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My review and opinion of the new PvP system after just 1 day...

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  • xthebluespiritxxthebluespiritx Member Posts: 0 Arc User
    edited March 2014
    id like to add in im finally having evenly matched games, ques have been kind of long but i can live with that. the last 5 games ive played have been neck and neck, and one game i won by a mere 10 points
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1 - Won. not close. led the whole. other team only go 42. I was top of leaderboard. My team had 1 player with only blue armor gear. Another player with armor enchant not slotted. I really hate to see what the other team had.

    Queue time was longer than "usual".

    Match 2 - Lost, not even close lol. My team had a player in all blue gear. Two players in purple with armor and weapon enchant slots empty. Other team had good gear and bulldozed us to the ground. Surprisingly, the 1 other player on my team with a full set of gear was the player who gave up and sat down at the campfire sometime in the second half of the match.

    Queue time felt normal.

    Match 3 - Lost, close but didn't really have chance. I came in last place trying to backcap the entire match lol. I knew it was going to be bad when one of my teammates said "defend mid and homebase. nothing else matters." We had 3 players with no enchants slotted for armor or weapon enchantments. I would backcap, but my team could not consistently capitalize on that.

    Queue time was instant but had 2 declined that switched to accept and all 5 accepted before I accepted. Then got kicked out of queue. Requeue felt long.

    Match 4 - Lost, not a blowout but never had a chance. 1 player had blue armor gear. 2 players had no enchants slotted for weapon or armor enchants. CW was best on our team. I came in third on the team. CW wasn't happy at the end. I said "gg" because everyone played to the end and tried to play good tactics, but CW said shut up (profanity) you bad :'D. Guess you can't be nice to your own team in a pug.

    So 1 for 4 today. None of them balanced matches.
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1 - lost, ouch. Nothing like being reminded that I'm not an OP character lol. I had the privilege of being put into a match of hard core PvP players from PvP guilds that I recognize. It was painfully obvious that I was low man on the totem pole. I was bottom of the leaderboard for the majority of the match, so coming in second on my team at the end didn't really mean much. All my team mates were geared nicely. The other team was geared nicer lol. Two OP TRs kept harrassing our base. Took too many of us to kill them. Of course the rest of their team wasn't sitting idly by. I contributed as best I could by backcapping their base and dying there many times. I did help kill the other TRs toward the end when they were down HP enough and in between their power cycles.

    Other than me, no undergeared players. No leavers. No AFKers. No complainers. No one raging against anyone else. No self appointed coaches. Everyone knew how to play. Did their part. Tried various tactics. AWESOME! Now I need to upgrade my gear and enchantments.

    Queue time was long.

    Match 2 - Won. barely at the last sec. neck and neck at the final few seconds. Wasn't close at first, we were behind the whole match, but team fought back and kept it close for the rest of the match. Good tactics. no complaints. Never had the chance to look at anyone else's gear. Thought it was going to turn out bad, but instead became an awesome come back. Was second on my team somewhere in the middle of the leaderboard.

    Queue time was normal

    Match 3 - lost. pretty close match considering. Traded lead with the other team multiple times through the match. Was odd man out on a guild team. Other team had a PvP guild TR that I recognized and 3 GWFs at least one which was OP. But didn't really feel too mismatched in gear. Tactics were played by everyone. Everyone was beatable and OP players could definitely have their way when things were right for them.

    Queue time was long

    While I don't like losing in general lol, the losses don't feel bad like pre patch losses because of untrained players not playing effective game strategies and tactics. Also no one complaining, no one leaving, and no one afking.

    So by the third character today, I feel like I'm playing at the right skill level, win or lose. Let's see what tomorrow brings and if I feel that way with the other two characters.
  • flupperyfluppery Member Posts: 147 Arc User
    edited March 2014
    Very interesting progression. As a DC (my only character) my experience over 3 days is the balance seems to be getting worse.

    Prior to the patch, my DC was adequately geared with T2 gear and rank 7s & 8s and I had been playing PVP regularly for almost a year. Too often the rounds were totally destroyed by leavers and unbalance. If that didnt happen, I usually did well even if we had some undergeared or inexperienced toons on our team. Now, the unbalance seems to have worsened. To the point that people dont care if there's a leavers penalty.

    Here's how things have gone for me.. I've only had time for 3 days so far.

    1st day my teams totally stomped the other side 1 round, the rest were somewhat balanced but we were clearly superior over the other sides 3 rounds.

    2nd day things balanced out a little.. still mostly winning. again about 4 rounds

    3rd day lose over and over about 10 times. Horribly matched teams. Totally bad Gearscores and totally inexperienced players with no skills.

    WHAT!?!?! WHY?!??! OMG!!! Is it some kind of trick??? LOL!

    How am I supposed to get a better matchmaking score if my team keeps losing? I'm healing just fine.

    They may have fixed the "leaver" problem but matchmaking seems to be some type of punishment as i "progress" in this new SYSTEM.
  • vortix44vortix44 Member Posts: 680 Bounty Hunter
    edited March 2014
    blureel wrote: »
    no undergeared players. No leavers. No AFKers. No complainers. No one raging against anyone else. No self appointed coaches. Everyone knew how to play.

    And you lost badly.
    English is not my first language.
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1 - won. easily. teams were severely unbalanced. most of the game only 2 of the opposing team played after the first attempt to cap a base. I came in second on the leaderboard and the only undefeated player in the match. We had 1 player with all blue gear. Highest GS on my team was 14k.

    Queue time felt normal to longish

    Match 2 - lost. bad. not even close. teams again severely unbalanced. this time not in my favor. My team had 1 player in all blue gear, but it was a DC who played pretty well. GWF had no weapon enchantment and armor pen around 600. Had 2 TRs (11k and 12k) and the 12k TR had an armor pen around 500. No on played any basic tactics. I made a suggestion for a TR to go cap 1...and the whole team went lol. I tried a few times but I could not get through the fight in the middle except 1 time.

    Queue time felt normal

    Match 3 - won. didn't feel like an easy win even though we led the whole match. One of my team members didn't have a weapon enchantment slotted and 2 others did not have either armor or weapon enchantment slotted. I kept backcapping. Finished first on the leaderboard. Lots of fighting off base. I guess this match could be considered balanced - equally bad at PvP tactics lol.

    Queue time felt normal to longish.

    Match 4 - lost. My team fought long and hard to lose lol. We played poor tactics and we paid the price. We also had 1 player without armor enchantment slotted and 2 players without armor and weapon enchantments slotted. I came in second. Could not back cap that much - kept getting caught up fighting at cap 2.

    Queue time felt normal to longish
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1 - Won. Blow out in my favor. Other team did not get out of double digits. Was third on the leaderboard. Did have 2 team members without armor and weapon enchantments slotted and 1 team member without armor enchant slotted.

    Queue time was quick.

    Match 2 - Lost. Blow out not in my favor. Undergeared and outplayed. My team once again had two players without armor and weapon enchantment slotted and one player without armor enchantment slotted. Is this a new pattern to watch for?

    Queue time felt quick.

    Match 3 - Won. Tactics worked really well!! lol. Backcapping had the added benefit of "keeping" 2-3 of the other team occupied at their home base with just me on it leaving the rest of my team capping the other 2 bases consistently and "easily". Having said that 2 of my team members did not have armor enchantments slotted and the other 2 team members did not have armor or weapon enchantments slotted.

    Queue time was quick

    Match 4 - Won. Won easily. But we had 1 player in blue armor gear and several players with empty enchantment sockets. Tactics on both teams weren't that good. But felt fun. No one was complaining. Finished top of the leaderboard
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1 -
    Win - not a severe blowout, but definitely not close
    leaderboard - finished 1st overall
    overall team balance - unbalanced
    game play tactics - poor on opposing team. I kept backcapping easily. my team head 2 base majority for most of the match.
    relative team gear score balance - unbalanced: killed opponents easily and didn't die that quickly. had high positive kill/death ratio.
    queue time - quicker than normal

    Match 2 -
    Win - same as match 1
    leaderboard - finished 1st overall and undefeated with 6 kills
    overall team balance - unbalanced
    game play tactics - not applicable
    relative team gear score balance - unbalanced: other team died too easily. My team had 2 players with no enchantments slotted for armor or weapon enchantments.
    queue time - normal

    Match 3 -
    Win - blowout
    leaderboard - finished 1st overall and undefeated with 10 kills
    overall team balance - unbalanced
    game play tactics - not applicable
    relative team gear score balance - unbalanced: other team died to easily
    queue time - a little longer than normal

    Match 4 -
    Win - blowout: other team scored under 30
    leaderboard - finished 2nd overall
    overall team balance - unbalanced
    game play tactics - not applicable
    relative team gear score balance - unbalanced. not even close even with one of my team mates with no enchants slotted in his gear (DC).
    queue time - quicker than normal

    Really can't believe the skill level matching is working today for my TR - not that i'm complaining about winning. I expect tomorrow is going to quite the reverse of today as this was quite the reverse from yesterday's experience.
  • idiceanuidiceanu Member Posts: 1 Arc User
    edited March 2014
    So. I really like the way the gameplay works with the domination 5v5 system. I'm not an avid gamer so i cant compare other games to this. But...i've been poking at the game for a while now, casually. I'm at my t1 gear, GF, so...not a big shot. I don't see the improvement in the matchmaking system. You either get set with a team bent on messing around, thus wasting glory, get trapped in lack of comunication and loss of players due to frustration, or end up facing a team that, by all counts is better than you, and have to frustratingly fight knowing you'l loose, for about 10-15 minutes not having the option to quit since yer avoiding penalty. So, what i wanted to say (finally) is that, guessing that the goal they had was to improve the overall pvp system, what went wrong exactly, and does anyone know....WHERE it went wrong? Its a great concept and a lot of fun, when it works properly, even when loosing a match, but so far its way too frustrating hunting the element of fun in domination pvp.
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    idiceanu wrote: »
    So. I really like the way the gameplay works with the domination 5v5 system. I'm not an avid gamer so i cant compare other games to this. But...i've been poking at the game for a while now, casually. I'm at my t1 gear, GF, so...not a big shot. I don't see the improvement in the matchmaking system. You either get set with a team bent on messing around, thus wasting glory, get trapped in lack of comunication and loss of players due to frustration, or end up facing a team that, by all counts is better than you, and have to frustratingly fight knowing you'l loose, for about 10-15 minutes not having the option to quit since yer avoiding penalty. So, what i wanted to say (finally) is that, guessing that the goal they had was to improve the overall pvp system, what went wrong exactly, and does anyone know....WHERE it went wrong? Its a great concept and a lot of fun, when it works properly, even when loosing a match, but so far its way too frustrating hunting the element of fun in domination pvp.

    Based on what I've read around the internet and here, the Elo skill matching system is based on the statistics of your wins and losses, not on your gear score or even your understanding of strategy and tactics. The operative word here is "statistics." The more data you have, the more accurate your statistics will be. And bear in mind it's just your own personal statistics, but also the other players.

    This is the reason why I decided to keep a running log of my matches. I'm looking to see a pattern change in my wins and losses, and possibly any other patterns such as gear score effectiveness and perceived tactical and strategic gameplay.

    The Elo system was named after a chess master who came up with the system to match chess players. The system did not try to rate the "experience" level of a chess player or the types of strategies they used like the 4-move check mate. The theory is that all those nuances are balanced out over a statistical number of matches. Think of college grading on a curve. What's the statistical mean average? or the median? Yes, players will have moments of genius, but how do they play day to day?

    So keeping track of your wins and losses against other players with wins and losses and that's how your skill level matching is determined.

    It's not determined based on gear score.
    It's not determined based on game play knowledge, tactics and strategies.

    Obviously, these two factors will make you as individual play better. But in theory, as you get better, your skill level is going up and so the skill matching system will match you with players with the same wins and losses as compared to the players that played against, as you.

    That implies, we should never expect to constantly "own" matches anymore assuming there's always enough players at our respective skill level around to play.

    Enough players with our respective skill level is probably the elusive key here. We have no idea how many players are online playing pvp at any given time. And we also have no way of knowing what each of those players skill level is.

    If a good player queues for PvP, but only "lesser" skill level players are around, that player will be queued along with the lesser players and of course the lesser players will complain that an OP player is playing (owning) them. And the OP player is having a grand ol' time.

    Conversely, a "lesser" skill level player queues for PvP, but only good or great players are online, the lesser player will also get queued and will have a very long and painful match.

    The only way to combat this scenario is to have such players "wait" in the queue until enough players of similar skill levels are available to queue with that player. Opening weekend showed that to be a very long time especially since there wasn't enough statistical data to "accurately" match players.

    So, that brings us back to building up statistics for our wins and losses. The more we play, the more data is collected. At some point, there will be enough data and enough players online for us to have a great match.
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1 - (last match with old T2 PvP gear - no tenacity)
    win - blowout
    leaderboard - first undefeated
    tactics - not applicable
    gs - unbalanced

    queue - normal to long

    new gear
    (2 pieces of new T2 PvP gear plus the old T2 PvP gear so no set 4 bonus, but 2 set 2 bonuses)

    Match 2 -
    win - easy
    leaderboard - first
    tactics - good
    gs - ok

    queue - normal

    match 3 -
    loss - gear mismatch: they overpower us in the end dispite us leading for most of the match. 845 to 1000.
    leaderboard - 4th overall and first on my team
    tactics - ok to good. this is what kept us in the match until the end. other team played for the kills and not for the nodes until the end.
    gs - unbalanced. my team had 1 player with green and blue gear and another player in all blue gear. another player with armor enchant unslotted.
    leavers
    queue normal

    match 4 -
    loss - never had a chance. behind the whole time. we had 1 player dc'd for most of the match. did return, but didn't make a difference.
    leaderboard - 6th on the board, first on my team
    tactics - not applicable
    gs - unbalanced. our team had several players without enchantments slotted for armor or weapons.
    leavers - none
    queue - long

    match 5 -
    win
    leaderboard
    tactics
    gs
    leavers
    queue normal

    match 6 -
    loss - 967 to 1000. losing at the beginning due to unbalanced gs. led most of the match. lost at the end because of leaver.
    leaderboard - 2nd on team, 4th overall
    tactics - great. back capping and kiting OP gwf allowed us to take the lead.
    gs - unbalanced. 1 of our players didn't have weapon or armor enchants slotted. eventually that player also left. could have won if he stayed.
    leavers - 1 on my team about 3/4 of the way into the match when we had the lead.
    queue - normal
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    Win - balanced. Relatively close match throughout. Behind early, but caught up quickly with backcapping and kept the lead for most of the game.
    Leadership board - came in last
    Gameplay tactics - great. Did get "yelled" at by a team mate "DON'T PUSH", but on the Hotenow map, pushing is the quickest way to defend an end cap point and keep that point scoring for us or for allowing us to cap it. Or to give us a "power play" advantage for a few seconds on other opponents on the cap point. With all the prones that GFs, and GWFs do now, I no longer feel it's an unfair advantage to use Repel in PvP.
    Relative Team Gear score - balanced. No one felt OP. one team member had blue armor gear and no armor enchantment slotted.
    Leavers - none
    Queue time felt normal

    Match 2
    Lost - "balanced", equal bad gameplay? lol.
    Leaderboard - 3rd on the board, first on the team
    Gameplay Tactics - sometimes good, sometimes bad. had the lead for much of the match, but bad tactics towards the end of the match sealed our fate. 4 team members capping home base.
    Relative Team Gear Score - We had 2 players with no enchantments slotted for armor or weapon. we had 1 player without armor enchantment slotted.
    Leavers - none
    Queue time felt normal

    Match 3
    Started with a team member stating "we lost :D"
    Win - not close, we led the whole way.
    Leaderboard - first on the leaderboard
    Gameplay tactics - our team good. their team bad. they focused on defending the backcap base or fought off base while we controlled the other two bases.
    Relative team gear score - we had a player with blue gear
    Leavers - none
    Queue time felt normal

    Match 4
    Win - unbalanced
    Leaderboard - 3rd on team, 4th overall
    Gameplay tactics - our team was good at backcapping
    Relative team gear score - our team overpowered the opposing team overall. They had a couple of strong players.
    Leavers - none
    Queue time felt normal
  • tcarncetcarnce Member, NW M9 Playtest Posts: 976 Arc User
    edited March 2014
    3)4)5)
    lucky that board means nothing as it comes to actual playing for a win, rather then scores.
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    match 1
    win - hard then easy.
    leaderboard - first on team, 3rd on leaderboard
    gameplay tactics - poor then good. early on poor tactics led to large red lead. turned the tables. backcapping suckered opposing team to fight on home base instead of mid.
    relative team gear score - balanced? 1 player with blue armor. another player without armor and weapon enchantments

    queue - quick

    match 2
    win - unbalanced: we led the whole way
    leaderboard - first overall
    gameplay tactics - good: team backcapped while I occupied opposing team in middle
    relative team gear score - Most of my team didn't have armor or weapon enchantments slotted
    leavers - none
    queue normal

    Match 3
    loss - unbalanced
    leaderboard - 4th overall, first on my team
    gameplay tactics - unbalanced. other team played tactics consistently. my team did not play tactics.
    relative team gear score - unbalanced, several of my teammates had no armor or weapon enchantments
    leavers - none
    queue was quick

    Match 4
    Win - unbalanced. wasn't close, but a couple of the opposing players were good and made things difficult for us individually.
    Leaderboard - 4th on team and overall.
    Gameplay Tactics - ok. both teams backcapped successfully. The opposing TR kept too many of our guys busy on our home base too often.
    Relative Team Gear Score - unbalanced? 2 of my team mates had armor and weapon enchantments unslotted.
    Leavers - none
    Queue was quick
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    tcarnce wrote: »
    3)4)5)
    lucky that board means nothing as it comes to actual playing for a win, rather then scores.

    Yep, I put the leaderboard positioning to help players understand the importance of backcapping. Not about perceived rank value as it has none. If I'm high on the leaderboard, that means I was the one who did all the back capping, which is good if I'm playing my TR and not good if I'm playing my CW or GWF as those two characters have other roles to play in PvP.

    If I'm in the middle of the leaderboard and my team, that usually means my team was good at contesting all the red bases whenever they appeared.

    If I'm at the bottom of the leaderboard, that probably means the teams were gear scored unbalanced and I was not able to cap a base before being killed.

    The goal of my posting is to try and convey my game play experience as thoroughly as possible so that it should be easy to spot when the skill level matching is really taking effect and what kind of players will we be playing with when "matched". The 2 primary traits that are not "matched" in the system are Gear score and game play tactics and strategies. The latter being very hard to measure or gauge. So, one of the ways to try and convey some of that is to keep track of my leaderboard position as I always play to backcap first and then to other tactics when gameplay allows for it.
  • tcarncetcarnce Member, NW M9 Playtest Posts: 976 Arc User
    edited March 2014
    yes i understand i`ll probably be in low ranked for life :D occasional good teams to play with or against.
    luck and non luck of the draw.
    in close matches where everything needs to go fast i also don`t stay around if one of our team is already capping.
    i`m also running away if there s a 1vs1 going on and the enemy player is obviously gonna die soon.
    so end up all at the bottem of the x list.

    ps: about elo. it s said somewhere by pwe gearscore takes a role in this version of elo ;p
    i can look it up probably. o yes, it was said in that vid about the changes.
    but i`m getting out of bed now and play ;p

    it would make sense a little, about the gearscore :)
    because it s not a chess game, or some strategy game where everyone starts out equaly.
    but yes weapon enchants not getting counted and stuf.
    gs isn`t realy my favorit thing to read or talk about.
    i won t also :D
    except it s sad getting blamed for a loss because i had as only player lower then 10k gs and the others all above 15k ;p
    hard match but would have been more helpfull if they also know how to play pvp.
    circles, how hard can it be ;p
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    loss - unbalanced
    leaderboard - 1st on team, 6th on the board
    tactics - poor
    gear score - unbalanced
    leavers -none
    queue quick

    Match 2
    loss - worse, unbalanced
    leaderboard - bottom
    tactics - not applicable
    gear score - severely unbalanced, team member called the other team a premade. They weren't. Just overpowered compared to my team.
    leavers - 1
    queue quick

    Match 3
    win - blowout, unbalanced
    leaderboard - 2nd overall and team
    tactics - not applicable
    gear score - unbalanced. Other team couldn't do much against us. eventually just sat in spawn. Only 2 TRs came out to play. I was undefeated until i got bored and went toe to toe with Duelists Flurry.
    leavers - none
    queue normal

    Match 4
    win - unbalanced. led the whole way
    leaderboard - middle of the board
    tactics - we played ok tactics, kept backcapping as a team, but did other bad tactics like fighting off base at the wrong time.
    gear score - unbalanced. they had a couple of good players, but they were ineffective against our whole team
    leavers - none
    queue normal

    Match 5
    win - unbalanced. not even close. other team scored only 35
    leaderboard - 3rd overall
    tactics - not applicable
    gear score - unbalanced
    leavers - 1 of the opposing team left
    queue normal
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    Loss - unbalanced due to tactics
    Leaderboard - 2nd team and overall
    Gameplay Tactics - poor. Team fought off base. Team didn't cap base until finished killing. Team ran around as a single group of 4 while I tried to backcap and let one of the other two bases be capped and remain capped by the enemy.
    Relative Team Gear Score - balanced? 1 team member had no armor or weapon enchantments slotted.
    Leavers - none
    Queue time - normal

    Match 2
    Loss - unbalanced
    Leaderboard - towards the bottom
    Gameplay Tactics - none existent. Fight off base and defend home base only.
    Relative Team Gear Score - 2 players in blue armor. 1 player without armor enchantment.
    Leavers - none
    Queue time - quick

    Match 3
    Win - Led the whole way with no pressure of the other team catching us.
    Leaderboard - First on team and fifth overall
    Gameplay Tactics - basic strategy won over no basic strategy. My backcapping caused the opposing team to "defend" their home base and always send 2 to 3 players against me which left our home base intact and made it easy to cap the middle base for the majority of the game. Only once did the opposing team try to cap our base and our team fell apart in tactics and fought off base and left a player to defend our home base after it as recapped until one of our team capped the opposing home base and the cycle resumed.
    Relative Team Gear Score - we had 1 player with all blue gear and 2 players with no armor or weapon enchantments slotted.
    Leavers - none
    Queue time - normal

    This match represents to me a good match because I love winning due to tactics vs simply overpowering the opposing team and players. At first glance when looking at everyone's gear, it's easy to get discouraged that if we played a team with good gear scores, we would most likely get wiped. But the team played good tactics for most of the match and so we nullified the good gear score of the CW, HR and GWF that the opposing team had.
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Late night/early morning my time zone
    Match 1
    Win
    Leaderboard - 2nd overall and team
    Tactics - win
    gear score - balanced
    leavers - none
    queue time - quick

    evening, my time zone
    Match 2
    Loss - everyone left on my team. started with one player being dc in the prematch. When that player connected, he was in Protectors Enclave instead of in the match. The match began with that player still in PE. After getting clobbered at mid, 2 more players left. Finally, the 4th player left. so I left.
    Leavers - 5
    Queue time - normal to long

    First time I experienced this bug and multiple players leaving a match.

    Match 3
    Win - 1000 to 150.
    Leaderboard - First
    Gameplay Tactics - not applicable
    Relative Team Gear score - unbalanced, we had 1 player with blue armor gear and 1 player without armor enchantment slotted, but other team was worse off.
    Leavers - none
    Queue time - normal to long
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1 - late night/early morning hours my time zone

    Loss - not even close.
    Leaderboard - 3rd on team, 8th overall
    Tactics - not applicable
    Relative Team Gear score - 3 players with no enchantments slotted for armor or weapon
    Leavers - 1 about 1/4 into the match after it was clear we could not cap a base
    Queue time - normal

    Evening hours, my time zone
    Match 2
    Win - 1000 to 205
    Leaderboard - 2nd on team and overall
    Gameplay tactics - not applicable
    Relative Team Gear score - not balanced. we had 1 player in blue armor and 1 player without weapon or armor enchant slotted. Other team was obviously worse off.
    Leavers - none
    Queue time - Normal

    Match 3
    Win - 1000 to 617
    Leaderboard - top 5 all blue team. I was second.
    Gameplay Tactics - not applicable second half. first of the match was close, both teams backcapped.
    Relative Team Gear Score - we had one player without armor or weapon enchantments, but red team was worse off.
    Leavers - none
    Queue time - normal
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    Win - we led the whole time
    Leaderboard - 3rd on team and overall
    Gameplay tactics - we took the lead when we backcapped. red team almost caught up when we just fought on cap 2.
    Relative Team Gear Score - 1 team member had mostly blue gear.
    Leavers - 1 on the red team. Noticed it 3/4 of the ways into the match. But really only 3 red team played at the end. Assume 4th member gave up and stayed at camp.
    Queue time - quick to normal

    Match 2
    Win - 1000 to 188. not close
    Leaderboard - 3rd overall, 2nd on team
    Gameplay Tactics - not applicable
    Relative Team Gear Score - unbalanced
    Leavers - none
    Queue time - normal to long
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1

    Queue Time - short to normal
    Win/Loss - 457 to 1000. Wasn't close for most of the match. We never led.
    Leaderboard - 1st on team, 4th overall. Was second on team for most of the match. TR was first when he was backcapping.
    Gameplay Tactics - Ok at the start, but fell apart 1/4 way into the match do the gear mismatch. Opposing team had 2 GWFs, 2HRs, and a CW. GWFs continuously proned us while killing us. HRs continuously rooted us disrupting our encounters.
    Team Gear - 1 player in all blue armor gear. 1 player without enchantments for armor or weapon.
    Leavers - 1 left about halfway into the match shortly after telling the player without armor and weapon enchantments that he should never play pvp again. seriously.

    Match 2
    Queue Time - Normal to long
    Win/Loss - 694 to 100, we actually led for the first half of the match, which shows that good tactics and low gear score can beat poor tactics with high gear score, until that combination changes.
    Leaderboard - 4th overall, 1st on team
    Gameplay Tactics - I backcapped in the first half of the match while everyone seemed to want to fight off base so we led match for the first half.
    Team Gear - unbalanced teams. our team had 1 player without armor enchantment, 1 player without weapon enchantment and 1 player with neither enchantment. When opposing team started capping bases in the second half of the match, my team started calling them a premade and started to stop playing one by one. I like how we have 3 players without armor or weapon enchantments and yet call the opposing team a premade. Don't you think you should gear up first before you start claiming the opposing team is a premade?
    Leavers - none, but several players gave up in the second half and sat at campfire.

    Match 3
    Queue Time - normal
    Win/Loss - 1000 to 334
    Leaderboard - 5th overall, 2nd on team
    Gameplay Tactics - great, my team backcapped consistently and the opposing team eventually kept a guard there leaving a numbers mismatch at the other bases.
    Team Gear - one player had weapon enchantment not slotted.
    Leavers - none
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    Queue time - normal to long
    Win/Loss - 60 to 1000, absolutely mismatched teams
    Leaderboard - last place
    Gameplay Tactics - not applicable
    Team Gear Score - clearly unbalanced. At best, 2 or 3 of our team could take out 1 of theirs as long as the others weren't around. 1 player had all blue gear
    Leavers - 1 team member left at 373 to 58

    Match 2
    Queue time - quick to normal
    Win/Loss - 176 to 1000
    Leaderboard - 1st on my team, 6th overall
    Gameplay Tactics - not applicable
    Team Gear Score - clearly unbalanced. Played against an entire team of OP hardcore PvPers from a guild I know. 1 player had all blue gear, but wouldn't have made a difference.
    Leavers - none surprisingly

    Match 3
    Queue time - normal to long
    Win/Loss - 147 to 100
    Leaderboard - 1st on team, 5th overall
    Game play tactics - not applicable
    Team gear score - clearly unbalanced. 1 blue gear player and 1 player without weapon or armor enchantments slotted
    Leavers - 2 players DCd and never returned early in the match

    Match 4
    Queue time - normal to long
    Win/Loss - 1000 to 270. complete mismatch
    Leaderboard - 1st overall. also most kills with 13
    Game Play Tactics - not applicable.
    Team Gear Score - unbalanced. we had 2 partial blue armor players and 1 player without armor or weapon enchantments. Despite this apparent lack of gear, the red team was worse off.
    Leavers - none


    Opinion
    Got to say that if i have to play 3 rounds against overmatch opponents, I don't think the skill matching system is working as many of the players would like. The point of skill matching is so that we play against people who are closer in skill level to us.

    I'm not an OP build TR...yet. And I know I've got a ways to go. I also know many TRs that are OP with Perfect Barkshields and Vorpals and Rank 10s. So, when I come up against a team of them, I know the skill level matching system failed with that match. And when it fails 3 times in a row, either it's not working as intended or there are just not enough players to cater to the OP players.

    I keep asking for clearly divided and clearly identified PvP queues for at least 3 different levels of Level 60 PvP. And 1 "open" queue like it is currently. At least we know ahead of time if we're going to queue against an OP team or rather, we know ahead of time so we won't!
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    Queue time - quick
    WIn/Loss - 1000 to 385.
    Leaderboard - 2nd on team and board
    Gameplay tactics - back capping kept the red team fighting on their home base instead of trying to attack the other 2 bases consistently.
    Team Gear Score - unbalanced. DC kept me healed so I just swung away while most of the other team kept attacking me.
    Leavers - none
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    Queue Time -
    Normal to long
    Win/Loss -
    1000 to 254
    Leaderboard -
    3rd on team and overall
    Gameplay Tactics -
    kept backcapping and red team kept fighting at home base or off base
    Team Gear Score -
    mismatch. we killed them easily
    Leavers -
    none
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    Queue Time - Normal
    Win/Loss - 1000 to 678
    Leaderboard - 1st on team, 6th overall
    Tactics - backcapping very effective. kept the red team going back to recap their home base. sometimes it was me vs 3 of them. enough time for my team to make sure we had the other 2 bases scoring for us.
    Team Gear balance - a little in favor of the red team. they could kill at will.
    Blue Gear - none
    No Armor Enchantments - one player without both
    No Weapon Enchantments - same player as above
    Leavers - none
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    Match 1
    Queue Time - Normal
    Win/Loss - 1000 to 489
    Leaderboard - 1st overall with the most kills at 17 with 3 way tie for 2nd kills at 10 a piece (one on the red team).
    Tactics - good back capping on both teams - stronger faster players did the back capping and occupied more enemies.
    Team Gear Balance - a little in our favor as indicated kills distribution
    Blue Gear Players - none!
    No Armor Enchantments - 1 player
    No Weapon Enchantments - na
    Leavers - none
    AFK - none
    DCs - none
  • vortix44vortix44 Member Posts: 680 Bounty Hunter
    edited March 2014
    After maybe 40 pvp sessions since the patch, I'm not seeing the said sessions become more balanced. The last two were 71/1000 and 66/1000 losses. There was one 900/1000 but the figures are deceptive here. Two blues left and we shortly were 0/750, then the reds went deliberately afk, we capped and when we reached 900 they recapped. By the way I think that this behaviour only lengthens the session without adding any kind of interest, and is basically a troll.

    As a chess player I am familiar with the Elo system and when playing a 7-game or 9-game tournameny there will be maybe two really unbalanced games (paired against a beginner or against a pro) and all the other will be balanced and interesting.

    This is why I am wondering if Cryptic is using Elo just as a mere word to say "some kind of ranking", or did they actually tried to implement the Elo as created by Pr Arpad Elo ?
    English is not my first language.
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    vortix44 wrote: »
    After maybe 40 pvp sessions since the patch, I'm not seeing the said sessions become more balanced. The last two were 71/1000 and 66/1000 losses. There was one 900/1000 but the figures are deceptive here. Two blues left and we shortly were 0/750, then the reds went deliberately afk, we capped and when we reached 900 they recapped. By the way I think that this behaviour only lengthens the session without adding any kind of interest, and is basically a troll.

    As a chess player I am familiar with the Elo system and when playing a 7-game or 9-game tournameny there will be maybe two really unbalanced games (paired against a beginner or against a pro) and all the other will be balanced and interesting.

    This is why I am wondering if Cryptic is using Elo just as a mere word to say "some kind of ranking", or did they actually tried to implement the Elo as created by Pr Arpad Elo ?

    I have been coming up with the same conclusion as you so far and have the same questions.
  • blureelblureel Member Posts: 163 Arc User
    edited March 2014
    CW - T1 PvP Tenacity armor
    Match 1
    Queue Time - Normal to Long
    Win/Loss - 1000 to 857
    Leaderboard - 3rd on team, 5th overall
    Tactics - good on both teams
    Team Gear - balanced
    Blue Gear - none
    No armor Enchantment - 2 players
    No weapon enchantment - 1 player
    Leavers - none
    AFKs - none
    DCs - none

    TR - 2 pieces new and 2 pieces old T2 PvP Gear
    Match 1
    Queue Time - Normal to Long
    Win/Loss - 1000 to 310
    Leaderboard - 3rd on team and leaderboard
    Tactics - not applicable
    Team Gear - unbalanced
    Blue Gear - 1 player
    No armor Enchantment -
    No weapon enchantment -
    Leavers - none
    AFKs - none
    DCs - none

    GWF - old T2 PvP gear (no tenacity)
    Match 1
    Queue Time - Normal to Long
    Win/Loss - 287 to 1000
    Leaderboard - 1st on team, 6th on board
    Tactics - not applicable
    Team Gear - unbalanced
    Blue Gear - none
    No armor Enchantment - 3 players
    No weapon enchantment - 2 players
    Leavers - 1 after being afk for most of the game
    AFKs -
    DCs -

    Match 2
    Queue Time - Normal
    Win/Loss - 1000 to 721
    Leaderboard - 3rd on team and leaderboard
    Tactics - poor overall on both teams
    Team Gear - equally poor
    Blue Gear -
    No armor Enchantment - 1 player
    No weapon enchantment -
    Leavers - none
    AFKs -
    DCs -
This discussion has been closed.