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Old Nov 26, 2006, 06:25 AM // 06:25   #1
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Default Solving the Annoying Runner Problem in RA

The Problem: A RA/TA opponant, last of his team alive, runs around the map endlessly while your team chases him, but cannot kill him. He taunts you. He tells you he has 5 hours to do this. He scoffs at his guild kicking him out. HE NEVER STOPS RUNNING.

This is a problem when you have a team that cannot do sufficient spike damage to kill a moving target. Example: 2 healer monks, 1 ritualist, 1 melee character vs. 1 wammo with sprint and self healing skills. Other common problem makers are assassins and rangers.

**Usually** there is no problem because your team has someone with either snare or sufficient ranged damage to kill the runner. But it is really not that uncommon to be in a situation where no one has snare or range direct damage or even if they have snare or direct damage it's still not enough.

This is especially frustrating when you're on say, your 9th RA match, and this runner just will not quit and you can't kill him.

Proposed Solution: Place a timer on RA/TA games. Maybe make it 10-20 mins. At the end of this timer, the AI detects how many of each team are left. The team with the most remaining alive players wins. This would prevent that one jerk runner from ruining a successful team's run in RA/TA.

Comments?
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Old Nov 26, 2006, 06:26 AM // 06:26   #2
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/signed?
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Old Nov 26, 2006, 06:27 AM // 06:27   #3
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It would be a good idea, although a good number of tiebreakers would have to be implemented. Perhaps the number of kills would be the first tiebreaker, then the one with the most morale rating.
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Old Nov 26, 2006, 06:29 AM // 06:29   #4
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Then what happens if both teams have the same number of people left, sudden death overtime?

/tenatively-signed
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Old Nov 26, 2006, 07:13 AM // 07:13   #5
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/signed

anet would fix the tie thing as stated in an above post
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Old Nov 26, 2006, 08:20 AM // 08:20   #6
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Sounds good to me..

Or.. water magic?
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Old Nov 26, 2006, 05:50 PM // 17:50   #7
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Quote:
Originally Posted by Glevi
Then what happens if both teams have the same number of people left, sudden death overtime?

/tenatively-signed
I like the tie-breaker solution posted above, but when I originally posted I didn't have that situation in mind. The situtation I was imagining was that one team kills 2-3 members of the opposite team readily and easily, but cannot kill the last obstinate person because they keep running away.

The timer could be situtational, perhaps having 0 effect if it is down to 1 v 1.

Quote:
Originally Posted by Shadowfox1125
Sounds good to me..

Or.. water magic?
Who a) has water magic and b) knows how to use it effectively in RA? Almost no one. I don't people should be forced into bringing snares specifically for these jerks who abuse the system.

Last edited by tea_leaves; Nov 26, 2006 at 05:52 PM // 17:52..
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Old Nov 26, 2006, 05:59 PM // 17:59   #8
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Quote:
Originally Posted by tea_leaves
Who a) has water magic and b) knows how to use it effectively in RA? Almost no one. I don't people should be forced into bringing snares specifically for these jerks who abuse the system.
I agree. They shouldn't bring it for those jerks. They should bring snares because they're a very powerful tool for PVP.

On the matter itself, i agree. Some sort of timeout would be nice on some of those matches though i usually just leave the match if it turns out to be an everlasting battle.
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Old Nov 26, 2006, 06:04 PM // 18:04   #9
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Play better.

not-signed.
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Old Nov 26, 2006, 06:08 PM // 18:08   #10
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/signed

timer would be a good solution.
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Old Nov 26, 2006, 06:44 PM // 18:44   #11
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/signed would be a good solution and keep matches from becoming to long.
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Old Nov 26, 2006, 07:04 PM // 19:04   #12
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/signed not for keeping matches short, but to stop jerks from running around avoiding getting killed.
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Old Nov 26, 2006, 07:32 PM // 19:32   #13
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Learn to being Snares.
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Old Nov 26, 2006, 07:56 PM // 19:56   #14
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/Signed


the only purpose runners have is for griefing... keeping a battle going 10-20 minutes running around hoping the other team quits out so u can get a win is less effective than losing and starting another match...

another purpose of the runner is to make or break winning streaks... but again less effective to make winning streaks when its just better to make a build that can survive and do damage to support the team.. more effective to grief and take winning streaks away from players who actually worked for their wins..


I dislike the comments from those of you who love to tell people to equip skills to deal with griefers.. again put it on the players to deal with griefers when the system should already be designed to limit the ability to grief other players... I guess some of you just like hearing yourself mouth spasm and argue with every suggestion everyone has... grow up please...
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Old Nov 26, 2006, 07:57 PM // 19:57   #15
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um there already are timer games that rely on one team having most kills its a random matchup with battlefields. and im sorry if you don't defeat the whole team you don't win. the wammo can win by out waiting the morronic team that noone considered bring snares/speed and good dmg dealing. you don't bring snares you deserve to be waiting there for hours. many people have fun annoying the hell out of teams where noone brings a snare.

/not signed get better or smarter *bring a snare*
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Old Nov 26, 2006, 08:04 PM // 20:04   #16
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/not signed.

I've been last man standing in the team in RA before and it's taken me 9 or 10 minutes to kill the rest of the opposing team, running like hell in between.

That is a valid tactic.
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Old Nov 26, 2006, 08:09 PM // 20:09   #17
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Alright, let's actually bring some sense into this thread. After all "play better" is just NOT constructive. When I'm playing in the arenas, I play a domination mesmer. Very powerful and very flexible to take care of any class. Now, even if I CAN dominate every class providing I'm not spiked, it will NOT stop people from attempting to run. If they try to heal while running, I cast diversion or any hex that will most likely do something to mess up their next heal and that's when my team attacks. Simply put, no warrior has ever beat me.

HOWEVER, just because I CAN beat these types of people, it does NOT make it acceptable to just run around for 20 minutes waiting for people to rage quit. There really needs to be a timer on these games, and a sudden death if the timer runs out at a tie. 10 minutes seems like a fair time.
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Old Nov 26, 2006, 08:54 PM // 20:54   #18
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Its Random Arena FFS. Map + Click + Click = Win. The only time you wouldn't want to quit is on the verge of your tenth win. Its unlikely you got through nine games without enough damage to kill a runner.

If you're having the same problems in TA, don't enter TA.
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Old Nov 26, 2006, 10:42 PM // 22:42   #19
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/signed
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Old Nov 26, 2006, 11:02 PM // 23:02   #20
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This really isn't as big of a problem as it used to do... if your team isn't completely newb its not hard to body block in some wammo newb..... people who actually run around like that definately don't know how to ghost through body blocking so your good.
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