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Old Apr 11, 2007, 11:55 PM // 23:55   #21
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Quote:
Originally Posted by tenshi_strife
really think about what your talking about
With all due respect, I believe the OP has presented a very thoughtful list of suggestions.

Please for goodness' sake stop ridiculing people who do actually care about RA. RA, while random and unpredictable, has become unfun to a lot of people because of all of the leavers and bots.

All the reasons you stated: unpredictability, place to test new builds, quick start, screw around, waste time... they are all perfectly legitimate reasons for people to want to play RA over TA or HA or AB or GvG. And it's perfectly legitimate to wish to make it better. Isn't it?

If you read what the OP posts, yes it does sound like a long list of policy-procedure-caveat-addenda-craziness, but at the same time, how much of it actually would affect your gameplay, unless you are a bot or habitual leaver?

Your turn to think. How does this affect the charm of RA, really? The OP requested specific responses, yours is quite vague, "don't change anything." This forum is for discussion, discuss why it should not change, if you choose to participate in the thread.

***

To the OP:

It's very rare, but I think it's happened when I've monked and not really had to use a skill and our team still won. Also, I've seen bots that use skills (compulsive one-spot trapper, anyone?). So that would be difficult to regulate possibly.

I am not sure how the randomness generator can work in the last analysis. You are allowed 4 eles on a team, but not 4 rits? What if one's a channeler, one's a rit lord, one's restoration, one's a rt/a with daggers? That may be difficult to implement. Just m'2 cents.
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Old Apr 12, 2007, 12:03 AM // 00:03   #22
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/signed for one and 3-- sounds good ^^

not sure about 2, wont really make a diffrence imo

/notsigned for 4, good ideas but ive just never found leaving that much of a problem that this kind of thing need to happen.


Quote:
Originally Posted by Winterclaw
Doesn't Fort Aspenwood need fixing more than RA?
no

Last edited by Diddy bow; Apr 12, 2007 at 12:06 AM // 00:06..
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Old Apr 12, 2007, 12:13 AM // 00:13   #23
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/notsigned.

Afaik the problem with obstruction is to do with GW not having a Z-axis and so usually occurs on bridges. I remember reading that this is going to be looked at while developing GW2's graphics engine.

The shrines and altars work in the same way as GvG flagstands. Just wait for the other team to cap first if you find it too much effort to flag run, or fight further away from it. Problem solved.

As for "intelligent random", you're basically banning any teams with smiters and healers, or whatever. I've had plenty of glad points from teams with 2 monks in. If you want to get around that, there is always TA.

I like your ideas on "punishing" leechers, but I think it would be too harsh on anyone who err7s due to a serverside problems. I guess I'm not in RA often enough to see the point of joining a match only to suicide yourself or leave immediately.

Edited to correct my terrible grammar.

Last edited by Machinae; Apr 12, 2007 at 12:16 AM // 00:16..
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Old Apr 12, 2007, 05:26 AM // 05:26   #24
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Quote:
Originally Posted by Machinae
I like your ideas on "punishing" leechers, but I think it would be too harsh on anyone who err7s due to a serverside problems. I guess I'm not in RA often enough to see the point of joining a match only to suicide yourself or leave immediately.
There's a difference between leaving and loosing connection- for example... if you're on random arenas, you open map and go to GToB game isn't 'offering' you a reconnect- when you have err7 it does
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Old Apr 12, 2007, 06:01 AM // 06:01   #25
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For err7's

-normally not counted.

-3 or more error 7's in an hour = bans start happening

If error 7 doesnt count for something, then the leavers would abuse it.
My intentions for the RA bannings are to have rules that would ONLY affect gladpoint farmers, AKA n00bs who leave and rejoin untill they get a cookie cutter balanced team because they are too unskilled to win in TA -they dont deserve a glad title and cheapen the worth of glad titles by existing. They deserve B&'s.
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Old Apr 12, 2007, 06:14 AM // 06:14   #26
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/neutral

IV rule #4 needs a change tho. "If X minutes have passed and has either not moved or has not used skill"

Otherwise people will get banned if the entire enemy team ragequits and they just sat there. And spirit spamming bots who sit at start and spam will get through.
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Old Apr 12, 2007, 06:28 AM // 06:28   #27
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/signed to the most
/notsigned to no sync enter - reason = it's fun
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Old Apr 12, 2007, 06:36 AM // 06:36   #28
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Quote:
Originally Posted by Master Ketsu
If error 7 doesnt count for something, then the leavers would abuse it.
My intentions for the RA bannings are to have rules that would ONLY affect gladpoint farmers, AKA n00bs who leave and rejoin untill they get a cookie cutter balanced team because they are too unskilled to win in TA -they dont deserve a glad title and cheapen the worth of glad titles by existing. They deserve B&'s.
Say you enter a match, then disconnect due to an ISP blip. You reconnect a few minutes later, only to find that your party has wiped your noobsauce opponents and you've been slapped with a 15minute ban for supposedly being a leecher. Either have it affect them, and risk people getting pissy at Anet for being banned from content they paid for for no apparent reason, or "n00b gladpoint farmers" will "abuse" it.

Sure, if you want a balanced team and don't have the social capabilities to get together 3 other people for TA then you're gonna turn to RA. The whole "quit if you see no/too many monks" idea has been happening for as long as glad points have been in-game, but if it's getting to you I'd suggest that you just move on to TA or some form of skilled play.
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Old Apr 12, 2007, 08:14 AM // 08:14   #29
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Retarded idea like usual.
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Old Apr 12, 2007, 08:30 AM // 08:30   #30
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Quote:
Originally Posted by Deleet
Retarded idea like usual.
so i.e. "/unsigned" or breaking the newly established rules that can prolly get you banned?
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Old Apr 12, 2007, 02:44 PM // 14:44   #31
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Quote:
Originally Posted by Master Ketsu
Alright, no matter what rank you are there always comes a time when you just cant find a team in TA or HA and everyone in your guild is doing something else, So we have the random Arenas.
ANet is desperately pushing the Hero battles, since apparently they feel it's worthwhile. Play those? Of course they are dull as anything, but it is an option.

I disagree with the removing randomness, the punish quitters bit isn't bad, but needs an additional "if your team has already had a quitter" statement. I feel justified leaving when 1 or 2 have already left, and I don't want to wait 3 minutes to be allowed to quit a lava map for example.

I'm glad to see you haven't suggested that the lava map (kill count) get removed - I like that and have won it in a 4 vs 2 setup thanks to keeping away and a spike kill after sudden death. It's a map that can really reward tactics, knowing when to wait 2 second for the kill, to pull back because you have the edge and so on.

Last edited by Epinephrine; Apr 12, 2007 at 02:53 PM // 14:53..
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Old Apr 12, 2007, 04:01 PM // 16:01   #32
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I) /signed (but they shouldnt close the bridge)
II) /signed (with a lot of thought on wht taems to prevent and wht not)
III) /signed
IV) /signed (but with a lot of thought on how long the bans should be and wht not)
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Old Apr 12, 2007, 04:06 PM // 16:06   #33
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Want to stop RA leavers? Randomize teams after a win.
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Old Apr 12, 2007, 09:37 PM // 21:37   #34
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Quote:
Originally Posted by jummeth
No glad points from RA = problem fixed.
I have to admit, ever since the gladiator title was introduced the amount of leavers has gone through the roof.

I remember the good ol' days of Competition Arenas however, where people just played for the fun of it regardless of team.
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Old Apr 12, 2007, 10:31 PM // 22:31   #35
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Quote:
Originally Posted by Sofonisba
Please for goodness' sake stop ridiculing people who do actually care about RA.
Quote:
Originally Posted by tenshi_strife
i personally LOVE to do RA but its RA its not HA or something, i go to ra to screw around or waste time not for a serious matter and i want it to stay that way
riiiiiight.....
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Old Apr 12, 2007, 11:55 PM // 23:55   #36
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Sigh.

Quote:
Originally Posted by tenshi_strife
HAHAHAHAHAHAHHAHAHAHAHAHAHAHHAHAHAHAHAHAHAH
That^^is not ridiculing? "riiiiiiight......"

Quote:
Originally Posted by tenshi_strife
well its random arena, it means nothing.
Everything in the game means nothing, really.

Please do me and everyone else the honor of either discussing the suggestions, or alternatively, answering my own question, which is, how would any of these changes would affect the charm of RA as you know it.

*Please note that I myself did have issues with some of the OP's ideas, but was able to discuss why without LOL'ing at him, and all the other folks who posted, in all caps.*
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Old Apr 13, 2007, 12:01 AM // 00:01   #37
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Im noticing alot of replies sateing things about rules i posted later, so ill update when i get home from work.

Just thought I would say that I also /agree to removing gladpoints from RA. If its a good enough team, you can always go on to 20 wins in a row in TA to earn it, which Ive done plenty of times.
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Old Apr 13, 2007, 10:55 AM // 10:55   #38
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No the cure is to give double glad points from RA, so that people would actually put some effort into playing a viable role. Would cut down on the mending wammos and dagger-wielding rangers.

Leaving is acceptable IMO, I don't mind when players leave if the team is obviously without any chance to win consistently. Some people take this too far, some stick around no matter what; normal variance. What I would like to see is a replacement function, where someone else joins if a player is missing before the match starts. One could have a small delay timer even (if just once before each match) to allow a fresh connect.
Also cut people who fail to load in a reasonable amount of time... or relegate them to a bunch of their slow-loading friends so they can have a lag-party together.
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Old Apr 13, 2007, 12:27 PM // 12:27   #39
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Well, my "problem" in RA are not the leavers indeed, but it is a cause of the leavers. I explain: When someone leave and the team still win, they move to the 2nd fight, and the game will add someone to complete the team, sometimes that one is ME, so when they reach the 10th fight everybody leave and I have only NINE wins, so I lose my time even if I wait for enter TA because RA teams normally lose there. I remember a particular nine fights round of more than one hour what I lose completely.

The RA leavers also produce a chain reaction of more leavers, when you are forced to leave too; So, you end being a leaver too!
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Old Aug 31, 2007, 03:25 PM // 15:25   #40
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http://www.guildwarsguru.com/forum/showthread.php?p=3095214#post3095214

Locking this thread, and all the other "Fix Leavers" threads in Sardelac, for the time being. When the new system is revealed, we'll look at it, look at these threads, and see if they need reopened or not. Until then, let's all be patient and see what we get.
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