Obviously and unfortunately the new patch didn't do anything to resolve the situation with the afk pvpers. The problem is rarely if ever do the pvpers actually afk. They just do not leave the spawn point. A simple solution would be to make the starting platform area have a 30 second timer in which you are required to leave the zone. If you do not leave the zone in time you will be removed from the match and receive no experience. Another solution that comes to mind would be to give the winning team substantially more experience for winning the match to make it in everyone's best interest to win the match. One or both of these changes would not only fix the issue but also make for more exciting and rewarding gameplay. The problem as it stands is just that there is simply no incentive the leave the spawn area given you receive a giant amount of experience still and glory as well even though you did nothing. Just give people incentive to leave spawn or incentive not to stay.
Increasing the rewards won't do anything. The people that choose to exercise this exploit don't care about how much they get, just that they get some. You already get more for winning than losing.
Reading comprehension is essential in a medium that requires reading for communication.
Perhaps then make the amount of experience gained based off of the amount of points your team gets at the end of the match. Winning team gets double experience. Or maybe even require a minimum number such as 200-300 to get any experience at all. Forcing them out of the spawn point would make all of the difference.
Say for instance in the first bracket(10-19) you received 1 point of experience for each point your team accumulated. winning team gets 2.then increase that number by 1 for each new bracket. i/e 20-29 gets 2 per point winning team gets 4 all the way up to the 50-59 bracket where it would be 5 and 10 for the winner totalling a max of 10000 exp per match. I think this would be good exp for the current levels and should scale nicely to fit the new levels in each bracket. And would give incentive to not stay in spawn if you want any reward.
The idea about a timer on leaving spawn is a good start I think.
What the community has been calling "afk" is just a general term for players sitting through pvp matches (usually at spawn) doing nothing-they are not necessarily "afk". At least if they have to go down and get killed that would be a good start to a comprehensive solution.
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adrynbMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 22Arc User
edited May 2013
I'm starting to think there is no solution. People en masse have power over any system it would seem.
If they have to move out of the spawn zone within 30 secs or get kicked they'll simply move out of the spawn zone and then stop, get killed and repeat. The only way to stop it is for cryptic to ensure that everyone that does it gets banned but the time, money and resources required to investigate every claim makes that idea unfeasible.
I'm starting to think there is no solution. People en masse have power over any system it would seem.
If they have to move out of the spawn zone within 30 secs or get kicked they'll simply move out of the spawn zone and then stop, get killed and repeat. The only way to stop it is for cryptic to ensure that everyone that does it gets banned but the time, money and resources required to investigate every claim makes that idea unfeasible.
I don't really think banning people is the solution. It is not necessarily anyone's fault but the designers that people do this. What people need is incentive and reward for effort and to get no reward when they don't put forth that effort.
The idea about a timer on leaving spawn is a good start I think.
What the community has been calling "afk" is just a general term for players sitting through pvp matches (usually at spawn) doing nothing-they are not necessarily "afk". At least if they have to go down and get killed that would be a good start to a comprehensive solution.
Also another problem that stands with the fix in the newest patch is that if the opposing team doesn't cap a single point then the match doesn't even last long enough for the system to even flag them afk. I believe it takes 5 minutes to be flagged as afk and i don't believe it even last 5 minutes.
I don't really think banning people is the solution. It is not necessarily anyone's fault but the designers that people do this. What people need is incentive and reward for effort and to get no reward when they don't put forth that effort.
I agree with this completely. It may seem complicated but what is causing it is very simple. It is human nature to do the least effort to attain the greatest result. People will choose the path of least resistance. What must be done is eliminate reward from paths of least resistance.
Also another problem that stands with the fix in the newest patch is that if the opposing team doesn't cap a single point then the match doesn't even last long enough for the system to even flag them afk. I believe it takes 5 minutes to be flagged as afk and i don't believe it even last 5 minutes.
That is way too long! 1 min at the most; in most games I can barely look away for 5 secs let alone stand around for a minute doing nothing.
So... put a heavy object on your W key and run out of the spawn point will be the new technique next is what you're getting at?
There are far too many ways to work around a useless AFK system. Having players "Need" to leave the spawn point won't change anything.
What they need to do, is simply this; Losers gain NO GLORY, that way, there's no incentive to actually do PvP if you're just going to lose on purpose.
Yes, this is a bit harsh, and forces players to have a good team, and it does hurt a lot of people who are actually trying to win and lose. But, that's what T1 dungeons are for as well, to get geared so you CAN do PvP.
I'm not saying this is the "best" way to go, they would definitely need to work on a matchmaking system to put players of the same "skill" base together, maybe start keeping track of Wins/Losses, and match-make players based on their win/loss ration.
But... This is the ONLY method that will keep AFK PvP players out of PvP, is if PWE/Cryptic decided to hand out no glory to losers of the PvP match. Otherwise, there will ALWAYS, be a work around for AFK PvP.
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pressexpose1Member, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
people able to write a simple keyboard macro that jumps them every 5 seconds can also manage to make it walk a few yards first
Matching players based on their win/loss ratios would be a good start. That's what games like League of Legends and Heroes of Newerth do, and it works better than what MMOs manage to accomplish.
Because Neverwinter only uses 3 large servers (and their eventual plan is to merge these into 1 server) there will be tons of players in the available pool. In other games with 20+ servers, you simply don't have the people on each server to segregate them further into skill brackets, but it works on larger mega-servers.
With a skill matching system, not only do you get more balanced teams, but you also eventually get into a situation where all of the afkers become grouped together at the bottom of the ladder, as AFKers tend to have far more losses than wins (since they continually put their own team down a man.)
-Travail.
Eagles may soar, but weasels don't get sucked into jet engines.
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oreoz2573Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
The simple and most obvious solution is 2 fold.
1. Make PvP gear BoA. People who AFK for that to sell will disappear.
2. Tie point gain to experience. Even the crappiest PvPer can manage 1200-2000 points a game. this forces players to participate if they want anything out of the match.
The developers want to stop people going AFK.
They can't.
Only way I can see is to instead make going AFK pointless.
"If you're going through Hell, keep going." -Winston Churchill
[SIGPIC][/SIGPIC]
I don't understand all the hand wringing. Why do you people care so much? I've never seen anything to beat MMO players and their self appointed public avenger status about all things they deem unacceptable.
I don't understand all the hand wringing. Why do you people care so much? I've never seen anything to beat MMO players and their self appointed public avenger status about all things they deem unacceptable.
It's because most normal people dislike cheating wankers. I'm sorry to hear you're not in that group.
But, to turn your statement around: I've never seen anything to beat MMO players & their proclivity for finding ways to profit while not actually playing the game.
Fare you well
Let your life proceed by its own designs
Nothing to tell
Let the words be yours, I'm done with mine ...
If you punish the losing team too much, the same scum which afks now, will just leave in the middle of the match, as soon as they don't clearly see their team winning.
Matching players based on their win/loss ratios would be a good start. That's what games like League of Legends and Heroes of Newerth do, and it works better than what MMOs manage to accomplish.
Once the servers are consolidated into one shard, this is the solution. Ive already suggested it on multiple fronts. Either use win loss ratio, or average score.
The afkers will end up with other afkers and the people who actually play will end up with others who actually play.
0
oreoz2573Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
If you punish the losing team too much, the same scum which afks now, will just leave in the middle of the match, as soon as they don't clearly see their team winning.
Doubtful. You still get glory and XP gain from a loss so they'd be morons to leave with nothing instead of something.
"If you're going through Hell, keep going." -Winston Churchill
[SIGPIC][/SIGPIC]
There is no real solution to AFK PvP tbh. If someone is going to afk, they going to afk and bypass all the blocks in the game. The best way is to use a report function to report players who go afk. If they get over say 10 reports, I think they deserve a ban, like two weeks in the beginning and so on.
So how about a system where your damage dealt/heals/kills/points capped are all associated with a hidden value, completely independent of the points you see at the end of a match. After one game, if this value is ridiculously low, you are given a 1 game ban. If there is a trend (say, 5+ games like this) you are given a 1 week pvp ban, another 5 games, permaban from pvp.
Comments
Say for instance in the first bracket(10-19) you received 1 point of experience for each point your team accumulated. winning team gets 2.then increase that number by 1 for each new bracket. i/e 20-29 gets 2 per point winning team gets 4 all the way up to the 50-59 bracket where it would be 5 and 10 for the winner totalling a max of 10000 exp per match. I think this would be good exp for the current levels and should scale nicely to fit the new levels in each bracket. And would give incentive to not stay in spawn if you want any reward.
What the community has been calling "afk" is just a general term for players sitting through pvp matches (usually at spawn) doing nothing-they are not necessarily "afk". At least if they have to go down and get killed that would be a good start to a comprehensive solution.
If they have to move out of the spawn zone within 30 secs or get kicked they'll simply move out of the spawn zone and then stop, get killed and repeat. The only way to stop it is for cryptic to ensure that everyone that does it gets banned but the time, money and resources required to investigate every claim makes that idea unfeasible.
I don't really think banning people is the solution. It is not necessarily anyone's fault but the designers that people do this. What people need is incentive and reward for effort and to get no reward when they don't put forth that effort.
Also another problem that stands with the fix in the newest patch is that if the opposing team doesn't cap a single point then the match doesn't even last long enough for the system to even flag them afk. I believe it takes 5 minutes to be flagged as afk and i don't believe it even last 5 minutes.
I agree with this completely. It may seem complicated but what is causing it is very simple. It is human nature to do the least effort to attain the greatest result. People will choose the path of least resistance. What must be done is eliminate reward from paths of least resistance.
That is way too long! 1 min at the most; in most games I can barely look away for 5 secs let alone stand around for a minute doing nothing.
There are far too many ways to work around a useless AFK system. Having players "Need" to leave the spawn point won't change anything.
What they need to do, is simply this; Losers gain NO GLORY, that way, there's no incentive to actually do PvP if you're just going to lose on purpose.
Yes, this is a bit harsh, and forces players to have a good team, and it does hurt a lot of people who are actually trying to win and lose. But, that's what T1 dungeons are for as well, to get geared so you CAN do PvP.
I'm not saying this is the "best" way to go, they would definitely need to work on a matchmaking system to put players of the same "skill" base together, maybe start keeping track of Wins/Losses, and match-make players based on their win/loss ration.
But... This is the ONLY method that will keep AFK PvP players out of PvP, is if PWE/Cryptic decided to hand out no glory to losers of the PvP match. Otherwise, there will ALWAYS, be a work around for AFK PvP.
Because Neverwinter only uses 3 large servers (and their eventual plan is to merge these into 1 server) there will be tons of players in the available pool. In other games with 20+ servers, you simply don't have the people on each server to segregate them further into skill brackets, but it works on larger mega-servers.
With a skill matching system, not only do you get more balanced teams, but you also eventually get into a situation where all of the afkers become grouped together at the bottom of the ladder, as AFKers tend to have far more losses than wins (since they continually put their own team down a man.)
-Travail.
1. Make PvP gear BoA. People who AFK for that to sell will disappear.
2. Tie point gain to experience. Even the crappiest PvPer can manage 1200-2000 points a game. this forces players to participate if they want anything out of the match.
The developers want to stop people going AFK.
They can't.
Only way I can see is to instead make going AFK pointless.
[SIGPIC][/SIGPIC]
It's because most normal people dislike cheating wankers. I'm sorry to hear you're not in that group.
But, to turn your statement around: I've never seen anything to beat MMO players & their proclivity for finding ways to profit while not actually playing the game.
Let your life proceed by its own designs
Nothing to tell
Let the words be yours, I'm done with mine ...
Once the servers are consolidated into one shard, this is the solution. Ive already suggested it on multiple fronts. Either use win loss ratio, or average score.
The afkers will end up with other afkers and the people who actually play will end up with others who actually play.
Doubtful. You still get glory and XP gain from a loss so they'd be morons to leave with nothing instead of something.
[SIGPIC][/SIGPIC]