hi, i've just spent the last couple hours doing some solo domination and 9 out of the ~15 games i played there was a leaver on my team, 2 games the leaver was on the other team, and one had a leaver on both teams. it doesn't matter whether we're winning or losing nor by how much, they just quit.. sometimes before the match even starts, sometimes they're offline before i even get into the zone. how does it start when the player isn't even online to accept the queue?
i understand that its being classified as a beta and its a work in progress but its seriously frustrating.. i can't see myself enjoying pvp much if this is what it consists of. why is there no join in progress system to prevent complete imbalance like this? better question, why is there no penalty for leaving in the middle of a pvp match? i ran into someone that had left on the other team that ended up on my team after a game and sure enough went offline again, he didn't say anything.
suggestions i have:
- join in progress. self explanatory, this is basically becoming a standard these days
- more lanes of travel. if the team you're against/on does not have a rogue its basically midturtle the entire match because nobody can get through without being slowed/picked off or whittled down to the point where they aren't even a threat (think alderaan in swtor, battle for gilneas in wow etc)
- point gain over time for defending a node/being within range of a node... at the moment there's little to no incentive to stay and defend a node, which promotes running around trying to farm kills while ignoring the objective.
- leaver penalty
- afk penalty. this should not be the default 10 minute warning + 15 min kick. this should be dropped way down to 1-2 minutes. if you haven't moved for 1 minute you shouldn't be in the group
- vote to kick, leader shouldn't have the power to just start randomly kicking people. someone was afk during one match and when i clicked kick player, it immediately kicked him. i was really surprised to see you can just up and boot someone from a match
- less emphasis on killing blows, more emphasis on points. the post-game scoreboard doesn't even include node captures/defenses on it, it's just kills/deaths/assists. why disregard information on the objective when you're playing an objective based gametype?
- a passive cooldown on the health powerups per-player. instead of having it respawn on a timer (an easy one to remember) why not have it buff/debuff your character causing you to be unable to benefit from the effect until it has worn off? as it stands right now on one of the maps the health powerup is literally 10 feet from the node. all you have to do is hit someone at the node until you're low on hp and then drop onto the powerup). either that or change the buff to a damage buff... you shouldn't be able to emulate yourself a pocket healer just by timing the powerup correctly
- the hp powerups should be a chunk heal and not a hot. this one may have differing opinions, but i really think a heal over time makes picking up a health powerup a less thoughtful decision than a chunk heal. with a hot, anticipating combat you can pick it up and let it continually tick your health back up to full. shorter terms: chunk heal = more involved decision, can't just pick up a powerup and basically avoid all damage for the duration
someone else must have some similar issues with pvp no? i haven't seen many threads but the site has been pretty swarmed since tuesday
Post edited by teekzaleek on
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teekzaleekMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
i'm going to bump this because it's the exact same thing today
3/3 matches already had leavers, one had a leaver and an afker
That's endemic of PvP in a lot of different settings. While it's a good idea to pool resources to try and address this sort of thing, keep in mind that especially this early, before the majority of people have built their characters up and done much of the PvE stuff, PvP won't draw as large a crowd as it may in the future. Leavers in particular will probably always be an issue, but will at least be more bearable with a larger gamer pool.
Current Server:Mindflayer
History Class in the Realms: "Elves did it better first. Also, magic was probably involved somehow and maybe gods. Or godly magic. Now go outside so the orcs and bandits have someone to menace."
Just implement a limited pause and have join in progress. It would pretty much totally solve the problem. You wouldn't have people queueing into unwinnable matches which had already been skewed by the leaver.
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3/3 matches already had leavers, one had a leaver and an afker