Why youhave to penalize someone only because don't wont to face uber pvpers gear? Maybe, the quitter simply look for some equal pvp when they can have a chance to kill someone. Personally, i would like to leave to some pvp when all the time i get killed in 4 atk or they use me like a flipper. I don't simply do it, because i don't care for all the time i fall, i only lich glory for the new item ^^
just because people are willing to spend money to pvp doesnt make it more than a side game. Same like in other MMOs where people will pay absurd amount to make twinks, This is the same but max level twinking.
With only 1 mode and 2 maps, and no updates, Its only a tiny fraction of this game. Look at Guild wars games, now thats a game where they make PvP into a focus.
Game where you grind (pve) or pay real money for the best PvP stuff (which happens to be rank 10s, tenebrous, whatevers), cannot be taken seriously as a PvP game.
I don't know why people get so uppity about PvP, its fun sure, and a great addition to the game (to fund pwe/cryptic). But lets be honest, its not something that is a focus here, and i doubt ever will. If they made ranking in PvP, match making, gear from rating. I'm pretty sure keeping it a playground for twinks as it currently is now nets them alot more profit now than it would otherwise.
tang56Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited November 2013
Sigh. out of the last 10 matches I've played, nearly every single one has had one side or the other abandon ship at roughly 3-5mins in. It was never this bad on Beholder. Only had one well contested game that finished 1000:978.
Come on people. It is only 10 minutes. TEN MINUTES! If you are going to cue for a match then stick with it. The attitude of these selfish people that quit and want to take away the fun of other nine people in the match just because they think something is wrong with the matchup is disturbing. It is only 10 minutes, stick with it and better luck on the next match.
Of the 5 matches so far for me today all 5 have had quitters. In one match our cleric quit and we almost came back and won without him.
Something to consider for those who are frustrated over people quitting, other people have motivations and expectations for doing it in the first place, and they are just as important as your own are. Pvp, despite what many believe still, is indeed an afterthought not a main focus.
As such, do not be surprised that match making is so poorly implemented. Perhaps the ire should be redirected at the people responsible for this instead of the people who suffer it as you do. Adding a punishment will NOT fix anything. People will still quit. You are only addressing a symptom based on a behavior which neither you nor the developers have control over. Good luck with that.
This is going to continue to be an issue until the match making gets fixed. Honestly I think it's valid to complain but you're whole argument that it ruins fun and wastes time is the exact argument that the quitters will have when they run into these uber geared groups which make them quit. You ruin their fun and waste their time too.
Its a sign of the times I guess that you would have two sides of the argument with the exact same reason for their behaviors and they blame each other for it. PvP brings out all kinds I suppose.
Honestly I think it's valid to complain but you're whole argument that it ruins fun and wastes time is the exact argument that the quitters will have when they run into these uber geared groups which make them quit. You ruin their fun and waste their time too.
I am fairly new to the game. I am not talking about lvl 60 quitters going up against uber geared pre-made groups. I am talking about quitters in low level matches. They are not running up against uber-geared pre-mades there. I can't run a match lately without someone rage quitting. I had one guy rage quit today because our team did not follow his commands... and we were winning! We ended up barely losing, so that guy probably cost us the winners share.
If players are looking for perfectly balanced PvP this is not the game for them. All five classes can not be balanced. This is a game based on building and developing a toon so no two toons are going to be perfectly equal. Some player will always have an advantage. There has to be some type of penalty for quitters because it is getting exponentially worse every day.
The problem is the no-penalty quit means that a very effective tactic employed in PvP is simply to despirit your enemy with early domination. Particularly if you're in a PUG, you don't know if people are noobs or awesome, and you can't assess that sometimes until later in the match when you are working together a bit better.
So the weak, impatient, cowardly quit and leave the others in an even harder situation. By maybe just waiting and TRYING your team can at best catch up and win (I've been behind by 400 and come back to win MANY times) and at worst maybe you learn something or have some fun in the process.
Too many kids today want instant gratification, use cheat codes and otherwise are crybabies who don't know what it means to have to work hard to achieve something. C'est la vie.
So the weak, impatient, cowardly quit and leave the others in an even harder situation.
See that's one problem with this whole discourse. The implicit assumption that those who quit a match in the middle are "weak", "impatient" or "cowardly". Such is not the case. If my PUG team is playing against a premade from a PVP guild, then my team is going to lose. There is no real doubt about this. So why should I waste 10 minutes of my time when the result is a foregone conclusion? It isn't cowardice. It is actually about better use of my time. Not to mention that the Arena PVP hour (for bonus glory - yes, that is one of my main motivations for playing) always appears right before the Dungeon Delves hour, and for PVE players like myself, I would like to get the PVP match over with as soon as possible so I can get about the business of preclearing a dungeon, so if it is just going to be a roflstomp, I'd rather just leave and start the dungeon then.
What I would really like to see, in the absence of real rankings and better matchmaking in general, is a forfeit button. If the losing team sticks it out for, say, 2 minutes and realizes there is no hope, then the team can vote to forfeit. Winning team gets some default level of glory, losing team gets some *nominal* glory. That is better than the 2 remaining players in a 5v2 match getting nothing at all, as is the case currently, so there is an incentive for forfeiting instead of quitting.
I'd also like to see some sort of incentive for good conduct by PVP players. The griefing, ganking, dragging players out of spawn, trash talking, and otherwise boorish, childish and humiliating behavior by a great many PVP players, IMO, contributes to PVP having a bad reputation among many PVE players and unnecessarily fosters division between the two types of players. Case in point: In a recent match, *after the match had ended and the final score page had been displayed*, a TR continued to beat on me and eventually kill me. This is pointless, griefing behavior. But a great many PVPers play for the sake of padding their kill count, or for the sake of seemingly deriving joy from hitting people and humiliating them. If there isn't going to be a punishment for such behavior (as in all major sports), then let's have an incentive for proper behavior. There is a title for having a large number of kills - how about a title for honorable behavior as well? Maybe that title could come associated with some sort of PVP-only buff.
Here's another idea: PVP guilds shouldn't form premades vs. PUGs. It's just not fair. That is like a pro sports team playing a match against a neighborhood pickup team. What is the point in that? It's not fun for either team. There is an entire preview server that can be used for premades to face each other. In the absence of separate premade/PUG queues, let's have a separate block of time in which the PVP queue could *only* be used for premades, so that you can face each other to your heart's content, but then the REST of the time, premades would be *forbidden*. Call it the "PVP Tournament Hour" or something. These matches could be broadcast in Protector's Enclave or on a special live stream. Maybe this could be the arena-style PVP that players seem to want.
But for heaven's sake, quitting a match isn't about "cowardice".
Not sure. Why would I want to come in a match at 0-500 for example? To do what?
I'd rather have matchmaking, ladders and after we make sure PvP is fair for everyone, penalties for quitters.
Agreed 100%. When people rage quit its usually because they are getting rolled, or teams are unbalanced. Why would anyone want to be dumped into a game they didn't start and are getting beat down?
i think its not a bad idea...
there should be one more option to enter as replacement,and who dont want can q same as always.
i dont think its the best idea but any improvement is good at this point.
1. put in a penalty for leaving for the first person that says they can not requeue again for 1 hour.
2. put in once a player leaves the rest of the team is given the option to either recruit another person or leave themlseves without a penalty.
3. add level 90 NPC's that are on your side below your spawn point so that the other team can not camp you inside your own respawn point.
4. players that do nothing but hang out in the respawn point are booted after 1 minute with the penalty to not requeue again for 1 hour.
5. a team with fewer players gain a faster point gain based on the number of players missing... up to 3 missing can get a 25% boost (10% with only 1 missing) so that they still have a chance to win with the handicap.
6. once a team takes a tower let some level appropriate NPC's spawn to guard it... 3 to 5 depending on the number of players that team has. that way they have to clear those NPC's which will not respawn until the contested tower has been won again. This will allow a tower to be defended from 1 rogue that sneaks past a team trying to defend the second tower to steal it. lets not make the pvp for wizards and rogues only lets put it back to a team effort.
i think its not a bad idea...
there should be one more option to enter as replacement,and who dont want can q same as always.
i dont think its the best idea but any improvement is good at this point.
it it is a solid idea to allow replacement queuing as an option that can be toggled on and off. Or have it as a pop up as part of the confirmation box, "you will be entering this match as a replacement."
The right to command is earned through duty, the privilege of rank is service.
Well, I have earned my Immortal title, so I know what happens to DCs in pvp when they're not properly protected and the team doesn't function. I've been reading this thread and have really enjoyed it. I love doing pvp, even though I'm not the best (but I have come out #1 rarely). I've had all of the things happen to me that I've read about here. So today I had an interesting experience that I thought was funny. I'm one who doesn't leave a match. I want my 4K and will sit it out if my team abandons me. That happened today. It was early in the match against a very competent pre-made and my whole team left. I stayed at the campfire and they were farming it. The 'say' chat channel can be seen back and forth, so they asked if I was alone and I said yes. Then they said they were bored and asked me to come down and hang out with them while the time elapsed. After they promised they wouldn't kill me I figured it was more interesting than the wait at the campfire so jumped down and we hung out till it ended. I guess I'm telling this story just to show that all pre-mades aren't show-boaters. Enjoyed this discussion a lot!
Well, I have earned my Immortal title, so I know what happens to DCs in pvp when they're not properly protected and the team doesn't function. I've been reading this thread and have really enjoyed it. I love doing pvp, even though I'm not the best (but I have come out #1 rarely). I've had all of the things happen to me that I've read about here. So today I had an interesting experience that I thought was funny. I'm one who doesn't leave a match. I want my 4K and will sit it out if my team abandons me. That happened today. It was early in the match against a very competent pre-made and my whole team left. I stayed at the campfire and they were farming it. The 'say' chat channel can be seen back and forth, so they asked if I was alone and I said yes. Then they said they were bored and asked me to come down and hang out with them while the time elapsed. After they promised they wouldn't kill me I figured it was more interesting than the wait at the campfire so jumped down and we hung out till it ended. I guess I'm telling this story just to show that all pre-mades aren't show-boaters. Enjoyed this discussion a lot!
i've had moments like this, too. thanks for sharing yours!
I have had times when most of My team leaves and then someone asks for 1v1. Usually when I do it though their whole team ganks me.
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novaa069Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 1Arc User
edited November 2013
Hi, if you enter any domination match lately i'm sure most of them have been ruined by quitters, who quit for various reasons, from the beginning if their team isn't winning in the first few seconds or to the times its too close to win and too much effort for them, even those who are winning and die seem to quit on occasion, anyways enough with my rantings.
Basically, if you want domination to remain fun and challenging and hopefully discourage those speed quitters please feel free to petition and hopefully the staff will take notice of this problem!
2 basic things need to happen to revolutionize pvp to the next level.
1) Some type of basic player matching. Maybe make it based off of win/lose ratio? I think its a well known fact that gearscore is irrelevant for evaluating potential ability in pvp. Win/lose ratio seems to be a good way to avoid this. Similar win/lose ratios would be paired up against each other, as well as the win/lose average of the teams should be roughly matched. This doesn't need to be strict matching, but just rough estimates in matching would help balance the completely 1 sided pvp matches a little bit more.
2) Penalizing leavers. I really like the idea mentioned of boosting the rewards for the losing team. In addition, I think a 15 minute or so penalty should be implemented for people who leave prematurely. This way, people are less likely to leave in general since they would be rewarded for losing as well as punished for leaving, but they also would not be too severely punished if there was a legit reason for needing to leave a match.
Another interesting idea I have is that we should give buffs to enemy teams when they are losing by certain amounts. Say if the enemy team is losing by 400 points or more, each member of the losing team's party should receive a decent buff to make them more powerful for the duration of time they are losing by this amount or more. In addition, to avoid there being issues with them going in and out of buff in quick succession, the buff should have at least a 2 minute duration of which the duration does not run down until the losing team is 399 points below the winning team or less. This way the buff does not need to be activated and deactivated in quick succession, but it also avoids the issue of a team intentionally losing for a buff in order to abuse it for a comeback.
i know people that are pro penalty want more than this, but has anyone considered the fact that when someone leaves a match, they get nothing at all? no glory, no credit for the daily... nothing. if entering a pvp match locked you in for the duration and people just camped in the spawn zone, would this become a thread about penalizing campers? at least campers would get credit for the match and therefore get the daily quest reward. obviously, if the team isn't working half as hard as the other team, they won't be getting any glory rewards.
i still think you're dealing with varied levels of pvp interest as well as people that just aren't interested in an unbalanced match. and that's why you will always have this issue.
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josiahiyonMember, NW M9 PlaytestPosts: 396Arc User
edited November 2013
Punishing quitters is just attacking the symptom, as others have said. There is no reason to punish players. When you join a random party, you run the risk of someone in the party not being able to stay for the entire dungeon / pvp / etc. That's the risk you take.
People quit because there is poor match-making. We may as well let all levels queue together, since the difference between a fresh 60 and a top-60 is so pronounced. Note that I don't actually recommend letting all levels queue together. Just an illustrative example of the problem.
Note that I also don't support the following, but thought it interesting to discuss: set the penalty 'time-out' such that a quitter is only able to queue once the match they quit has ended.
If you get rid of the 4000 AD daily I think we would have more people in PVP matches who actually want to PVP. Then you wouldn't have people lingering in the spawn just waiting for the timer to run out, which is often when people start quitting.
I think this is a very valid point. PVP already has its reward system, Glory. Foundry's dont have a rewards so it makes sense to give them AD.
Yes, there needs to be a penalty for unsportsmanlike conduct, like in football.
Such as for the guy in a match yesterday, great gear and perfect enchants, who roflstomped the other team, then proceeded to spawn camp at the enemy base, while bragging about how much he enjoyed griefing the other team. That kind of jerkish behavior deserves a penalty.
Yeah, perhaps the buff's based on how close you are to your base, and how close you are to enemy base. The point of the game is capture the 3 locations, not the spawn point.
- You may quit the match with no penalty, but your character is "locked" in the match, so you cannot join a new match until the match you just quit is over, so you might just as well stay. This means no accidental penalties given to people with network issues etc.
I think this is a great idea actuly. Lock them from joining any queue for 5xX minutes, where X is the number of times they droped in the last 24 hours. Problem is as well then they just sit around.
We shouldn't be pressured into staying on a team that consists of people that REFUSE to work and communicate as a team, or accept advice.
Excellent point, but now you are asking people to pvp the way you want to. Sure it makes sense to communicate and work as a team. So build a pre-made with friends you know. Getting 5 complete strangers to agree on a random task is pretty hard to do.
Most people hang in the spawn after people quit. Hell if people on my team quit and the other team camps my spawn, I'll sit in the spawn just to make the other team wait in boredom.
Would you stick around if you got buff's for having less people in your team? What if the game gave you bonus Deflection & Temp HP as a handicap for having less people. It would be a step in evening it out.
Another option would be to change the rate at which the teams get points based on the number of members they have in the team. would be simple math.
i agree in having more maps and more styles, but that will make it harder to find a good team or match, its kind of a tough one.
--In addition --
You will get less quitters if there is better match making in the game. You also need better bot detection.
They need a better match making system then re-assess the situation.
Instead of penalizing those who leave, why not help those who stayed.
Start each match with a Glory Debt, if you leave it increases. if you sit around and do nothing, it is unchanged. It forces you to get out of debt. Well what happens if you get smoked? well that's were better match grouping comes into play.
Part of the reason most people quit is because their random team sucks vs the pre-made. Pre-made's should only be matched against pre-mades and randoms vs randoms.
I think one thing would help is allow players to make Team's, you can have as many teams as you want and each team gets its own chat. Once your team has enough players to enter PVP then you can. World of Tanks has something similar to this. And it helps people organize pre-mades much easier.
Thorin Oakenshield - 60 DC | Floki Longarm - 60 TR | Tiny Tank - 60 GWF
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Comments
With only 1 mode and 2 maps, and no updates, Its only a tiny fraction of this game. Look at Guild wars games, now thats a game where they make PvP into a focus.
Game where you grind (pve) or pay real money for the best PvP stuff (which happens to be rank 10s, tenebrous, whatevers), cannot be taken seriously as a PvP game.
I don't know why people get so uppity about PvP, its fun sure, and a great addition to the game (to fund pwe/cryptic). But lets be honest, its not something that is a focus here, and i doubt ever will. If they made ranking in PvP, match making, gear from rating. I'm pretty sure keeping it a playground for twinks as it currently is now nets them alot more profit now than it would otherwise.
and also the featured satirical comedic adventure "A Call for Heroes".
Of the 5 matches so far for me today all 5 have had quitters. In one match our cleric quit and we almost came back and won without him.
As such, do not be surprised that match making is so poorly implemented. Perhaps the ire should be redirected at the people responsible for this instead of the people who suffer it as you do. Adding a punishment will NOT fix anything. People will still quit. You are only addressing a symptom based on a behavior which neither you nor the developers have control over. Good luck with that.
This is going to continue to be an issue until the match making gets fixed. Honestly I think it's valid to complain but you're whole argument that it ruins fun and wastes time is the exact argument that the quitters will have when they run into these uber geared groups which make them quit. You ruin their fun and waste their time too.
Its a sign of the times I guess that you would have two sides of the argument with the exact same reason for their behaviors and they blame each other for it. PvP brings out all kinds I suppose.
Gloom level 60 Control Wizard
Dusk level 60 Trickster Rogue
Dawn level 60 Devoted Cleric
Eclipse level 60 Hunter Ranger
Wrath level 60 Great Weapon Fighter
Jinx level 60 Scourge Warlock
I am fairly new to the game. I am not talking about lvl 60 quitters going up against uber geared pre-made groups. I am talking about quitters in low level matches. They are not running up against uber-geared pre-mades there. I can't run a match lately without someone rage quitting. I had one guy rage quit today because our team did not follow his commands... and we were winning! We ended up barely losing, so that guy probably cost us the winners share.
If players are looking for perfectly balanced PvP this is not the game for them. All five classes can not be balanced. This is a game based on building and developing a toon so no two toons are going to be perfectly equal. Some player will always have an advantage. There has to be some type of penalty for quitters because it is getting exponentially worse every day.
If I am pugging PVP and 3 people drop in the first minute my chance at earning glory just went out the window.
If I see names and guilds I recognize I will ask for a cap swap and some 1 v 1. If that doesn't happen...Seeya.
You forget that some folks are farming glory and sitting around for 7 minutes at the spawn and earn ZERO glory doesn't cut it.
Go ahead and put a penalty on leavers and see what happens.
You will sit at YOUR spawn point for 7 minutes and earn 100 glory...whoop whoop!
So the weak, impatient, cowardly quit and leave the others in an even harder situation. By maybe just waiting and TRYING your team can at best catch up and win (I've been behind by 400 and come back to win MANY times) and at worst maybe you learn something or have some fun in the process.
Too many kids today want instant gratification, use cheat codes and otherwise are crybabies who don't know what it means to have to work hard to achieve something. C'est la vie.
See that's one problem with this whole discourse. The implicit assumption that those who quit a match in the middle are "weak", "impatient" or "cowardly". Such is not the case. If my PUG team is playing against a premade from a PVP guild, then my team is going to lose. There is no real doubt about this. So why should I waste 10 minutes of my time when the result is a foregone conclusion? It isn't cowardice. It is actually about better use of my time. Not to mention that the Arena PVP hour (for bonus glory - yes, that is one of my main motivations for playing) always appears right before the Dungeon Delves hour, and for PVE players like myself, I would like to get the PVP match over with as soon as possible so I can get about the business of preclearing a dungeon, so if it is just going to be a roflstomp, I'd rather just leave and start the dungeon then.
What I would really like to see, in the absence of real rankings and better matchmaking in general, is a forfeit button. If the losing team sticks it out for, say, 2 minutes and realizes there is no hope, then the team can vote to forfeit. Winning team gets some default level of glory, losing team gets some *nominal* glory. That is better than the 2 remaining players in a 5v2 match getting nothing at all, as is the case currently, so there is an incentive for forfeiting instead of quitting.
I'd also like to see some sort of incentive for good conduct by PVP players. The griefing, ganking, dragging players out of spawn, trash talking, and otherwise boorish, childish and humiliating behavior by a great many PVP players, IMO, contributes to PVP having a bad reputation among many PVE players and unnecessarily fosters division between the two types of players. Case in point: In a recent match, *after the match had ended and the final score page had been displayed*, a TR continued to beat on me and eventually kill me. This is pointless, griefing behavior. But a great many PVPers play for the sake of padding their kill count, or for the sake of seemingly deriving joy from hitting people and humiliating them. If there isn't going to be a punishment for such behavior (as in all major sports), then let's have an incentive for proper behavior. There is a title for having a large number of kills - how about a title for honorable behavior as well? Maybe that title could come associated with some sort of PVP-only buff.
Here's another idea: PVP guilds shouldn't form premades vs. PUGs. It's just not fair. That is like a pro sports team playing a match against a neighborhood pickup team. What is the point in that? It's not fun for either team. There is an entire preview server that can be used for premades to face each other. In the absence of separate premade/PUG queues, let's have a separate block of time in which the PVP queue could *only* be used for premades, so that you can face each other to your heart's content, but then the REST of the time, premades would be *forbidden*. Call it the "PVP Tournament Hour" or something. These matches could be broadcast in Protector's Enclave or on a special live stream. Maybe this could be the arena-style PVP that players seem to want.
But for heaven's sake, quitting a match isn't about "cowardice".
Give them a minimum of 100-200 Glory for coming in late to assist the team. Then tack on the rest for their performance.
If 3 people quit, let 3 people from the queue come in. If those people quit, let 3 more in, and so-on.
Thoughts?
I'd rather have matchmaking, ladders and after we make sure PvP is fair for everyone, penalties for quitters.
Agreed 100%. When people rage quit its usually because they are getting rolled, or teams are unbalanced. Why would anyone want to be dumped into a game they didn't start and are getting beat down?
A penality for this men?
there should be one more option to enter as replacement,and who dont want can q same as always.
i dont think its the best idea but any improvement is good at this point.
1. put in a penalty for leaving for the first person that says they can not requeue again for 1 hour.
2. put in once a player leaves the rest of the team is given the option to either recruit another person or leave themlseves without a penalty.
3. add level 90 NPC's that are on your side below your spawn point so that the other team can not camp you inside your own respawn point.
4. players that do nothing but hang out in the respawn point are booted after 1 minute with the penalty to not requeue again for 1 hour.
5. a team with fewer players gain a faster point gain based on the number of players missing... up to 3 missing can get a 25% boost (10% with only 1 missing) so that they still have a chance to win with the handicap.
6. once a team takes a tower let some level appropriate NPC's spawn to guard it... 3 to 5 depending on the number of players that team has. that way they have to clear those NPC's which will not respawn until the contested tower has been won again. This will allow a tower to be defended from 1 rogue that sneaks past a team trying to defend the second tower to steal it. lets not make the pvp for wizards and rogues only lets put it back to a team effort.
it it is a solid idea to allow replacement queuing as an option that can be toggled on and off. Or have it as a pop up as part of the confirmation box, "you will be entering this match as a replacement."
i've had moments like this, too. thanks for sharing yours!
Basically, if you want domination to remain fun and challenging and hopefully discourage those speed quitters please feel free to petition and hopefully the staff will take notice of this problem!
Cheers
Angelique
Then punish unsportsmanlike conduct by the PVP griefers out there who seem to get their jollies from tormenting and humiliating players.
Then we'll discuss penalizing quitters.
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is to have the reward system changed for the loosing team.
-
1) Some type of basic player matching. Maybe make it based off of win/lose ratio? I think its a well known fact that gearscore is irrelevant for evaluating potential ability in pvp. Win/lose ratio seems to be a good way to avoid this. Similar win/lose ratios would be paired up against each other, as well as the win/lose average of the teams should be roughly matched. This doesn't need to be strict matching, but just rough estimates in matching would help balance the completely 1 sided pvp matches a little bit more.
2) Penalizing leavers. I really like the idea mentioned of boosting the rewards for the losing team. In addition, I think a 15 minute or so penalty should be implemented for people who leave prematurely. This way, people are less likely to leave in general since they would be rewarded for losing as well as punished for leaving, but they also would not be too severely punished if there was a legit reason for needing to leave a match.
Another interesting idea I have is that we should give buffs to enemy teams when they are losing by certain amounts. Say if the enemy team is losing by 400 points or more, each member of the losing team's party should receive a decent buff to make them more powerful for the duration of time they are losing by this amount or more. In addition, to avoid there being issues with them going in and out of buff in quick succession, the buff should have at least a 2 minute duration of which the duration does not run down until the losing team is 399 points below the winning team or less. This way the buff does not need to be activated and deactivated in quick succession, but it also avoids the issue of a team intentionally losing for a buff in order to abuse it for a comeback.
i still think you're dealing with varied levels of pvp interest as well as people that just aren't interested in an unbalanced match. and that's why you will always have this issue.
People quit because there is poor match-making. We may as well let all levels queue together, since the difference between a fresh 60 and a top-60 is so pronounced. Note that I don't actually recommend letting all levels queue together. Just an illustrative example of the problem.
Note that I also don't support the following, but thought it interesting to discuss: set the penalty 'time-out' such that a quitter is only able to queue once the match they quit has ended.
Iyon the Dark
I think they need to rank people on PVP and group them by rank for better even matches. not everyone is good at pvp; maybe even based on gearscore..
I think this is a very valid point. PVP already has its reward system, Glory. Foundry's dont have a rewards so it makes sense to give them AD.
Exactly a monthly ladder and ranking system, and then reward rough AD based on how well you did.
Yeah, perhaps the buff's based on how close you are to your base, and how close you are to enemy base. The point of the game is capture the 3 locations, not the spawn point.
I think this is a great idea actuly. Lock them from joining any queue for 5xX minutes, where X is the number of times they droped in the last 24 hours. Problem is as well then they just sit around.
Excellent point, but now you are asking people to pvp the way you want to. Sure it makes sense to communicate and work as a team. So build a pre-made with friends you know. Getting 5 complete strangers to agree on a random task is pretty hard to do.
Would you stick around if you got buff's for having less people in your team? What if the game gave you bonus Deflection & Temp HP as a handicap for having less people. It would be a step in evening it out.
Another option would be to change the rate at which the teams get points based on the number of members they have in the team. would be simple math.
i agree in having more maps and more styles, but that will make it harder to find a good team or match, its kind of a tough one.
--In addition --
You will get less quitters if there is better match making in the game. You also need better bot detection.
They need a better match making system then re-assess the situation.
Instead of penalizing those who leave, why not help those who stayed.
Start each match with a Glory Debt, if you leave it increases. if you sit around and do nothing, it is unchanged. It forces you to get out of debt. Well what happens if you get smoked? well that's were better match grouping comes into play.
Part of the reason most people quit is because their random team sucks vs the pre-made. Pre-made's should only be matched against pre-mades and randoms vs randoms.
I think one thing would help is allow players to make Team's, you can have as many teams as you want and each team gets its own chat. Once your team has enough players to enter PVP then you can. World of Tanks has something similar to this. And it helps people organize pre-mades much easier.
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