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Old Aug 13, 2006, 12:19 PM // 12:19   #21
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LuckyGiant:

Life isn't always fair nor perfect, but that doesnt mean we shouldn't stribe after it. Also remember it is still random arenas, perfect equal teams seems impossible.
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Old Aug 13, 2006, 12:20 PM // 12:20   #22
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Grr, .. 2x post
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Old Aug 13, 2006, 11:12 PM // 23:12   #23
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Quote:
Originally Posted by The truth itself
I fail to see problem #2, seriusly, nobody wants to be on a team without any chances of winning, so solution isn't to punish, but to remove the cause of the effect. Add so that each team must have a person with a at least 4 skills from a set skill list of healing skills.
Quote:
Originally Posted by The truth itself
LuckyGiant:
Life isn't always fair nor perfect, but that doesnt mean we shouldn't stribe after it. Also remember it is still random arenas, perfect equal teams seems impossible.


As I said in my first post, I realize random arenas are random and thats half the fun The leavers, people leaving before you can get their faction and runners detract from the experience for me. VoD would be nice would also be nice for another reason: was on 7 wins last night with a 2 monk group, then we came across another 2 monk group...had to leave after about 10min it was going no where
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Old Aug 14, 2006, 02:23 AM // 02:23   #24
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Quote:
Originally Posted by Silent Kitty
Not if you get two good teams against each other. Maybe not in your book but theoretically it's possible there. You can't punish them by cutting off their winning streak.
Two good teams that can't kill each other is precisely the definition of a draw. The problem with RA is that it doesn't allow draws, treating them as a loss for both sides instead. I don't really see how RA could be improved to incorporate draws that aren't identical to losses. I just suggest that we had a mandatory draw if neither side manages to win after a certain point, because that's what a draw is.
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Old Aug 14, 2006, 03:07 AM // 03:07   #25
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I think VoD after maybe 20 minutes (not many battle go that long) would work nicely. If it was just like the GvG one, it may work. Bascially 50% more damage being dealt would probably mean the a runner would get overwhelmed by damage (if you hit them). As well monk stalemates would be resoved due to the much higher damage.

It may help reduce leavers if they changed it so that when someone leaves (assuing they haven't died already), the other team gets the reward as though they killed them. This would also mean that if someone left at the begining of a battle, the other team would instantly get faction and exp. So this way leavers will have to deal with the fact that they are now giving the enemy a free bit of faction.
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Old Aug 14, 2006, 03:17 AM // 03:17   #26
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Better yet, we could have draws after a certain time, but not treat them as losses for either side. Instead, just leave each team intact, don't award faction, and move on the next match as if they won, but without counting it in the consecutive count that awards gladiator points or moves you to TA.
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Old Aug 14, 2006, 03:22 AM // 03:22   #27
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How about:

When a team gets down to one remaining player, a 1...3 minute victory countdown begins. If the runner doesn't res anyone within that time he loses.

Still some downsides, but a much better way of doing it.
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Old Aug 14, 2006, 07:21 AM // 07:21   #28
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Quote:
Originally Posted by darkMishkin
How about:

When a team gets down to one remaining player, a 1...3 minute victory countdown begins. If the runner doesn't res anyone within that time he loses.

Still some downsides, but a much better way of doing it.
Yep, just like in AvA. When you're down to 1 player, "Red victory is 02:00" pops up and starts ticking down.

To stop leavers, give out faction at the end of the fight, once again, just like AvA. If you leave before the end, you get 0.
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Old Aug 14, 2006, 05:14 PM // 17:14   #29
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Originally Posted by Shyft the Pyro
The point of running isn't to make the other team lose, it's to make the other team give up. The reason runners come into Random Arenas is because they believe they can outlast the enemy and make the enemy team give up, thereby letting the runner to continue on a win streak.

...
Yep, I think that's the primary motivation for running. Take that away and I think a lot less runners would be around.

If the primary motivation is griefing, then ultimately it doesn't matter what changes you make. No system has yet been designed that keeps a jerk from being a jerk. Griefers will always find a way, until they're banned.
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Old Aug 14, 2006, 09:54 PM // 21:54   #30
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I'am not a big pvper but i like to RA when I got nothing to do. As for the OP's
ideas i think they would work and are pretty good.

The last time I RAed it lasted 57 mins I had used my stance tank build (being board) we had 1 monk and 2 worr left they had a monk left(no rez) our other w/ got stuck and could'nt move so it was the monk and I trying to kill him/her
but i had no real dam to do so we spent around 30min trying to kill him/her nogo tho so we finally gave up and let him/her kill us 1 by 1 most degrading thing I ever did on GW
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Old Aug 14, 2006, 10:13 PM // 22:13   #31
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Quote:
Originally Posted by LuckyGiant
was on 7 wins last night with a 2 monk group, then we came across another 2 monk group...had to leave after about 10min it was going no where
I would be so mad if you were in my team. After 7 wins you screwed your team out of a glad point.
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Old Aug 14, 2006, 10:20 PM // 22:20   #32
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Quote:
Originally Posted by Demesis
So the runner deserves the victory? What kind of victory is that??? So the runner won because he managed to bore the other group into submission...?

That's stupid, and it's immature. They know they lost and they deliberately waste other people's time. Even when their entire team left, they're still running. In fact I told a runner that if he just get it over with, our entire group and himself could have finished at least 5 other HA matches. Do you know what he told me?
I agree runners are annoying and time wasting, but any team of 2 half-smart people can kill a runner without snares or degen.

However, on many occasions, I was the last person left on the team and I was able to run and eventually kill the whole other team, 1 person at a time (thats why assassins don't suck). So, running is a legit strategy, but is easily beatable if you have a brain.
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Old Aug 15, 2006, 12:54 AM // 00:54   #33
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Quote:
Originally Posted by lagrand1
I would be so mad if you were in my team. After 7 wins you screwed your team out of a glad point.
This is part of the reason why something needs to be done, I'm not going to sit and heal for upwards of 10min trying to outlast the other team (when it is truely going no where, I mean no one looks like dying), have you seen some of the screenshots floating around with insane times on them, once you stay for 30min you have too much invested just to leave <-- done it before and not doing to happen again


Quote:
Originally Posted by darkMishkin
When a team gets down to one remaining player, a 1...3 minute victory countdown begins. If the runner doesn't res anyone within that time he loses.

Quote:
Originally Posted by Curse you
I think VoD after maybe 20 minutes (not many battle go that long) would work nicely. If it was just like the GvG one, it may work. Bascially 50% more damage being dealt would probably mean the a runner would get overwhelmed by damage (if you hit them). As well monk stalemates would be resoved due to the much higher damage.
I really like the potential of these two ideas combined, except I think 20min is a bit too long, but this would stop excessive matches.
Someone mentioned having faction dealt out at the end rather than as you go (kinda like kurzick /luxon challenge missions i guess) Good idea but this may encourage more leavers at the start of matches if they know they have to stick around for little reward.
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