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Old Jul 03, 2007, 06:49 AM // 06:49   #1
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Default A skill based approach to removing leechers and leavers

There is only one good way to stop leechers and leavers: that's to prevent them from getting exp and faction they haven't earned. How's the best way to do that? No participation, no xp or faction.

In the altruim ruins mission for example, you get zero points if your team doesn't collect any amber, even if you kill a ton of mobs. So why not add a simular point system to the PvP areas.

At the top of the screen, you have two point counters: individual and team. All points are awarded when the match is over or you quit/leave.

Assign every skill a point value... for example 1 point per energy cost or ade cost. If you use a skill and it has some effect such heal spells only give points if your target is not at max health or remove a hex/condition, attack skills only give points if they hit and do damage, armor skills only give points if they prevent damage, you put the right hex/condition on the right type of target (blind will give you nota if you hex someone with no attack skills on his bar) etc. Whenever you use a skill for an effect, it increases your individual and team points. Whenever there is a kill or skill gain, it goes to the team points.

There could also be a minor point penalty for screwing up... like using an interrupt on a skill you can't interrupt or missing the skill. Getting killed might earn you a small individual penalty of 5-25 points (or whatever a res skill would earn the team), if you are overextended you might lose an extra point. Using an attack skill through blind or some block skill and missing would at least deny you any points or maybe give you 1 penalty point for wasting ade/energy. Casting through diversion might earn you a small penalty. Having only mending+frenzy on your bar would probably auto-kick you from the game.

A player would always earn at least some of the number of points he earned himself (maybe a 25% penalty if he quits). In order to earn any team points at all you have to reach a minimum number of individual points (it should scale to be based on something like time or total number of team points accumulated) and stay the whole game. If someone stays the whole game, but fails to earn enough points, then the the points he would have gotten are multiplied by a factor and divided among the other team members. People who stay the whole game and have enough individual are awarded all of their individual points plus an equal share of the team points.

Each point would have a balth faction value and exp value... in some cases like if you earn a glad point that match or something the winning time might also get a gp value. If you individually or as a team break a point record or hit a point mark, everyone who is elegible for the group award is given bonus points. Plus there could be a title track based on pvp points for people who do a lot of different types of pvp to show off. Everyone starts off with a 0 level title in the track to show others that they are at least neutral. If you gain title points, your title goes up. Lose too many title points by leeching or quitting, and your title drops. It falls negitive and in RA/special events you start getting placed with teams who are made up of negitive title people (called Just Desserts).

Maybe earning a disproprotionally large amount of individual points for that match (two people's share or more) or placing in the top 10 individual/team records would earn you a small bonus and maybe a point on the Heroic Effort track, which would serve to tell everyone that they can earn their share in PvP.


This kind of system would fairly punish people that quit early and leech off others and encourage people to be active in pvp by giving them extra faction just for doing their thing. For instance a very active monk who helped his team get a flawless victory even though it was a long match would be rewarded. A warrior or mage who kept dishing out damage would be rewarded during a long mission. A gvg match that lasted until the guild lords came out would probably be worth more than a quick victory vs a weaker opponent, however a short and feverous match would be worth more than a long defensive one where neither side did much. If you individually did a phenomnial effort and your team was so-so, you'd reap more rewards than them.

So do you all think that this idea is fair, doable, and would work if implemented?
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Old Jul 03, 2007, 01:29 PM // 13:29   #2
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fair? yes
doable? maybe
would it work? I think it might

I like this idea. Seems to make the rewards a bit better as well. One question what if you just use skill over and over on your self though? Like monks healing, while standing on start point.

~the rat~
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Old Jul 03, 2007, 09:18 PM // 21:18   #3
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If he has full health, he gets zero points at best. At worst, he could lose a point each time for wasting energy. If he has full health, and is running out of energy, maybe he should lose 2-5 points for wasting energy when it is low. If he only has a little health lost, ie not enough to get full use of the heal, then he should probably get a reduced reward porportional to how much hp was actually restored.
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