A simple solution for match un-balance and rewards is:
1) reward based on personal performance, right now players get too penalized if their team loses even if they played good. What you can give is a 150 extra glory to winning team.
Should be like
+100 to player with most points capped
+100 to player with most revived mates
+100 to longest time defending on node
to encourage good domination play
reduced glory gain from kills to 10 glory
2) auto-scramble during match. If the score difference get past 200 points, the game takes the best player from winning side and switches the worst player of losing side with him. Nodes cleared, teams back to base, then restart from that point. If difference gets over 300 points, another scramble and so on.
Glory gain is linked too much to who wins and with matchmaking not working well, it's obvious why players leave. Waste of time 10-15 minutes for like 150 glory if your team loses badly, and a puny 250-350 at best if you played wonderfully, ended up 1st but your team lost.
If players know that
a) they get a proportional reward to how they played
b) clearly unbalanced games get "adjusted" automatically so both sides can fight back and have fun
we have less leavers and overall better PvP environment.
Note: i penalized kills cause that actually would PUNISH selfish kill-hungry players and reward true domination play (capping node, defending points, helping mates).
Post edited by pando83 on
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drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
edited April 2015
*ding* *ding* *ding*
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
I just don't like the way points are awarded. Who hasn't been in matches where mvp would be the dc/gf/pally that holds a node for most of match vs 3-4 opponents only to be rewarded with a bottom 3 score.
Простая Кавказская девушка я, Но все же прошу послушать меня, Скажу вам-довольно огня и войны, Ведь мы же Кавказцы-мы духом сильны!
I think you meant rewarding most geared not skilled players, but gear is what let you survive, win 1vs1, hence better stats, more flags capped, etc.
Fixing boolstering system is more important than any rewards, because without it nobody gonna do real pvp if they will keep getting 1-2 shoted whole match.
drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
edited April 2015
I just came to an added solution for this system to be implemented.
Make total daily points accrued to be the goal for the daily quest. Meet that goal and you can get your AD. My thought is that the point total will be different based on PvP experience, if that is possible. The max would be around 3500 glory collected and the minimum would be around 1000 glory.
This way a person could not just enter and move closer to the goal. They will have to work towards their rewards.
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
I like this idea. I'm running pvp just for gear, i'm normally a pve player but the pvp gear is too tempting not to get :P sadly though at least half the runs are a waste of time and what really gets me is that there are occassions where you get no glory at all, just a crappy undentified item which is useless to me...
Domination is the worst for the no glory reward, but i've had in on GG too despite being in the top 10.
I run GG because i'm more likely to get a glory reward out of it, if not glory itself then gg coins i can trade in for glory. Either way 9/10 times i get glory as opposed to about half the time in domination.
A simple solution for match un-balance and rewards is:
1) reward based on personal performance, right now players get too penalized if their team loses even if they played good. What you can give is a 150 extra glory to winning team.
Should be like
+100 to player with most points capped
+100 to player with most revived mates
+100 to longest time defending on node
to encourage good domination play
reduced glory gain from kills to 10 glory
2) auto-scramble during match. If the score difference get past 200 points, the game takes the best player from winning side and switches the worst player of losing side with him. Nodes cleared, teams back to base, then restart from that point. If difference gets over 300 points, another scramble and so on.
Glory gain is linked too much to who wins and with matchmaking not working well, it's obvious why players leave. Waste of time 10-15 minutes for like 150 glory if your team loses badly, and a puny 250-350 at best if you played wonderfully, ended up 1st but your team lost.
If players know that
a) they get a proportional reward to how they played
b) clearly unbalanced games get "adjusted" automatically so both sides can fight back and have fun
we have less leavers and overall better PvP environment.
Note: i penalized kills cause that actually would PUNISH selfish kill-hungry players and reward true domination play (capping node, defending points, helping mates).
Comments
Fixing boolstering system is more important than any rewards, because without it nobody gonna do real pvp if they will keep getting 1-2 shoted whole match.
WTB Class Reroll please
Make total daily points accrued to be the goal for the daily quest. Meet that goal and you can get your AD. My thought is that the point total will be different based on PvP experience, if that is possible. The max would be around 3500 glory collected and the minimum would be around 1000 glory.
This way a person could not just enter and move closer to the goal. They will have to work towards their rewards.
the players now dont like pvp ¬¬
we are all playing gaunt, its faster gives more glory and its free from leaderboard which no one cares about but still
Domination is the worst for the no glory reward, but i've had in on GG too despite being in the top 10.
I run GG because i'm more likely to get a glory reward out of it, if not glory itself then gg coins i can trade in for glory. Either way 9/10 times i get glory as opposed to about half the time in domination.