ebonyshadowMember, Neverwinter Beta UsersPosts: 0Arc User
edited March 2014
I've noticed a definite improvement as far as number of leavers is concerned. Still getting irritating AFKers making the fight one sided, 4v5 or 3v5 etc. but things certainly seem to be heading the right way.
Would like to see support/healing taken more into account. DC's getting some reward for doing their part in trying to win.
Devs want to fix this? Put a Timer on whos at the campfire and if they are there for to long port them down off the platform so they can be killed. THEY came to pvp to die or die trying. If your a quiter then you don't belong in pvp at all. Just sayin.
if you can not cope with people leaving a PvP match you don't belong in PvP at all. Just sayin.
I don't mind puging it, I laugh at quiters. It's when they expect a free ride from those players who are good and who are really trying. That earns my respect but I don't expect people to earn my respect.. If your just there for your ad/seal your useless to me and everyone else. Infact you just wasted your time and mine just being there, why even play the game if your there just for those reasons? 1. Your a farmer 2. Your a farmer How else can I put it? heh
1. IMO, the current 30 mins is too long - 15 would suffice.
2. I have seen a drastic decrease in leavers.
3. Without a penalty for afker's, tho, afking will increase.
An afker and inactive char punishment should be implemented. For example, if a char is at the respawn point for more than 1 min, that char is marked as afk and punished accordingly (presumably with the leaver penalty). If a char doesn't move for more than 1 mins, then that char is marked afk, etc. Also, the ability to kick a player would help. Players will/have find a way to get out of the inactive player punishment (if there was one), still leaving the team in a lurch. They have in other games and will here as well. However, until NW permits others to join a warfront that is already in progress, it doesn't matter if someone left or is afk. The end result is your team is short a player(s). Yes, that person may get his 121 glory for the loss, but what does that matter? The overall progress of pvp in this neonatal game is what matters more.
Dude people come to
>pvp<
If you say its ok to quit and ok to farm you are those people. Which = Your a Waste of Time.
(Useless) Have no business playing at all.
I get ALOT less quitters. And so far I had a much more positive experience compared to before.
I would say that increasing the penalty to 60 minutes would actually be best. 30 min seems wayyyy to short.
Also how about if a player afks for 30 seconds in the spawn area, he gets teleported or kicked out of the base into combat area? At least people can farm kills on them this way....
Or instead of a flat increase on leavers penalty, make that escalated to more time based on how many times they left. And make that "escalated time" reset daily or weekly.
Those who stand in spawn point for over 60 seconds should also receive this escalating penalty
First offense? Get a warning. Second? 30 min. Third? 1 hour. 4th? 4 hours... 5th? FBI COMES TO YOUR HOUSE AND TEACHES YOU A LESSON.
Dude people come to
>pvp<
If you say its ok to quit and ok to farm you are those people. Which = Your a Waste of Time.
(Useless) Have no business playing at all.
Quick question for ya...
How do you improve your gear for PvP without 'farming' PvP? Magic buttons?
For example, if a char is at the respawn point for more than 1 min, that char is marked as afk
I was under the impression that you are kicked from PvP anyway after one minute afk, no? I never had the pleasure of encountering this personally so far, I just hear rumors.
Imaginary Friends are the best friends you can have!
Also how about if a player afks for 30 seconds in the spawn area, he gets teleported or kicked out of the base into combat area? At least people can farm kills on them this way....
Yup. Definitely the best way to encourage people to play the game is to feed them to spawn campers.
Plus - 30 seconds? What about folk praying/rebuffing? Or rearranging their powers?
There is already an AFK penalty that kicks you from the match BTW. It's pretty long though. And very easy to get around.
Who says it is not working. I have not played a PVP match yet where someone has quit!!!
And also how it does work is that previous PVP quitters were just waiting 3 minutes to see if they could defeat the other team easy and if not quit for another match = Since they are playing PVP and quitting would mean a 1/2 hour wait, they stay and put up a fight.
Genus Draco Fad and the Muster@Jintortle
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
I was under the impression that you are kicked from PvP anyway after one minute afk, no? I never had the pleasure of encountering this personally so far, I just hear rumors.
I got hit with it once. The match had descended into cap trades and I wasn't interested so I just sat it out. Must have been sat in one place longer than I thought.
Dude people come to
>pvp<
If you say its ok to quit and ok to farm you are those people. Which = Your a Waste of Time.
(Useless) Have no business playing at all.
"The overall progress of pvp in this neonatal game is what matters more."
Yup. Definitely the best way to encourage people to play the game is to feed them to spawn campers.
Plus - 30 seconds? What about folk praying/rebuffing? Or rearranging their powers?
There is already an AFK penalty that kicks you from the match BTW. It's pretty long though. And very easy to get around.
well a slow person could take 5 minutes to decide how they want to rearrange their powers... they wont get kicked as afk because their mouse is still moving. So the afk system is completely worthless in a sense.
If you get pushed out of camp fire while arranging your skills, you can continue doing so. Its not like campfire is the only area in the pvp map where you can access the powers.
But if you are sitting at camp fire for over 30 seconds, you are basically wasting time. Takes no time to change skills plus you could have done that before the match started. Wouldnt that be the right way to do it? And if because of some specific reason you need to change something during the match, it should not take you more than 30 seconds. Like i said, AFKing is not touching keyboard/mouse for X amount of time. When you jump every 30 seconds you wont get marked as afk as far as I know. (Could be wrong)
Praying takes what? 3 seconds? how many times can you play per match? once? Like i said, those things wont mark you as AFK because you are doing things. " if a player afks for 30 seconds in the spawn area" that means if the player does not interact with the game at all. (AWAY FROM KEYBOARD)
Also yea. People afking should be get farmed. If you dont want to get farmed, leave campfire and go fight at the flag area. Help your team a bit. You only get farmed at spawn area if you are not doing anything.
if a player afks for 30 seconds in the spawn area" that means if the player does not interact with the game at all. (AWAY FROM KEYBOARD)
Also yea. People afking should be get farmed. If you dont want to get farmed, leave campfire and go fight at the flag area. Help your team a bit. You only get farmed at spawn area if you are not doing anything.
How about, instead of something drastic like "forcing them into combat", the afk system adapts such that if you do not take or deal damage at least once inside a 1/2/3 minute window (maybe in addition to rules already in place), you're booted from the match for being marked as afk.
How about, instead of something drastic like "forcing them into combat", the afk system adapts such that if you do not take or deal damage at least once inside a 1/2/3 minute window (maybe in addition to rules already in place), you're booted from the match for being marked as afk.
So you get booted from the match if the other team decided to sit out at the campfire or leave
Tbh, the whole new PvP leaver penalty/tenacity/ELO thing is awful.
Now not only I'm pushed to farm for gear with tenacity, when it would have been easier to just add that stat to the existing gear, but I'm also forced to wait for the match to end when 3 out of 5 of my team are afk after being stomped around for 5 minutes scoring a total of 20 points...
In a total of 30+ matches played I won more than 25 in such an easy way that was embarassing and lost the remaining ones in the same embarassing way... what's the point of putting in ELO if you cant use it because of lacking the player base to make half a decent matching qeue ?
Moreover the old issues of OP classes and builds didn't get solved at all, just somewhat mitigated by the fact that everyone does less damage, which in turn makes games last longer for... less glory than before.
I really don't see any reason for being happy with the PvP update, you still win or lose depending on luck with the PUG qeue.
PM are just a different thing, which must be addressed separately.
0
twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited March 2014
The leaver penalty was a slippery slope, a change in the wrong direction. Look at these outlandish ideas that people now come up with to support the leaving penalty and enforce the spirit of the rule against those who now seek to skirt around it...
Again, if you use positive reinforcement instead, if there was no benefit to camping or hiding out, because your reward was based on your activity, you wouldn't have any of these issues, and what's more, when someone DID leave, it wouldn't have nearly the same negative impact to everyone else on their team as a person leaving, camping or hiding does now.
Honestly a good way to fix it is leveling out the queue to queueing players with same gearscore people leave because theyre characters are facing veteran pvp players and theyre just trying to finish theyre dailys while others pvp all the time so they have outspoken advantages and are built for pvp!!
[SIGPIC][/SIGPIC]
Forsaken Angels Veteran Scorpion
0
twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
Honestly a good way to fix it is leveling out the queue to queueing players with same gearscore people leave because theyre characters are facing veteran pvp players and theyre just trying to finish theyre dailys while others pvp all the time so they have outspoken advantages and are built for pvp!!
If their effort against teams in that situation wasn't in vain, they might not mind sticking around to fight it out. However, fighting a lopsided, losing battle for no real gain is pointless.
The leaver penalty was a slippery slope, a change in the wrong direction. Look at these outlandish ideas that people now come up with to support the leaving penalty and enforce the spirit of the rule against those who now seek to skirt around it...
Again, if you use positive reinforcement instead, if there was no benefit to camping or hiding out, because your reward was based on your activity, you wouldn't have any of these issues, and what's more, when someone DID leave, it wouldn't have nearly the same negative impact to everyone else on their team as a person leaving, camping or hiding does now.
It depends on what you think is the main source of leavers. I think leavers are those that don't want to play unless they can win and steamroll the other team 100% of the time. No positive reinforcement is possible for that, only harsh penalties to discourage it, and the penalties are not nearly harsh enough.
You seem optimistic about human beings, I think we as a species are the scum of the earth.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited March 2014
I know! Let's have everyone who enjoys having obstacles in their life which they can overcome go this way, and everyone whose insecurities sabotage their potential to overcome those obstacles go that way.
It depends on what you think is the main source of leavers. I think leavers are those that don't want to play unless they can win and steamroll the other team 100% of the time. No positive reinforcement is possible for that, only harsh penalties to discourage it, and the penalties are not nearly harsh enough.
You seem optimistic about human beings, I think we as a species are the scum of the earth.
Carrots only work with a stick behind it.
Go forward and get the carrot. Turn around and get the stick.
Rewards are a good way to encourage good behavior but that only goes so far. You also have to punish bad behavior. That's the way the world works and this modern ******** society started to believe in recent years like everybody is a winner is...stars.
Basically everything in life has at least three tiers.
Above expectations, meeting expectations, below expectations.
You get a carrot when you are above expectations. You get the stick when you are below expectations.
Think of anything from jobs to sports.
If everybody gets a carrot then there is no incentive to shoot for the carrot. If people don't feel like it is acceptable to not get a carrot they don't try. And that is why sticks are required.
It depends on what you think is the main source of leavers. I think leavers are those that don't want to play unless they can win and steamroll the other team 100% of the time. No positive reinforcement is possible for that, only harsh penalties to discourage it, and the penalties are not nearly harsh enough.
You seem optimistic about human beings, I think we as a species are the scum of the earth.
I'm not optimistic about people. I think, in general, people are relatively stupid and greedy. However, the changes I proposed target that greed and self interest in a way that serves the greater good of the PvP system.
I think most people who left matches did so because there was no reward for their efforts. Sure, there are other reasons for leaving, including people who only wanted to stomp other teams, but I think the bulk of people who left matches prior to the new patch did so because there was little to no reward in sticking around for a known loss.
Many of those people, currently camp or hide, while some still leave.
Even a sub set of the people who were just looking to stomp another team wanted that because it made their Glory grind faster.
If you take away the reward for simply playing a match, and base it on activity in a loss, or the traditional points in a win, camping or hiding get you absolutely nothing. There is no longer an in-game reason to join a PvP match and do nothing. Your reward in a loss is still based on your activity, and if it's a decent enough award, it's now worthwhile to PvP and fight, even if you suck and lose all the time, or if the other team is just better. Those 1000-999 games where the losing team gets <font color="orange">HAMSTER</font>? Gone. 1000-10 games where the losing team gets <font color="orange">HAMSTER</font>? Gone.
Someone leaves your party for some reason, now you're down 4-5 or 3-5. You know you're getting <font color="orange">HAMSTER</font> Glory out of the match currently. If the losing side's Glory is based on their activity, their reward won't suck, so long as they fight it out, and it makes the whole thing worth while, even in a loss.
It fixes so many problems. Then, with that in place, if you still have a significant group of people leaving, you ask yourself why again. If the answer is exploiting, or looking for easy fights, then you slap them with a penalty.
0
twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
Go forward and get the carrot. Turn around and get the stick.
Rewards are a good way to encourage good behavior but that only goes so far. You also have to punish bad behavior. That's the way the world works and this modern ******** society started to believe in recent years like everybody is a winner is...stars.
Basically everything in life has at least three tiers.
Above expectations, meeting expectations, below expectations.
You get a carrot when you are above expectations. You get the stick when you are below expectations.
Think of anything from jobs to sports.
If everybody gets a carrot then there is no incentive to shoot for the carrot. If people don't feel like it is acceptable to not get a carrot they don't try. And that is why sticks are required.
If you aren't using the appropriate carrot, then you need to reevaluate. If your carrot is not having the proper effect, you need to reevaluate. Rewarding for participating in a match, without checking that participation is taking place, other than making sure someone doesn't leave is not the appropriate carrot.
The answer is not getting a bigger stick. Without the appropriate carrot, that will only serve to drive people away. Without the appropriate carrot, people are only motivated enough to not get the stick. That's why you see people camping and hiding. The carrot is broken.
Don't allow premades to go vs solo queuers, pretty simple really.
If they had simply add a premade queue like many of us requested, we wouldn't even be having these discussions at all, but they never listen to anything, even when it's made obvious their ideas are, well, stupid.
If you aren't using the appropriate carrot, then you need to reevaluate. If your carrot is not having the proper effect, you need to reevaluate. Rewarding for participating in a match, without checking that participation is taking place, other than making sure someone doesn't leave is not the appropriate carrot.
I think the dailies from Rhix (500 glory and 2k rough diamonds) fine and enticing enough to encourage players to play out the match.
Of course, I'm talking about general population, not people who have no responsibilities or school or work and have several hours to sit at home and play a video game
If you get pushed out of camp fire while arranging your skills, you can continue doing so. Its not like campfire is the only area in the pvp map where you can access the powers.
True. I often stop to arrange my power bar in the middle of the melee around Point 2, for example. Perfectly safe.
But if you are sitting at camp fire for over 30 seconds, you are basically wasting time. Takes no time to change skills plus you could have done that before the match started. Wouldnt that be the right way to do it? And if because of some specific reason you need to change something during the match, it should not take you more than 30 seconds. Like i said, AFKing is not touching keyboard/mouse for X amount of time. When you jump every 30 seconds you wont get marked as afk as far as I know. (Could be wrong)
First up, I'm quite surprised that you think changing up powers during a game is odd. Unless you play IV Sent I guess. Tailoring your powers to the particular challenges of each match is a given, isn't it?
Second, AFK is used as shorthand for hanging around at the campfire. Many players that do this are not truly AFK and so any system that relies on complete absence of game interaction will fail. Hard.
If you aren't using the appropriate carrot, then you need to reevaluate. If your carrot is not having the proper effect, you need to reevaluate. Rewarding for participating in a match, without checking that participation is taking place, other than making sure someone doesn't leave is not the appropriate carrot.
The answer is not getting a bigger stick. Without the appropriate carrot, that will only serve to drive people away. Without the appropriate carrot, people are only motivated enough to not get the stick. That's why you see people camping and hiding. The carrot is broken.
The one that I hear all the time is to simply increase the rewards. The rewards were higher.
It amazes me that people do not remember how many people simply joined PVP matches to never leave the base.
Why?
The carrot for winning was so close to losing people didn't care and didn't want to even try to win.
Carrot got increased to encourage people to actually PvP. Result? People left because they don't want to lose.
Proper solution: stick slap across the rear end.
Let's not forget Einstei's definition of insanity: repeating the same action expecting a different result.
If the carrot scales people will still feel the same way. If the carrot difference is decreased people will AFK.
We have already been there and there is no logical reason to go back.
Comments
Would like to see support/healing taken more into account. DC's getting some reward for doing their part in trying to win.
I don't mind puging it, I laugh at quiters. It's when they expect a free ride from those players who are good and who are really trying. That earns my respect but I don't expect people to earn my respect.. If your just there for your ad/seal your useless to me and everyone else. Infact you just wasted your time and mine just being there, why even play the game if your there just for those reasons? 1. Your a farmer 2. Your a farmer How else can I put it? heh
2. I have seen a drastic decrease in leavers.
3. Without a penalty for afker's, tho, afking will increase.
An afker and inactive char punishment should be implemented. For example, if a char is at the respawn point for more than 1 min, that char is marked as afk and punished accordingly (presumably with the leaver penalty). If a char doesn't move for more than 1 mins, then that char is marked afk, etc. Also, the ability to kick a player would help. Players will/have find a way to get out of the inactive player punishment (if there was one), still leaving the team in a lurch. They have in other games and will here as well. However, until NW permits others to join a warfront that is already in progress, it doesn't matter if someone left or is afk. The end result is your team is short a player(s). Yes, that person may get his 121 glory for the loss, but what does that matter? The overall progress of pvp in this neonatal game is what matters more.
>pvp<
If you say its ok to quit and ok to farm you are those people. Which = Your a Waste of Time.
(Useless) Have no business playing at all.
I get ALOT less quitters. And so far I had a much more positive experience compared to before.
I would say that increasing the penalty to 60 minutes would actually be best. 30 min seems wayyyy to short.
Also how about if a player afks for 30 seconds in the spawn area, he gets teleported or kicked out of the base into combat area? At least people can farm kills on them this way....
Or instead of a flat increase on leavers penalty, make that escalated to more time based on how many times they left. And make that "escalated time" reset daily or weekly.
Those who stand in spawn point for over 60 seconds should also receive this escalating penalty
First offense? Get a warning. Second? 30 min. Third? 1 hour. 4th? 4 hours... 5th? FBI COMES TO YOUR HOUSE AND TEACHES YOU A LESSON.
How do you improve your gear for PvP without 'farming' PvP? Magic buttons?
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Plus - 30 seconds? What about folk praying/rebuffing? Or rearranging their powers?
There is already an AFK penalty that kicks you from the match BTW. It's pretty long though. And very easy to get around.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
And also how it does work is that previous PVP quitters were just waiting 3 minutes to see if they could defeat the other team easy and if not quit for another match = Since they are playing PVP and quitting would mean a 1/2 hour wait, they stay and put up a fight.
ID: NW-DD5FLOBTJ Cult of the Dragon Foundry Contest - Please participate and vote for your favourite - 26/6/2014 contest rating begins.
Sir Camps A Lot. Mr SlingShot Boom. XX Phantasmagorical. Jinn Dragonfeast.
SlingShot Boom Jr. Jocan Traders. Little Lord Forgatty, Dwarf Mean and introducing Necro Torquemada (The Warlock)
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
"The overall progress of pvp in this neonatal game is what matters more."
well a slow person could take 5 minutes to decide how they want to rearrange their powers... they wont get kicked as afk because their mouse is still moving. So the afk system is completely worthless in a sense.
If you get pushed out of camp fire while arranging your skills, you can continue doing so. Its not like campfire is the only area in the pvp map where you can access the powers.
But if you are sitting at camp fire for over 30 seconds, you are basically wasting time. Takes no time to change skills plus you could have done that before the match started. Wouldnt that be the right way to do it? And if because of some specific reason you need to change something during the match, it should not take you more than 30 seconds. Like i said, AFKing is not touching keyboard/mouse for X amount of time. When you jump every 30 seconds you wont get marked as afk as far as I know. (Could be wrong)
Praying takes what? 3 seconds? how many times can you play per match? once? Like i said, those things wont mark you as AFK because you are doing things. " if a player afks for 30 seconds in the spawn area" that means if the player does not interact with the game at all. (AWAY FROM KEYBOARD)
Also yea. People afking should be get farmed. If you dont want to get farmed, leave campfire and go fight at the flag area. Help your team a bit. You only get farmed at spawn area if you are not doing anything.
How about, instead of something drastic like "forcing them into combat", the afk system adapts such that if you do not take or deal damage at least once inside a 1/2/3 minute window (maybe in addition to rules already in place), you're booted from the match for being marked as afk.
So you get booted from the match if the other team decided to sit out at the campfire or leave
You must have missed the in addition to rules already in place part.
Now not only I'm pushed to farm for gear with tenacity, when it would have been easier to just add that stat to the existing gear, but I'm also forced to wait for the match to end when 3 out of 5 of my team are afk after being stomped around for 5 minutes scoring a total of 20 points...
In a total of 30+ matches played I won more than 25 in such an easy way that was embarassing and lost the remaining ones in the same embarassing way... what's the point of putting in ELO if you cant use it because of lacking the player base to make half a decent matching qeue ?
Moreover the old issues of OP classes and builds didn't get solved at all, just somewhat mitigated by the fact that everyone does less damage, which in turn makes games last longer for... less glory than before.
I really don't see any reason for being happy with the PvP update, you still win or lose depending on luck with the PUG qeue.
PM are just a different thing, which must be addressed separately.
Again, if you use positive reinforcement instead, if there was no benefit to camping or hiding out, because your reward was based on your activity, you wouldn't have any of these issues, and what's more, when someone DID leave, it wouldn't have nearly the same negative impact to everyone else on their team as a person leaving, camping or hiding does now.
Forsaken Angels Veteran Scorpion
If their effort against teams in that situation wasn't in vain, they might not mind sticking around to fight it out. However, fighting a lopsided, losing battle for no real gain is pointless.
It depends on what you think is the main source of leavers. I think leavers are those that don't want to play unless they can win and steamroll the other team 100% of the time. No positive reinforcement is possible for that, only harsh penalties to discourage it, and the penalties are not nearly harsh enough.
You seem optimistic about human beings, I think we as a species are the scum of the earth.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Carrots only work with a stick behind it.
Go forward and get the carrot. Turn around and get the stick.
Rewards are a good way to encourage good behavior but that only goes so far. You also have to punish bad behavior. That's the way the world works and this modern ******** society started to believe in recent years like everybody is a winner is...stars.
Basically everything in life has at least three tiers.
Above expectations, meeting expectations, below expectations.
You get a carrot when you are above expectations. You get the stick when you are below expectations.
Think of anything from jobs to sports.
If everybody gets a carrot then there is no incentive to shoot for the carrot. If people don't feel like it is acceptable to not get a carrot they don't try. And that is why sticks are required.
I'm not optimistic about people. I think, in general, people are relatively stupid and greedy. However, the changes I proposed target that greed and self interest in a way that serves the greater good of the PvP system.
I think most people who left matches did so because there was no reward for their efforts. Sure, there are other reasons for leaving, including people who only wanted to stomp other teams, but I think the bulk of people who left matches prior to the new patch did so because there was little to no reward in sticking around for a known loss.
Many of those people, currently camp or hide, while some still leave.
Even a sub set of the people who were just looking to stomp another team wanted that because it made their Glory grind faster.
If you take away the reward for simply playing a match, and base it on activity in a loss, or the traditional points in a win, camping or hiding get you absolutely nothing. There is no longer an in-game reason to join a PvP match and do nothing. Your reward in a loss is still based on your activity, and if it's a decent enough award, it's now worthwhile to PvP and fight, even if you suck and lose all the time, or if the other team is just better. Those 1000-999 games where the losing team gets <font color="orange">HAMSTER</font>? Gone. 1000-10 games where the losing team gets <font color="orange">HAMSTER</font>? Gone.
Someone leaves your party for some reason, now you're down 4-5 or 3-5. You know you're getting <font color="orange">HAMSTER</font> Glory out of the match currently. If the losing side's Glory is based on their activity, their reward won't suck, so long as they fight it out, and it makes the whole thing worth while, even in a loss.
It fixes so many problems. Then, with that in place, if you still have a significant group of people leaving, you ask yourself why again. If the answer is exploiting, or looking for easy fights, then you slap them with a penalty.
If you aren't using the appropriate carrot, then you need to reevaluate. If your carrot is not having the proper effect, you need to reevaluate. Rewarding for participating in a match, without checking that participation is taking place, other than making sure someone doesn't leave is not the appropriate carrot.
The answer is not getting a bigger stick. Without the appropriate carrot, that will only serve to drive people away. Without the appropriate carrot, people are only motivated enough to not get the stick. That's why you see people camping and hiding. The carrot is broken.
If they had simply add a premade queue like many of us requested, we wouldn't even be having these discussions at all, but they never listen to anything, even when it's made obvious their ideas are, well, stupid.
I think the dailies from Rhix (500 glory and 2k rough diamonds) fine and enticing enough to encourage players to play out the match.
Of course, I'm talking about general population, not people who have no responsibilities or school or work and have several hours to sit at home and play a video game
First up, I'm quite surprised that you think changing up powers during a game is odd. Unless you play IV Sent I guess. Tailoring your powers to the particular challenges of each match is a given, isn't it?
Second, AFK is used as shorthand for hanging around at the campfire. Many players that do this are not truly AFK and so any system that relies on complete absence of game interaction will fail. Hard.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
The one that I hear all the time is to simply increase the rewards. The rewards were higher.
It amazes me that people do not remember how many people simply joined PVP matches to never leave the base.
Why?
The carrot for winning was so close to losing people didn't care and didn't want to even try to win.
Carrot got increased to encourage people to actually PvP. Result? People left because they don't want to lose.
Proper solution: stick slap across the rear end.
Let's not forget Einstei's definition of insanity: repeating the same action expecting a different result.
If the carrot scales people will still feel the same way. If the carrot difference is decreased people will AFK.
We have already been there and there is no logical reason to go back.