test content
What is the Arc Client?
Install Arc

Help introduce an Automatic Win System for PvP

agaroththeconqueagaroththeconque Member Posts: 0 Arc User
edited February 2014 in PvP Gameplay
Please introduce a system that automatically awards a win to your team when every enemy player leaves a PvP game.

PvP matches take a long time to que and play. Currently, you get no direct rewards if the other team leaves.

In Capture and hold you can still win if the enemy leaves, but an automatic victory system would save a lot of time spent having to wait for the enemy team's influence to be reduced to zero.

Some arena matches will never end and you will never see any rewards for your effort if the entire enemy team leaves the match.

Surely I am not the only one who would like to see such a system?

Leave a post to support this idea.
Post edited by agaroththeconque on

Comments

  • confedinblueconfedinblue Member Posts: 0 Arc User
    edited February 2014
    I hadn't yet run into that problem--but yeah, that would be ugly. The entire opposing team? They definitely should all get some kind of penalty for that. And how would you end the Assault PVPs if there wasn't an automatic victory awarded?

    This request should include a penalty for the leaving team since introducing an automatic victory could also introduce a way to abuse the system and benefit from it (i.e. one team instantly leaves at start granting other team all the victory rewards instantly, then all 10 instantly PvP again, this time with the other team leaving instantly, granting all victory rewards to the other team instantly).

    You got my vote for it.
    [SIGPIC][/SIGPIC]
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    Please DO NOT do this.

    As I leave games and encourage my team to do the same when the other team is doing dumb things like showing up in shuttles or taking there shields off to farm dilithium.

    The only way to teach those people that farming dilihtium is easier when you deal with NPCs is to do things like warp and leave them sitting there holding themselves.

    If you are a real PvP player you don't care or want a win awarded to you when the other guys leave.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • agaroththeconqueagaroththeconque Member Posts: 0 Arc User
    edited February 2014
    Please DO NOT do this.

    As I leave games and encourage my team to do the same when the other team is doing dumb things like showing up in shuttles or taking there shields off to farm dilithium.

    The only way to teach those people that farming dilihtium is easier when you deal with NPCs is to do things like warp and leave them sitting there holding themselves.

    If you are a real PvP player you don't care or want a win awarded to you when the other guys leave.


    Saying you should leave one problem in place to solve another problem just means we'll end up with two problems instead of one.

    I would suggest it would be more productive to report these players that are cheating.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    Saying you should leave one problem in place to solve another problem just means we'll end up with two problems instead of one.

    I would suggest it would be more productive to report these players that are cheating.

    Its not a problem as I see it.

    The only games I have ever been in that people have ALL warped out.

    1) where the other team sits in cloak for 10+ min... TRIBBLE them warp.
    2) where people show up in shuttles or other farm friendly junk like taking off shields... TRIBBLE them warp on them.
    3) I was in a premade trying to catch another premade and the poor pugs warped... don't blame them TRIBBLE me.

    All 3 of those have no way for Cryptic to reasonably "fix"... they can't control people showing up in low level ships or shuttles hoping to die fast and collect fleet markes/D. They can't control a team that decides to sit in cloak and drag a match out to an hour on purpose. They have no way to control premades getting warped on. (ok the last one they could fix if they Tyler Durden the ques)

    What this comes down to is YOU didn't get credit for a match toward your reward mission. Really I was being sersious who cares ? If all you are doing is 3 matches to collect your shiny stuff... just skip PvP man you don't love it ... go kill some Borg its faster.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    If you are a real PvP player you don't care or want a win awarded to you when the other guys leave.

    What if they chose not to respawn? Whether it's all 5-10 guys or if it's the last guy cause everybody else left? After a period of time of them not respawning...would be nifty not to have wasted the time up to that point, eh?
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    What if they chose not to respawn? Whether it's all 5-10 guys or if it's the last guy cause everybody else left? After a period of time of them not respawning...would be nifty not to have wasted the time up to that point, eh?

    Then you do the same thing people do to teams that refuse to declaok or take 10min before doing so. You warp on them. Reque try again.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    Then you do the same thing people do to teams that refuse to declaok or take 10min before doing so. You warp on them. Reque try again.

    It's discouraging, because it's wasted time - folks don't like to waste time. If somebody refuses to decloak or take action...if they refuse to respawn...they've forfeited - the system simply fails to acknowledge the actions they've taken. Shouldn't the system reflect their actions and thus not punish the opposing team because the system does not reflect their actions?
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    It's discouraging, because it's wasted time - folks don't like to waste time. If somebody refuses to decloak or take action...if they refuse to respawn...they've forfeited - the system simply fails to acknowledge the actions they've taken. Shouldn't the system reflect their actions and thus not punish the opposing team because the system does not reflect their actions?

    Its not punishing them though... its simply not rewarding them.

    It doesn't give you a participation medal. I'm ok with that... I think people get to many participation medals in real life... and in this game frankly.

    If you haven't won you haven't won.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • agaroththeconqueagaroththeconque Member Posts: 0 Arc User
    edited February 2014
    It's discouraging, because it's wasted time - folks don't like to waste time. If somebody refuses to decloak or take action...if they refuse to respawn...they've forfeited - the system simply fails to acknowledge the actions they've taken. Shouldn't the system reflect their actions and thus not punish the opposing team because the system does not reflect their actions?

    A very good point.

    The goal of any well designed PvP system should be to reward good players and minimize cheating.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    If you haven't won you haven't won.

    They leave. You won.
    They do not cloak. You won.
    They do not respawn. You won.

    It's not a participation medal. Their forfeiture is your victory.

    I despise the shiny sticker participation reward stuff that takes place in PvP and leads to efficient losing, afk losing, and all the rest so folks can score their dil while eating dinner - watching TV - or having a bowel movement. Actively trying to win the match while the other team is not...should punish the team that is not, not the team that is.

    Addressing one issue may appear to lead to another issue, usually those issues are already present anyway - PvP suffers from both a series and a combination of issues. Can't remember whether it was Bort or Hawk that said it - but they were taking a look at an overall fix for PvP that wasn't going to happen any time soon - it's a big thing, and they have to address all the reasonable problems that already exist or could become further inflamed by addressing issues piecemeal.

    It appears that your concern is not wanting to hand a victory to somebody that's trying to Dil farm (via the shiny sticker participation that I mentioned above). So remove the reward or reduce the reward for losing...to the point that is no longer an option for them. But wait, then folks won't queue because of the chance of being hopelessly outclassed and potentially getting nothing out of it. That's a queue issue that would need to be addressed. Addressing certain queue issues could create other queue issues - so that has to be addressed as well.

    It would require sweeping changes...

    ...however, to say that a side has not won because the other side quit - is odd, since that's pretty much one of the standard definitions of victory.

    Regardless of one's reason for leaving, staying cloaked, not respawning - nothing changes that they left, stayed cloaked, or did not respawn...they quit - they forfeited. The only thing their action does is punish the other side...whether that side deserves punishment or not. Why throw the baby out with the bathwater...instead of addressing the issues?
  • agaroththeconqueagaroththeconque Member Posts: 0 Arc User
    edited February 2014

    ...however, to say that a side has not won because the other side quit - is odd, since that's pretty much one of the standard definitions of victory.

    lmao - well said.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited February 2014
    I've always thought they should add a timer to the match. And if the game didn't end with 15 kills, then who ever had the highest kills wins. But that's me.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • agaroththeconqueagaroththeconque Member Posts: 0 Arc User
    edited February 2014
    webdeath wrote: »
    I've always thought they should add a timer to the match. And if the game didn't end with 15 kills, then who ever had the highest kills wins. But that's me.

    That's an interesting idea. Many games have a timer a system on PvP matches.

    It might encourage a lot more players to do PvP as well if they have clear idea of how long a match is going to take - reducing waiting times in the que.

    The PvP purists will probably try to kill you for suggesting it though. :)
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    webdeath wrote: »
    I've always thought they should add a timer to the match. And if the game didn't end with 15 kills, then who ever had the highest kills wins. But that's me.

    Heh, was just coming back to include an important part of what I was saying that I left out...I'm talking about 10-15 minutes into a match when it happens, not when it happens in the first minute or two. That's where the "punishment" aspect comes in - when you've been in a match for 20 minutes or more and the other side decides they don't want to lose...

    ...so yeah, a timer thing like you've mentioned would also help in those cases.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    The PvP purists will probably try to kill you for suggesting it though. :)

    PvP purists wouldn't be playing STO. ;)
  • agaroththeconqueagaroththeconque Member Posts: 0 Arc User
    edited February 2014
    PvP purists wouldn't be playing STO. ;)

    lol. Do you spend all your spare moments thinking up witty replies to post on forums. :P
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    lol. Do you spend all your spare moments thinking up witty replies to post on forums. :P

    It may take me a couple of years to get up a flight of steps, and there will be days that I can't remember what I had for lunch (even if I haven't had lunch yet); but in general, I think at the speed of light...wheeeeee!

    Okay, in all seriousness - I've been saying that STO PvP is pretty damn casual PvP all along - one of the reasons that I enjoyed it for so long. No pressure, just wheeee - have fun (like the rest of STO, it's a casual have a blast kind of game). Sure, folks can create all sorts of pressure and serious business they want...but that's player created...they're stressing themselves.

    Now, if it was a case that you had to set your alarm for 3 AM because that's when a scheduled battle to defend your starbase was set - where you could end up losing everything you might have worked on for years...then you're talking about some real stress. Same thing where it wasn't scheduled and you just get the call in the middle of the night? Oh yeah, some serious stress. No respawns. No gimmicks. Everybody's going to have their various definitions of PvP and the rest...but it's pretty difficult to imagine folks not having STO pretty damn far down the list when it comes to serious or purity.
  • bpharmabpharma Member Posts: 2,022
    edited February 2014
    I thought the scimitar and any voth ship running FBP, acetone generator back to back then cloaking till their off cool down we're auto win button.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • therealmttherealmt Member Posts: 428 Arc User
    edited February 2014
    No. Instead simply put a ban onto people that warp or log off. Simple.

    Giving a 'win' to the other team that do not want a 'Win' but they want to have a good game, no matter the odds.

    Thats why you queue up right? to have fun. Not to see the opposing team warp and you get a victory screen right away.




    These small changes do nothing for the bigger problems, the hwole queue system needs to be re-written with some sense. (Balancing, etc)
    [SIGPIC][/SIGPIC]
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited February 2014
    Voluntary forfeiture button. Surrender at 2 hours.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • agaroththeconqueagaroththeconque Member Posts: 0 Arc User
    edited February 2014
    therealmt wrote: »
    Thats why you queue up right? to have fun. Not to see the opposing team warp and you get a victory screen right away.

    These small changes do nothing for the bigger problems, the hwole queue system needs to be re-written with some sense. (Balancing, etc)

    This would be nice. There are not a large number of STO players that do PvP so we can't expect Cryptic to spend the large amount of time and money it takes to do major changes until we attract more players.

    Lets start with simple, small changes. Attract more players which will lead to larger changes in the long run.
  • bones1970bones1970 Member Posts: 953 Arc User
    edited February 2014
    Please introduce a system that automatically awards a win to your team when every enemy player leaves a PvP game.

    PvP matches take a long time to que and play. Currently, you get no direct rewards if the other team leaves.

    In Capture and hold you can still win if the enemy leaves, but an automatic victory system would save a lot of time spent having to wait for the enemy team's influence to be reduced to zero.

    Some arena matches will never end and you will never see any rewards for your effort if the entire enemy team leaves the match.

    Surely I am not the only one who would like to see such a system?

    Leave a post to support this idea.

    Would love it.... but will never happen.
    I have 3 accounts, pvp against my main, all alts leave and i get my dilitium... abuse.
    And yes i would use it like this.
  • edited February 2014
    This content has been removed.
Sign In or Register to comment.