If you don't win you don't get credit for the game. This should stop the ppl who go afk just waiting for the game to end in both C&H and Cracked and also may stop some of the ppl just trying to farm kills and not helping to win in cap and hold.
Simple way to stop that also. If you go afk in que and do not take it, you get booted from que and can not rejoin for 10 min. That should make it alteast somewhat tougher on the que griefers also.
Also if someone is afk and not griefing by the time they get back from afk the que should be open to them. Ppl do have real life issues that do come up. Once they get back to keyboard the 10 min should be passed or close to it.
If you don't win you don't get credit for the game. This should stop the ppl who go afk just waiting for the game to end in both C&H and Cracked and also may stop some of the ppl just trying to farm kills and not helping to win in cap and hold.
It'll also stop people (especially Klingon side) who are below median skill, or who have a run of bad PuG luck, etc. PvP is short on players as it is - don't make it worse.
Maybe if you don't score than a certain percent of total damage, you don't get credit? The percent would depend on the number of people on your team. Just to throw some math out there, maybe [ 25% / number of people ], or one-fourth of average damage dealt per team member.
Simple way to stop that also. If you go afk in que and do not take it, you get booted from que and can not rejoin for 10 min. That should make alteast somewhat tougher on the que griefers also.
Was thinking this myself, maybe with longer time-outs for repeat offenders.
they should make it so if by the 1 or 2 minute mark you havnt recieved or dealt damage, or caped so many points, you should be kicked... i get so ****ed that the teams i have been on have been more like 7 on 10 cause 3 guys dont want to play..
to be honest, i dont mind people who play pvp to pvp, if they dont want to cap thats fine.. (CAUSE ITS PVP) LOL.. i play both ways, ill try to cap a place where there are already folks, but to say you cant enter a pvp to purley pvp would be a little TRIBBLE if you ask me.. you want to have a team to cap points, than make your own team like i did, a well oiled team can hold off attackers and hold the caps..
id much rather there be a min for damage set .. & be random every match so no one would know so would at least have to play some part .
I myself get bored turning the flags so mainly fight.
Maybe if you don't score than a certain percent of total damage, you don't get credit? The percent would depend on the number of people on your team. Just to throw some math out there, maybe [ 25% / number of people ], or one-fourth of average damage dealt per team member.
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25-50k healing or damage. Who can't do that? Good idea.
it would be great to see this actually get implimented cause i for one am sick of one sided battle because some tard decides he wants to qeue for pvp, but not play in the pvp event... i am very vocal to these people in the game, im suprised i havnt been banned hahaha.
While it is a simple concept that one should not be awarded for losing, it seems popular in our culture to reward people for just showing up.
This is quite sad because it takes away from the accomplishment of those who do put effort into becoming better.
I and Razor Fleet, strongly support the "Winner takes all" model for experience, honor, points etc. It is ludicrous to reward people for losing in combat.
I'm not ready to support winner takes all in PvP. I could see greater rewards for winning to encourage people to try but without being too punishing when luck isn't on your side.
I and Razor Fleet, strongly support the "Winner takes all" model for experience, honor, points etc. It is ludicrous to reward people for losing in combat.
There's an added complication here, though. For Klingons, PvP is a major factor in levelling up. Take the hardline "loser gets nothing" approach, and you're basically TRIBBLE over anyone who isn't in an active PvP fleet.
There's an added complication here, though. For Klingons, PvP is a major factor in levelling up. Take the hardline "loser gets nothing" approach, and you're basically TRIBBLE over anyone who isn't in an active PvP fleet.
Leveling a Klingon through PvP these days is frustrating. However the change of rewarding winners only would not be an issue if they return the Skill Point reward to where it was pre 1.2. If you where to get twice the reward for winning as you are now for loosing... even a 50/50 ratio of win loss would net the same result. Perhaps this would even help fill the lower tier PvP ques, as it is now much more efficent to do boring DSE style stuff.
Giving no rewards will just reduce the number of people that even will want to try PvP. It's not like you need to go afk to lose in PvP. And of course, such a method would also invite griefers - just generally TRIBBLE up the game...
You cannot really win this battle, I suppose. It might make sense if there were some kind of bonus rewards to the winning side. Maybe 20 % extra XP if you win, 20 % extra XP if your side did the most damage, 20 % extra XP if your side did the most healing.
If players do not participate in a match, they get flagged hostile to both sides. And at the end of the match, the flag prevents them from getting credit?
If players do not participate in a match, they get flagged hostile to both sides. And at the end of the match, the flag prevents them from getting credit?
If only the que was smart anough to replace them right away to boot... that would be fun. lol
If players do not participate in a match, they get flagged hostile to both sides. And at the end of the match, the flag prevents them from getting credit?
Hope I'm not taking this too seriously, but first, you'd have to define "participate," and second, I've seen people get themselves killed and then not respawn.
Maybe if you don't score than a certain percent of total damage, you don't get credit? The percent would depend on the number of people on your team. Just to throw some math out there, maybe [ 25% / number of people ], or one-fourth of average damage dealt per team member..
That's the big problem though - currently people go pew pew pew in C&H maps and don't even try to get the !)#&*! mission !($&@ objective.
So, I think that reduced rewards for loosing (less marks) should help with that, as for the AFKs there really should be a way to report them for abuse of game mechanics.
I wouldn't give 0 marks to the loosing side, though, just less than the winning side.
As for the people that fail to acknowledge, I think you should either get rid of the acknowledging process and just thrust them into the map, or give them ever-increasing queue-timeouts when they fail to acknowledge - first time 10 minutes, 2nd time, 30 minutes, etc.
Afking in PVP annoys me to no end particularly in Arena where you unlike C&H you really need that last guy there to help you out. However you guys have to remember not every person AFK in PVP is doing it just for the daily. People sometimes have to use the toilet, attend to there children or quickly fix up something or possibly have a health issue requiring them to take their medication or do something and hold out the Que's just for this. I sometimes do this if I need to go to the bathroom I will hold it and get in the game quickly go then return and keep playing. Have to consider that point.
Hope I'm not taking this too seriously, but first, you'd have to define "participate," and second, I've seen people get themselves killed and then not respawn.
The definition, well that's something we need a concensus on.
For those who fail to respawn, perhaps a auto respawn time limit of lets say 1:30 minutes (gotta account for the emergency bathroom moments). Just a thought.
No to winner takes all, because it then leaves us PuG guys to the mercy of fate on wiether on not we get a good group. I don not wish to have to spend all my time in pvp just trying to win three games against 4 to 1 odds on average.
If you lose, you have LOST, you should get nothing, it really is a very simple concept.
S*D
Yes, but we're trying to not COMPLETELY alienate every single player out there that isn't already a pvp ace, so that once Cryptic sees that PvP is down to 30 or so players they'll simply scrap it. So I'm going to say ... no, to this insightful solution.
I am however in favor of less rewards for the loosing side, in fact I'm a bit surprised it isn't so.
If you lose, you have LOST, you should get nothing, it really is a very simple concept.
S*D
i would go further in that you should lose something. if it was a real game then you would be destroyed but once, and restart at sol. if it was a real territory, then you lsot the territory. you get the idea.
Well in Territorial PvP I would agree with you there, but the C&H and Arena PvP matches could be thought of as Captains in a Holodeck program. How else you go to the other side of Federation space to do battle at a drop of a hat? :rolleyes:
I am in a bit of agreement on this. I've run into my fair share of AFKers in the match, or people who just sit in the middle and let themselves get farmed (Arena). If you don't put forth the effort you should not get any rewards and especially not credit for your daily.
If you lose you should get a much smaller payout, somewhere around a third of what you'd get for winning. We can change the dailies to "win" instead of "participate", and it would solve the problem. There might be some concern about "low skilled" players, but I think it would urge them to play better and really try. Or there could be somekind of system where you need to do X amount of damage or X amount of healing (low enough for people who get steamrolled to still get credit, but high enough for afkers dont get credit)... then we can keep it at "participate"
Comments
Simple way to stop that also. If you go afk in que and do not take it, you get booted from que and can not rejoin for 10 min. That should make it alteast somewhat tougher on the que griefers also.
Also if someone is afk and not griefing by the time they get back from afk the que should be open to them. Ppl do have real life issues that do come up. Once they get back to keyboard the 10 min should be passed or close to it.
Maybe if you don't score than a certain percent of total damage, you don't get credit? The percent would depend on the number of people on your team. Just to throw some math out there, maybe [ 25% / number of people ], or one-fourth of average damage dealt per team member.
Was thinking this myself, maybe with longer time-outs for repeat offenders.
to be honest, i dont mind people who play pvp to pvp, if they dont want to cap thats fine.. (CAUSE ITS PVP) LOL.. i play both ways, ill try to cap a place where there are already folks, but to say you cant enter a pvp to purley pvp would be a little TRIBBLE if you ask me.. you want to have a team to cap points, than make your own team like i did, a well oiled team can hold off attackers and hold the caps..
thats my two cents haha.
I myself get bored turning the flags so mainly fight.
25-50k healing or damage. Who can't do that? Good idea.
While it is a simple concept that one should not be awarded for losing, it seems popular in our culture to reward people for just showing up.
This is quite sad because it takes away from the accomplishment of those who do put effort into becoming better.
I and Razor Fleet, strongly support the "Winner takes all" model for experience, honor, points etc. It is ludicrous to reward people for losing in combat.
Yours in Win or Die Plasma,
Star*Dagger
Leveling a Klingon through PvP these days is frustrating. However the change of rewarding winners only would not be an issue if they return the Skill Point reward to where it was pre 1.2. If you where to get twice the reward for winning as you are now for loosing... even a 50/50 ratio of win loss would net the same result. Perhaps this would even help fill the lower tier PvP ques, as it is now much more efficent to do boring DSE style stuff.
You cannot really win this battle, I suppose. It might make sense if there were some kind of bonus rewards to the winning side. Maybe 20 % extra XP if you win, 20 % extra XP if your side did the most damage, 20 % extra XP if your side did the most healing.
If players do not participate in a match, they get flagged hostile to both sides. And at the end of the match, the flag prevents them from getting credit?
If only the que was smart anough to replace them right away to boot... that would be fun. lol
That's the big problem though - currently people go pew pew pew in C&H maps and don't even try to get the !)#&*! mission !($&@ objective.
So, I think that reduced rewards for loosing (less marks) should help with that, as for the AFKs there really should be a way to report them for abuse of game mechanics.
I wouldn't give 0 marks to the loosing side, though, just less than the winning side.
As for the people that fail to acknowledge, I think you should either get rid of the acknowledging process and just thrust them into the map, or give them ever-increasing queue-timeouts when they fail to acknowledge - first time 10 minutes, 2nd time, 30 minutes, etc.
The definition, well that's something we need a concensus on.
For those who fail to respawn, perhaps a auto respawn time limit of lets say 1:30 minutes (gotta account for the emergency bathroom moments). Just a thought.
S*D
But since part of the reward is experience point - why wouldn't you learn from failure?
Yes, but we're trying to not COMPLETELY alienate every single player out there that isn't already a pvp ace, so that once Cryptic sees that PvP is down to 30 or so players they'll simply scrap it. So I'm going to say ... no, to this insightful solution.
I am however in favor of less rewards for the loosing side, in fact I'm a bit surprised it isn't so.
i would go further in that you should lose something. if it was a real game then you would be destroyed but once, and restart at sol. if it was a real territory, then you lsot the territory. you get the idea.
If you lose you should get a much smaller payout, somewhere around a third of what you'd get for winning. We can change the dailies to "win" instead of "participate", and it would solve the problem. There might be some concern about "low skilled" players, but I think it would urge them to play better and really try. Or there could be somekind of system where you need to do X amount of damage or X amount of healing (low enough for people who get steamrolled to still get credit, but high enough for afkers dont get credit)... then we can keep it at "participate"
lets get this straight. only good players get points to buy better gear
then they can stay "good" (lol) and the losers are at an even more of a disadvantage
then after losing and getting nothing 10 times in a row, the non winners are going to rush in to play some more
lol
Individual prowess in space combat will only get you so far. A team of "lesser" skilled players can easily overcome it if they work together.