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Old Aug 14, 2007, 06:41 AM // 06:41   #41
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I think that only leaving before the match start is problematic +, since if u leave after u win that match your team has the chance of acquiring a new player and wont be bound to play 3vs4 in the next match.

Quote:
Originally Posted by Enas
I actually like option 1. It would remove the importance of consecutive wins most efficiently thus greatly reducing the incentive to leave teams. And i think the majority of players will enjoy the slightly easier reachability of a higher gladiator rank... plus all the veterans effectively get a 50% bonus to their existing rank which should leave their achievement great enough :-)
dear Enas, go to HA if u hate the 10-wins streak
Majority of players is pve-oriented and is used to being able to grind everything in GW that is title-connected, so i can imagine they'd really enjoy the 1st option ;o

And sorry to say that, but i wouldnt consider that a bonus to my title. Or anyone who plays TA regularly.

@Cel, apparently some ppl at anet are having a hard time comprehending the fact that TA and RA are completely separate and different arenas. Similar to the fact that certain people were convinced the synergy between drunken blow and SS wasnt problematic.

Last edited by urania; Aug 14, 2007 at 02:36 PM // 14:36..
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Old Aug 14, 2007, 07:43 AM // 07:43   #42
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Best ideas so far (that aren't mine :P)-

Cap the number of glad points available in RA (maybe 50?). People who now have that many or more just can't get anymore.

If someone leaves, the other team gets the same faction and XP as a kill.

Put a time limit on matches. Griefers are the #2 scourge of RA. At 10 minutes, the team with the most players left wins. If the # of players is equal, it's a draw and both teams return to the lobby.

Do NOT give points per match! Someone at Anet PLEASE do a couple rounds of Alliance Battle to see what happens when you have a system that rewards for just showing up...
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Old Aug 14, 2007, 08:38 AM // 08:38   #43
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Out of the given alternatives, #3 would probably be the best.

However!

I'll chime in with many of the other posters in saying that none of the proposed changes will really fix the problem at its root - The problem being defined as leavers in RA.

People want a Gladiator title. The reason for the leavers to go about their business is that they feel that they cannot achieve a 10 win streak with the team setup they are given. At this point, we can see that the "glad point for every win" might fix the problem. If one, on the other hand, looks at what other kind of behaviour this incentive scheme encourages, we see that leeching might once again become the order of the day.

Simply joining and AFKing with the hopes that once in a while you'll end up in a team where the remaining three players are matched against a team with even more leechers or quitters than they are burdened with, thus scoring a win and bumping the AFK players glad points.

A disincentive to leaving must be similarly inspected. If one penalizes leavers, under what circumstances is that penalty meted out? Only for the first leaver (making it ok to leave in a 3 vs. 4 situation)? Only before the game has started (in which case leavers will wait until the first blow is struck and then leave)? At all times (penalty for defeat-leavers, seeking to cut down their wait until the next game)? Etc. etc.

In my opinion

As some posters before me have pointed out, the real root of the problem is that RA rewards players with Gladiator titles. This is incentive enough to provoke a number of disruptive behaviours - The best way to stifle the leaving would be to remove the possibility of earning glad points in RA. Since this might be to radical, capping the number of glad points one can earn in RA might be the way to go. When considering the cap, it should probably be slightly below the number needed to attain the first title - This in order to facilitate a move to more organized forms of PvP (i.e TA ).
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Old Aug 14, 2007, 09:51 AM // 09:51   #44
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Quote:
Originally Posted by Andrew Patrick

Proposal 3
• Every 5 wins gives you 1 point
• Every additional 5 wins gives you a bonus point (plus the original 1 for 5 wins). 10 wins = 2 total points, 15 = 3 total points, etc. This would be capped at 3 or 4 for every 5 win streak to keep it from getting out of control.
• Multiply current points by 5
• Multiply each rank by 4

better still... (numbers for this might need to be adjusted accordingly)


Quote:
Originally Posted by Myself

Proposal 4
• Every 5 wins gives you 1 point
• Every additional 5 consecutive wins gives you 1 point. (in RA)
• Every additional 5 consecutive wins gives you 2 points. (in TA)
Updating Current Title Holders:
• Multiply current player points by 5
• Multiply each rank requirement by 4

If the System Must Change

I don't see why TA shouldn't be given additional reward above RA, additional reward in TA should be given to drag people from farming RA to TA. I think this idea should be incorporated into the new system. Imo that fact that no distinction is made between RA and TA is mostly to blame for the current problems in RA and lack of players (apart from peak hours) in TA.

The casual RA players can work on their title in RA if thats what they enjoy since there are easy points on offer. While the more serious players can go to TA if they want higher end glad. This system I proposed should create a transition where players that have enough experience in RA will turn to playing TA instead in order to gain better progress on their title track. I can see this version of the title greatly benefiting RA too with leavers, when combined with suggestions in my post below.

On Current Glad System

It seems to me from reading the threads about the proposed change. The complaints about the glad track result from the title being too unobtainable to some. People voting for the proposed system one are ones which find the current system difficult to earn points in.

In my view the current system does require players to have a reasonable average skill level which I don't think should be lost. Titles shouldn't just be handed out. To adjust for this why can't additional gladiator ranks be implemented to make the title more easily obtainable such as (r1 = 10 points, r2 = 25 points r3 = 50 points, r4 = 100 points and keep ranks going up as normal from there)

I, like many, find it enjoyable the fact that it takes 30min (avg) to obtain a streak of 10. It's going to seem meaningless doing a run when a run is only 5 wins (not even consecutive right? lol)


On Leavers

Quote:
Originally Posted by Andrew Patrick
I am just saying there is quite a large number of players who enjoy RA, and play it daily. I just think dismissing RA players by saying "no one cares about RA" when there are, in fact, more players in RA than TA is an odd statement. Could you clarify what you mean please?
Yeah and the reason for this is the reward is the same... Currently 10 in TA is very hard with a pug, so why not go to RA since the reward is the same, o wait thats what everyone does!


I propose you offer increased reward for TA in order to draw more players there instead of leave/join farming RA.

In your first post you said that the intention is not to cheapen the glad title, but the fact is it will. Currently 10 wins in a row does require skill compared with new points for pretty much showing up.

I mean why not just keep the current system and put a 15min timer until you can rejoin RA, that would stop all leavers right there! If you have a real life emergency and have to leave its likely to take at least 15min anyhow so its no worries. But if you try to leave to find a monk 15min is an impossible penaltly to make it worthwhile.

Unfortunately there are a few situations in which players generally consider acceptable circumstances to leave (4 monk groups, extremely low dmg groups etc..) If you are unfortunate enough to get into one of these groups then with a 15min penalty for leaving its best just to stay and accept defeat. This very rarely occures anyhow and after all its RA (Random Arenas!) the teams are random.

Whatever system you are thinking of implementing in certain areas to prevent leaving please kill the /resign command in RA. I do not want to see teams resigning out in order to avoid penalty and cycle through RA teams because you guys will take another 1.5 years to fix it

On Runners

I read somewhere an idea about after 10 min, if its a stale mate or theres runners the team with the highest team status wins. This sounds like a very good idea, sort of like a mini VoD for RA/TA everyones guna unload all their spikes/dmg at 9:55 and the monks guna heal everyone like crazy. It would create a nice dynamic. Considering most matches (95%) last for 2:30min and good ones (close matches) about 8min, I'd say 10min would be a nice figure.

On Syncers

The randomness of RA is pretty terrible. Leave and join enough and you will get in the same group. I propose you can't be in the same RA team as a guildy. This doesn't stop cross guild abuse, but it should help a heap still towards leavers.

On Casual PvP

Ok, heres the kicker. Most players I meet in RA on streak (I like having a chat, livens things up ) are in fact only after the faction. I find few are interested in the glad points at all and the most common comment is along the lines of wow we've got 2k faction so far. The ones that are interested in the glads are ones that are playing RA as others play pve, TA, HA GvG or whatever else. They're there to farm the title. I can't understand why after 1.5ish years whatever it is you guys all of a sudden want to change the title track so every Joe Wammo can farm it simply by grinding rather than dealing with it through other methods, such as the ones I've mentioned (and I'm sure theres better ideas out there)

On Assassins

For the love of god, fix deadly paradox...




EDIT: Sorry for double post, just spotted Andrew's second post.

Moko EDIT: merged. =P

EDIT: ty :P

Last edited by LuckyGiant; Aug 14, 2007 at 12:31 PM // 12:31..
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Old Aug 14, 2007, 10:12 AM // 10:12   #45
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Quote:
Originally Posted by Xanthar
As some posters before me have pointed out, the real root of the problem is that RA rewards players with Gladiator titles. This is incentive enough to provoke a number of disruptive behaviours - The best way to stifle the leaving would be to remove the possibility of earning glad points in RA. Since this might be to radical, capping the number of glad points one can earn in RA might be the way to go. When considering the cap, it should probably be slightly below the number needed to attain the first title - This in order to facilitate a move to more organized forms of PvP (i.e TA ).
I don't think the root problem is the Gladiator in RA at all. It is that leavers don't get punished in RA. If people can't leave and rejoin without penalties anymore, the problem is solved. By removing glad points from RA, you solve the problem. Of course you do. You also get many mad players. And as pointed out, there are far more RA players then TA players. Solving the leaving problem isn't that hard. If you leave before the 45 second mark (or something like that), you can't join a new RA/TA game for the next 5-10 minutes. So in case of real life there is no problem. Pick up the phone and get a drink after it if you have time left. In case your guild needs you for GvG there is no problem either, since you shouldn't be coming back soon. If you are farming RA there is a problem since it would be faster to go try and fight. You can always leave after you won/lost.

I also don't get the capping idea. First people say that RA and TA are 2 completely different games and the next thing they do is suggesting a cap in one of them. All a cap would do is the same as removing glad points from RA would do. Get lots of angry people for the sake of making a few happy. There is a reason that RA is more popular then TA. It has no pressure, no need to make a team, no reason to listen to other people's shouting. It is the only relaxing kind of pvp there is. If people wanted to move to organized PvP they would have done that years ago. They just prefer not to and nobody should be punishing them for that.

And one last point to all people thinking gladiator titles are hard to get. Stop dreaming. There is no pvp-title in GW that takes skill to get. Some of the pve-titles can be hard, but the pvp ones are just farming. The more you played them, the higher your title. Time>skill.

Oh yes, one more thing. If you want to promote TA, make it an interesting concept to play. And add some maps that actually take skill to play on.
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Old Aug 14, 2007, 10:20 AM // 10:20   #46
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#3 is my favorite, but I'm concerned with the punishing measures of leavers, certainly if runners, grievers and non-offensive and all defensive teams are promoted to win, just by staying alive. There are many points during gameplay were leaving according to me (and many others) is legitimate.

I think capping or removing GLAD points from RA is still one of the best options (as proposed by many)

Last edited by Patrick Smit; Aug 14, 2007 at 10:30 AM // 10:30..
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Old Aug 14, 2007, 10:50 AM // 10:50   #47
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Lets start with some calculations first:
the probability of a random group winning another randon group is 1/2.
the probability of a random group winning 2 games one after the other is 1/2*1/2 = 1/4
the probability of a random group winning 10 games is a row is 1/2*1/2... = 1/1024
this is your probability of an avarage player gaining a glad point: once every 1024 games. If he does it in a smaller amout of games, it reflects the skill this player have, the build he comes with and the synergy of the other members of his group.

Now lets look of the proposed systems:
1. each win give 1 point. The probability of a win is 1/2 so in 1024 games one will gain 512 points. This is 512 times faster than the current system, so you have to Multiply current player points by 512.
2. every 5 win give you 1 point. The probability of 5 wins is 1/32. so in 1024 games one will get 32 points. This is 32 times faster than the current system, so you have to Multiply current player points by 32.
3. It is a slight variant of 2, no need to further complicate things, it is quite similar.

As a conclusion:
Unless you use the multiplers I've calculated, you turn current players titles to DUST.
If you want to have some kind of title that is easyer to gain in RA you dont have to trash the current titles.
Simply add a new "PVP Fighter" title or something like it and set any system to it.

please, Anet, please dont trash out titles.......

Last edited by red orc; Aug 14, 2007 at 10:59 AM // 10:59..
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Old Aug 14, 2007, 10:57 AM // 10:57   #48
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Quote:
Originally Posted by Andrew Patrick
Proposal 1
More regular progess:
• Every win gives you 1 point.
• Players get points for streaks. Players get 5 points for each 5 consecutive wins.
Updating Current Title Holders:
• Multiply current player points by 30.
• Multiply each rank by 20
Please god no. To be honest, I'm not even sure why this is being proposed. We've discussed this in the other threads, and the conclusion is that RA will just be a total grind fest. Push Enter Battle 100 times, and you'll probably win 50 of those matches by default, regardless of how good or bad you are. If you want to reward skilled play, this is *not* the right solution.

Quote:
Originally Posted by Andrew Patrick
Proposal 2
• Every 5 wins gives you 1 point
• Every additional 5 consecutive wins gives you 2 points.
Updating Current Title Holders:
• Multiply current player points by 4
• Multiply each rank requirement by 3
A lot better. It makes the title a little more accessible to beginners while still needing some skill to achieve (assuming you'll fight 5 non-leaving teams).

Quote:
Originally Posted by Andrew Patrick
Proposal 3
• Every 5 wins gives you 1 point
• Every additional 5 wins gives you a bonus point (plus the original 1 for 5 wins). 10 wins = 2 total points, 15 = 3 total points, etc. This would be capped at 3 or 4 for every 5 win streak to keep it from getting out of control.
• Multiply current points by 5
• Multiply each rank by 4
If I'm reading this right, this would be similar to the Fame system, which rewards exponentially more points to skilled players. I like this. If one of the systems above is going to be implemented, I suggest this one.

As for some overall thoughts, even though you don't "intend" on making the Glad title easier to achieve, it's certainly going to happen if you implement one of the above solutions. Because of this "cheapening" effect, I propose something in addition to one of the solutions:

Proposal 4: Leave the Glad title as it is for TA, and make the new title for RA only. Everyone either starts at 0 for the new track, or current Glad points are multiplied to match the new system. Either way, TA remains as it is.

I think this is a reasonable compromise to keep both TAers and RAers happy. What do you think?

Be *very careful* about adding a punishment system for leavers. There are plenty of legitimate reasons for leaving. For example, I don't want to have to wait until VoD every time neither team can score a kill (which happens way too often). I suggest not touching this at all because, after all, aren't the new solutions themselves supposed to reduce leavers?

While I think removing Glad points from RA would solve a lot of problems, I understand you're trying to promote entry-level PvP, so I'm all for implementing a new system in RA.

Last edited by Sab; Aug 14, 2007 at 11:17 AM // 11:17..
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Old Aug 14, 2007, 11:37 AM // 11:37   #49
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I was initially opposed to the idea of making it easier to get Glad points cheapening all our titles, (that's what all of the proposals do like others have said), but if it's a way to get more people playing TA then I'm, all for it.

However we need to be clear on why these titles are such an issue. The only reason people have such an aversion to changing this situation is because it potentially cheapens the 'only' reward for playing organised 4 v 4 (beyond actually playing of course).
It's such a great format. Builds tend to be tighter and games tend to end faster and are more intense. The requirements for entry are low enough to make it high frequency (4 vs 8 per team). It could really do with a ladder or tournaments of some sort (even HA like rewards). With something like this, a title wouldn't be so important.
In truth for the intermediate to best players, winning in TA is fairly easy (especially with RA teams coming in on victory 10), so the only thing separating these players is generally time spent.

With more, higher-end rewards, you could happily change the Glad title track for added flexibility, without too much opposition from those who have already paid their dues...
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Old Aug 14, 2007, 12:20 PM // 12:20   #50
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Quote:
Originally Posted by Sab
Proposal 4: Leave the Glad title as it is for TA, and make the new title for RA only. Everyone either starts at 0 for the new track, or current Glad points are multiplied to match the new system. Either way, TA remains as it is.

I think this is a reasonable compromise to keep both TAers and RAers happy. What do you think?
This idea was bought up earlier, but dismissed because it means RA teams won't enter TA since the title tracks are different. I put up a proposal 4 for different reward ratios in post #45 that should solve some problems I believe on the other hand.
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Old Aug 14, 2007, 12:28 PM // 12:28   #51
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Andrew, you wrote The intention of this change is not to make the Gladiator Title easier to achieve and Ryan Scott in GW Wiki wrote The goal of these proposals is to ease the requirements. Don't you see a contradiction?

Last edited by czart; Aug 14, 2007 at 01:02 PM // 13:02..
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Old Aug 14, 2007, 01:06 PM // 13:06   #52
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As long as you can win glad points in RA people will leave teams if they dont think the team has any chance of success. This is made even worse by the very nature of RA, you can never be sure of what you are going to be teamed up with. But if you are lucky and you get teamed up with something that can heal the party, be it a rit or monk your chances of getting 10 wins is pretty good.

This is why RA is popular for players who wanted to farm the glad points with minimum effort. You go to RA with your chosen build, click enter, when you see you have a bad team, leave and enter again and only stay if the team you get will stand a chance at 10 consecs. Its almost like rolling a 6 sided dice and being rewarded for rolling a 6. If you keep rolling 60 times statistically you will get 10 points. Like in RA, if you keep entering leaving entering leaving, you are soon enough going to get the 'right' team and maybe win that glad point.

This devalues the glad point and the glad title, escecially when you compare glad points/titles earned in RA to those earned in TA.

In RA the level of organisation/coordination is close to zero. And because RA is generally full of the newer pvpers it isnt THAT hard for a relatively experienced bunch of 4 players to get 10 consecs. I dont bother with RA/TA much, but on the occassions that i do with my monk, id say that 50% or more of the wins on my 10 consec runs were wins due to enemy teams leaving the game and not fighting. Monks seem to be the perceived gold dust, and if 1 team has a monk and the other doesnt, the team that doesnt have a monk will more often than not just leave. Does the team with the monk deserve to win just because they were lucky enough to get teamed up with a monk?

Basically, the problem lies with the nature of RA itself. Its an arena where success of a team is largely dictacted by luck. People leave and re-enter because they were unlucky in their teaming. People stay and fight because they were lucky to get teamed with a monk.

Should you be awared glad points in this place like you are in TA.

I think the answer is an absolute NO.

A 10 win streak in TA is a much harder and more rewarding experience than a 10 win steak in RA. In TA, your decision on your 4 man build is something that influences your chance of success, organised coordinated teams are rewarded for being so. You are also faced with teams who are coordinated and who have specific build combinations, therefore beating them is much more worthy and a true display of skill and experience.

Glad points in RA totally devalue the glad points earned in TA by dedicated TA players. I am not such a player but i think i can empathise with them over this issue. There is a huge difference between a TA player with rank 5+ glad title and a RA player who spent god knows how long entering and leaving RA matches to grind rank 5+ glad. And from personal experiences, getting titles because your opponents decided to leave before the fight even began is quite stupid, rank 5 glad indeed!

i see two solutions to this problem

1) Remove the glad point system from RA.

2) Make separate and distinct title tracks for RA and TA. Call them, Random Arena Gladiator and Team Arena Gladiator.

1) Removing glad points from RA will only get rid of the players who use the place to grind worthless glad points. This is a good thing. I sometimes go to RA to test a whacky new build, removing glad points wont stop me from doing this. If a new player needs fast quick balthazar faction, RA is still the place to go. You want a quick taste of PvP for the first time? You can still go to RA.
Stop giving so much importance to title tracks, you will ruin your own game if you tie title tracks to every aspect of it. Some people PvE for the fun of it, rather than the need for farming titles, some people PvP for the fun of it, rather than the need for farming titles. If you dont want to remove title tracks from RA you are basically encouraging the wrong type of activity and punishing the right type of activity.

RA should be the stepping stone for new players to get into PvP, however, the glad point farming is ruining this arena because a large proportion of players in RA district are NOT completely new PvPers, i am often suprised when i make my rare trips to RA distritcts because i see many names i recognise from high levels of PvP. I can only guess they are there to farm glad points with their RA builds. This doesnt do the new PvPers any good because if they get teamed up with a glad point farmer theres a big chance the glad point farmer will just leave the team if it has no monks. Then the new PvPer, assuming he/she stayed in the game, would proceed to get totally walked over by the opposing team who have greater numbers. Nice welcome to PvP?

Not.

If people want a title like the gladiator title, a PvP title, they should be doing the work to deserve the title. Go play TA.

2) Separating RA and TA glad points. This might be the best compromise. People who think winning 10 consecs in RA is an accomplishment will still be able to earn a title. However, people in TA will be happy that they are earning a much more valuable title, and that their TA glad title is not devalued by their RA glad point farming counterparts. A separate title track for these 2 arenas will also promote the idea that TA is the step UP from RA. Once someone has reached a high rank in RA glad title they could move on to the TA glad title track. Keeping the 2 linked is a bad idea.

On a side note:

How about you introduce a 'Sportsmanship title'?

Every time you leave a match in PvP you gain a point towards the Unsportsmanship title track. This wont punish players with legitimate reasons for leaving because they probably will not leave often enough to earn a rank in the title. Serial leavers in RA will most certainly earn enough points to gain a rank. To make this title a 'bad' title, add the condition that if you earn a rank in the title track you MUST wear the title when you enter a PvP arena. Everyone will be able to see your unsportsmanlike behaviour title and it will not be a pleasant experience on the whole.

of course you would need to include a scheme in which you could get rid of this title. So you could add another condition to the title. If you do not leave a battle you lose 1 point that you have gained in the title track. This will make sure that well meaning PvP players will easily wipe out their unsportsmanlike points earned from leaving PvP due to phonecalls or doorbells or calls for GvG. It will also encourage serial RA leavers to stay in RA matches instead of leaving them.

You would have to name each rank in the title track appropriately, to make it extremely obvious what the title track means.

You could even add other examples of 'bad' behaviour to the title. For example, staying idle/leeching in Alliance battles could add points to the title. In HA, if you are losing a match and your opponent is below 10% morale, if your team resigns before they are allowed to kill your ghostly your team leader earns point to the title.

Its just an idea.

Basically there are behaviours/activities in GW PvP that are very unsportsmanslike, like any competitive game unsportsmanlike behaviour should be discouraged as much as it is frowned upon. Unfortunately in GW PvP there are no wide ranging repercussions for this sort of behaviour unless it is extreme like the use of racist language. It might be a nice idea to include a title track that identified players who behaved in unsportsmanlike ways.

And if you find a way to paint Alliance Battle leechers or RA leavers like this.... you might stop people doing from it.

noone will add a player to their team if they are rank 2 unsportsmanlike. And if a RA leavers wants to go HA or TA people are going to see exactly what kind of a player they are and wont even consider adding them to their teams either.

abuse the PvP system and become a very lonely player as a result
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Old Aug 14, 2007, 01:21 PM // 13:21   #53
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Proposal 1 sounds terrible, but Proposal 2 and 3 sound pretty good. I'm all for proposal 2

And I'm all for keeping the title track the same for RA and TA.
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Old Aug 14, 2007, 01:23 PM // 13:23   #54
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I would so max an "Unsportsmanlike" title to get my "People Know me" title lol.
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Old Aug 14, 2007, 01:23 PM // 13:23   #55
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Quote:
Originally Posted by Andrew Patrick
No offense taken, that's why we are asking.

I do have one question for the people saying "no one cares about RA." I may be mistaken, but through casual observation there seems to be a whole lot more players in RA than TA most of the time. Am I mistaken? I am not making a statement about which is more important, or which is "better" or anything like that...I am just saying there is quite a large number of players who enjoy RA, and play it daily. I just think dismissing RA players by saying "no one cares about RA" when there are, in fact, more players in RA than TA is an odd statement. Could you clarify what you mean please?
Ahh, of course I should explain, sorry but It was late last night and big ruckus was going on in Riverside lol.

Well umm...pretty much I would say the main reason RA is played more than TA is that gladiator points can be achieved there too through a much, much easier path. If you guys were to do a test weekend where TA only had glad points and had maybe a ladder ranking system, I am sure TA would get a lot more attention.
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Old Aug 14, 2007, 01:37 PM // 13:37   #56
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By the way, Andrew, I can't speak for the others here, but at least I highly appreciate that ANet takes time to discuss things with their customers before implementing them. Please keep doing this kind of thing - Even if you choose to disregard our opinions, at least you show that you care enough to listen to them.

Also - When you do reach a conclusion, would it be possible to get the rationale behind the changes? This usually helps even bitter medicine go down better
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Old Aug 14, 2007, 01:49 PM // 13:49   #57
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Quote:
Originally Posted by Xanthar
By the way, Andrew, I can't speak for the others here, but at least I highly appreciate that ANet takes time to discuss things with their customers before implementing them. Please keep doing this kind of thing - Even if you choose to disregard our opinions, at least you show that you care enough to listen to them.
Surely we all appreciate the fact that they show interest in fixing things and listening to the community.

Quote:
Originally Posted by Xanthar
Also - When you do reach a conclusion, would it be possible to get the rationale behind the changes? This usually helps even bitter medicine go down better
To put it in your style: you'd give a medicine to a non-sick person as well, and giving him something to get that medicine through his throath better won't make it less bad.
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Old Aug 14, 2007, 01:54 PM // 13:54   #58
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Well, of course there is some abuse due to Glad Points. But the reason RA is more played (even before titles) is more simple: You wait max 20 seconds to play. Simple, and more appealing for the casual player.

Anyway: Proposal One may fix the leaver problem, but will cause leech problem instead. Proposal Two and Three don't fix the leaver problem.

So I only see two solutions: Punish the leaver(before the first minute), or if it's not technically possible, get rid of Glad title in RA. Simple. Because whatever the title will be in RA, if there is a Title, there will be abuse.

Last edited by Hyunsai; Aug 14, 2007 at 02:06 PM // 14:06..
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Old Aug 14, 2007, 02:08 PM // 14:08   #59
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http://www.guildwarsguru.com/forum/s...32&postcount=2

overlook this, in this is my suggestion for imo the best way, to solve everything around the gladiator Title and its problems with leavers/leechers, that will keep the title fair for everybody, not only 24/7 farmers oO
.
There's absolutely no need, to raise max needed pointy by ridiculous multipliers
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Old Aug 14, 2007, 02:34 PM // 14:34   #60
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Lets take a look at how the proposed new system will change RA. Let us assume that RA has 3 kinds of players:
1. Players that test a build, this kind will continue as 2day.
2. PVE players, this kind will continue as today.
3. Players looking for Glad titles. Those players will change thier build to make the best of the system.
How do they profit from the system ?
They make sure they will collect as much glad point in the shortest amount of time.
To do this they need to make the fight as short as possible with a reasonable probability they win. Therefore they will come with a build that can inflict as much damage as possible in the shortest time.

WELCOME TO THE TIME OF THE SIN !!!!

we therefore expect 4 sin VS 4 sin in RA.
JOY JOY...Now RA will look like HA in it's worst hours !!!!! and WORSE !!!!
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