(edited by felivear.1536)
Just to clarify, we boosting the rank points for win chests in SA and TA the end of match rewards will be the same for now.
Also, to clarify, this went live a few minutes ago.
I just won one and got 250 rank points in solo q. You sure?
No those will stay for now.
I’m assuming so, so that’s why I just bought 4 for all my characters that didn’t have them yet.
Additionally, what can we expect to happen to Glory boosters (including active buffs on characters).
This is a concern of mine, particularly since I have around 30 glory boosters sitting in my bank, so using them all up before the next update comes out isn’t really a possibility.
I have 192.
And…it looks like they just posted it. Nice. See everyone then.
This was not a PvP change and nobody even considered the PvP effect before it was put in. That is a fact.
https://forum-en.gw2archive.eu/forum/pvp/pvp/PvP-Livestream-Friday-at-2pm-PST/page/2#post3321855
Not sure if this is what you meant by main page. I suppose pve players will be informed via social media + see the stream on twitch
Ya, I was just curious if there was some formal communication going out other than the PvP forums.
Just curious, where is the main-page-forum-message or the in-game alert telling people of the PvP Q/A portion of the stream today?
It may be somewhere and I’m not seeing it, but with big changes coming that could potentially create a desire for PvE players to join our game mode, shouldn’t there be a message telling them to come watch?
Again, if it’s already out there and I’m missing it, disregard this.
(edited by felivear.1536)
I totally agree. Having a personal score, that provided the player with nothing, is only sending an unneeded mixed message. I would bet that most players that mostly PvE have no idea that the system only rewards winning/losing.
Team Arena will provide the most gold, followed by Solo Queue, followed by hotjoin.
I believe we’ll be giving specific numbers on Friday’s livestream.
Since there will be a discussion on Friday, I’ll try to join in and ask questions there, but I can’t imagine any scenario where providing gold for hotjoin play is good. We’ve already seen where skyhammer farming caused a debacle and that was only to gain a currency that was not in high demand (glory). I can only imagine having hotjoin providing gold being a major issue. But beyond that, even more of an issue is CA provided gold.
I am also not a huge fan of winning gold for losing. I like rewarding effort, but that opens the door up for botting and AFK. When you literally have to provide 0 value to a team and still be rewarded for it, you will without a doubt get people to abuse that system.
I’m not trying to sound negative, only voicing legitimate concerns.
There are a number of problems with assuming that there’s a magical solution to finding everyone’s perfect MMR in SoloQ:
1) Every player has variance in their ability depending on time of day/fatigue/health/how drunk they are.
2) Player skill and knowledge is constantly changing. The skill of inherently good, but new, players will go up each match as they learn new tricks from watching others/dying to them (e.g. terrain use/positioning on maps — you only have to see it once to know that you can provide pressure onto a point from certain areas better than others)
3) Players are not equally skilled at all professions, yet they sometimes swap what they play on-demand, or just for fun. Also, professions aren’t necessarily balanced. This adds even more noise.
Given these problems and the massive amount of day-to-day and match-to-match variance in player ability, the current system does an amazing job balancing the teams in SoloQ.
3) I’ve pitched the idea internally of having two MMRs, one account bound and the other per profession. Does any one have an opinion on this?
Yes, i have an opinion: I think having it based on account causes people to be pigeon holed into the class they are best with, not the one they most enjoy.
For instance, I am probably my best on warrior (shocker, right?) but I enjoy the Mesmer the most. Because my skill level on mesmer is probably 30% less effective than that of my warrior, I immediately risk damaging my MMR and leaderboard ranking by playing my Mesmer. So, my only option at that point is the play Hotjoin, which is a problem, since I don’t find that mode fun at all…as in, 0.
So, I think the MMR has to become character based. That will most certainly alleviate much of the issue of multiple classes of the same type being found in Solo Q. You are essentially forcing people to play flavor of the month classes and then penalizing them by destroying their MMR if they try to play with a different class.
Please take this back to the PvP crew and tell them this is a necessity.
Thank you
Chiming in to add 1 important caveat to my earlier statement. With the change to taking PvP gear over to PvE and vice versa, that has to be with the understanding that their needs to be some gear that is only obtained in each facet.
If the best PvP players in the world walk into PvE, you should know them from their look. The same should be said for PvErs that accomplish whatever great feat can happen in PvE, they should have a unique look that sets them apart.
Gear carrying over from one side to the next is great, having it be the same, indistinguishable gear is terrible.
Thanks.
also, if glory is absolutely must be removed, please. let us use our stock piled glory booster to exchange for other boosters of equivalent value.
http://wiki.guildwars2.com/wiki/PvP_Glory_Booster
pvp glory booster costs 75gems for 1 or 275 gems for 5lets look at boosters of similar value
http://wiki.guildwars2.com/wiki/Gem_Store#Boostserrr only.
swim speed booster, karma boosterthe rest are more expensive. in terms of gems.
maybe1 pvp glory booster to 1 exchange:
swim speed booster (who buys this anyway ???)
karma booster2 pvp glory booster to 1 exchange:
gathering booster
crafting booster
experience booster
WXP booster
magic find booster (aaaawwwwyiiis)errr that should be it i guess.
regarding the part about glory being removed.
i will talk about rewards in my next post.
I agree. I have 193 glory boosters and would love to trade them in for 96 WXP boosters or something else.
- Current unopened chests: To open, or not to open
- Rank Tokens/tournament tokens With people that were late to the “horde your glory party”, and instead bought a bunch of chests, what can we expect to see done with the hundreds of rank tokens we now have from the salvaging?
- Achievements attracting new players immediately. With MMR being admittedly too high at the default level, what is being done to ensure those players aren’t immediately lumped in with seasoned players when they queue up for ranked tournaments as rank 1?
- Money/Glory spent on leveling tomes. Will the gold being spent be far less than the gold that would be spent in crafting? For around 4 gold I can get 10 levels from cooking. Will it be far less than that if I buy individual tomes?
- Duo Queue – Is there anything on the horizon to improve queueing for 2 friends? Right now, the option is team queue, where you’ll almost definitely face a full 5 man team, or struggle in hotjoin to get and stay on the same team.
- A way to differentiate between a PvP and PvE version of an item – Is there any way to possibly add a blue glow or some other easily identifiable way to see that the version was earned in PvP? There is something prestigious about being good at PvP in games, and it should show aesthetically.
(edited by felivear.1536)
I’ll post in this one since it appears to be the official discussion thread on it.
First, let me start by saying that this blog post was great. I have posted many threads over the past year stating what I think should happen to PvP and almost all of them has been done now or has been stated as planned. Obviously, that means I’m happy. I do want to break down how I feel about each one:
Gold and Experience in PvP
- This one is huge. I’ve played PvP since head start. I leveled my thief to 80 via crafting, and I had to buy gems to do it. Otherwise, I’m made almost no money.
- The same issue is with character progression. I acquired skill in PvP and I had no way to immediately carry that over to WvW because I was at a major level disadvantage. Like I said, these 2 changes alone make my day. I also love they are coming on the 10th.
Removing PvP and PvE gear difference
- Again, this is something I totally agree with. See the above bullet points for gold/experience. After 1,000+ hours in PvP, I shouldn’t walk into Lions Arch looking like a trial account. Love it.
Achievements
- This is one of my few concerns. Although, I really love this addition, I don’t like the timing. The reason I say that is the MMR issue. Currently, MMR is too high for new players. They are pooled by default in with the veterans. What this change does is guarantees that you are going to have an influx of new people in PvP. Where are those new people going? Straight for ranked tournaments, the place they least belong. I’ll reserve full judgment here, but I am mildly concerned.
Setting goals for gear
- Although they didn’t give a lot of details, I’m pretty sure I understand what they mean. I think they mean where you identify a piece of gear you wish to obtain and then through a journey of sorts, you obtain it. This is what has been missing in PvP. Currently, it’s just a random mess of gear being dropped all at once, then nothing to work toward after. I love the idea of putting in a lot of hours to achieve a specific item.
Glory being retired as a currency
- This one really has me puzzled. Not that glory is being retired, this is also something I’ve suggested. The weird thing is that it’s being replaced with gold. Who has the most gold? PvE players. Who has the least gold? PvP players. So, what prevents a PvE hero from coming in here and dropping all of their gold on everything day one? Your aesthetics should be a sign of your skill level. The other part of this, and possibly the most concerning, is the fact that gold can be bought with gems. If you have the best rewards tied to gold, and gold bought with gems, doesn’t that mean you can purchase the best rewards in PvP? I’ll have to hear more on this and just hope for the best for now.
Removing Rank
- I personally love this. I think rank in this game was a really bad initially implementation. Rank was gained by glory gained, not winning. The fastest way to gain glory? Farming hotjoins with builds that weren’t conducive to team play. I think the whole rank system is a farce and I’m glad to see it die.
Ladders
- Yes please! This is the true progression. More than gear or anything else, a ladder creates the progression that is the most meaningful…skill progression. You travel through each tier as you get better by playing with people in your same skill range. The top tier people should get the best rewards and when you see someone that has those rewards, you should immediately know that he/she is a beast.
Unknown
So, there are 2 things that I was really hoping to hear in addition to all the other goodies.
- I have hundreds of chests. Should I wait to open them?
- I have a bunch of glory boosters, hundreds of each of the tokens, etc. Is there any plan on finding some way to convert those items to gold or glory? It seems like all of those rank tokens would be completely wasted if there is no way to convert them to a usable currency.
In summary, thanks for the blog. I am hopeful for the things to come. I’m mildly nervous for the time frame (next few months) only because of what that has meant in the past. Hopefully the devs will understand our skepticism with that.
First, let me start by saying that this blog post was great. I have posted many threads over the past year stating what I think should happen to PvP and almost all of them has been done now or has been stated as planned. Obviously, that means I’m happy. I do want to break down how I feel about each one:
Gold and Experience in PvP
- This one is huge. I’ve played PvP since head start. I leveled my thief to 80 via crafting, and I had to buy gems to do it. Otherwise, I’m made almost no money.
- The same issue is with character progression. I earned much skill in PvP and I had no way to immediately carry that over to WvW because I had to have a level 80. Like I said, these 2 changes alone make my day. I also love they are coming on the 10th.
Removing PvP and PvE gear difference
- Again, this is something I totally agree with. See the above bullet points for gold/experience. After 1,000+ hours in PvP, I shouldn’t walk into Lions Arch looking like a trial account. Love it.
Achievements
- This is one of my few concerns. Although, I really love this addition, I don’t like the timing. The reason I say that is the MMR issue. Currently, MMR is too high for new players. They are pooled by default in with the veterans. What this change does is guarantees that you are going to have an influx of new people in PvP. Where are those new people going? Straight for ranked tournaments, the place they least belong. I’ll reserve full judgment here, but I am mildly concerned.
Setting goals for gear
- Although they didn’t give a lot of details, I’m pretty sure I understand what they mean. I think they mean where you identify a piece of gear you wish to obtain and then through a journey of sorts, you obtain it. This is what has been missing in PvP. Currently, it’s just a random mess of gear being dropped all at once, then nothing to work toward after. I love the idea of putting in a lot of hours to achieve a specific item.
Glory being retired as a currency
- This one really has me puzzled. Not that glory is being retired, this is also something I’ve suggested. The weird thing is that it’s being replaced with gold. Who has the most gold? PvE players. Who has the least gold? PvP players. So, what prevents a PvE hero from coming in here and dropping all of their gold on everything day one? Your aesthetics should be a sign of your skill level. The other part of this, and possibly the most concerning, is the fact that gold can be bought with gems. If you have the best rewards tied to gold, and gold bought with gems, doesn’t that mean you can purchase the best rewards in PvP? I’ll have to hear more on this and just hope for the best for now.
Removing Rank
- I personally love this. I think rank in this game was a really bad initially implementation. Rank was gained by glory gained, not winning. The fastest way to gain glory? Farming hotjoins with builds that weren’t conducive to team play. I think the whole rank system is a farce and I’m glad to see it die.
Ladders
- Yes please! This is the true progression. More than gear or anything else, a ladder creates the progression that is the most meaningful…skill progression. You travel through each tier as you get better by playing with people in your same skill range. The top tier people should get the best rewards and when you see someone that has those rewards, you should immediately know that he/she is a beast.
Unknown
So, there are 2 things that I was really hoping to hear in addition to all the other goodies.
- I have hundreds of chests. Should I wait to open them?
- I have a bunch of glory boosters, hundreds of each of the tokens, etc. Is there any plan on finding some way to convert those items to gold or glory? It seems like all of those rank tokens would be completely wasted if there is no way to convert them to a usable currency.
In summary, thanks for the blog. I am hopeful for the things to come. I’m mildly nervous for the time frame (next few months) only because of what that has meant in the past. Hopefully the devs will understand our skepticism with that.
(edited by felivear.1536)
I just showed my belive in the BLOG post by purchasing 1600 gems!
What if the blog post says, “free unlimited gems for PvP players” ? Boy, you’ll feel silly then…
Patience, young Padawans.
I foresee a beautiful masterpiece. It will change the landscape of PvP as we know it. The community will celebrate this document as if it were the declaration of independence. The name Grouch will ring throughout the annals of history. grouch…grouch…grouch…
btw, no pressure
God please NO! NOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
The facts: The players need know how to count enemys dodges and CD’s, this split noobs from ‘pro’ players and makes the game more fun to be learned.
I’m not trying to be argumentative here, but there are so many things in this game that lead me to believe they are trying to keep casuals and pros on equal footing, instead of created the skill separation required for a game to be competitive.
I have wondered the same thing myself. With so many skills triggering additional effects at a % threshold, it’s odd that there is no % displayed.
Un-stickied. Wonder why…
Diamond skin will be an incredibly hard trait to build around and play with effectively. Not sure why this isn’t obvious to some of you.
For me, I’m not looking at its placement in the skill line, or the likelihood of it being played. That doesn’t concern me. What mostly concerns me is yet another addition of a passive ability even when so many players have been begging to remove the existing passive abilities. I don’t want to debate with anyone else in this thread about why AI clutter or passive abilities are not good for the game.
Check back at the start of December. Any answer you get in this thread at the moment will be outdated information in a week. They have big plans coming down the road (soon tm)
Diamond Skin is an active trait disguised as a passive trait.
Which button do you press to activate it again? I can’t remember.
I don’t really understand why you want to remove the dmg from poison – because that is actually what a poison does… it kills you!
Same with chill, if i see a condition like “freez”, “chill”, “Forst”… my intuitive understanding of the word tells me that it slows me in some way. If you remove this effect it is some sort of couter intuitive.But i agree with you, conditions as they are atm are not in a good place. I would prever to have them more weakening the oponent over a long duration, similar to the buffs. For example we got “protection” which is reducing the dmg by silly 33%, while the “counter condition” “vulnerability” is only increasing the dmg by poor 1%. Conditions deal to much dmg and last not long enough, imo. I would rather like to see it similar like in gw1 where conditions where a huge preasure, which killed SLOWLY over time. What we have atm is rather the possibility to ignore the targets armor.
The problem with changing something here is, that it inflicts everything… Weapon skills, healing, condition remove, condition duration, utility skills, traits…What i also don’t like is the massive ele weapon BUFF, almost every ele i see is running at least ice bow – even in pve
The reason i think dmg should be removed from poison is that we already have bleeding, burning, torment and fear that deal damage so we dont need another one..also poison would be used more specific when it doesnt do any dmg…and i think chill should not slow people down because cripple already does that so why have two condis that do the same?
The reason damage should be removed is because you should not be rewarded for spamming abilities. When you have damage on your conditions, it removes the need to put out a well timed poison (say on a rezzing body or when an enemy is about to heal) because you need that damage output.
Conditions in this game are insanely spammy, and should be more situational. ANET needs to do everything in its power to remove passive/spammy play from PvP.
I agree with everything you’ve said. The healing signet in particular. Really, the main things that needed to be fixed with warriors was Pin Down and Healing Signet. The same thing with Thieves, the main issue with the thieves isn’t necessarily the boon steal on larcenous strike, but rather the fact that you can spam evade while still doing good damage with flanking strike.
The warrior hammer nerf, although I see where they are coming from, doesn’t make much sense. Hammer is probably the most difficult weapon to reliably land, so if you can land it, it should do good base damage. The problem is with healing signet being so strong, the entire time you have an enemy stunned, you are healing quite a bit, so while you are locking up an enemy, you are staying at full health.
For warriors, just do 15% nerf to healing signet and nerf pin down. On thief, increase the initiative cost for sword 2 along with the boon steal nef.
How is that Anet’s fault? Please explain further..
Let’s assume there is no bug here and it’s only people queueing, and then going AFK. If that is the case, it’s not ANET’s fault that the player queued and left, but it is ANET’s responsibility to put in incentives or deterrents for certain behavior.
- Make a strong penalty for leaving a game early. Currently, the penalty is a joke. I’m not even sure it exists.
- Don’t start the match if there isn’t enough players that have performed some action to say they are still at their computer, or haven’t died from old age. This is the most logical fix and really resolves almost all 4v5 issues (again assuming there isn’t a bug). The players that leave due to raging are few and far between, and the first suggestion fixes it.
Those 2 things have to be implemented sooner, rather than later.
One of the weird things about this game is that there are no names in WvW, so there is no notoriety between servers. We are all just nameless, generic players that could be AI for all the other player knows. They do this so that people don’t grief each other. They try to save their “feelings”.
Meanwhile, on my server in the Heart of the Mist, there are the most vile, disgusting and overall terrible human beings. They speak like 10 year old girls (i’m 90% sure one of them is) and nothing is done. Even when you report people telling you to go do things to your mother, or asking you to perform lewd acts on them, nothing happens. Double standard much?
I sometimes dabble in WvW, and I ran into a healing signet warrior there that I could not get below 50% health. My thief is in ascended/exotic gear with full zerker specs. He laughed, and stood there while i beat on him endlessly, His regen was higher than my dps (im sure food and other factors went into play as well). So, I don’t care about how much they nerf damage, when you have a passive heal that is the best heal in the game, something is wrong. It just boils down to a complete out-of-touch balance philosophy that doesn’t listen at all to what the players actually want, or find fun.
I was just thinking about how it doesn’t make sense to have new players in the same starting pool as seasoned vets at every MMR reset. So, instead of just complaining about it, which is what I want to do, I decided to come up with suggestions:
-The most obvious one here is to make a player reach a certain rank before joining any rated match. I would think 15 or 20. The only problem is that because 8v8 still exists in hotjoin, you can’t be sure if the player ranked up playing a game mode that is not even a slight reflection of the real game mode
-My alternate suggestion: Couldn’t we add a modifier to the MMR of a player at each reset based on how many ranked games they played in the past?
- Example: If a player has played 0 ranked games, the system takes their base MMR and multiplies it by .5 for the first game. 50 games gets a .75 multiplier and anything above 100 gets multiplied by 1. Again, this is for the first game, which helps correctly placing people where they should be.
This may not be the best way to do it, but you have to do something to keep the seasoned players from losing their collective minds trying to carry rank 1s. Look, anybody can see that a player thank is under rank 10 (sans smurf accounts) is not equipped to be in the same match as a rank 40+.
(edited by felivear.1536)
This talk of reward changes and upcoming PvP features has me more excited than when I got my email saying I made it in the SWTOR beta. If this turns out to be as big of a letdown as that…
(edited by felivear.1536)
- create 3 ques: unranked (queue with up to 3 friends) – (SoloQ Ranked – as is) – (Team Q – only queue with full 5 teams)
- Any ranked tournament has to be gated. Preferably with 25 wins in the unranked q. There is 0 reason why a new player should ever go into a ranked match.
- TeamQ leaderboards be teams, not players
- Leaderboards need permanent decay
- Put a “i’m ready to join” button prior to a soloq match starting (fixing 4v5s)
- Have level scrolls (like in wvw) have a chance to drop from a tournament win chest (to provide a way to level in PvE without having to suffer through PvE). Also gold drop. The main carrot that keeps many people playing is the “chance to get an item”. GW2 has messed this up completely. There should be few raw materials that drop from chests with a small chance of “cool” items, (like the scroll idea). There should then be a set recipe to craft EXACT items with specific recipes. Having a chance to get an item in a chest is fun and excited. Having a chance to craft an item with certain raw materials is maddening.
- Don’t allow purchased skins available in PvP (if the only thing to gain in PvP are skins, and I can buy the best looking skin for 10 bucks, why PvP?)
- Remove ranks from the game. They mean nothing, they were abused to a point where you can’t trust anyone’s rank. Axe them. Show leaderboard rank or % instead.
- Tone down everything passive (healing signet I’m looking at you)
- Add dueling in the mist (i know so many people don’t understand how much help that would be. I don’t want to explain it if you can’t grasp it. Just know that it should have been in day 1 and has caused more issues than you know by not being in.)
- Make a skin system different in PvP. Make it “unlocked” for use in PvP. Get rid of the PvP locker. It’s cumbersome to swap characters, swap gear, and don’t get me started on stacking like items
- Make many different game modes. It doesn’t matter if they are all unranked. They HAVE to be here to prevent stagnation. This has been a major catalyst to the dwindling PvP numbers.
- Remove skyhammer from rotation. It would be a great deathmatch map or something, but it shouldn’t be in the conquest ranked rotation.
Feels like its just taking 2 players with decent MMR, splitting them into the 2 teams and then filling the rest with anyone else regardless of their MMR. so its basically creating teams with a mix of dedicated players who want to PvP and people who are just learning to PvP.
The amount of leaver/afk is absurd, and they are mostly players who stayed off the ladder for those exact same reasons.
Personally, I hate the new matchmaking system. now not only you have to deal with the terrible balance and who’s running the most cheese ( wars, rangers ) but now who has the better noobs. it’s pathetic
Anet is improving the game, but somewhere along the path they forgot how to make it enjoyable
Correct me if I’m wrong:
I’ve played quite a few games against you, and it “appeared” that you were synced almost every time. Again, this could have just been the system pairing you with the same few people match-after-match, but if you were synced, then the new system is keeping you from doing so. Also, I know you’re a good player, so I’m not saying that you are a scrub who uses sync.
This is not an attack on you, so I hope you don’t take it that way. I could be 100% wrong on my assumption; however, my favorite part about the new system is the difficulty for people to cheese their way to the top of the leaderboards via syncing.
It’s not my place to be giving design reasoning behind changes so I can try to get one of the guys to give a statement on this but the way I see it is that this change helps lessen the gap we have in player skill level. It’s an awesome quality of life improvement to team coordination and it’s going to help matches remain more competitive across the board. Team’s using voice comms will still have an upper advantage but I think that reducing the amount mal-rotations happening is a positive change.
Here’s my simple suggestion: Put a single Mesmer marker at the average position among all visible copies of the Mesmer. So, if the real Mesmer was at (1, 5), and there were 2 clones, one at (2, 7) and another at (3, 3), it would show the Mesmer marker at ([1+2+3]/3, [5+7+3]/3) = (2, 5).
If the feature stays in, this seems like the best solution possible. You got my vote.
Edit:
I have another possible solution, maybe a better one (you be the judge). Every 3 seconds, the game puts the icon randomly on either the player, or one of his clones.
Sometimes, it may be right, other times it may be wrong, just like attacking the mesmer. Even a new player with no knowledge of cues to look for may accidentally attack the correct mesmer, or the wrong one. The same things applies here, sometimes the game gets lucky and picks the right one, but still, a player would be foolish to rely on it
Just curious, what was the issue people experienced?
If a player was invited or kicked from a roster while another player was in the process of joining, and the latency was high enough, the joining player would get information about those roster changes before they finished joining.
We had code in place that assumed getting roster information could only happen if you had already joined the roster. That assumption was apparently incorrect.
Hard to find, easy to fix.
You can thank Evan for finding and fixing it quickly.
I like your style. A few months back, I wouldn’t even have asked that question because it would have been pointless. Between you and Grouch, I like the amount of feedback and discussion we have.
Keep up the good work gentleman. You have my heart <3
Just curious, what was the issue people experienced?
Edit
I’ll be more constructive. The algorithm seems slightly better, but there are still matches that are completely one sided. Part of this is because we are not putting level of entry for new people.I don’t want to be matched against rank 6s and just steamroll them. Rank 1-20s should be in their own division.
That’s exactly what I suggested a month or so ago. There NEEDS to be a gate before people can try solo q.
The first step was ensuring that hotjoin rewards winning and not the other stuff. They fixed it, but giving personal rank during the match still sends the wrong message. Glory needs to be from winning and anything that shows glory being gained from anything else should be removed. (i.e. standing on point to full cap gives 10 points. Get rid of it!)
Once hotjoin becomes an adequate training ground for new players, then they should be required to hit a certain rank before they can enter solo q. If hotjoin only rewards winning, that should basically equate to X amount of games won.
I’ve played 300+ solo q games, and it’s weird being matched with someone who just started playing SPVP. It’s not their fault, why were they even allowed to queue for RATED Solo Q.
Wow, yeah, Incubating Baby.3279 just gained 4802 ranks to become rank 1 after winning 1 game. LOL
haha.
I don’t understand their philosophy on decay disappearing after you play a game. It makes no sense.
The QP list gave out rewards for top 100 in NA, and in EU, with how broken this system currently is (thanks for fixing it Tuesday), you could still reward top 100 players IF they have more than 100 games played. I think that small requirement would exclude all of the exploiters. Thoughts?
Your name is perfect, because that’s exactly what people that made it on these cheaterboards should get.
Additional Idea: I think most 4v5s are because of people that queue and it takes too long to pop, so they go AFK (correct me if I’m wrong).
Would a simple solution to that be:
- queues last 10 minutes
- if your queue goes longer than ten minutes, you are automatically removed from queue
- you are forced to re-queue
I’m not sure what impact that would have, but anything to fix the 4v5 situation is needed now.
Although I do feel mildly sorry for the people that climbed legitimately, I still think there should be no leaderboard reward this time around.
There was way too much syncing and the MMR system allowed it so that once you got in the top 150, you stayed there because you were only grouped with other top 150s on your team.
Again, if you did it legitimately, sorry man. But, then again, it should be VERY easy for you to do it again, since many people on the leaderboards won’t be as high as they were (assuming Anet gets the fix right).
So, climb the next round of leaderboards, then once you’re there, enjoy the spoils!
Until then, blame all the syncers for wasting your time.
Devs,
Two changes HAVE to happen prior to this leaderboard/MMR reset:
Decay
There has already been mention of the decay fix not making it in for this patch, which I totally understand; however, if decay isn’t in place, then a higher minimum wins needs to be put in place.
There are a few major issues with the lack of a solid decay, none more apparent than having a player with 11 games played be above people with 800 games played.
My proposal:
- Bump the minimum wins required to be on the leaderboard to 50.
- Since you are waiting 2 weeks after the patch to start the leaderboards, 50 games is no problem (heck I’d be fine with 100).
What this does is makes your ranking much more stable and valid. If you’ve made it to number 1 on the leaderboard by going 50-5 (without syncing, which is now apparently fixed) then you deserve to be there. If you went 11-0, big deal.
4v5 Fix
If the permanent changes that will alleviate this (hello “Join Now” button) aren’t going to make it in, then your proposed changes to the deserter penalty have to be in and VERY STRONG. Currently, there is nothing to deter players from joining a queue and going AFK. If there was an extremely hard penalty for doing so, then they would say, "crap, I have to walk away for 5 minutes, I better leave queue. "
4v5’s that happen because of a rage-quit AFTER the match isn’t a problem, your team was probably going to lose if you had 1 teammate getting smashed bad enough to quit. The major issue is if your team never had a chance to begin with.
Overall, I love this reset and MMR shuffling, but if these 2 things aren’t fixed, then the entire thing is moot.
Please respond with your thoughts.
(edited by felivear.1536)
The only question I have:
As someone who despises the whole blob game type, will there be MEANINGFUL stuff for a solo player to do, or a small strike team of 2-3 players. Current WvW is not conducive to that play-style, and I want to know if this new map will attempt to create an environment that both promotes and rewards this play-style.
Thanks,
I believe they have left the game. Now, I’m not sure if that’s permanent, or if they are in hiding while they wait for changes.
Snip
I think there’s some confusion here – the PvP Team is an entirely separate entity from the Skills and Balance Team.
The PvP Team’s main focus is improving the infrastructure of PvP – meaning features, rewards, etc.
The teams do often consult each other on various ideas, but they have separate projects.
And separate directions they are going.
I am bringing this up again as ArenaNet clearly don’t understand how much of a problem it is.
We do, and we’re approaching the problem from multiple angles.
In the long run we’re planning on doing something very similar to your suggestion. However, while conceptually simple, it is not so simple of a change that we can include it as a hot fix.
First, I love you. Like.. man-crush. Second, this shouldn’t be a “hotfix” because you guys do patches every 2 weeks. How about you get one in for a regularly scheduled patch?
Do you agree that this is a severe issue that greatly impacts the integrity of Solo Q? Doesn’t your data show that many of the people that play SPVP do solo q? So, if you have a large amount of people playing a facet of your game and that facet is negatively impacted, and there is a relatively easy fix….then …..you get the point.
So, why isn’t this making it into a normal patch. Better yet, why is this being approached from multiple angles. The wheel…it’s a circle, it spins…it works…why try to reinvent it?
Same thing here. I can’t think of any game that has come out with PvP that doesn’t have a “ready” button and a leaving penalty. There is no reason to theorize and have internal discussions or make pivot tables or conduct surveys on this specific issue.
Institute a gosh darn, “are you ready” button just like every single PvP game out there.
Thank you,
Charge gems to skip skyhammer!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This map has no business being in rotation and it angers me every time it comes up.
Me, promising to murder the PVP vendor if they didn’t start giving us better PVP rewards.
That’s really gangster when you hold your rifle sideways.