (say subtract .25 from that result or take 0 if that puts them below 0).

This would keep the losing team in close matches from getting the same ratings drop they would’ve received had they been completely blown out. Or is something like this already in place?

Anyway, thanks for your time.

Sanctum of Rall