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The absolute worst thing is the players

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  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited April 2015
    The problem is the way that score is kept is borked. Let me give you an example:

    The back cap is red, you go to it to contest it and make it blue. There is no enemies on or near the back cap. A battle rages on mid which is red dominant, home node is blue. A team mate arrives on the back cap even though the fight is on mid.

    The correct course of action which will most help your team to win, is to leave the back cap because someone is already there capping it, and go join the fight on 2.

    The incorrect course of action which will hurt your team is to just stay on the back cap with your team mate until it is capped.

    The way scoring works, you actually lose points by choosing to the correct course of action. The team mate who made the decision to leech your cap, the decision that hurts his team, is rewarded with 300 points.

    This happens over and over again and your team wins due to your selfless commitment to victory and team. But you are pretty far down the scoresheet. I am finding that many pug matches, the pugs won't cap unless there is no enemy on the node. So I have to go node to node killing the enemy team pretty much by myself and constantly leaving the node that is being capped, for one person to stand on it, so I can go and clear another node. Over and over and over again. You end up with like 20 kills, 40 assists, a bunch of deaths and far less points than the cowardly leeches on your team.

    So there is no way I could support something that rewards selfish play. What SHOULD give you the most points is dying while defending or attacking a node, and killing while defending or attacking a node. Those should be worth 300 points and the capping its self should be worth 50.

    One thing you might be overlooking is that the node is capped faster with that second person leeching off you. The quicker the node is capped the quicker you can both go to middle to contest. Just a thought.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited April 2015
    Then there are players like me...who actually would pvp given a deathmatch scenario, but , because this game lacks one, I have no interest. You see, I like killing stuff and couldn't care less about capturing nodes, fortunately for you pvp players though, I am intelligent enough to know that me running around, ignoring node capturing etc would upset 4 other peoples games and so rather then doing pvp, I just stick to pve where I can kill stuff without upsetting people :p

    There was actually a 3v3 deathmatch scenario on preview for a while. Sad to see it didn't make it to live.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • bertrandxbertrandx Member, NW M9 Playtest Posts: 147 Arc User
    edited April 2015
    The capping speed difference with 2 players no enemies on it is barely noticeable than that with 1 player only. What he said in that situation is right, the best thing to do is to go help on node 2 if there is already 1 of you back capping.
    Bert - Lv70 pathfinder trapper. How's sunny california?
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited April 2015
    drkbodhi wrote: »
    Actually what it rewards is balanced play. Capping, killing and dying are all part of the PvP game. Yes, some people like to just cap and some like to just kill.

    I have been in matches where there was one person on home, at all times; 2 people in mid and 2 people on the red team's home. That was actually a pug that ended up winning.

    There are many different styles of play each with a different strategy.

    What I think would be a solution to your argument is attaching a minimum collected score being the basis for the PvP Daily.

    So, instead of making 4 matches the goal... maybe set the number to a number that signifies serious effort. What would that number be...? Might be better to base it on experience and matches played over a flat number for all people who pick up the quest.

    This is competition, not art, so the style that wins s correct, the one that loses is incorrect, and currently the game does reward incorrect playstyles.

    A simple fix also would be to only allow wins to count towards the matches complete for the ad daily.
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited April 2015
    lirithiel wrote: »
    One thing you might be overlooking is that the node is capped faster with that second person leeching off you. The quicker the node is capped the quicker you can both go to middle to contest. Just a thought.

    I have seen a few people make this point. The thing is, if you and a team mate are on node 3 without any enemies, node 2 you can see is contested, and node one is blue, the enemy team has a 5v3 on 2. What is most likely to happen is they kill the three from your team and then rush you on 3. The safe bet is to leave only one to cap the empty node so on mid it is only a 5v4 and not a 5v3.

    Two good solid rules for pvp are 1. Make sure all nodes are either blue or contested. and 2. Do everything you can with respect to rule 1 to make sure your team does not suffer a numerical disadvantage in a fight on the nodes. Time is always of the essence.

    In an odd man situation on a node, the team with more players on that node will dominate it simply by having more people on it, even if a few players from the other team are on it. That means as soon as the non-dominant team steps off the node or dies, that node is instantly capped to the color of the team dominating that node. They don't even have to stand there to wait for it to cap.

    The difference between a "dominated" node and a "capped" node is something a ton of players don't get. But it is really important.
  • stah01stah01 Member Posts: 540 Arc User
    edited April 2015
    vasdamas wrote: »
    "Np, still have my 4k rAD"

    lolz well played.
    GShBCGl.jpg
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited April 2015
    I would apreciate this stick too, since grouping all time with ppl who wear PVE stuff, i can´t understand them anymore, did not in mod 5 can´t even in mod 6, since the difference between black Ice gear and blue gear was more significant than now
    few minutes ago i pugged domination whole group dying all time, looking at the gear i only can find PVE gear...
    blue head pvp gear has only 180 statpoints less than than purlpe BIS (not upgraded with Black Ice)
    blue breast 1880 stats purple 2150, you gain a lot teneacity buffing your resistence against: damage cc and crit from 20% to 34%, and against arp from 40 to 68%
    buying blue neck and belt in case of not having artifacts or anything better is a little loss 259 points in stats in my case wearing blue artifacts 650 (if rank 6 slottet) vs 900 stat point gaining another 124 tenacity neck, same with belt if you don´t have anything better
    even pvp weapon, in case you don´t have anything better, small difference in stats to artifact weapon (blue) gaining 224 tenacity
    all in all you can get 1500 tenacity if you want (4 armor+weapon+belt + neck) offhand your choice
    all in all 37% resist crit damage and cc and 75% arp instead of 20%/40% not losing much some stats, not many compared to a epic player with blue artifacts since you gain two slots
    the difference in playing domination will be significant for sure, costs 24k AD in case of warlock
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited April 2015
    I pretty much queue solo only so have dealt with bad teammates to the point of nausea.

    For this mod, I make a decision to completely give up on party speak or telling or yelling or criticizing or caring at all at what random teammates do or don't do, and therefore for win/loss or leaderboard position. I do my part & completely let them do what they do, good or bad, win or lose.

    One thing I have noticed is that giving teammates even basic guidance (ie Fight on cap, TR to 3, etc) does definitely win more matches versus not guiding a bad team at all. I can cap the most nodes and be 20-1 and lose the match because pugs were chasing & dying and fighting everywhere but node acting like mindless NPCs. It's not my job anymore. The other thing is that by surrendering what pugs do and win/lose, I have been much happier and having more fun and less frustration in pvp.
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited April 2015
    sure you can just ignore this idiotism, but I am pretty sure that one time your patience will be consumed
    going PVP every day not investing any brain or AD in gear is same as going to a competition with a scooter when all other drive a muscle car
    blue PVP gear is very cheap, earn the money in a few hours,
    in case of playing this game every day in underpants its some kind of stupid and ******ed
  • overdriver13overdriver13 Member Posts: 1,521 Arc User
    edited April 2015
    In the end, bad pugs is why people guild up and run premade trains that roll pugs into the ground constantly. Then the pugs complain about the premades.
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