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10v10 gg = death of 5v5?

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  • fantasycharacterfantasycharacter Member, NW M9 Playtest Posts: 675 Arc User
    edited May 2015
    GG is also more attractive now due to it's new anytime availability. Lots of people probably want to finish up their GG PvP campaign. It was harder to do before because you were on the game's schedule, instead of your own.
  • crixus8000crixus8000 Member Posts: 1,205 Bounty Hunter
    edited May 2015
    Except the kill doesn't count.

    You just see "Died". And not "StupidKillThristyPerson has been killed by Crixus"

    It does count :) Maybe in some situations it doesn't I have seen that too but I would say 80% of the time I get the kill for it.

    And it's also very fun sneaking around at the lever and seeing about 5 of the enemy team run over bridge and all fall into the spikes that is the best feeling...
    Crixus - PVP GF
    [SIGPIC][/SIGPIC]
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    macjae wrote: »
    You gain more personal points that way, but it doesn't help your team win. Holding the nodes, especially the ones that spawn NPCs, is still key to that. Just running node to node to score capping points is a great way to help the team lose while getting a high score.

    ok, I won't pretend to know much about gg, I only really have been playing it since mod6 dropped. The 20v20 made it unplayable for me before due to lag. Its just my experience that the more I tie up the other team on a node the more my team tends to lose. It doesn't make sense and is probably just coincidence.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited May 2015
    I think the real issues with GG replacing domination is that GG is not "leaderboard" attached so players dont get mad when they lose.

    Also, there is no matchmaking which ENDS UP giving you more balanced games than the current Domination match making system.

    So solutions:

    Fix/remove Domination matchmaking.

    Fix/remove the leaderboard.




    I think leaderboards should be something associated with guilds rather than players. Ontop of that, rather than a "total player" leaderboard if you DO want one, it should be a CLASS specific leaderboard that spans across ALL types of PVP.


    Open World - BID pvp + GG + Domination. Then it gives you a "ranking" in JUST your class.
  • edited May 2015
    This content has been removed.
  • grabmooregrabmoore Member Posts: 188 Arc User
    edited May 2015
    Eh, I have a lot more fun in dom than gg. In gg I rarely get good matches but that might be because I queue with full party so enemy quits early, dom i solo a lot. I miss the old gg not that I've ever really enjoyed either versions

    It's more that they recognize your at-handle and know you exploited in the past. Noone wants to play with someone, who had all deities and licks of abuses.
    @grabmoore

    Heroes of Darkness

    Retired since 02/15
    My opinions are my own. Please do not judge my friends nor guild for my statements.
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited May 2015
    nem3ziss wrote: »
    In GG you can throw people into spikes, in Dom you can't, so GG>>>Dom :D

    Or I can throw myself into the spikes to deny a kill. Best way to die besides on node.
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • bertrandxbertrandx Member, NW M9 Playtest Posts: 147 Arc User
    edited May 2015
    quspiv wrote: »
    The only negative side of GG is bug with control points. (some specs, rogues for sure* can jump inside of it and they wont take any dmg there, while they can still dmg those who're outside) This have been reported and Devs should already know how to reproduce it, so maybe we'll get a fix.

    I've seen this happening twice and it's a nasty bug/cheat indeed. Has it been up only after mod6? I never seen it before in the last modules.
    Bert - Lv70 pathfinder trapper. How's sunny california?
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    ayroux wrote: »
    I think leaderboards should be something associated with guilds rather than players.


    This. Mind you a guild can be only 5 people. Domination is a team game and unless you are playing as a team (premade) the results are always uncertain. Uncertainty does not make for reliably valid rankings. My wish would be a gear-bracketed guild leaderboard. So guilds could have multiple teams of different gear levels on the board and smaller 5 man groups could also compete in their own gear brackets as "guilds".
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited May 2015
    macjae wrote: »
    That person was doing the right thing, and giving good advice, while you were seemingly dead set on doing the wrong thing. That she placed low on the scoreboard means nothing; you can easily get a high score and contribute little to nothing to winning a game.

    Your personal score grows by capping nodes. However, your team gets points by holding nodes (blue). If you cap a node, you get 300 points, but it doesn't help your team if you run away and the enemies arrive immediately afterwards. That means that node doesn't tick for any points for your team. Your score grew, but you didn't bring the team closer to winning. You can easily score very high like this.

    On the other hand, a player that only ever caps one node but manages to keep it clear of enemies (blue) or keeps it constantly contested (mixed red/blue) and ties up multiple enemies fighting on that node can easily carry the whole rest of the team. He'll score much lower, but his contribution to the overall team victory is much greater than some knuckledragger that just runs around getting capping points to max out personal score.

    This is why defending 2 and 4 are especially important. Those nodes spawn NPCs, which allow a smaller number of players to effectively defend against larger numbers. That means that either the enemy team has to commit more players to fight there, which gives numerical superiority on the rest of the map, or it means they give up contesting that node altogether, which allows it to continuously tick points for your team; if the rest of the team can then contest and occasionally the other nodes evenly with the enemy team, that will eventually win the game.

    So, personal score has nothing whatsoever to do with team contribution to winning. I tend to laugh at players that suggest their high personal score suggests they are doing well, because it often indicates the opposite -- that they don't understand the mechanics of how to win games.

    100% this. Its why the score system in this game means next to nothing. In fact I think NOTHING means more than the score system in NW.

    You can be #1 only because you get 300 points per cap, however end up contributing next to nothing as far as the team goes.

    What they SHOULD do realistically is remove the "cap" points of +300 then givve instead each player that helped conribute to that cap +10/sec as long as it scores points for the team.

    So then YOU only earn points individually if your team does. Or you get kills/assists.

    This would start showing players who REALLY is contributing to score and who isnt. Because that idiot who runs around capping, never contesting and only gives up the node after 5 seconds will end up with next to zero points and the guy who contests, caps and kills will end up with way more.

    I also think though that contesting should be mitigated by allowing the node to still tick 1 point every 3 seconds rather than zero. This alleviates some of the contesting issues. However ontop of that a TR in stealth (and HR in daily) should count as unable to contest/cap while stealthed. Just makes sense to me.

    Would make the game much more enjoyable TBH.
  • rotatorkufrotatorkuf Member Posts: 537 Arc User
    edited May 2015
    macjae wrote: »
    That person was doing the right thing, and giving good advice, while you were seemingly dead set on doing the wrong thing. That she placed low on the scoreboard means nothing; you can easily get a high score and contribute little to nothing to winning a game.

    Your personal score grows by capping nodes. However, your team gets points by holding nodes (blue). If you cap a node, you get 300 points, but it doesn't help your team if you run away and the enemies arrive immediately afterwards. That means that node doesn't tick for any points for your team. Your score grew, but you didn't bring the team closer to winning. You can easily score very high like this.

    On the other hand, a player that only ever caps one node but manages to keep it clear of enemies (blue) or keeps it constantly contested (mixed red/blue) and ties up multiple enemies fighting on that node can easily carry the whole rest of the team. He'll score much lower, but his contribution to the overall team victory is much greater than some knuckledragger that just runs around getting capping points to max out personal score.

    This is why defending 2 and 4 are especially important. Those nodes spawn NPCs, which allow a smaller number of players to effectively defend against larger numbers. That means that either the enemy team has to commit more players to fight there, which gives numerical superiority on the rest of the map, or it means they give up contesting that node altogether, which allows it to continuously tick points for your team; if the rest of the team can then contest and occasionally the other nodes evenly with the enemy team, that will eventually win the game.

    So, personal score has nothing whatsoever to do with team contribution to winning. I tend to laugh at players that suggest their high personal score suggests they are doing well, because it often indicates the opposite -- that they don't understand the mechanics of how to win games.

    exactly

    this is another problem with the generic "pvp community" in this game

    "look at your place in the scoreboard, you're in last and i'm in first, you obviously don't know what you're doing!"

    thank you for explaining why that argument is nonsensical
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited May 2015
    I LOVE GETTING RID OF 5V5 10v10 is much more fun.
  • rotatorkufrotatorkuf Member Posts: 537 Arc User
    edited May 2015
    ayroux wrote: »
    100% this. Its why the score system in this game means next to nothing. In fact I think NOTHING means more than the score system in NW.

    You can be #1 only because you get 300 points per cap, however end up contributing next to nothing as far as the team goes.

    What they SHOULD do realistically is remove the "cap" points of +300 then givve instead each player that helped conribute to that cap +10/sec as long as it scores points for the team.

    So then YOU only earn points individually if your team does. Or you get kills/assists.

    This would start showing players who REALLY is contributing to score and who isnt. Because that idiot who runs around capping, never contesting and only gives up the node after 5 seconds will end up with next to zero points and the guy who contests, caps and kills will end up with way more.

    I also think though that contesting should be mitigated by allowing the node to still tick 1 point every 3 seconds rather than zero. This alleviates some of the contesting issues. However ontop of that a TR in stealth (and HR in daily) should count as unable to contest/cap while stealthed. Just makes sense to me.

    Would make the game much more enjoyable TBH.

    yup

    it blows my mind that some random people on the internet are a lot more qualified at logic and reasoning, and basically redesigning this game for the better, than some of these designers

    it makes me wonder if they just don't play their own game, hindsight is 20/20, but for this team it doesn't seem so
  • misharonamisharona Member Posts: 61 Arc User
    edited May 2015
    ayroux wrote: »
    100% this. Its why the score system in this game means next to nothing. In fact I think NOTHING means more than the score system in NW.

    You can be #1 only because you get 300 points per cap, however end up contributing next to nothing as far as the team goes.

    What they SHOULD do realistically is remove the "cap" points of +300 then givve instead each player that helped conribute to that cap +10/sec as long as it scores points for the team.

    So then YOU only earn points individually if your team does. Or you get kills/assists.

    This would start showing players who REALLY is contributing to score and who isnt. Because that idiot who runs around capping, never contesting and only gives up the node after 5 seconds will end up with next to zero points and the guy who contests, caps and kills will end up with way more.

    I also think though that contesting should be mitigated by allowing the node to still tick 1 point every 3 seconds rather than zero. This alleviates some of the contesting issues. However ontop of that a TR in stealth (and HR in daily) should count as unable to contest/cap while stealthed. Just makes sense to me.

    Would make the game much more enjoyable TBH.

    I also completely agree with this. As a new-comer to NWO, I was a bit mystified as to why I couldn't earn any points by holding a node. The current system tries to force/reward constant combat while penalizing those who think strategically...
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    I LOVE GETTING RID OF 5V5 10v10 is much more fun.

    I so disagree with this....gg is absolutely meaningless. You que until you see you can have an easy win then you play it out against the three or four players who remained on the other team. It is just a big wild run around crazy game. Which is fine and there is a place for it, but a decent sized glory rewards and seals of triumph for doing absolutely nothing is something that shouldn't happen. It leads to clueless players in full burning gear running around a dom map like it is gg and then getting upset at being badly spanked.
  • sentineltitaniasentineltitania Member Posts: 63 Arc User
    edited May 2015
    It's a double-edged Sword...

    Domination: Less fun than GG, but the PVP pre-mades are now gone from there. So many more people can have their fun without getting their head stomped into the ground


    Gauntlgrym: More fun than Domination, but I've noticed a behavior of PVP pre-mades running around lately, spoiling the fun of other non-premade people.


    So... If you want to have a decent, casual PVP. You will need to play the lesser fun version which is Domination, since all the BiS people play GG more now.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    It's a double-edged Sword...

    Domination: Less fun than GG, but the PVP pre-mades are now gone from there. So many more people can have their fun without getting their head stomped into the ground


    Gauntlgrym: More fun than Domination, but I've noticed a behavior of PVP pre-mades running around lately, spoiling the fun of other non-premade people.


    So... If you want to have a decent, casual PVP. You will need to play the lesser fun version which is Domination, since all the BiS people play GG more now.

    Interesting opinion. I tend to have much more fun in domination because every single fight the stakes are much much higher. I have also seen a ton of premades in dom lately, though less full on premades.

    If things continue as they are now, gg will be the death of serious pvp in neverwinter.
  • sentineltitaniasentineltitania Member Posts: 63 Arc User
    edited May 2015
    Interesting opinion. I tend to have much more fun in domination because every single fight the stakes are much much higher. I have also seen a ton of premades in dom lately, though less full on premades.

    If things continue as they are now, gg will be the death of serious pvp in neverwinter.

    Domination premades tend to be Duo-Queue or Trio-Queue. I don't think PVP guilds bother full-on premading there unless it is agreeing between two guilds, to face each other.

    Gauntlgrim on the other hand... Synchro-queue happens more often. It was already happening in the 20V20 version, but now it's much easier to have two parties of the same guild since the numbers are reduced. With a full pre-made.. you can get the achivements quite easily. Especially if you spawn camp the poor helpless souls that are the other team. Spawn camped enemies tend to get out of their spawn over and over again for some strange reason... They think they can stand a chance. But in a game like NeverWinter, perseverance really doesn't do anything, it's gear that does.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited May 2015
    Domination premades tend to be Duo-Queue or Trio-Queue. I don't think PVP guilds bother full-on premading there unless it is agreeing between two guilds, to face each other.

    Gauntlgrim on the other hand... Synchro-queue happens more often. It was already happening in the 20V20 version, but now it's much easier to have two parties of the same guild since the numbers are reduced. With a full pre-made.. you can get the achivements quite easily. Especially if you spawn camp the poor helpless souls that are the other team. Spawn camped enemies tend to get out of their spawn over and over again for some strange reason... They think they can stand a chance. But in a game like NeverWinter, perseverance really doesn't do anything, it's gear that does.

    That makes sense, how cheesy lol.

    Perseverance counts in Dom. Better geared people with less of it, who are less disciplined, or have less of a sense of where they need to be at a given time, often lose horribly.

    I am curious if this new "gear is win" thing will get anywhere in neverwinter or if it is just a new flock of people who cryptic priced out of upper tier competition. I can't see spending a ton of money or grind/making that investment in this game. It is a <font color="orange">HAMSTER</font> game that can fail any moment. That said pvp is still fun and being not super geared means there is usually a good challenge in pvp.
  • mynwacctmynwacct Member Posts: 29 Arc User
    edited May 2015
    Bro, tbh this is an amazing idea +1!!
  • mynwacctmynwacct Member Posts: 29 Arc User
    edited May 2015
    Hmm.. king of the hill.. with sort of a gigantic "wrestling ring" type of arena, with ring-out deaths/eliminations...

    10 vs 10 vs 10 - 3 team brawl ensues, any side that eliminates all others and remains wins...

    perhaps special features such as "spring traps" or "spike traps" or etc etc.. sudden random flashing patch of ground(like the red circle?), anyone standing there will be effected by the trap which activates 5 seconds later and then boing! the trap will fling the players out, or shishkebab their arses... brainy fights by CCing, pushing others into traps, or throwing them off the platform...

    maybe sometimes a random boss-level mob drops out of the sky and wrecks crazy havoc... sometimes maybe Tiamat heads pop up from the edge of ring/platform and wooshes down with dragon breaths...

    sometimes just plain bonkers buffs... like your attacks gain 2% chance to polymorph target into a pig for 10 seconds, for a total of 30sec duration... sometimes wacky debuffs... like for 10 seconds all your friend-foe tags are reversed..

    ...a sort of SUPER SMASH BROS! of NW world...something that is a bit light hearted, chaotic and hilarious... anyone can enjoy from the suckiest of players to highest level of premades..

    ...to ensure fights happen... a center circle, where the team with most number of players in it will collect points, so people constantly have to barge in and fight... and timid defensive turtling is discouraged...


    Man, that would be classic.... if we can get rid of the inadvertent lag that would happen...

    Tbh this is an awesome idea +1 :)
  • bertrandxbertrandx Member, NW M9 Playtest Posts: 147 Arc User
    edited May 2015
    bertrandx wrote: »
    I've seen this happening twice and it's a nasty bug/cheat indeed. Has it been up only after mod6? I never seen it before in the last modules.

    From the patch notes for today's patch:
    Updated collision around Gauntylgrim Capture Points to prevent players from getting stuck in them.

    Yay!
    Bert - Lv70 pathfinder trapper. How's sunny california?
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