Twitch channel:
The Protected By Barhart
- Adamantium (GWF)
- KASPERxHR (HR)
- Marduk (CW)
- WaRRiOr (GF)
- Barhart (OP)
Sub - Yayabings (CW)
Designers of Mayhem
- Nefarius (CW)
- Led Zeppelin (GWF)
- Fiyugofi (TR)
- Marilyn (DC)
- Pipini (SW)
Paper Royal Flush [EoA]
- Xartan (GF)
- Marigold's Gluestickz (TR)
- Nevermind (CW)
- El sanjo (DC)
- Aizu (SW)
Sub - Rookz (HR)
Paper PepegaS [EoA]
- Logen (GWF)
- SuckToBeYou (CW)
- Kaioion (TR)
- CHIEFTAIN (GF)
- Miss Rhoda (DC)
Sub - Ramesh (SW)
+Ape
- Clyde (TR)
- Razorleaf (HR)
- Grace (SW)
- Bloodreina (CW)
- Lancer (GWF)
Noname
- Brutal Pineapple (GF)
- Blackmore (CW)
- Shinobi (TR)
- Moira (DC)
- MELYOUS (GWF)
Retired Washed up GOD GAMERS [EoA]
- Wilk (TR)
- Sugar (OP)
- Zeemoz (GWF)
- Beast (HR)
- Derarzt (CW)
Sub - Elenea (DC)
I would like to give a big thanks to Aizu for the graphics!
Comments
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
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Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
attn: @methuselas / @evergreenzz / @jimmypdt / @blargskull / @apollo#5199 / @xfoxx#8089
These players might be interested in supporting your efforts, participation, donation, or just overall helping out.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
More so, changing stuff can makes things more interesting, how people adapt, and what they do.
It also depends on the rules and how it is structured, for example you can make a 2vs2 tournament, with only mid point.
That depends on the observer. An experienced PvPer will know what to anticipate and where to stand for the best results. The maps are small, and a IMO a real time discussion and commentary can make or break such event.
A lot can be taken from such professional e-sports events (in competitive games), where the commentary and observers are an extremely major part of it.
There are some other rules EOA likes to use for their own inhouses, these might be useful ideas to consider:
We tell people not to use the really expensive potions, this is to help people save AD in matches where you can tell people not to use everything.
We also ban overloads usually, this is also to help people save AD but its also partly to reduce variables introduced by class wards and slayers. It also covers the no drains rule.
My personal opinion on the overload rule we use is that it only makes sense to ban drains (for sure ban these) and the class ward/slayer overloads (not essential to ban but does help reduce class performance variables).
All the others should be permitted due to them being either needed for certain builds or because they are very small bonuses. One example is AP gain builds, corrupt black ice/lethal/piercing overloads are important for these kind of builds. Dragon glyphs and stat or 5% damage increase overloads are also small improvements that there is no reason to restrict.
Similarly, I think some potions should be permitted as their absence also can reduce the effectiveness of some builds unnecessarily. Crit sev pots tend to be important for helping dps classes kill tanky players as an example.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
Flounder is Coming (GWF)
Hate is Coming (HR)
Sulfuric the Acid (CW)
Lost and Flound (TR)
My Twitch
You mentioned everything I wanted to say, I hope it'll be a fun and great tournament.
Pain-Q8
SW:Mouse
OP:MisfitMouse
Adamantium
KASPERxGF
Snitram
Barhart
WaRRiOr
This is going to be fun. Thank you for the great initiative.
Would it be nice if all players wear with the same gear (protege set is easy to obtain now) with just r8-r9 enchants.
I've always thought that the main pvp problem in neverwinter is this. It's too unbalanced.
Cool! Time to kick some HAMSTER!
Flounder is Coming (GWF)
Hate is Coming (HR)
Sulfuric the Acid (CW)
Lost and Flound (TR)
My Twitch
trgluesticksz said ...
"Similarly, I think some potions should be permitted as their absence also can reduce the effectiveness of some builds unnecessarily."
my Cw build IS to drink and consume all potions and scrolls and such : D
There are plenty of guilds on preview with boons, it takes maybe minutes to be invited in one.
Gear can be easily the deciding factor in fights, what`s the point of having rewards as initiative if they`ll be most likely won by BiS players who might not even have the need for them?
I tried in 2018 to do the same but at a lower scale (3vs3 + 1 obs/team, as one of my ally event).
It was really really really hard to organize and maintain in the long run... even though it was only 8 teams to managed (and one forfaited without a single match played)
N°1 biggest problem was for one team to have all its players available at the same time AND compatible with the availabilities of the other team in the same bracket.
Advices :
- prepare as much as possible the form of your tournament and some spreasheets/formulas to manage it.
- a big pool/championship is at the same time 1- easier to manage than a tableau/tournament (because a tableau can have the progression blocked because of the one team in 1/16 that is unavailable during X days long), 2- harder to manage (pools is much more matches as every team play every other ones).
- if teams have to register before the tournament to participate, you should allow them to also have a team roster (5 titulars, 5 substitues for exemple) : this can ease compatibility of playtime between each teams (sometimes it's difficult for all the players of 1 team to be online at a defined same time, and you have 2 teams for a match...)
- teams should decide themselves, together and between each others the date/hour they are facing each one others (so if a team doesn't show up => forfeit and can't complain because they have themselves agreed to the date/hour).
good luck
when you join a guild you get boons not gear .. so i really dont get your point on rewards s initiative vis a vie that
no tornment rules have been set regarding bis gear or limiting guild boons ..besides I would want to fight with my onw guild tag and not some rivals on preview that we had to beg to get into an enemy guild
how many pvp guilds on preview server have max guild boons after the mod wipe ??? ya ... i thought so ...
one can just as easily be invited to a guild on live as well with the boon sections that you want / are not forced into
Flounder is Coming (GWF)
Hate is Coming (HR)
Sulfuric the Acid (CW)
Lost and Flound (TR)
My Twitch
Flounder is Coming (GWF)
Hate is Coming (HR)
Sulfuric the Acid (CW)
Lost and Flound (TR)
My Twitch
So I think the scoring for pvp needs to be completely redone.
Currently the problem is, the scoring system actually encourages players to NOT play pvp. What I mean is, it's based on a ratio of wins and losses which is a terrible metric. IF you quickly glance over the top player on the pvp leader board and see how many matches they have played, it quickly becomes obvious that something is not right.
Here is an proposed idea of how to potentially fix this.
The premise here is to encourage more pvp matches. This means players need an incentive to keep queuing for more and more matches, not stop to preserve their wins to losses ratio.
Here is just an example.
1. Each time you queue into a match you are given 1 point. Even though its only ONE point, which might seem pointless, its the most important piece of scoring. It actually gives incentive to keep playing.
2. In domination capping a point should give you 5 points for each cap. This incentives capping which should be difficult to do.
3. You get 2 points for each player you are credited for killing during the match. This encourages actual pvp.
4. You get 5 points for winning the match (each player on the winning team gets 5 points here)
5. Losing the match you get zero points (all players on the losing team gets zero points)
6. You lose 2 points for each time you die or get killed in pvp. (This is to encourage survival) and a player who can make kills, cap points and survive should be rewarded. Not dying is a reward because dying costs you two points.
So lets play out a simple example here just to show how even if you are on the losing team, you could still potentially be making more points than a player who was on the winning team.
Player Queue Caps Kills Win Deaths Total pts (for the match)
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A 1 2 5 1 3 20
B 1 3 6 0 2 24
------------------------------------------------------------------------------------------
You can see that player B even though they were on the losing team scored 24 points where as the player A on the winning team scored 20 points.
NOTES:
1. The queue points should not be zero. The reason for this is because bulk que forces pvpers to play because if they just sit out there is a player who is crappy pvper who can over time start to beat them in points. This is what you want, it encourages playing pvp.
2. Also all these points need to be close together and not drastic value differences. The bigger spread you make, the harder and less meaningful you make the match worth. Since my premise is based on bulk playing pvp, you should keep these numbers small to prevent broad gaps between players who have a lot of time to dump into pvp vs players who are limited.
3. Also all the encouragement for each important aspect of pvp is counted for. You want pvpers to be encouraged to cap points (domination) and make kills meanwhile preventing their own deaths. It also means even though you might of been on the losing team, the team hasn't completely been the reason your point count is low. If you are a decent pvper, you can make up for being on the losing team by actually playing better. This also reduces the hate that veteran pvpers will place on queuing with "sh!tty" teammates.
Flounder is Coming (GWF)
Hate is Coming (HR)
Sulfuric the Acid (CW)
Lost and Flound (TR)
My Twitch
I'll mention that while imperfect, there is a reason why win to loss ratio is prioritized so much.
Note: its not actually just the win/loss ratio, the quality of the wins (AKA winning vs other high scoring players) matters more than the number but number still important
The other option that comes to mind is prioritizing Kills and Deaths, and making that a dominant factor would be an even worse metric. When you over incentivise killing and survival, you incentivise everyone to play selfishly instead of working together as a team to win the match, they will only want to farm kills and will run away everytime they are about to die instead of keeping your nodes/helping your team win the match.
It would also make kill farming and spawn camping behavior in unbalanced matches much worse, hardly a quality of life improvement for the newcommers.
Kills and deaths typically isn't support role freindly either, since they usually don't kill anywhere near as often as a dps role does.
I'll also mention that a good K/D is very easy to get without being skilled at all, just build tanky and abuse the latest broken BS items and you'll get a great K/D without actually needing to play well.
I also don't think capping should give people many if any points. The reason being is capping and recapping a lot is actually a red flag that something is wrong with your team's ability to hold two nodes. It usually means nobody is defending your nodes (bad play), someone is farming caps at the expense of helping their team (also bad play), and/or your team is too weak and is taking a desperate risk to be able to hang on at all. You also have the obvious problem of trading caps to consider, right now its courtesy for the winning team in grossly unbalanced matches to let the losing team trade caps until the match is over.
I 100% agree that incentivizing everyone to play as little as possible (AKA how PVP currently works) is a terrible way to promote PVP activity rates/ high PVP population size. Its also a terrible way to promote skill.
The population size being larger and more active is vital for making the que system matchmake teams more fairly and would also help alleviate the patterns of win streak followed by loss streak over and over again you see right now. A large population size would also would help skilled players rise to the top by making sure that there is enough competition to keep unskilled players from rising to the top by default.
Right now, if you stop playing after you you reach the spot on the board you wanted, you are much more likely to keep that spot. It almost seems like the leaderboard takes a snapshot of how you were doing at the time you last played in comparison to your peers and doesn't update it until you play again. speaking from experience, it is extremely difficult to pass people who got to the top and then stopped playing for an extended period of time. Especially if they stopped within the first 2 weeks.
There is another proposed solution to the issue you were trying to fix, a decay system. Cryptic-Ridi told me he was working on one a while back, dunno if that project got put on hold or not. A decay system would mean that you can't just park your characters on the leaderboard for long periods of time and keep your spot. Your score would be penalized the longer you remain inactive for and you would slowly drop places over time.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC
-- I don't think banning all gear that summons enemies was necessary but its not a problem to ban it either. I do agree about banning the darkened book since that summons a ton of adds and would get out of hand if anything close to 5 people did it.
-- Clingy leather coat is annoying but also isn't essential to ban.
-- I don't think banning literally all overloads was needed but it will help keep things simple since you won't need to check which overloads people have on.
The 1 healer per team rule was good decision, only downside is it does make it harder to make teams.
The 1 emergency substitute rule is my primary worry. Its better than no substitute but Its going to be complicated enough to get all the teams to have everyone online for every match they are scheduled for. Especially considering this will be going on for a week or two from sound of it. I like the idea for the fixed teams but sounds easier said than done.
The substitute if anyone ends up needing it also will be very hard to get if we are also restricted to only subs who haven't got a team, I'd recommend allowing even a player who has a team to sub since otherwise a substitute isn't even possible to get most likely. To combat rewards related issues, if someone agrees to sub, maybe make it so the sub doesn't get victory points or rewards from that match.
Also should check how strong the substitute is compared to the absent person, you don't want a substitute coming in that is dramatically stronger/more skilled than the absent person.
Another possible solution to the above issues with substitutes is to allow an emergency rescheduling of a match if someone can't show.
PVP Rogue,
--[----- "Your friendly neighborhood spawn of Satan." -----]--
----------------------------------------------------------------
Main Character: Hurricane Marigolds (Rogue WK & Assassin)
Ingame Handle: trgluestickz
Discord Name: Hurricane🌀Marigolds#2563
Guilds: She Looked LVL 18 & Essence of Aggression
Alliances: Imperium & Order of the Silent Shroud
Platform: PC