Showing Posts For tiko.9206:
Maybe it was not totally clear what I meant. The main problem is not that the players are afk, the problem is that they STAY in queue after not accepting match-pop so you get the same afk player all over again until he’s back or another one takes his spot.
Because the new dishonor system isn’t in the game yet, players that simply do not react to the match pop-up will stay in queue —> you always have 9/10 rdy ups 10 times in a row.
Edit: To clear this up, I’m not complaining about ppl going afk, but about the system that lets these ppl STAY in queue after not reacting to the match-pop so they get into rosters again and again, which causes the huge amount of XXXXXXXXX[ ] situations..
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@Evan
Thx for the reply. Yes you can recheck the button, but it wont make the minipet visible, and if you close your hero panel and open it again, the button is unchecked again :S
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The show/hide option gets always unchecked automatically in HotM, no way to make any mini visible..
206.127.159.235:0 Niflhel
3x a 5 sec freeze, 1-2 sec skill delay most of the game..
But now the best part: was able to do a rtl from henge to keep due to a massive freeze. And I wasnt ported back, I was in mid after the freeze was over.
but calling it simple is ridiculous. It shows a clear misunderstanding of how much work it takes to program these kind of features.
Mybe the title is a bit misleading. I dont say its very easy to program, my idea was just to use existing maps instead of creating new ones, what indeed should be easier. And as I said, I think you could use existing queue systems, with some modifications of course.
@Dsquared
Of course it’s a team game, but I think this would provide a very good method to train the smaller fights. In the case my team is not full, I, personally, would prefer a 2v2 or 3v3 mode instead of playing soloQ or duo/tippleQ in TA. And if I want to try out some build variations I would prefer this instead of hotjoin/soloQ.
The concept is easy but there’s way more to the programming than you know.
You can take all the systems that are ingame already, just have to make adjustments to team size, and how teammates are selected. I know its not THAT easy but in 2 years it should be possible… and I still think its easier this way than creating new maps..
Any reason to not use the TDM map? Modifying an existing dueling map sounds nice, but I bet it’s a lot more work than you think.
Maps
…
+ Courtyard
I wouldnt have a problem with Courtyard being the only map for this, I just think this method would be easier than creating new maps..
Modes
- Deathmatch
- 2v2 Arena: soloQ or duoQ as one game mode
- 3v3 Arena: soloQ/duoQ seperated from triple(team)Q -> 2 different modes
- If you win a game, you dont have to Q again and you will stay in with your group until you lose
Maps
- You dont have to create new maps for this, just cut an convenient area from the existing maps and make it a “new” map (e.g. “Beach” on Niflhel or Graveyard with the upper sides on Foefire) + Courtyard
Rewards
- Just some lower boxes per win or sth, but every 5th win in a row you get something special (just read http://wiki.guildwars.com/wiki/RA @Rewards)
- A special gladiator title, the longer your win streak is, the more points you get per win
Rating
Two options
- completely random matchings(RA style, the system tries to match teams with a similar win streak, teammates are randomly selected)
- make a hidden(visible?) rating based on wins, losses, gladiator rank etc and match players/teams rating-based first and later(after 5/10 wins) win-streak-based
This could bring much players to pvp imo.
Thoughts? One title for both arenas/two titles? Also two seperated modes for 2v2?
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And because they want to make everything NEW and prefer adding nothing instead of an approved game-mode, even or especially because its a game mode from GW1.. So sad
Wow, doesnt matter if Dev is trolling or not, I did not laugh that hard for a long time. Must be a joke. Srsly..
I don’t think you need the physical items in your inventory to link weapons with templates.. Why don’t let pop out a message like // “You don’t have a ‘1-h-sword’ in your inventory, do you want to buy one for ‘1s’ from the pvp vendor? [Yes][No]” // If you choose [No] you just get an empty weapon slot. (‘…’ = variable)
This option also can be chosen for PvE, then with the standard weapons for your level from the simple weaponsmith.
At release they only said that there will be daily,monthly etc sometimes but they never implemented these features.. Hope they will make it into the game with the league system..
To your main question: When did we ever get an update on how far they are with a project or sth.? When did we ever get some concrete dates? Right: Never. They just keep silent till release and then wonder why the things are unperfect..
yeah I know and I hoped they would make some adjustments but..
From the Custom Arena FAQ:
Why should I own a Custom Arena?
-To have a private place for you and your friends to play.
-To practice with your team.
So my question is: Why isn’t there an option to give admin rights to other players(e.g. team members) ? Or an option to add the CA to your guild and give the admin rights to the guild ranks?
I mean if I want to play with friends/practice with team or scrim with other teams and the one who purchased the arena is not online, there is no way to change some stats/maps etc and sometimes this makes playing in the arena impossible/senseless.
Why isn’t there an option to give a player admin rights for the CA? It’s very annoying that only the player who bought it can customize it. Same for chat commands..
This game definitely needs this for seasons and/or (hopefully) upcoming ingame tournaments. Like said above it has to be delayed a bit. Show the best high level team/solo arena and tournament matches, and show also everyone’s last 1/2/3 matches. If its hard to implement, the question is:
Why didnt you start at the beginning of PvP development to find a way to make it possible?
I look forward to the day.
When do you think ‘the day’ will/could be?
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“PvP crafting materials will be removed from the game, so be sure to craft anything you want before the April 15 update.”
Seriously nothing in return for the tons of powder, slivers etc? Not even Consumable Tokens to buy for gold to use all of my materials if I’m out of glory?
Guilds in pvp:
-Like said before: 1 guild = only 1 team (alternative: give guild leaders the option to open guild teams within a guild and add permissions to guild ranks like “start a pvp match for guild team x”; every team has its own rating on the guild ladder)
-To avoid guild hopping and smurfing add a registration feature: every player has to register his account to a guild to play a guild ladder match with the guild tag on.
Every account can only be registered to 2 or 3 guilds during a season/month. etc
-Guesting: To play a guild ladder match you need e.g. a 5 man team. 3 of 5 players have to represent a guild to play for the guild’s team rating. Guests’ guild ratings are not affected. One player has to be in a guild rank that has the permission to start a guild match for the guild/guild team (see above)..
-Guild-wide rewards: capes, backpacks, guild armors etc, i would like a coloured guild tag :P, special titles … The rewards could be achieved by ladder postion at the end of a season, performance in monthly tournaments, wins with the guild above a special rating etc.. I also like the idea of guild missions in pvp, like win x matches or participate in a monthly tournament etc.. Option to give guild ranks access to the rewards, so guilds can decide on their own how to deal with multiple teams, pve members and so on..
Tournaments:
Daily, maybe weekly tournaments for every guild team no matter where you are ranked. Depending on number of teams participating, the best guilds get QP to participate in the monthly torunament. At the end of a season there could be a major tournament with the best 16 (only a number) of every monthly within the season.
Special capes/backpacks etc to the winners, semifinalists and so on..
Please swiss style tournaments, first match is rating based, the following matches depend on win/loss
TL;DR: http://wiki.guildwars.com/wiki/Gvg ; http://wiki.guildwars.com/wiki/Automated_tournament
We did not get any error code, but had to play 3v5.. It all started wit a regular Q pop and all 10 players were on the map (foefire). After ~5 minutes of the match not starting (there wasnt even a timer, only “waiting for players”) we got moved to the “lobby” HotM. Then, without anything done by us, the match started again, but only 3 of our team were able to join, 2 of them only after re-logging in, enemy team was full -.-
Glory should stand for all these things like Balthazar-Points did in GW1. The problem is there are no “Zaishen-Keys” in GW2. A-Net had clearly no concept of glory. That’s happen when you release a Game, which is still in the early Alpha-State PvP-Wise.
This. Zaishen-Keys would just be great. I also love the model of earning better rewards in higher ratings (like titles (e.g. champ-title in gw1) or better chances to get rare skins). This would be avoid PvE-gold-farmers, and would be an incentive to train and get better. But this implies a proper rating system…
Hey guys, imagine if all GW2 pvpers who want to play competitive just would play GW1 GvG until this game is rdy to try it out again? Imagine a mAT w/ 100+ guilds. That would be the right message
+1 great ideas. Please introduce a proper QP system with daily and monthly tournaments… Please take a look at guild wars 1 please please please
If the team arena will come with the current player ladder, this sucks imo. There should be a team ladder as well, because with the current system you arent able to guest or to play with friends without being afraid of rating loss..
+1 This is great.
Imagine if a message pops up when you type a command. Example: You type “/c2” and for your team mates pops a message in the middle of the screen like “two people at close point, help needed” or sth like that. b/c some ppl. simply dont read chat and this could solve this.
I would love a feature like in gw1 where each guild/team could choose their home map and the match was played on the map of the lower rated team. I hope they will give us such a feature with team ladder.. if you wanted to train on a specific map e.g. for a tournament, you just chose that map as your home map and gg
I think at 100% you are in the ladder, under 100% not.
It was mentioned some times before, but I never saw any official statement why guilds dont play any role in spvp. Dont come with “the name Guild Wars comes from the lore”, I know that, but I think in a game named like this guilds should play a huge role especially in the tpvp scene, but no, there is nothing. Tell me where a guild is needed in pvp, nowhere, only to keep your team mates together, while in pve and wvw there is many guild support..
When it came to the question if the split between solo and premade Q brings up a team or a guild ladder, the devs mentioned that they prefer a team ladder, because they dont know what to do with multiple teams in one guild (should they affect the same rating) and the smurf potential with the current guild system would be huge. Also the ladder could be biased because in many guilds are the same players.
Really? I mean, there are so many ways to adress these things. You could allow one guild to sign up in the ladder with multiple guild teams, e.g. [Guild] Team 1, 2 and so on. The smurf thing could be avoided by making rewards depending on your rating. That means you can get different/better titles, equip and and and… the higher you get in rating, so smurfing would only be used to train/test something, not to farm unexp. players, because there is nothing to farm. The third thing could be handled with a rule that you can only play ladder games in 2 or 3 guilds you only can change once a month or sth like that.
Also there could be some guild missions for pvp like win x matches above that rating or win y tournament games with the guild (i mean real tournaments like at and mat but thats a different topic ) and so on connected with some guild rewards like emotes, capes (!!!!)….
TL;DR I think that guilds should play an essential role in spvp and the ladder/tourney/reward system should be built around guilds. There are so many ways to support guilds in Guild Wars pvp. So why there is nothing?
Feel free to add suggestions, thanks
[…]
I agree that different builds of the professions should be stronger/weaker depending on the situation. But what I mean is, that there should be more team comps that can deal with several situations. In GW1 you could play a pressure or spike build, but you always had the possiblity to react to/counter diffetent tactics or team comps (e.g. split). The best example was balanced, what was hard to master but with that build you could play spike and pressure and split tactics. I dont say that all profession builds should be equally strong in general, but as a team you should have the possibility to play several playing styles and tactics so you dont need to know what you enemy plays.. The team comps should not be equally strong in everything, but they should balance out (one has more spike dmg, one has more condis, but both are equally viable in pvp, maybe with different skill caps but at least they are)
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If your tournament doesn’t allow you to swap characters and you randomly happen to go up against a team that has the right counters to your groups make-up, gg. There is no skill in countering your opponent.
Personally, I like the idea of GvG, where you did not knew what your enemy team plays and where you werent allowed to swap professions before/during game, so you had react and think of counter tactics in a few seconds and do the best with your chosen team comp. That takes real skill imo. Knowing what the enemy plays and change your professions takes less skill than that imo. But the problem is that this form of counter-play isnt possible in GW2 where some professions (rather builds) dominate the scene and are a must in every team. It should be possible to play multiple styles with several team comps, like the good old balanced <3.
This would also help solo queue players a lot, allowing them to form balanced teams after joining a match.
I prefer the old model of RA, where it was random what professions your mates are and you had to deal with it, but thats only my opinion, I dont like the “Build Wars” model in general..
+1 The same thoughts came to my mind this morning, when I tried targeting an mm necro in midfight, it took me way too long.
This should be in since release, no matter how bad the balance is, ingame ATs like in GW1 are needed..
http://wiki.guildwars.com/wiki/Automated_tournament
To summarize this: GW2 was created as a PvE-Game in mind. PvP was just an additional feature to get the majority of GW1 players in it and sell it as AAA-Title with E-Sports for the future. And now they try to adapt a PvE game into a PvP, which hardly work.
Sadly true. But why exists a video in which Martin Kerstein mentioned, that the PvP in GW2 will be much better than PvP in GW1? More wrong he couldnt be..
+1
If they would look at the current meta like they look at the maps, the whole pvp system would be “out of tournament rotation”
1. soloQ and guild/premade ladder
2. daily/(weekly)/monthly tournaments with QP-System (like GW1)
3. spectator mode for TOURNAMENTS and recording function so you can watch a match later (maybe with 1 minute recording delay to the match to prevent misuse)
From 0:26-0:33 he says (tranlsated): “We had a really good reputation with our pvp in GW1 and our pvp in GW2 will be much better” – Greatest lie ever :/
1. Their opinion of the balance (Timewarp (most team-fight changing skill ever); portal —> a HUGE disadvantage for teams without mesmer; def ele, rtl with orb etc..)
2. Whats the logic behind letting premades play against pugs? Why no GUILD wars?
3. Upcoming features (what and when): Ladder; observ; weekly,daily,monthly toruneys
Additional: I hope they will understand that the most of the pvp community left cause of balance/lack of content or competition and they have to do sth quick..
—→ I’d like to see their reaction if you say that the march update is the last chance to keep Xeph ingame
Are the reward chests adapted to the rating? Because if they are not, ppl who win a lower rated match get more than ppl who lose on a higher rating
1.) Why player-based ladder/rating (is there any kind of ladder in this patch?) and not guild-based? Why not separating guild and non-guild teams?
2.) Like above said how will guesting be affected because it cannot be the plan that nobody wants to guest because ur own rating gets lower when u lose a match…
3.) Time-warp and def chars, I’d like to hear a comment on the current meta and if they want to change it
4.) Is there a new kind of (paid) tourneys planned, e.g. like daily AT in GW1 with swiss system?
JS, could u write sth more about matchmaking?
How is it works? Rank or win/lose ratio is the most important thing? Do u plan create GUILD ratting soon? Do u plan balanced rewards? For low ratio lower than for higher? How do u see it? Do u think that gems should be part of reward?
Because its important to not waste another half year for bad/not working matchmaking.
This is also what I think.. Im no friend of stupid player ratings and average team ratings based on the player ratings for matchmaking.. Imagine: I always play with my guild and we all have the same player rating. Then I guest in my friend’s guild and we lose a couple of matches so MY OWN player rating decreases. Then I play again with my guild mates and our average team rating is lower than before because my player rating is lower through losing with a DIFFERENT team… but this affects our team rating —> that makes no sense imo
/vote for GUILD ladder
Fact: Good teams will stay on a ratio over 50% wins, even when they fight good teams. And when they loose they will fall down from mabye 80% wins to 75%. If this keeps going till they reach lets say 70% where now the average teams come up from, they will sure win against the other 70% ration “average” team. So they move up again.
The problem you mabye have with, is that the ratio will start with low numbers where every win or loose will catapult you on top or smash you to the ground of the ladder. And with time when you reach 1000 games it will be harder to get up in this ratio.
So the only fix this system needs is that you make a pool of the latest 100 games you played. So when you play a match again, the oldest match will fall out of that statistic and this new match will take over the place. Short: Newest in pool and oldest out of pool.Open for objections.
This. If u win a match u will get a higher rating depending on the rating of the team u just have beaten. Example (taken from GW1): In normal ladder matches the rating change was between 0-15 rating points. If u won against a team with a rating close to urs u got +7 rating, if u won against a team ways higher/lower ranked u got +12,13 or +3,4. So the win/lose ratio depends on the quality of the teams in different rating areas and how good u are compared to ur own rating. (GW1 best ladder system <3) In tourneys the maximum rating change was higher, but still depended on the opponent team rating, but there was a swiss style in tourneys what was ways better than the normal paid system atm..
They really gave it the name “Tournament”? biggest joke ever
I mean come on do you guys find this entertaining?http://www.youtube.com/watch?v=lUB677OVIus
My god the effects were huge back then, it’s like everything went miniscule. Not to mention that ridiculously oversized well from the necro.
Lol, watch at 0:26. He says (translated): " With GW1 PvP we had a high reputation, but with GW2 our PvP will be much better." looking at current state of pvp Nice joke
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Maybe, but the problem is so many pple left the game i see it on my own guild, but coming ur idea:
Ratting: less than 900 – glory only for winner
900-1100 – bronze boxes winner / losser only glory
1100-1200 – Silver boxes, more glor winner / losser bronze boxes + glory
1200 + vs less than 1200 – gold boxes+ glory for winner / silver boxes for losser
1200+ vs 1200+gold boxes+ glory + aditional reward(30 gems for winner) / gold boxes for losserReward should depence from higer rank guild/team.
Free tournaments can stay, u just need to remove teams, so its solo que or dual.
Paid tournaments are not necessary because we’ll have normal ladder.
Yes, sth like that is what I meant. And as I said, there only can be created new titles, for winning matches over rating 1200 e.g., that would be titles/ranks that REALLY say sth about the player’s skill like champ rank in GW1.
Instead of paid tourneys with only 8 teams in one tourney and the losing teams are out instantly, there should be a tourney with swiss system. ( http://wiki.guildwars.com/wiki/AT ) Maybe more often than 3 times per day, each hour one during primetime, but this assumes enough teams playing active, and, like u already said, thats the next problem… I still hope that they decide to change from player to guild ladder and let the current tournament system go through their minds again…
Sec thing its Guild laddder/Inwidual ladder. I prefer Guild ladder but we should remmber about smurf “top” players(Somebody is off we care so much so lets play in new guild with 1 guest). Its too easy switch guilds and player base is to small to protect new pple. The only one conclusion on PvP EACH PLAYER should be assigned to 1 guild. I hope its possible and u can back guest system only for PvP. What other pple think about this solution problem of the smurfs?
Another solution could be that the rewards you gain (like rank points, gems, maybe different ranking titles, boxes etc.) are rating-based so that higher rated guilds get more and better rewards. Then there will be no more reason to smurf all the time, like boxes/zkeys-farming in GW1, cause you can practise in custom arenas without to have fear to lose rating and dont need to smurf for this.. I mean, is it fun to get very low rewards by “farming” newbies in a smurf guild all the time (look at free tourneys, are they really make fun to play as a top guild? I dont think so..)
Anyway, i prefer have some ppl smurfing than a silly and senseless player ladder..
We will be using our MM (matchmaking) system to match teams up against one another. Each player has their own rating, and these ratings are used when 2 teams are fighting one another.
I dont understand why you dont want to make a GUILD ladder. Why supporting non-guild teams while having this guild system where you can easily represent a guild only for a few hours if its needed to have 3 ppl from one guild to be a guild-team. A guild-only system would make many things easier. If you rate a team by the average ratings of the players in it, there are many problems. E.g. if there is only one player in a top team, maybe a guest or sth, that is much lower in these player ladder and u build the average ladder position of the 5 ppl, the whole team will be handled like a less good team what it isnt. With a guild ladder you also could make easily a 1 team on 1 team matchmaking system. Why u dont look at the great GW1 systems? …
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