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OutOfOrder.3719

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Posts posted by OutOfOrder.3719

  1. Ok I have changed my mind. The potion of the mist is not junk, as it can be used for virtually anything you want.

     

    And the random souvenir drop yields on average 1 gold for each key.

     

    This is not as bad as I originally thought. I just wish the potion yielded more than 300 reward track progression.

     

    However, the food offered is still crap and can't even be sold on the trading post. Level 70 food for real?

  2. Worst guaranteed keys in a long time.

     

    Definitely skipping these black lion keys for a guaranteed Potion of WvW/PvP reward? Seriously?

     

    As if the Large PvP potion after obtaining a top 250 rank wasn't bad enough. The food items offered are also junk and not even level 80 food.

     

    I think this was a test by ANET to see if people would still open keys even with horrible rewards. It determines which black lion key openers are compulsive gamblers who will gamble no matter what every month, and those who only buy keys occasionally when the value improves.

     

    The only value these keys will have is to someone that only plays PvE that hates WvW and just wants the Gift of Battle quickly.

     

    For someone like me that plays only PvP and WvW 90% of time, this is absolute junk.

  3. If only specific gemstore purchases counted towards this event, the gaming population would be more inclined to donate.

     

    For example, 800 gem purchase of revive orbs, would give you 10 orbs and would be donated to actual "event".

     

    Or 2100 gem purchase for 25 black lion keys would give a $20 donation for the time of the promotion.

     

    That way the people who donate actually receive an item immediately and more revenue would be generated for the time of the event !

  4. If only all specific gemstore purchases counted towards this event, the gaming population would be more inclined to donate.

     

    For example, 800 gem purchase of revive orbs, would give you 10 orbs and would be donated to actual "event".

     

    Or 2100 gem purchase for 25 black lion key would give a $20 donation for the time of the promotion.

  5. It should be called Guild Vs Guild or a 5vs5 Team Ranked ladder.

     

    It would be the easiest way to make PvP exciting again without actually making new content.

     

    Obviously it would be a huge hit, but would be extremely important to keep it separate from the current Ranked PvP system.

     

    Although I would prefer actual new content with new maps for 10 vs 10 GvG PvP, I doubt this will ever happen.

  6. I got rank 130 for the first time ever at the end of the season with rating 1605. Now I will have an incentive to keep improving to obtain the title next season.

     

    Thank you so much for bringing titles back.

     

    Also, thank you for the specialization display icon that allows players to view what specialization everyone picked. :)

     

    Can you guys think of a better reward than a Large PvP potion lol? 2000 reward track progress is really "unrewarding" .

     

    At least titles are coming back which is sincerely the best motivation for me to keep playing. Thank you :)

  7. Requesting Battle Royal is a silly request.

     

    However, requesting GvG for 10 vs 10 would be much easier to implement using the current PvP system with amulets.

     

    GvG is what you should be asking for. I personally hate DOTA and league of legends.

  8. Shadowpass, although I love your idea of having more ways to track player activity in a game, it would be extremely complicated to write any of those algorithms.

     

    Calculating invisible value and negative value would require the entire PvP system to be overhauled and unfortunately I don't think ANET will invest the effort to do so.

     

    However, tracking how often a player dies is already being tracked in "deaths" every match. Imagine trying to track players that fight and die on point versus players that die off point. So for simplicity sake, just tracking how many times a player dies is what is really important.

     

    Although writing a code to track when a player actually becomes AFK for 20 seconds or more would be more challenging, it would be possible.

  9. The only way you would be in position to make 15 kills, is because your team is fighting on point with sustain and 1vs1 builds.

     

    Although you are definitely helping your team +1 and make kills and win the game, typically you will lose if all your allies are fighting off point and rotating like you.

     

    "Not dying" is more important for all PvP professions and roles, but also important when you are running a high burst squishy build.

     

     

  10. Let's hunt down the player how?

     

    Not heal him and Rez him? Let him die in the middle and run away and force him to play 1vs3 on a node?

     

    Well this is exactly why players that lose a match, all lose the same experience.

     

    It's only when the team wins, and that team has a player that dies 6 times or more, only then does that one player receives less experience for the teams win.

     

    And if you simply go AFK to tank the player's rating, guess who is going to be punished more?

     

    I guess your funny statement could have meant "let's only kill the high rating player to tank his rating". But if you couldn't do it before, and your team couldn't coordinate a strategy to begin with, I doubt you are going to be able to focus fire 1 specific player LoL.

     

    Everyone can make mistakes in a match and fight 1vs2 or 1vs3 and die. But good players have map awareness and will avoid some of these encounters and definitely will avoid this situation 6 times in a match. In fact, being able to fight 1vs2 and consistently win is what allows player to hit the legendary tier.

     

    But even Cellofrag does not die more than 6 times a match when fighting 1vs2 or 1vs3 to create a numbers advantage elsewhere on the map for his team.

  11. For example, if a ranger/dead eye uses a high burst build and makes lots of kills, they should not receive a higher rating as those builds rely on having other players with 1vs1 ability and sustain to cap the point while killing the enemy from long range.

     

    So although killing people is important to win a match, I really think "not dying" is even more important and applies to all classes.

     

    I would argue that not dying more than 6 times really is one of the best metrics to determine player skill when a team wins the match and applies to everyone on the team.

     

    We all have played those games where 1 guy will keep charging middle by himself into 1vs3 or even push far all game only to die every time.

     

    All I'm proposing is that if your team manages to win despite having a player repeatedly die multiple times, the player that is clearly being carried should receive less of a rating gain than other players who will receive full credit for the win.

     

    Keep in mind that everyone loses the same experience for losing a match. This will hopefully reduce the chance of having less experienced players being matched up with higher skilled players, since those players really should never have been rated that high due to being carried in previous matches.

     

    And it seems like a no brainer to not give any experience/rating gain to players that go AFK for 20 seconds or more and the team manages to still win.

     

    In fact, double experience loss should be given to players that prematurely go AFK and the team loses. Although I don't mind playing with less experienced players, nothing makes me more upset than players that go AFK immediately once the team is a 100 points behind.

     

    Players should be encouraged to play from the beginning till the end of a match. I have posted in numerous other threads about how Pips should be awarded differently to discourage AFKing in matches, but this would probably cause players to play fewer games and make Ranked PvP games have an even smaller population.

     

  12. > @"Deimos.4263" said:

    > I'm sorry but this "solution" just plain isn't good enough.

    >

    > I'm not in the USA. I have plenty of American friends that could get me a code, and have offered to do so. I'm quite tech savvy enough to spoof my location and you'd never know. But I'm not a liar, or a cheat. I wish this company could say the same.

    >

    > But you know what? I no longer want the kitten t-shirt with *your logo* on it. You've lost a customer today, because I won't be treated like a second-class person because of my location. You *could* have fixed this, easily, and you chose not to do so. So say goodbye to $150 USD in revenue I fork over each and every week. I'm not leaving the game but I'm done giving you my money.

    >

    >

     

    Yep. At this moment, marketing at ANET really needs to evaluate their decisions that impact their entire customer base.

     

    This entire Kung fu promotion really has Upset me , even as American consumer that was able to obtain the codes. This incident has definitely made me stop any immediate gem purchases and potentially much longer than that.

     

    Players have every right to be mad, and the way this event was handled was awful and not well thought out or planned.

     

    The removal of titles in PvP from the Leaderboard, when holding a top 250 spot, is just another example of a bad decision by marketing that impacts PvP players. The right solution would be banning more hackers or win traders that are ruining what's left of the PvP player base. Removing the best incentive to keep players competive without replacing the current system with something else; is another poor decision made with little consideration of the impact it will have on the dedicated PvP community.

  13. Making an effort to not die multiple times really should be encouraged.

     

    Although there is more to winning a match than not dying, it's really the only metric that is already being tracked and would be easy to implement and execute.

     

    The problem is that unfair matches are set up way too frequently and are not fun in general to play. The problem is really how the matching system is set up and how quickly players gain and lose their rating.

     

    If AFK players were penalized for going AFK for 20 seconds, they would be less inclined to do this at any point.

     

    Sure, someone could still intentionally give up and run in place and accomplish nothing, at least it would require more effort for them to do this.

  14. The intention is reduce the benefit that under performing players receive when the team wins a match. If a player dies more than 6 times in a 15 minute match, that player is doing something wrong.

     

    We all know that the matching system forces players to carry their teammates in order to maintain platinium 1 or higher.

     

    And the problem is that many players are rated much higher than they should be. There is no reason why silver players should be matched with 1 platinium player vs an entire team of gold players. But the matching system does this.

     

    And if players were penalized for going idle for 20 seconds after respawning, this would be an easy fix towards players that give up and go AFK immediately after falling 100 points behind in the match.

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