Good news, everyone! There's a permanent solo queue!
And with it naturally comes an new infestation of a breed of creatures called the "ulcer pug." These come in varied breeds which to a large extent correlate with their class, but a lot of the traits are shared regardless of the genus of Ulcerus Puggus. If you want to be as useful as possible to your team, studying Ulcerus Puggus is good; all you have to do is make sure you do not act as they do.
The one thing they all have in common is the ability to make the experience of PVP worse for the rest of their team, causing agitation and frustration. To truly qualify as an ulcer pug, a player can't be entirely new either -- this behavior represents a repeated behavior even in the face of experience that should tell them to act differently.
Ulcer pugs will often wait a long time before starting to play a match. That way, their team can start dying first and draw enemy fire off of the ulcer pug so they can safely run somewhere to cap. If the rest of the team are getting killed a lot and getting angry, they should just chill out -- it's a game and we're all here to have fun, so what if someone isn't contributing to their team? Don't be so serious. It's fun when someone sits out the first quarter of the match.
Alternately, an ulcer pug will often run to cap the home node first. Maybe this is based on experience -- after all, there is usually a lot of fighting going on early on at mid, so it must be stupid to go there when it just makes for a nice distraction that makes it so much easier to cap home node first instead. If the entire enemy team comes to home node after beating the rest of the team at mid, it's clearly time to sit out.
Once an ulcer pug has capped the home node, they are likely to resort to their next trick. Running across the bridge. A lot. After all, it's the slowest way to get from one end of the map to the other, so there's little chance of running into an enemy there, which reduces their chance of catching a death or two. That's obviously the responsibility of the rest of the team.
If they need to run around down on the ground, ulcer pugs enjoy running in packs. This means that if someone goes somewhere, they all need to follow. Always. The fact that running in a pack of 4-5 players means it's no problem for the other team to spread out and cap the nodes that the ulcer pack is not on isn't a huge priority. If someone is teamed with a pack of ulcer pugs wants to actually win a match, it's their responsibility to split off and get ganked a lot, only to lose the match anyway. If it looks like the team starts winning, ulcer pug packs may try to compensate for that error by trying to follow the player that's trying to split off from them. After all, if he's lonely, he might need a hug or something.
Now, when an ulcer pug actually engages in a fight, it is with studied and measured care. Stepping onto those circular structures on the map is deadly poison, especially to ulcer pugs from ranged classes. Better to stand *just* off of them and use some random at-wills to helpfully contribute to the brawl in the best way possible.
A particular variation of this theme is the ulcer pug that combines the features of running on the bridges or walls with standing off node. This is a subset which one might refer to as pillar pugs. Some ulcer pugs may assume this state later in a match after emerging from a prior pupal state where they acted as a different type of ulcer pug. This is especially common among ranged characters that die a few times.
Another twist on this theme is the bloodthirsty ulcer pug. These will chase a single wounded target around the map to score a kill, even if it costs their team the node (and potentially the match). Others may just enter a frenzied state and simply stop paying attention to the node status because their bloodthirst is too strong.
If someone asks an ulcer pug to go do something specific, the ulcer pug will usually be very particular in pointing out how no one voted to have a team boss and that they hence do what they like, because they know better anyway.
Ulcer pugs often take great pride in things that don't win matches, and has no real bearing on their impact. For example, an ulcer pug might look at the leaderboard and conclude that he's the team's greatest and most useful player because he spends the match running from node to node accumulating capping points, and will be gravely insulted if it is suggested that he do something useful -- because he has the highest score, he knows better, and those that have a lower score shouldn't give advice.
A special case of this occurs with ulcer pugs that have classes with particularly good getaway tools. These ulcer pugs will make it the most important goal of the match to score an egg for their kill count. For these ulcer pugs, having zero deaths takes precedence over helping their team win. Making sure a node stays held to win a match? Wasteful if it leads to a death.
Most ulcer pugs also tend to have poor vision, having issues with being very myopic. The classic case of this is that they tend to be attracted to forming a gang to fight a single character that they have a hard time killing even collectively. Thus, ulcer pugs will happily swarm a node to fight a single stronger character 2v1, 3v1 or 4v1. Sometimes, it involves ganging up for an extended period of time in different combinations like 3v2 or 4v2. The more teammates and the longer it takes, the better. If the other nodes turn red meanwhile, their poor vision prevents them from seeing this. This might also be an issue of red/blue colorblindness in some cases. When they in turn get swarmed by the entire enemy team, they usually conclude that the safest approach is to keep doing what they've been doing.
A variation of this is when ulcer pugs have formed a swarm that keeps being attracted to a single target on the home node and they start dying too much. Even though their behavior has so far kept that node blue and helped the team to keep winning, they will conclude that their efforts will be better spent elsewhere, because what has been a winning formula for the team has not made them personally feel good. In this case, they will usually either migrate to the node at the other end of the map, looking for easy kills, or possibly start running around on the bridge and other locations where they can avoid the enemy and any chance of winning the match. These migratory pugs will always ambulate to wherever the chance of dying is the smallest.
There used to be a different, rare breed of ulcer pug that was the 600-point pug. They would play until they had the requisite points for the daily AD awards, after which they would call gg. Frequently they would be toxic PvE players that would combine this behavior with a hatred towards PvP. Fortunately, they are mostly extinct with the change in PvP rewards (though that does leave those rewards even more suboptimal than before).
I'm certain there are other genuses of ulcer pugs I'm forgetting to catalogue here. The overall important bits to remember, if you want to make the PvP experience better for the people around you (and yourself in the long run):
- Don't procrastinate with starting the game.
- Go for mid at the start.
- Don't fight off node, and pay attention to node status.
- If you are part of a group that outnumber someone somewhere, someone else may need help elsewhere.
- Running around where you can block and occupy or distract the enemy team is better than giving them a clear field to focus on a smaller number of opponents.
- If your team has a node, do what you can to hold it even if you die. It's not kills or deaths that determine who wins, but points from holding nodes.
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Comments
some pugs go to one first cause they are trying to get the pvp achievement of capping node (one of the easiest to get ) to the detriment of the team as well other puzzling "strategic" movements in the name of getting pvp achievements to get the boons
if i were a pug of a certain type described going for double or tipple kills of course i would ignore nodes and not give a hampster lol
do ulcer pugs even read this ...maybe we can get it translated into several languages and mailed to the guild leader or player of your choice ..or perhaps link the guide to people with "trouble"
I'm guessing that was the intent ...
or players simply having alliance/guild members on the opposite team and they are not being attacked cause of guild politics / intrigue
a player with GS below 9K will most likely get kick regadless of his playstyle. In a competitive matches he will be kicked for sure.
the only reason i see for some one "pug" PVP is the shards. and in this case you need to win not just to get points...
i think you are confusing Pugs with weak noob players like me.
"The overall important bits to remember, if you want to make the PvP experience better for the people around you (and yourself in the long run):
- Don't procrastinate with starting the game.
- Go for mid at the start.
- Don't fight off node, and pay attention to node status.
- If you are part of a group that outnumber someone somewhere, someone else may need help elsewhere.
- Running around where you can block and occupy or distract the enemy team is better than giving them a clear field to focus on a smaller number of opponents.
- If your team has a node, do what you can to hold it even if you die. It's not kills or deaths that determine who wins, but points from holding nodes".
- Get right in there and contribute to your opponent's K/D ratio. Contribute early and often!
- Remember, it's a group activity... so no fair worrying about your silly little rewards!
- It is much more important that you die as quickly, and as often as possible (please, won't someone think of MY K/D ratio?!?) than it is that you actually contribute to the damage that your team is attempting to do to the enemy!
- Why are you running the risk of actually winning a fight (or at least getting an assist) when you could be getting one shot, and increasing MY K/d ratio?!? Why are you so selfish?
- Keep throwing yourself at my BIS GWF... maybe this time, after 0ne-shottinng you, i'll trip over your temporary corpse!
- Remember, it's not how long you hold that node, it's how many times you run back & forth between the campfire, and the node. That's what makes my K/D ratio go up... I mean PvP so much gosh-darned FUN!!!
Wow. It looks like the trolls have finally decided to abandon PE zone chat, & moved in on PvP. Heh
@ some others: if u demand help from ur team members...u really think it was helpfull that for example: u chased me a match earlier all over the map 5vs1 ? (the match was already done and I did nothing to provoke that)
I also read about the good old pvp times...yes u had if u were in a pvp guild among "friends" - stomping pugs all day and night...spawn-killing comes in mind and many other bad stuff...
PS.:sry about my bad english/grammar
Still without right gear, spec, boons,basic knowledge which all new players lack one is inclined to
such behavior by nature.
Cap is a dangerous place to stand and get killed repeatedly and that is what happens with new players.
Biggest problem i notice is a huge gear gap that is spoiling the game.
Even 10gs is a joke and many are way less geared.
It also wasnt only a thing between me and that gwf cause he betrayed alot of ppl and Im sure not only me reported him.
If I'm not capping and not killing anything, I move to the next node.
> I follow a simple method:
> If I'm not capping and not killing anything, I move to the next node.
That works... you can't kill the one defending then you are wasting time... correct, go help someone else cap /kill.
Unless r of them are trying to kill you, then stay so your team can cap basess
OP - Sunshine: 16000 IL
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