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Old Sep 16, 2005, 05:51 PM // 17:51   #1
Ascalonian Squire
 
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Default Stolen Idea to help PUG creation

I used to play a game called Spiritwars (you can still play it I think) sorta like a cross between Risk and MtG where you would play a single opponenet one on one.

The actual gameplay is not important, but the selection of the opponent was. One of the 'tricks' was to disconnect if you were losing you could just disconnect and say "oops sorry, lost con!" this was cheating, but could never be proven. It was however logged and when you were challenged by an opponent you could look at his/her record and see that he/she was 200-45 with 80 discos and say "no thanks" to their request to play.

The point is if we took all the things that were bad about PUGs, like quitting halfway through, and put it in a visible form to potential groups, we could accomplish two things.

First, we could be able to get a better idea of who was interested in joining a PUG, and;

Second, because people are now going to be judged on their behavior, they will be more inclined to peform their duties in a PUG.

There must be a few stats that would be valuable. I noticed a link yesterday that suggested being able to see players stats...that might be a reach for PvE, but that could work too.

Thoughts?

I appologize if this has been posted before, I did a search but came up empty.
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Old Sep 16, 2005, 05:54 PM // 17:54   #2
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A criminal record system. Nice idea.

/signed
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Old Sep 16, 2005, 05:55 PM // 17:55   #3
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Not a bad idea...but probably a fair amount of work to implement, and the developers have plenty of other suggestions on their plates. Plus which, imagine if, for a bit, you had a really dodgy ISP. You get loads of disconnects, and give up on them and switch. But you'll never get a PUG again. Could be a bit unfair.
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Old Sep 16, 2005, 06:02 PM // 18:02   #4
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The maybe add a rating system so when you finish a quest you could rate your companions. Sort of like an EBay feedback system.

I know it would be lots of work, but for a game that claims to be "multiplayer" and "group oriented", there needs to be more of an effort to get the PUG system upright. Right now most people are doing it with Henchies.
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Old Sep 16, 2005, 06:05 PM // 18:05   #5
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That idea has been floating around, but there is one pretty bad flaw in it. Unlike your example where it's 1-on-1 with an end game, in Guild Wars there are a number of valid reasons why one person, part of the group or even the entire group might map out.

You could add a human factor, but the human might not know what happened to the other person and it's also possible for people to grief other people.

If they do implement something like this, I hope they fix all the err=7's that have been hitting lots of folks lately or it might look like everyone is a leaver...

Last edited by jdwoody; Sep 16, 2005 at 06:20 PM // 18:20..
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Old Sep 17, 2005, 08:43 AM // 08:43   #6
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Quote:
Originally Posted by jdwoody
If they do implement something like this, I hope they fix all the err=7's that have been hitting lots of folks lately or it might look like everyone is a leaver...
That would not be part of the problem. Guild Wars can write an error file that could be read during load. They could just deduct all err=7's from the amount of leaves that someon has. ISP disconnects are another thing though...can't think of a way to get around that. I was waiting for a Titan Party to form once and saw a guild mate get kicked and rejoin about 20 times while he was there....I don't however think that ISP disconnects would add a terrible amount to it....There would have to be a way to kick ppl during a mission though....IE I have a 60DP and everyone else has 0DP (bad player)..I petition the group leader to let me out...he kicks me....if he does not respond in say 60 seconds and I am at a 60 DP then I can leave without my leave rating increasing.

They do have many other items I would like to see first....but this should at least be considered as a side dish....since they read these posts I believe it is up to us to collectivly create a system that is fair and balanced...
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Old Sep 17, 2005, 09:01 AM // 09:01   #7
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wat about those times when say alesia gets stuck and u all die?
or ur group all dies and decide its to hard and evry one leaves?
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Old Sep 17, 2005, 10:21 AM // 10:21   #8
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Firstly there's the fact that the game is still bugged to hell and people still get disc for many reasons so it wouldn't be fair. I remember this system in wcr3 tft, hated it from the days when i used to have 56k connection...

Its recorded as a loss when you disconnect, my point being people do generally have bad connections, so it just woldn't work especially on a game as bugged as this is atm.
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Old Sep 17, 2005, 06:10 PM // 18:10   #9
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I think the averages would play a big part here.
Perhaps a disconnect to hours played ration displayed as a percentage score would allow others to judge if your 'high-risk' or 'no-risk'.

Like some have already said, people get disconnected for all kinds of reasons, but if you have someone that's been disconnected 20 times over 400 hours then that's only 5% of the time. Pretty low, I'd say and probably a safe bet.
On the other side, I think you'd be able to spot the abusers pretty quickly with their glaring 15+%.

We would all be painfully aware of our ratio, this would be incentive to get alot of hours under our belts in order to spread out the average (Anet may not like any more incentives to fill up their servers lol), and we would be inclined to work harder to avoid those situations where we might otherwise throw our hands up and... QUIT!

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Old Sep 17, 2005, 07:50 PM // 19:50   #10
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Ignoring the err=7, think about how you actually play guild wars. Except for the missions do you always end up in a town? If you're capping skills, doing quests, farming or hitting a crafter you will more than likely map out when you're done. I don't think anyone fights their way back to the Temple of Ages when they're done with Villany. Even some of the missions are either good for farming, or it's easier to do the bonus later or maybe you need to start a mission to get infused or cap a skill. All of these things that a normal PvE player would do would make you look like a horrible person to party with.
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Old Sep 17, 2005, 11:09 PM // 23:09   #11
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I saw this interview about xbox 360 live and they had a nice solution for a player rating system.

Every person has a "game card" on the 360 and on it, it has your "reputation".
If youve enjoyed playing with a person and would play with them again you would add them a point of good reputation.
If you didnt enjoy playing with a person you give them a bad reputation point.
Id image that in guild wars, once you rate a person with such a point, you could spot that same person again if you happen to run across them.


This is how I think it could work for GW.

-You can give one reputation point to one account.
-You can take it away and add another one after 8 hours.
-After 2 weeks of not logging in one reputation point you have recieved is reset and one more per day will be reset. First one removed is a negivite point, the second is a positive point an the alternate from there.
-Once you give a person a reputation point, you can identify that person if you run across them again. (maybe by some sort of symbol above thier heads)
-You must be on a team that has been any sort of combat for a consistant 20 minutes to award anyone on that team a point.
-You cant award points to people that leave the team after they leave.
-Once players reach lvl 20 they show thier reputation, if they have any points pending, instead of thier lvl.
-The system wouldnt give comlpete numbers of ratings, but it would rounded off as such: 0 through 5 representing a 0/5 through 5/5 score - 0 being very bad, and 5 being very good.
-A /reputation comman to see a personal account of positive and negative points youve have.


To abuse the system you would need to group and play with a person for 20 minutes.
Though its possably its very time consuming and can only be done one per account.
Getting a group of friends to work together for the sole purpose of abusing the system is unlikely but possable.

Quiters have the possablity of having a legit reason for leaving a team.
As such the best way to deal with that, as was recommend by someone else around here- a time out.
Im not sure how such a system would work, but that seems like a good enough incentive to not quit at the drop of a dime.
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Old Sep 18, 2005, 12:40 AM // 00:40   #12
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That would be griefer heaven, he would just give everyone a negative point and run.
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