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Old Mar 31, 2006, 07:53 PM // 19:53   #1
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Default How can we make 12v12 Alliance Battles Better? (9'-')9

Sorry for the long post:

1) Implement a system where a player will not receive faction for losing if they AFK in their base (kind of like how a player will not receive experience if they don't participate in a fight in some manner).

2) Give rewards/bonuses to individual players at the end of the fights based on their performance. IE, top kill counts, top ress point cappers, top healers, etc., will get faction point bonuses. This will greatly discourage AFKing, in my opinion, if a player can still get a nice amount of faction even if their side loses. It would also promote more participation in general, since this will appeal to people with the mindset of "my team will just lose anyways and it'll be a waste of time."

3) Display these rewards in a summary screen at the end of a match; that way players can see a breakdown of what happened in the match, kinda like the way Battlefield displays statistics at the end of a round. Doing this will give quantifiable evidence that a player's skill does matter, since everyone who participated will notice, "oh man, that Bob guy's good. Even though his team lost, he still got a bunch of faction." Or, "man, Bob's good, he got 1,000+ from winning AND having the top cap count." It'll also encourage continued play if a player can see how well they are doing with numerical proof.

I always wondered why #3 was never a part of the game in the first place. PvP in GW is akin to a strategic 3rd person FPS, and in every FPS game I've played online, there has been some sort of summary screen at the end of a match. I don't think this would be very hard to implement at all.

I was tempted to put "punish players for leaving early" but I don't think that will work for a variety of reasons, and will end up causing more trouble than it fixes. I think giving players more incentive to participate and do well will cause less griefing...hopefully

On another note:
-Add in a larger version of the minimap for the 12v12 arenas, like the map you see when you hit U, but one you can ping and draw on. It's kind of useless to have people pinging important locations when the shrine/fight is out of the display range for your minimap.

-Let me know what you think

Thanks for reading,
Wayne =)

Last edited by Wayne0205; Mar 31, 2006 at 08:50 PM // 20:50.. Reason: tried to be more succinct and concise
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Old Mar 31, 2006, 08:05 PM // 20:05   #2
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I like the idea of people getting more faction just for doing their job good, even if their team sucks.

I think adding a stat sheet is an awesome idea: It will tell people who don't know better "Oh, that Mesmer interupted a bunch of crap. So that's what he was doing!" And what Monk wouldn't love to see "Total HP Healed"?
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Old Mar 31, 2006, 08:13 PM // 20:13   #3
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Quote:
Originally Posted by Mordakai
"Oh, that Mesmer interupted a bunch of crap. So that's what he was doing!" And what Monk wouldn't love to see "Total HP Healed"?
didn't think about getting that specific, but it would be cool to see all of those stats too

and it would certainly get some rep. for all those support classes out there
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Old Mar 31, 2006, 08:23 PM // 20:23   #4
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Quote:
On another note:
-Add in a larger version of the minimap for the 12v12 arenas, where you can see who holds what shrine, and the location of your teammates at any spot on the map (not the enemies, save that for the mini). It's kind of useless to have people pinging important locations when the shrine/fight is out of the display range for your minimap.
Press U and scroll out?

edit: doesn't show your teamates, but it does show who holds what shrine.
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Old Mar 31, 2006, 08:26 PM // 20:26   #5
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Yea, but you still can't ping or draw on it. I guess I should reword that. Edits
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Old Mar 31, 2006, 08:26 PM // 20:26   #6
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I like this idea. People won't leave that fast anymore if their team is losing. They can still try to get a "best reward".
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Old Mar 31, 2006, 09:19 PM // 21:19   #7
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I agree,

but something like this was talked before there wasn't even ppl thinking about factions,

I love these idea's especially the idea of stats etc.., can't hurt can it?

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Old Apr 01, 2006, 02:05 AM // 02:05   #8
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yay, I'm glad everyone likes the ideas. Maybe if we can get the word out, there's a chance it'll make it into the game =)
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Old Apr 01, 2006, 05:22 AM // 05:22   #9
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Have some way to let people in the lobby join an in-progress game to replace quitters. Would much rather join an in-progress game then have the countdown timer cycle several times waiting for opponents.
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Old Apr 01, 2006, 05:30 AM // 05:30   #10
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I wish that the various points had much simpler names. I dont feel like typing out Bamboo Defense Point, Quarry Point, etc.

How about each defense point gets a simple NUMBER and is clearly marked on the mini map.

"Everyone go to pt 1, defend pt 5, meet at 3" etc.
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Old Apr 01, 2006, 11:09 AM // 11:09   #11
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/signed for the OP's idea
I have an idea to add to this thread:

Anyone played Wolfenstein: Enemy Territory before?

I would like to be able to
1. press a hotkey,
2. and a tactical map pops up,
3. showing the whole battlefield,
4. where my team mates are, (shown as red or blue dots)
5. which includes team mates' line of sight,
6. which means will be able to see enemies as well, (red or blue dots)
7. provided there is a team mate in that area,
8. and finally, which strategic point is under our control. (red or blue squares)

For example:

Last edited by Tuoba Hturt Eht; Apr 01, 2006 at 11:15 AM // 11:15..
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Old Apr 01, 2006, 12:19 PM // 12:19   #12
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Quote:
Originally Posted by Prefect
Have some way to let people in the lobby join an in-progress game to replace quitters. Would much rather join an in-progress game then have the countdown timer cycle several times waiting for opponents.
awesome idea! I like it.
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Old Apr 01, 2006, 05:24 PM // 17:24   #13
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I love the stat sheet idea. Might be fun to also see our kills/hour or w/e. Ongoing stats.
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Old Apr 01, 2006, 05:43 PM // 17:43   #14
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/not signed


I very much doubt any type of scoring system for individuals would be accurate of someone's true ability.
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Old Apr 01, 2006, 05:44 PM // 17:44   #15
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Some good ideas here. Aside from the obvious problem of quitters and traitors that needs to be delt with in some way, the biggest problem I experienced in the arenas was the sheer size of the maps and the inability to re-orient oneself quickly after being killed or such.

Part of the problem, I think is that these arenas are at the point where they would benefit from a built in voice chat feature. Having to type out commands just wastes too much time, and even drawing and pinging have their drawbacks that even a larger mini-map wouldn't entirely solve.

Having the teammspeak server is nice, but not everyone uses it, and I dropped my host server long ago because the monthly cost overweighed its actual usefulness. Anet needs to build in a free voice chat system if Factions is the direction PvP goes with the game. At this point, it's almost necessary in any big PvP game.

In regards to quitters, I think a time penality for re-accessing PvP arenas will end up being the best idea, as put forth in some other threads related to that issue. As I said in one of the other threads, even though this might unfairly penalize dropped connections, those who are experiencing those problems shouldn't be teaming up with anyone, PvP OR PvE, until their problem goes away - in either case, their team is suffering because of their connection. Remember, this game is soloable in a lot of areas after all.

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Old Apr 01, 2006, 06:35 PM // 18:35   #16
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Quote:
Originally Posted by Hanok Odbrook
Some good ideas here. Aside from the obvious problem of quitters and traitors that needs to be delt with in some way, the biggest problem I experienced in the arenas was the sheer size of the maps and the inability to re-orient oneself quickly after being killed or such.

Part of the problem, I think is that these arenas are at the point where they would benefit from a built in voice chat feature. Having to type out commands just wastes too much time, and even drawing and pinging have their drawbacks that even a larger mini-map wouldn't entirely solve.

Having the teammspeak server is nice, but not everyone uses it, and I dropped my host server long ago because the monthly cost overweighed its actual usefulness. Anet needs to build in a free voice chat system if Factions is the direction PvP goes with the game. At this point, it's almost necessary in any big PvP game.

In regards to quitters, I think a time penality for re-accessing PvP arenas will end up being the best idea, as put forth in some other threads related to that issue. As I said in one of the other threads, even though this might unfairly penalize dropped connections, those who are experiencing those problems shouldn't be teaming up with anyone, PvP OR PvE, until their problem goes away - in either case, their team is suffering because of their connection. Remember, this game is soloable in a lot of areas after all.

Hanok Odbrook
Real Millennium Group
Truth * Knowledge * Peace
I think the map sizes were fine and use of the mini-map really really helps in orientation and direction.

It is my experience that having voice chat without having a plan only leads to yelling and chaos on the voice server. Whenever my guild uses our Vent/TS in an organized fashion, we have a designated caller ie: EVERYONE ELSE SHUTS UP.

This would not work so well in the semi-random setup of FvF battles because there is no designated leader, and would only lead to arguements and more ragequitters.
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Old Apr 02, 2006, 05:59 PM // 17:59   #17
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Quote:
Originally Posted by lyra_song
I think the map sizes were fine and use of the mini-map really really helps in orientation and direction.

It is my experience that having voice chat without having a plan only leads to yelling and chaos on the voice server. Whenever my guild uses our Vent/TS in an organized fashion, we have a designated caller ie: EVERYONE ELSE SHUTS UP.

This would not work so well in the semi-random setup of FvF battles because there is no designated leader, and would only lead to arguements and more ragequitters.
Yeah, you're right about that. I think that's what the underlying problem is here. There's no really good way to solve the issue by having a large random PvP group. Even with the ability for three groups of four to join, without cooperation between the three, things won't be any better than what we have already seen. In reality, there's no way around these problems in a large random access battle. Unfortunately, by taking away the randomness, we run into the problems already mentioned by others and seen in the C1 arenas with fame, etc.

It just boils down to the fact that these arenas will not work in the current fashion. It'll end up just being luck of the draw - you'll either end up with a random grouping where someone takes over the leadership role immediately and the others follow, or you'll end up with a chaotic group. I experienced both during the event, and the second grouping was not fun at all.

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Old Apr 02, 2006, 08:12 PM // 20:12   #18
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How about a forfeit system, as soon as one person quits both sides forfeit no points are rewarded everyone dies and goes back to the out post. And punishment for quitters is there name on list on a board in-game for all to see.

Or have it where quitters are fined for 100gp each time they quit. If they want to play they have to pay the fine before they are allowed to enter the battles.
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Old Apr 02, 2006, 10:12 PM // 22:12   #19
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Quote:
Originally Posted by Hanok Odbrook
Yeah, you're right about that. I think that's what the underlying problem is here. There's no really good way to solve the issue by having a large random PvP group. Even with the ability for three groups of four to join, without cooperation between the three, things won't be any better than what we have already seen. In reality, there's no way around these problems in a large random access battle. Unfortunately, by taking away the randomness, we run into the problems already mentioned by others and seen in the C1 arenas with fame, etc.

It just boils down to the fact that these arenas will not work in the current fashion. It'll end up just being luck of the draw - you'll either end up with a random grouping where someone takes over the leadership role immediately and the others follow, or you'll end up with a chaotic group. I experienced both during the event, and the second grouping was not fun at all.

Hanok Odbrook
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We'll just have to wait and see how the FvF arenas develop.

I'm hoping that more and more organized guilds and pugs make their groups of 4. 3 organized groups in sets of 4 who all have knowledge of the map and how the battle works will KNOW what they are supposed to do (attack/defend/capture) and add stability to the randomness.
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Old Apr 02, 2006, 10:34 PM // 22:34   #20
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Its not going to be FvF its going to be AvA, Anet has all but said this. So why would randomness be much of a problem?
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