I think it is wai but it does not accurately track who contributes most to a win.
Example: Say you are on tr. You go to back cap and face three enemy players there. You kill one of them right away but the other two force a soulforge pop. It pops and you recover and kill the second enemy team member. The third one runs away to mid node. A piece of <font color="orange">HAMSTER</font> coward team mate runs away from the fight on mid to leech 300 points from your back cap without having to fight anyone. So when he arrives you head to mid because you see it filling red. You contest it against 2 of the enemy team, killing one of them and forcing the other to run away. No enemies on mid now and it is turning blue. You see the back cap start to fill red because your garbage coward team mate ran away from the fight there to come to 2 to leech the 300 points from capping. So you rush to back cap again before it fills entirely red and repeat the first scenario. Over and over again. Your actions have caused your team to win and your garbage idiot pug team mate acted in a way that would make your team lose. But he comes ahead of you on the score board because he is a coward and a leech.
The last 30 seconds or so of the match you politely tell the piece of <font color="orange">HAMSTER</font> coward team mate that what he did was the wrong way to do it. He says stfu I am above you on the scoreboard.
It needs to change.
Post edited by overdriver13 on
0
Comments
drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
edited May 2015
TRs are supposed to Cap, Backcap and Recap. They are not asked to guard anything. Maybe that is the problem. The team with more points wins... not always the team with more kills.
My PvP turned around when I realized this. I am rarely out of the top 10 in any match. How is that, when I kill only when needed for self-defense or defending a teammate? Because I cap, backcap and recap.
You think PvP needs to be based on Kills?
Have you looked at the Milestones for the PvP Campaign? There are 3 or 4 that involve killing... out of 10 per area.
So who is being more productive for the team, you or the TR who was higher than you on the scoreboard?
I know you will say you, but your teammates will not say that.
In sports, what you are doing is called, "Cherry-Picking". You only want the sweetest meats and you don't want to work for it.
What harm will it cause for you to try something different the next time you play Domination?
BTW... people jump on the Cap to help it fill faster and help protect you and you protect them. Filling faster allows everyone to get to another node. The longer a node is in your favor the faster the TEAM'S points grow. The points stop accruing once an opposing team member enters the node. So your, DEFENDING, does very little.
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
TRs are supposed to Cap, Backcap and Recap. They are not asked to guard anything. Maybe that is the problem. The team with more points wins... not always the team with more kills.
My PvP turned around when I realized this. I am rarely out of the top 10 in any match. How is that, when I kill only when needed for self-defense or defending a teammate? Because I cap, backcap and recap.
You think PvP needs to be based on Kills?
Have you looked at the Milestones for the PvP Campaign? There are 3 or 4 that involve killing... out of 10 per area.
So who is being more productive for the team, you or the TR who was higher than you on the scoreboard?
I know you will say you, but your teammates will not say that.
In sports, what you are doing is called, "Cherry-Picking". You only want the sweetest meats and you don't want to work for it.
What harm will it cause for you to try something different the next time you play Domination?
BTW... people jump on the Cap to help it fill faster and help protect you and you protect them. Filling faster allows everyone to get to another node. The longer a node is in your favor the faster the TEAM'S points grow. The points stop accruing once an opposing team member enters the node. So your, DEFENDING, does very little.
What he's saying is, he is turning down the "sweetest meats" in an effort to instead win the match as opposed to getting personal scoring gains. This is where you work your *** off but end up with a terrible score and more deaths than usual because you are the one having to do the most work and constantly charge a node full of enemies since no one else wants to contest.
TRs are supposed to Cap, Backcap and Recap. They are not asked to guard anything. Maybe that is the problem. The team with more points wins... not always the team with more kills.
My PvP turned around when I realized this. I am rarely out of the top 10 in any match. How is that, when I kill only when needed for self-defense or defending a teammate? Because I cap, backcap and recap.
You think PvP needs to be based on Kills?
Have you looked at the Milestones for the PvP Campaign? There are 3 or 4 that involve killing... out of 10 per area.
So who is being more productive for the team, you or the TR who was higher than you on the scoreboard?
I know you will say you, but your teammates will not say that.
In sports, what you are doing is called, "Cherry-Picking". You only want the sweetest meats and you don't want to work for it.
What harm will it cause for you to try something different the next time you play Domination?
BTW... people jump on the Cap to help it fill faster and help protect you and you protect them. Filling faster allows everyone to get to another node. The longer a node is in your favor the faster the TEAM'S points grow. The points stop accruing once an opposing team member enters the node. So your, DEFENDING, does very little.
Dude wtf are you talking about. I am talking about fighting to defend/clear a node and when the fight is over some jagoff from my team runs away from another node where there is a fight to my node to leech the 300 points. No it should not be based on kills, it should be based on who clears defends nodes.
Cherry picking is when you choose to cap only if your not risking your butt to clear the node first. It is like I risked that death to clear the node and some ******* will run away from risking his to take credit for what I did.
It is bull**** and cowardice should not be rewarded, even in a game.
Also, anyone who knows <font color="orange">HAMSTER</font> about pvp will tell you that YOU DON'T RUN AWAY FROM A FIGHT ON ONE NODE TO GET A FREE CAP ON ANOTHER ****ING NODE THAT IS ALREADY BEING CAPPED BY A TEAM MATE WITH NO ENEMIES AROUND.
That is ****** **** play and I am tired of having to explain it.
What he's saying is, he is turning down the "sweetest meats" in an effort to instead win the match as opposed to getting personal scoring gains. This is where you work your *** off but end up with a terrible score and more deaths than usual because you are the one having to do the most work and constantly charge a node full of enemies since no one else wants to contest.
Exactly this and I am not sure I could have been more clear in my original post. There are players who actually believe it is smart for everyone to pile up on nodes where there is no fight. Because it caps faster. Pay no mind to the other two nodes that are ****ING RED and the enemy team racking up 2x your teams points while it happens.
Look at your average pug team. At the start they all run to the node closest to spawn. You run to the back cap. The only thing that saves the day is that by being on the back cap you keep the entire enemy team from just zerging your home node and winning the game in the first 30 seconds of the match. Ok so you clear and start capping the back. The red team now has 2 capped and you see home node filling red. Two of your team mates are chasing the enemy teams TR around home node, one of them is running around in circles off node somewhere (wtf is he doing anyways) and the last one decides it would be a good idea to join you on the back cap to leech the 300 points.
The outrageous thing is when you face those same pugs against you later and your team totally rolls through them they cry pay to win, pvp imbalance, op tr, hacks, so on. Its like, "No your just an idiot doing what doesn't work".
Oh...what should be rewarded?. Every second you survive (on node) a 2v1 should be rewarded. 25 points a second for each enemy past the first one. The kill score should be multiplied by how many enemies you were fighting when you made the kill. So a kill in a 2v1 would be worth 200 points. In a 3v1, 300 and so on. Capping a node should be worth 100 points. Max. Dying on node when fighting more than one player should be worth 50 points per additional player past that one. So dying in a 2v1 would be worth 50 points, a 3v1, 100 points and so on.
I will also throw in this suggestion: The rewards at the end of a pvp match should be like this- you have your choice of glory or refining materials. The player who places at the top could choose between that 700 glory or that gmop or cward or stack of peridots.
Why not make the game legit, the challenge real and the rewards worth the effort? Seriously, pvp rewards should be a mix of the very best pve rewards. It needs to be worth it. It needs to be legit.
At a certain point pvp is at least as hard as the hardest pve content.
0
drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
Oh...what should be rewarded?. Every second you survive (on node) a 2v1 should be rewarded. 25 points a second for each enemy past the first one. The kill score should be multiplied by how many enemies you were fighting when you made the kill. So a kill in a 2v1 would be worth 200 points. In a 3v1, 300 and so on. Capping a node should be worth 100 points. Max. Dying on node when fighting more than one player should be worth 50 points per additional player past that one. So dying in a 2v1 would be worth 50 points, a 3v1, 100 points and so on.
I will also throw in this suggestion: The rewards at the end of a pvp match should be like this- you have your choice of glory or refining materials. The player who places at the top could choose between that 700 glory or that gmop or cward or stack of peridots.
Why not make the game legit, the challenge real and the rewards worth the effort? Seriously, pvp rewards should be a mix of the very best pve rewards. It needs to be worth it. It needs to be legit.
At a certain point pvp is at least as hard as the hardest pve content.
These things I agree with. I have charged nodes with my TR, knowing full well that I would die in the effort... or I will kill them all. When I can pull 2 or 3 people to my node even better. That means there is an imbalance somewhere else and I hope that my team capitalizes on that weakness.
I have often come up on a node just after it was capped and the fight is over, but my intention was to get there to help before it was capped. I do not like seeing a node that has been capped by the opposition or a node that has been frozen in time. I will run towards each of them. I will ensue in battle if necessary, but sometimes I get sidetracked by a distraction and I may not get there in time.
Not everyone is a leech.
I have also run at a node and finished off the opponent(s) and res'd a fallen teammate or 2. Not everyone can have more kills than deaths. I do not see that as a litmus test of PvP talent.
There are 2 roles in Pvp:
1. A Capper
2. A Fighter
Sometimes each of them has to do both.
I personally, will avoid as much as possible, fighting off the node. It does very little for the team and ends up being a distraction.
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
Oh...what should be rewarded?. Every second you survive (on node) a 2v1 should be rewarded. 25 points a second for each enemy past the first one. The kill score should be multiplied by how many enemies you were fighting when you made the kill. So a kill in a 2v1 would be worth 200 points. In a 3v1, 300 and so on. Capping a node should be worth 100 points. Max. Dying on node when fighting more than one player should be worth 50 points per additional player past that one. So dying in a 2v1 would be worth 50 points, a 3v1, 100 points and so on.
I will also throw in this suggestion: The rewards at the end of a pvp match should be like this- you have your choice of glory or refining materials. The player who places at the top could choose between that 700 glory or that gmop or cward or stack of peridots.
Why not make the game legit, the challenge real and the rewards worth the effort? Seriously, pvp rewards should be a mix of the very best pve rewards. It needs to be worth it. It needs to be legit.
At a certain point pvp is at least as hard as the hardest pve content.
I agree. Players should be rewarded for solid tactics rather than fighting between nodes (although sometimes it can be a good tactic to meet the enemy on their way to one of your capped nodes).
The scoring is FUBAR. As an example: My wilfe--who is just starting pvp--and I were in a match yesterday. At the end the red team players had the top 3 spots, the most kills vs deaths by Far and they lost the match. I pointed it out to her and told her not to pay attention to the scores but just go for the wins even at the cost of your own reward. Contest a node even if you know you'll die doing it.
These things I agree with. I have charged nodes with my TR, knowing full well that I would die in the effort... or I will kill them all. When I can pull 2 or 3 people to my node even better. That means there is an imbalance somewhere else and I hope that my team capitalizes on that weakness.
I have often come up on a node just after it was capped and the fight is over, but my intention was to get there to help before it was capped. I do not like seeing a node that has been capped by the opposition or a node that has been frozen in time. I will run towards each of them. I will ensue in battle if necessary, but sometimes I get sidetracked by a distraction and I may not get there in time.
Not everyone is a leech.
I have also run at a node and finished off the opponent(s) and res'd a fallen teammate or 2. Not everyone can have more kills than deaths. I do not see that as a litmus test of PvP talent.
There are 2 roles in Pvp:
1. A Capper
2. A Fighter
Sometimes each of them has to do both.
I personally, will avoid as much as possible, fighting off the node. It does very little for the team and ends up being a distraction.
Ok we agree after all then. I think there is a lot to talk about as far as roles but really if everyone on the team knows where they need to be and when it is all good. And ya for fighting off node...that is for when you dominate two nodes. If you can kite them away from contesting and fight anywhere but the node while you rack up points its good.
I agree. Players should be rewarded for solid tactics rather than fighting between nodes (although sometimes it can be a good tactic to meet the enemy on their way to one of your capped nodes).
The scoring is FUBAR. As an example: My wilfe--who is just starting pvp--and I were in a match yesterday. At the end the red team players had the top 3 spots, the most kills vs deaths by Far and they lost the match. I pointed it out to her and told her not to pay attention to the scores but just go for the wins even at the cost of your own reward. Contest a node even if you know you'll die doing it.
Comments
My PvP turned around when I realized this. I am rarely out of the top 10 in any match. How is that, when I kill only when needed for self-defense or defending a teammate? Because I cap, backcap and recap.
You think PvP needs to be based on Kills?
Have you looked at the Milestones for the PvP Campaign? There are 3 or 4 that involve killing... out of 10 per area.
So who is being more productive for the team, you or the TR who was higher than you on the scoreboard?
I know you will say you, but your teammates will not say that.
In sports, what you are doing is called, "Cherry-Picking". You only want the sweetest meats and you don't want to work for it.
What harm will it cause for you to try something different the next time you play Domination?
BTW... people jump on the Cap to help it fill faster and help protect you and you protect them. Filling faster allows everyone to get to another node. The longer a node is in your favor the faster the TEAM'S points grow. The points stop accruing once an opposing team member enters the node. So your, DEFENDING, does very little.
What he's saying is, he is turning down the "sweetest meats" in an effort to instead win the match as opposed to getting personal scoring gains. This is where you work your *** off but end up with a terrible score and more deaths than usual because you are the one having to do the most work and constantly charge a node full of enemies since no one else wants to contest.
Dude wtf are you talking about. I am talking about fighting to defend/clear a node and when the fight is over some jagoff from my team runs away from another node where there is a fight to my node to leech the 300 points. No it should not be based on kills, it should be based on who clears defends nodes.
Cherry picking is when you choose to cap only if your not risking your butt to clear the node first. It is like I risked that death to clear the node and some ******* will run away from risking his to take credit for what I did.
It is bull**** and cowardice should not be rewarded, even in a game.
Also, anyone who knows <font color="orange">HAMSTER</font> about pvp will tell you that YOU DON'T RUN AWAY FROM A FIGHT ON ONE NODE TO GET A FREE CAP ON ANOTHER ****ING NODE THAT IS ALREADY BEING CAPPED BY A TEAM MATE WITH NO ENEMIES AROUND.
That is ****** **** play and I am tired of having to explain it.
Exactly this and I am not sure I could have been more clear in my original post. There are players who actually believe it is smart for everyone to pile up on nodes where there is no fight. Because it caps faster. Pay no mind to the other two nodes that are ****ING RED and the enemy team racking up 2x your teams points while it happens.
Look at your average pug team. At the start they all run to the node closest to spawn. You run to the back cap. The only thing that saves the day is that by being on the back cap you keep the entire enemy team from just zerging your home node and winning the game in the first 30 seconds of the match. Ok so you clear and start capping the back. The red team now has 2 capped and you see home node filling red. Two of your team mates are chasing the enemy teams TR around home node, one of them is running around in circles off node somewhere (wtf is he doing anyways) and the last one decides it would be a good idea to join you on the back cap to leech the 300 points.
The outrageous thing is when you face those same pugs against you later and your team totally rolls through them they cry pay to win, pvp imbalance, op tr, hacks, so on. Its like, "No your just an idiot doing what doesn't work".
I will also throw in this suggestion: The rewards at the end of a pvp match should be like this- you have your choice of glory or refining materials. The player who places at the top could choose between that 700 glory or that gmop or cward or stack of peridots.
Why not make the game legit, the challenge real and the rewards worth the effort? Seriously, pvp rewards should be a mix of the very best pve rewards. It needs to be worth it. It needs to be legit.
At a certain point pvp is at least as hard as the hardest pve content.
These things I agree with. I have charged nodes with my TR, knowing full well that I would die in the effort... or I will kill them all. When I can pull 2 or 3 people to my node even better. That means there is an imbalance somewhere else and I hope that my team capitalizes on that weakness.
I have often come up on a node just after it was capped and the fight is over, but my intention was to get there to help before it was capped. I do not like seeing a node that has been capped by the opposition or a node that has been frozen in time. I will run towards each of them. I will ensue in battle if necessary, but sometimes I get sidetracked by a distraction and I may not get there in time.
Not everyone is a leech.
I have also run at a node and finished off the opponent(s) and res'd a fallen teammate or 2. Not everyone can have more kills than deaths. I do not see that as a litmus test of PvP talent.
There are 2 roles in Pvp:
1. A Capper
2. A Fighter
Sometimes each of them has to do both.
I personally, will avoid as much as possible, fighting off the node. It does very little for the team and ends up being a distraction.
I agree. Players should be rewarded for solid tactics rather than fighting between nodes (although sometimes it can be a good tactic to meet the enemy on their way to one of your capped nodes).
The scoring is FUBAR. As an example: My wilfe--who is just starting pvp--and I were in a match yesterday. At the end the red team players had the top 3 spots, the most kills vs deaths by Far and they lost the match. I pointed it out to her and told her not to pay attention to the scores but just go for the wins even at the cost of your own reward. Contest a node even if you know you'll die doing it.
The scoreboard definitely encourages bad play.
Ok we agree after all then. I think there is a lot to talk about as far as roles but really if everyone on the team knows where they need to be and when it is all good. And ya for fighting off node...that is for when you dominate two nodes. If you can kite them away from contesting and fight anywhere but the node while you rack up points its good.
Yep, always the win period.