I was enjoying myself, but after getting 2 characters to 60 I have been utterly disappointed in end game PvP. I knew it was the same map same mode, but wow. This is even worse than low level dominations. One side generally leaves within 30 seconds of the match starting probably 8/10 games. If you choose to stick around you will probably waste 8-10 minutes for 0 glory.
Zero. Glory.
Then you get taunted for being a **** scrub with bad gear, but you can't improve your gear by PvP'ing unless you get the winning side(or at least not a blow out loss which seems to always be the case).
I've read through every post in this thread up to the one quoted above, and will continue to read on through the thread.
This above quote struck a chord with me.
While levelling to 60 I participated in PvP frequently, not just for the glory and thus the rewards, but for the fun of it.
I'm not a particularly skilled PvPer and most likely never will be. But regardless of the wins / losses and occasional quitters, PvP up to end game was enjoyable.
As for now at level 60, I've grown to hate PvP, and play very rarely.
Here's why, last night local time I played four rounds, in pugs, (bear in mind I'm not a serious PvPer).
Each round a resounding loss with in the end zero glory, a total waste of time.
Why? Quitters for one, and facing a team which either out geared and/or out skilled the pug I was in.
Put simply end game PvP is no longer fun with limited, (if any), opportunity for reward.
I take my hat off to those players who are both skilled and well equipped PvPers as they have obviously worked to get where they are.
I take my hat off to those less skilled or geared players who give it a go and see it through.
I can't fault those who no longer enjoy PvP because it's unbalanced and unrewarding.
I don't think anyone will disagree that quitting is an annoying aspect of PvP.
Quitting isn't the problem however it's a symptom, or a secondary problem to poor PvP system design.
Many here have posted well thought out and well presented solutions, which have great merit.
The biggest problem however?
The lack of an official response, or effort made to fix it!
Perhaps though there are efforts being made, and have yet to see the light of day as the 'are not yet ready (tm)'.
Until then threads like this will continue to grow in length, players continue to get disgruntled or increasingly disgruntled.
The only thing I have a problem atm.. Up to lvl 60 I've had plenty of fun in PvP. Got to 60 a few days ago. Hazzah, this'll be fun.
7 games in a row vs MUCH stronger opponents. As far as I could tell in my team we were mostly fresh lvl 60s (mostly blue gear etc)
And the opponents were fully plated shiny god **** knights of glory. it was eather stunlock death or death. Took about 1-2min for them to push us against our spawn, and they camped us there untill the end. 7 games in a row. Haven't left single, and many others didn't, we kept on trying to get through, and take some points but without success.
But now the part THAT ACTUALLY PISSED ME OFF.
For 7 games.. Getting my (our, but each time with anotehr random team) face pounded in, humiliated, 3 hit killed. We. Got. 0. Glory.
No rewards. 0 glory. for almost 40min of PvP. We got absolutley nothing for giving our best against a much better geared enemy that was toying with us, the got rewarded for it, and we got NO rewards.
Now I'm finding it hard NOT to leave whenever we face a team like that. Why should I stay? To get pounded on and leave with nothing?
Agreed, the lack of a means to balance teams in endgame PvP whatsoever be they PUGS or premade is taking the enjoyment out PvP for many players.
This contributes to and perpetuates the 'early leaver' problem.
The game has a tiering system with regard end game PvE gear, and end game dungeoneering.
Likewise tiered endgame PvP gear, but nothing of the like for endgame PvP matches, a serious shortcoming indeed.
The grossly imbalanced so called 'contests' that result are not a true contest for 'new' level 60 players or 'hard core' PvPers whatsoever.
Make PvP items only work in PvP environment an NOT in PvE.
The PuGs are full now of PvE-players that just want to get glory for the artifact, at least I think so.
Who cares why someone wants to play PvP. You should be happy that there is a reason to get more people into the PvP queue as it exposes more people to something they might not play on their own, and they might like it. Keep that in mind when you make their intro into PvP a miserable experience and then wonder why, down the road, the PvP community is so small.
If the match making system works, when module 3 comes out, then those fresh 60 PvP people end up facing off against one another and working their way up. It breeds better competition, eases people into PvP and lets them hone their skills instead of just using them as fodder and tossing them aside.
Who cares why someone wants to play PvP. You should be happy that there is a reason to get more people into the PvP queue as it exposes more people to something they might not play on their own, and they might like it. Keep that in mind when you make their intro into PvP a miserable experience and then wonder why, down the road, the PvP community is so small.
If the match making system works, when module 3 comes out, then those fresh 60 PvP people end up facing off against one another and working their way up. It breeds better competition, eases people into PvP and lets them hone their skills instead of just using them as fodder and tossing them aside.
I think the problem is that people are queuing for PVP who don't actually have any interest in PVPing. They don't even try to fight they just give up and beg for the other team to let them cap points so they can get free glory. They are joining matches ONLY for the reward, they aren't really interested in playing against other players.
my team we were mostly fresh lvl 60s (mostly blue gear etc)
And the opponents were fully plated shiny god **** knights of glory.
We. Got. 0. Glory.
No rewards. 0 glory. for almost 40min of PvP.
Fresh lvl 60 vs P2W premade, and still willing to remain in the pvp session, still refusing to leave, being valiant and inventive and clever.
Yes obviously they should have got some glory. Argualbly they should have received MORE glory than the opposing P2W premade.
What lesson can learn this unfortunate guy here? Only one: leaving early will save you 40 minutes.
English is not my first language.
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twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
I think the problem is that people are queuing for PVP who don't actually have any interest in PVPing. They don't even try to fight they just give up and beg for the other team to let them cap points so they can get free glory. They are joining matches ONLY for the reward, they aren't really interested in playing against other players.
Rewards are vastly greater for the winner. If they stood a chance at a fair fight, they would have incentive to actually fight and try to win. Having an effective match making system would correct this. The problem is the people and their motivation, the problem is a lack of matchmaking and severely unbalanced matches.
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twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited February 2014
Here's an idea...
Glory reward based on the following criteria:
Points earned during play
Players on your team at the end of a match
Gear Score differential
With some basic formula like:
Points Earned*(5/# of Players on Team)*(avg opponent GS/avg team GS)+Bonus points for winning etc.
Now, there would have to be modifiers added to cap the range of Glory awarded, but you end up recognizing gear score difference (or ranking if a ladder should be implemented) and numbers disadvantages if people leave, and giving a boost to lower gear scored players who stick around and fight against higher geared teams. Also, it reduces the incentive for premades to go looking for pug's to stomp into the ground.
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dr132Member, Neverwinter Beta UsersPosts: 21Arc User
edited February 2014
well luckily there are plans to add in a Elo ranking system for matchmaking in the upcoming pvp update.
Why not distribute glory based on how well you perform during that match.
- People will always try and do their best.
- Bots won't get many points because they dont do that much.
- Even if your team does lose, the players that tried the hardest are rewarded.
- If you can't rely on your team to do well, at least you will be rewarded for how well you did.
- People won't quit half as much because they have reason to continue.
and also give alittle more to the winning team.
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frontsidebluntMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 12Arc User
Those are soulforge enchantments which auto-ress players once per 3 mins at death. Pvp artifact is what makes hp go up from 10% to 100% at max level (hp will be temporary tho, so in yellow).
They made it so that below 500 pts (I think its 500, though not sure), there is no glory granted coz of bots. But yes, it is a major turn down for pvp. I sometimes wonder whether it wouldn't be more fair if granted glory was calculated on the basis of such stats as get scored for dungeon runs - dmg dealt, dmg tanked, amount of heals done...
I play a GF in PvP and I would like nothing more than to see my damage taken stats at the end of a match. My two duties in PvP are to kill CW, and HR at all costs. A lot of the time, I'm chasing those two classes around and I'm not on a node to get the 300 points for taking it. But I am sure I have a direct effect on my team winning said node. Most of the time I have 3 people on ME and not their own nodes. This leaves only 2 people to fight the rest of my team thus making more of a chance for my team to win the node. There is no matrix for this stat. So the only points I get, unless I can be on the node when it's won, is from kills and assists. That doesn't add up to much, and if I'm below 400 or 500 I don't get any points. The tanks really get screwed with the amount of glory we get.
I play a GF in PvP and I would like nothing more than to see my damage taken stats at the end of a match. My two duties in PvP are to kill CW, and HR at all costs. A lot of the time, I'm chasing those two classes around and I'm not on a node to get the 300 points for taking it. But I am sure I have a direct effect on my team winning said node. Most of the time I have 3 people on ME and not their own nodes. This leaves only 2 people to fight the rest of my team thus making more of a chance for my team to win the node. There is no matrix for this stat. So the only points I get, unless I can be on the node when it's won, is from kills and assists. That doesn't add up to much, and if I'm below 400 or 500 I don't get any points. The tanks really get screwed with the amount of glory we get.
I think we just have to take it for granted that most really important exploits during the course of the match, cannot be summarized in numbers. We all know how many idiots simply judge PvP contribution through what it says on the stats -- such simple and inadequate set of numbers which tells you points, how many kills, deaths, and assists.
Frankly, you could avoid combat altogether, use all your teammates as meatshields, and just drift from node to node cherrypicking 300 points and easily get high scorse, while the rest of your team ****s blood through their rear ends trying to keep the enemies at bay.
In many cases, about more than half of the "kills" that should rightfully be mine (like, being the only person to really "engage" the enemy, having done more than 60~70% of damage to it...) are for some reason awarded to that guy in the back who threw in a couple of CCs and probably less than 5k damage in total.
The numbers don't tell you how you've sacrificed yourself again and again to lure in enemies while others simply sit on the node and earn 300 point freebies, nor does it tell you how much you've debuffed that smug super-GWF on the other team and decisively contributed to actually bringing him down.
...
IMO, just forgetting about the stats altogether, is the best way to PvP. It only gives you a blurry half-picture of how things actually went down.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
I think we just have to take it for granted that most really important exploits during the course of the match, cannot be summarized in numbers. We all know how many idiots simply judge PvP contribution through what it says on the stats -- such simple and inadequate set of numbers which tells you points, how many kills, deaths, and assists.
Frankly, you could avoid combat altogether, use all your teammates as meatshields, and just drift from node to node cherrypicking 300 points and easily get high scorse, while the rest of your team ****s blood through their rear ends trying to keep the enemies at bay.
In many cases, about more than half of the "kills" that should rightfully be mine (like, being the only person to really "engage" the enemy, having done more than 60~70% of damage to it...) are for some reason awarded to that guy in the back who threw in a couple of CCs and probably less than 5k damage in total.
The numbers don't tell you how you've sacrificed yourself again and again to lure in enemies while others simply sit on the node and earn 300 point freebies, nor does it tell you how much you've debuffed that smug super-GWF on the other team and decisively contributed to actually bringing him down.
...
IMO, just forgetting about the stats altogether, is the best way to PvP. It only gives you a blurry half-picture of how things actually went down.
I would agree pvp scoring could be much better but I don't think it is really the number1 problem right now. Cherrypicking nodes? Seems to me the smart thing to do to take an open node. No nodes should be all red at ANY time. That leads to fixing scorekeeping: no one else is running to node 1 which is red, nodes 2 and 3 are contested and not turning red, I run my gwf to node 1 to contest it. Another toon from my team joins me on 1. As soon as I see them on the node I am speeding to whatever node I am needed. I miss the 300 points, but really having both of us on an empty node is really a waste.
I play a GF in PvP and I would like nothing more than to see my damage taken stats at the end of a match. My two duties in PvP are to kill CW, and HR at all costs. A lot of the time, I'm chasing those two classes around and I'm not on a node to get the 300 points for taking it. But I am sure I have a direct effect on my team winning said node. Most of the time I have 3 people on ME and not their own nodes. This leaves only 2 people to fight the rest of my team thus making more of a chance for my team to win the node. There is no matrix for this stat. So the only points I get, unless I can be on the node when it's won, is from kills and assists. That doesn't add up to much, and if I'm below 400 or 500 I don't get any points. The tanks really get screwed with the amount of glory we get.
So typical of a GF only targeting the weaker classes in PVP i.e. CW's and HR's where they cannot compete with a GF with 30k + hp and 36 AC versus 25-28 k hp and 17-20 AC( CW's and HR's). It's no wonder GF's are hated and not wanted in most if not all dungeons coupled with the fact they are useless as any GWF can tank and even CW's can tank. Myself as a CW took over 1 mill damage in spider. Had a GF try to enter CN last night 5 times and we kicked him cos they do not bring anything worth while to the best dungeon in the game. So either improve the class or get rid of it.
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twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited February 2014
So... a GF shouldn't go after classes that are best suited for him to handle in PvP?
So typical of a GF only targeting the weaker classes in PVP i.e. CW's and HR's where they cannot compete with a GF with 30k + hp and 36 AC versus 25-28 k hp and 17-20 AC( CW's and HR's). It's no wonder GF's are hated and not wanted in most if not all dungeons coupled with the fact they are useless as any GWF can tank and even CW's can tank. Myself as a CW took over 1 mill damage in spider. Had a GF try to enter CN last night 5 times and we kicked him cos they do not bring anything worth while to the best dungeon in the game. So either improve the class or get rid of it.
Is this a serious post ?? The goal in a pvp DOMINATION match is to obtain and maintain possession of a node, thus acquiring points..CW and HR pose a problem if left alone and can do alot of damage..One of a GF's objectives is to nuetrilize them....
Oh, and the part about the PVE..go back to whatever elitist game u came from..kicking a GF because of class ? If thier undergeared or incompetant then I could understand, but .....Don't take it out on the GF community just because your getting ROLFstommped in pvp !!
i wish they would give people a 1 hour debuff that doesnt let them queue for another pvp match again if they quit. that would keep a lot of people from doing it. because its annoying when your team is counting on you and you just leave. i dont care how bad it looks. you shouldnt be able to leave without having some sort of consequence.
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twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited February 2014
Aren't there enough of these threads going around? Several that offer quality ideas about how to deal with this instead of just complaining?
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twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
There you go, 6 or 7 threads down on the first page.
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theheroshieldMember, NW M9 PlaytestPosts: 24Arc User
edited February 2014
I think it can be argued that PvP is probably the worst part of this game, or one of the worst.
PvP in general can be fun, but the set-up here is horrible. This comes from someone who has played this game since May and love it to pieces. I generally get about 10+ hours in a week despite having a full-time job, a husband and a busy schedule (which includes lots of overtime). And I still think PvP is really, really bad.
I think the quitters are annoying, but I agree that they are not the cause, but simply people getting fed up with a bad system. Punishing them with losing AD, etc. might work with a few but in the end most will simply abandon PvP leaving it as not full of quitters, but simply no one at all.
The solution is, imo, to set up tiers, like you have in PvE dungeons. The higher the tiers the greater the glory (currency and metaphorically speaking). Make it so you must reach a certain gear score before you can enter a higher tier. I know gear score isn't everything but it's a lot better than no requirement at all. I was in a PvP once with a guy who was level 60 GF with 2k GS. We were facing off against 10K+ gear scores. Obviously it makes some difference.
And I agree, give incentive to stay, such as more glory as you as long as you there, but even more for taking/tanking/dealing damage. More glory for more of the map reached. More glory for more caps made. Etc. No glory for camp-sitting or quitting.
And drop the soul-forge ress. I hate CWs because they are OP in general (even more than GWF, imo) but I'd rather face one of those if I thought they didn't have a soul-forge ress waiting in the wings. It's annoying to have them down and then have to kill them again. That's BS.
So typical of a GF only targeting the weaker classes in PVP i.e. CW's and HR's where they cannot compete with a GF with 30k + hp and 36 AC versus 25-28 k hp and 17-20 AC( CW's and HR's). It's no wonder GF's are hated and not wanted in most if not all dungeons coupled with the fact they are useless as any GWF can tank and even CW's can tank. Myself as a CW took over 1 mill damage in spider. Had a GF try to enter CN last night 5 times and we kicked him cos they do not bring anything worth while to the best dungeon in the game. So either improve the class or get rid of it.
That's crazy talk, HR and CW are not weak PVP classes compared to a GF, GF is the easiest kill for my CW right now, they don't have the mobility, CC breaking, or health restoring capabilities of a GWF, they should literally never touch a wizard or ranger in a 1v1.
Who would want to stay if their team doesn't put any effort in helping? Most of my pvp consist of those players who just watch from the balcony looking for a easy kill, and never helps push or secure a point. They seem to care more about their K/D. You'll just end up sacrificing your life standing on a point getting focused to death while they hang out 30 ft away...
And their are those that just push buttons, they don't even prioritize who to kill first.
Also, would you stay if your opponents are overly geared? At first sight of seeing you or your teammate enranges them to kill you in 2 seconds. Is that a reason worth staying? To get 1-2 shotted, unable to put a decent fight because everyone scatters, and on top of that feed them like cattle to a slaughtering house?
Yeah..so...no cooperation and major disadvantages...I think I'll stay cus that's the right thing to do.
When my team is loosing badly, against much better geared oponents, I usually try to get some points by getting nodes, but if that doesn't work either, I still don't leave, if they difference. I try to participate and learn a bit. If the difference is too great, and they keep on fighint 5 vs us 2 or something like that, then I just stand by the campfire and wait for it to end.
Which makes me wonder, what happens if a whole team leaves? the other wins automatically?
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theheroshieldMember, NW M9 PlaytestPosts: 24Arc User
edited February 2014
I've always wondered that myself. I've never had the entire opposite team leave before so I've no idea what happens when one team abandons the PvP.
I also agree that simply punishing players for leaving is no solution. You can always sit by the campfire but if you do you just waste your time. No one benefits if you're all cooking marshmellows by the campfire. You get no glory (I should know, I tried this). Quit and retry, hoping you get a better team or not facing a pre-made with soulforge + 15K GS.
You might think that's dishonorable or whatever but the fact remains that you get nothing, nothing, for remaining. And neither does your badly-beaten teammates. If, however, you were given some sort of incentive (say, some glory for sticking around longer, and even more glory for whatever hit you do land on the opposing team, etc.) then I'd agree that it would be wasteful and disgraceful for quitting.
Punishing people for not wanting to get their asses whooped for no gain whatsoever is downright foolish. Better to either a) balance the teams more by creating a tier system b) give some glory, etc. for sticking to your guns and staying around.
Once I was left alone against a 5 team of high geared players, who wouldn't let me get any points at all, so I just told them to have fun waiting while I sat alone by the campfire, but 2 of them actually managed to get to my spawning zone, and started to kill me repeateadly, luckily I'm a TR so I entered stealth and had them looking for me for the rest of the match, at least they didn't kill me anymore... I was thinking on leaving but I wouldn't be able to see what would happen anyway...
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theheroshieldMember, NW M9 PlaytestPosts: 24Arc User
edited February 2014
Might I ask why you stuck around, then? I'm guessing you didn't get any glory points (I know I didn't when I tried that).
I'm not sure if this is appropriate to mention or not but if the other team is getting blasted and requests to trade off points, I generally agree. No point in sitting around or slaughtering helpless players. I also generally ask for 1 vs 1 especially against anyone who's my same class. I like to see other players in combat, to see what combination of powers they use and in what order. I like to learn and I like to teach. It's way more entertaining than senseless killing and sitting around collecting points.
I often will ask for trading points if my team leaves me or we get constantly killed. I thank them if they agree and follow their instructions. And if one of them asks for a 1 vs. 1 I honor it and try my best. And I remind them to take me down at the end of the PvP for more points. Oftentimes they'll end up with a friend request from me if they keep to the agreement.
I hate it when players ask for a 1 vs. 1 and hit you with a invisible rogue or something though. They lol at me and I have to end up blocking them. Wow, yay for children, eh?
No you still have to wait out the score. Had a match maybe last weds where the entire other team left before two was even capped.
Most usually, people leaving in that fashion is a form of protest -- raising the middlefinger --against premades. About the only form of leaving I'd support.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
Comments
I've read through every post in this thread up to the one quoted above, and will continue to read on through the thread.
This above quote struck a chord with me.
While levelling to 60 I participated in PvP frequently, not just for the glory and thus the rewards, but for the fun of it.
I'm not a particularly skilled PvPer and most likely never will be. But regardless of the wins / losses and occasional quitters, PvP up to end game was enjoyable.
As for now at level 60, I've grown to hate PvP, and play very rarely.
Here's why, last night local time I played four rounds, in pugs, (bear in mind I'm not a serious PvPer).
Each round a resounding loss with in the end zero glory, a total waste of time.
Why? Quitters for one, and facing a team which either out geared and/or out skilled the pug I was in.
Put simply end game PvP is no longer fun with limited, (if any), opportunity for reward.
I take my hat off to those players who are both skilled and well equipped PvPers as they have obviously worked to get where they are.
I take my hat off to those less skilled or geared players who give it a go and see it through.
I can't fault those who no longer enjoy PvP because it's unbalanced and unrewarding.
I don't think anyone will disagree that quitting is an annoying aspect of PvP.
Quitting isn't the problem however it's a symptom, or a secondary problem to poor PvP system design.
Many here have posted well thought out and well presented solutions, which have great merit.
The biggest problem however?
The lack of an official response, or effort made to fix it!
Perhaps though there are efforts being made, and have yet to see the light of day as the 'are not yet ready (tm)'.
Until then threads like this will continue to grow in length, players continue to get disgruntled or increasingly disgruntled.
Agreed, the lack of a means to balance teams in endgame PvP whatsoever be they PUGS or premade is taking the enjoyment out PvP for many players.
This contributes to and perpetuates the 'early leaver' problem.
The game has a tiering system with regard end game PvE gear, and end game dungeoneering.
Likewise tiered endgame PvP gear, but nothing of the like for endgame PvP matches, a serious shortcoming indeed.
The grossly imbalanced so called 'contests' that result are not a true contest for 'new' level 60 players or 'hard core' PvPers whatsoever.
Make PvP items only work in PvP environment an NOT in PvE.
The PuGs are full now of PvE-players that just want to get glory for the artifact, at least I think so.
Who cares why someone wants to play PvP. You should be happy that there is a reason to get more people into the PvP queue as it exposes more people to something they might not play on their own, and they might like it. Keep that in mind when you make their intro into PvP a miserable experience and then wonder why, down the road, the PvP community is so small.
If the match making system works, when module 3 comes out, then those fresh 60 PvP people end up facing off against one another and working their way up. It breeds better competition, eases people into PvP and lets them hone their skills instead of just using them as fodder and tossing them aside.
I think the problem is that people are queuing for PVP who don't actually have any interest in PVPing. They don't even try to fight they just give up and beg for the other team to let them cap points so they can get free glory. They are joining matches ONLY for the reward, they aren't really interested in playing against other players.
Fresh lvl 60 vs P2W premade, and still willing to remain in the pvp session, still refusing to leave, being valiant and inventive and clever.
Yes obviously they should have got some glory. Argualbly they should have received MORE glory than the opposing P2W premade.
What lesson can learn this unfortunate guy here? Only one: leaving early will save you 40 minutes.
Rewards are vastly greater for the winner. If they stood a chance at a fair fight, they would have incentive to actually fight and try to win. Having an effective match making system would correct this. The problem is the people and their motivation, the problem is a lack of matchmaking and severely unbalanced matches.
Glory reward based on the following criteria:
Points earned during play
Players on your team at the end of a match
Gear Score differential
With some basic formula like:
Points Earned*(5/# of Players on Team)*(avg opponent GS/avg team GS)+Bonus points for winning etc.
Now, there would have to be modifiers added to cap the range of Glory awarded, but you end up recognizing gear score difference (or ranking if a ladder should be implemented) and numbers disadvantages if people leave, and giving a boost to lower gear scored players who stick around and fight against higher geared teams. Also, it reduces the incentive for premades to go looking for pug's to stomp into the ground.
- People will always try and do their best.
- Bots won't get many points because they dont do that much.
- Even if your team does lose, the players that tried the hardest are rewarded.
- If you can't rely on your team to do well, at least you will be rewarded for how well you did.
- People won't quit half as much because they have reason to continue.
and also give alittle more to the winning team.
I play a GF in PvP and I would like nothing more than to see my damage taken stats at the end of a match. My two duties in PvP are to kill CW, and HR at all costs. A lot of the time, I'm chasing those two classes around and I'm not on a node to get the 300 points for taking it. But I am sure I have a direct effect on my team winning said node. Most of the time I have 3 people on ME and not their own nodes. This leaves only 2 people to fight the rest of my team thus making more of a chance for my team to win the node. There is no matrix for this stat. So the only points I get, unless I can be on the node when it's won, is from kills and assists. That doesn't add up to much, and if I'm below 400 or 500 I don't get any points. The tanks really get screwed with the amount of glory we get.
I think we just have to take it for granted that most really important exploits during the course of the match, cannot be summarized in numbers. We all know how many idiots simply judge PvP contribution through what it says on the stats -- such simple and inadequate set of numbers which tells you points, how many kills, deaths, and assists.
Frankly, you could avoid combat altogether, use all your teammates as meatshields, and just drift from node to node cherrypicking 300 points and easily get high scorse, while the rest of your team ****s blood through their rear ends trying to keep the enemies at bay.
In many cases, about more than half of the "kills" that should rightfully be mine (like, being the only person to really "engage" the enemy, having done more than 60~70% of damage to it...) are for some reason awarded to that guy in the back who threw in a couple of CCs and probably less than 5k damage in total.
The numbers don't tell you how you've sacrificed yourself again and again to lure in enemies while others simply sit on the node and earn 300 point freebies, nor does it tell you how much you've debuffed that smug super-GWF on the other team and decisively contributed to actually bringing him down.
...
IMO, just forgetting about the stats altogether, is the best way to PvP. It only gives you a blurry half-picture of how things actually went down.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
I would agree pvp scoring could be much better but I don't think it is really the number1 problem right now. Cherrypicking nodes? Seems to me the smart thing to do to take an open node. No nodes should be all red at ANY time. That leads to fixing scorekeeping: no one else is running to node 1 which is red, nodes 2 and 3 are contested and not turning red, I run my gwf to node 1 to contest it. Another toon from my team joins me on 1. As soon as I see them on the node I am speeding to whatever node I am needed. I miss the 300 points, but really having both of us on an empty node is really a waste.
Jugger Conq GF
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So typical of a GF only targeting the weaker classes in PVP i.e. CW's and HR's where they cannot compete with a GF with 30k + hp and 36 AC versus 25-28 k hp and 17-20 AC( CW's and HR's). It's no wonder GF's are hated and not wanted in most if not all dungeons coupled with the fact they are useless as any GWF can tank and even CW's can tank. Myself as a CW took over 1 mill damage in spider. Had a GF try to enter CN last night 5 times and we kicked him cos they do not bring anything worth while to the best dungeon in the game. So either improve the class or get rid of it.
Is this a serious post ?? The goal in a pvp DOMINATION match is to obtain and maintain possession of a node, thus acquiring points..CW and HR pose a problem if left alone and can do alot of damage..One of a GF's objectives is to nuetrilize them....
Oh, and the part about the PVE..go back to whatever elitist game u came from..kicking a GF because of class ? If thier undergeared or incompetant then I could understand, but .....Don't take it out on the GF community just because your getting ROLFstommped in pvp !!
There you go, 6 or 7 threads down on the first page.
PvP in general can be fun, but the set-up here is horrible. This comes from someone who has played this game since May and love it to pieces. I generally get about 10+ hours in a week despite having a full-time job, a husband and a busy schedule (which includes lots of overtime). And I still think PvP is really, really bad.
I think the quitters are annoying, but I agree that they are not the cause, but simply people getting fed up with a bad system. Punishing them with losing AD, etc. might work with a few but in the end most will simply abandon PvP leaving it as not full of quitters, but simply no one at all.
The solution is, imo, to set up tiers, like you have in PvE dungeons. The higher the tiers the greater the glory (currency and metaphorically speaking). Make it so you must reach a certain gear score before you can enter a higher tier. I know gear score isn't everything but it's a lot better than no requirement at all. I was in a PvP once with a guy who was level 60 GF with 2k GS. We were facing off against 10K+ gear scores. Obviously it makes some difference.
And I agree, give incentive to stay, such as more glory as you as long as you there, but even more for taking/tanking/dealing damage. More glory for more of the map reached. More glory for more caps made. Etc. No glory for camp-sitting or quitting.
And drop the soul-forge ress. I hate CWs because they are OP in general (even more than GWF, imo) but I'd rather face one of those if I thought they didn't have a soul-forge ress waiting in the wings. It's annoying to have them down and then have to kill them again. That's BS.
And their are those that just push buttons, they don't even prioritize who to kill first.
Also, would you stay if your opponents are overly geared? At first sight of seeing you or your teammate enranges them to kill you in 2 seconds. Is that a reason worth staying? To get 1-2 shotted, unable to put a decent fight because everyone scatters, and on top of that feed them like cattle to a slaughtering house?
Yeah..so...no cooperation and major disadvantages...I think I'll stay cus that's the right thing to do.
Which makes me wonder, what happens if a whole team leaves? the other wins automatically?
I also agree that simply punishing players for leaving is no solution. You can always sit by the campfire but if you do you just waste your time. No one benefits if you're all cooking marshmellows by the campfire. You get no glory (I should know, I tried this). Quit and retry, hoping you get a better team or not facing a pre-made with soulforge + 15K GS.
You might think that's dishonorable or whatever but the fact remains that you get nothing, nothing, for remaining. And neither does your badly-beaten teammates. If, however, you were given some sort of incentive (say, some glory for sticking around longer, and even more glory for whatever hit you do land on the opposing team, etc.) then I'd agree that it would be wasteful and disgraceful for quitting.
Punishing people for not wanting to get their asses whooped for no gain whatsoever is downright foolish. Better to either a) balance the teams more by creating a tier system b) give some glory, etc. for sticking to your guns and staying around.
I'm not sure if this is appropriate to mention or not but if the other team is getting blasted and requests to trade off points, I generally agree. No point in sitting around or slaughtering helpless players. I also generally ask for 1 vs 1 especially against anyone who's my same class. I like to see other players in combat, to see what combination of powers they use and in what order. I like to learn and I like to teach. It's way more entertaining than senseless killing and sitting around collecting points.
I often will ask for trading points if my team leaves me or we get constantly killed. I thank them if they agree and follow their instructions. And if one of them asks for a 1 vs. 1 I honor it and try my best. And I remind them to take me down at the end of the PvP for more points. Oftentimes they'll end up with a friend request from me if they keep to the agreement.
I hate it when players ask for a 1 vs. 1 and hit you with a invisible rogue or something though. They lol at me and I have to end up blocking them. Wow, yay for children, eh?
Most usually, people leaving in that fashion is a form of protest -- raising the middlefinger --against premades. About the only form of leaving I'd support.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'