Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Aug 12, 2006, 09:58 AM // 09:58   #1
Krytan Explorer
 
LuckyGiant's Avatar
 
Join Date: Aug 2005
Location: New Zealand
Guild: Retired :)
Advertisement

Disable Ads
Default Addressing Problems in Random Arenas

Firstly I don't want this thread turn into a flaming thread, it is meant for people to put forward their opinions and solutions to the problem, making random arenas a better place. Now I know arenas is a place to test out builds, mess about and what not, but I think theres a few simple things that could be done to improve it/ make it more enjoyable


Leavers are a big problem. I'm talking about are the ones that leave when they are about to die. Now I mean why shouldn't we be able to have their faction even when they leave. I'd say I've lost at least about 20% of my total faction this way. (it really adds up)
Suggested Solution: I don't see why they couldn't implement leaves to count as a kill so you get your deserved faction.


Now to the problem of the other leavers, the ones that leave when they don't see a monk, their team isnt what they want it to be or the enermy team looks like it may be too much of a challenge for your random team.
Suggested Solution: To be honest I think this problem is hard to address, but maybe a delay on your next battle would work. For example if you leave when you return to random arenas, the "enter battle" button counts down from 3min or something similar until you can enter another battle. This will encourage the leavers to spend the time to play out a battle. Also if you err=7, 3min is not a lot of time to wait for the next battle and it will not happen often.


The last major issue I encounter is that of runners. Now some people go into random arenas with a purely running build and since your team is random it is often very hard to counter such people. This has happened many times when on 7-9 wins and is most annoying when you have to sit on the opposite side of the map and outlast the idiot making your life a misery.
Suggested Solution: I've read in other thread that a Victory or Death situation could work, assuming most battles that don't have a runner etc last less than 10min, VoD could negate all speed boosts and give 2 degen etc (to stop natural hp regen while running) or the team with the most members alive win. Now the problem with this is that I have had some very enjoyable battles (with balanced team facing each other) that have lasted about 10min, granted it doesnt happen very often, but maybe something like this would detract from the experience.


I'd be interested to hear everyone elses opinion on the above and any other issues you've had (no mentioning touch rangers, theres enough of those threads)
LuckyGiant is offline   Reply With Quote
Old Aug 12, 2006, 02:49 PM // 14:49   #2
Frost Gate Guardian
 
 
Join Date: Mar 2005
Location: Holland
Guild: Army of Fairies
Profession: R/N
Default

1. Good idea
2. Good idea
3. If you can't kill a runner, you don't deserve the victory. End of story.
BunnyMaster is offline   Reply With Quote
Old Aug 12, 2006, 02:56 PM // 14:56   #3
Banned
 
Demesis's Avatar
 
Join Date: May 2006
Default

Quote:
Originally Posted by BunnyMaster
1. Good idea
2. Good idea
3. If you can't kill a runner, you don't deserve the victory. End of story.
So the runner deserves the victory? What kind of victory is that??? So the runner won because he managed to bore the other group into submission...?

That's stupid, and it's immature. They know they lost and they deliberately waste other people's time. Even when their entire team left, they're still running. In fact I told a runner that if he just get it over with, our entire group and himself could have finished at least 5 other HA matches. Do you know what he told me?

"STFU noob, I'm going to make sure you waste as much time as possible"
Demesis is offline   Reply With Quote
Old Aug 12, 2006, 03:56 PM // 15:56   #4
Desert Nomad
 
Elena's Avatar
 
Join Date: May 2005
Location: Belgium
Default

Quote:
Originally Posted by BunnyMaster
1. Good idea
2. Good idea
3. If you can't kill a runner, you don't deserve the victory. End of story.
imagine youre playing a monk would you like to see that warrior run without you being able to do jack shit bout it ?
Elena is offline   Reply With Quote
Old Aug 12, 2006, 03:57 PM // 15:57   #5
Desert Nomad
 
Join Date: Dec 2005
Location: around the corner and up the block
Guild: Hero
Default

crip shot or anything like that. poison arrow. dead. runners are easy to kill with a ranger
Riken Chrono is offline   Reply With Quote
Old Aug 12, 2006, 05:56 PM // 17:56   #6
Desert Nomad
 
Silent Kitty's Avatar
 
Join Date: Mar 2006
Location: Netherlands
Guild: [TYW] "The Young World"
Profession: A/Me
Default

Some people are just to lazy to learn how to snare. It is much easier to whine and hope Anet bans all kiters.
Silent Kitty is offline   Reply With Quote
Old Aug 12, 2006, 06:20 PM // 18:20   #7
Wilds Pathfinder
 
The Son Of Morgoth's Avatar
 
Join Date: Oct 2005
Location: Maryland
Guild: The Servants Of Morgoth
Profession: N/
Default

I would hardly call a max armor warrior with charge sprint purge conditions balanced stance or a ranger with EVADE,WHIRLING DEFENSE,STORM CHASER,ZOJUNS HASTE,MENDING BLAH BLAH a kiter.........

We all know kiting is to mitigate dmg but when u have 4 peopl on other team and the other person just running aroudn u cant really counter them..... melee cant do jack agasint block evade and its very hard to kill them. anyone who says that this shouldnt be fixed hasnt ra'd much, has a build to specifically kill runners or is being an ass and a runner in secret themselves.


ADD VICTORY OR DEATH SCENARIO TO RA!
The Son Of Morgoth is offline   Reply With Quote
Old Aug 12, 2006, 07:38 PM // 19:38   #8
Wilds Pathfinder
 
Shyft the Pyro's Avatar
 
Join Date: Sep 2005
Location: NYC, USA
Profession: E/Mo
Default

The running and "can't kill each other but have no res" scenarios should end in draws in RA after, say, 15 minutes have elapsed. A draw kicks both parties out into the outpost, so the runner wouldn't be able to outlast a "winning" party because of leavers. This would eliminate runners because running would only make you lose in 15 minutes.
Shyft the Pyro is offline   Reply With Quote
Old Aug 12, 2006, 08:58 PM // 20:58   #9
Jungle Guide
 
Join Date: Jan 2006
Default

Quote:
Originally Posted by Shyft the Pyro
The running and "can't kill each other but have no res" scenarios should end in draws in RA after, say, 15 minutes have elapsed. A draw kicks both parties out into the outpost, so the runner wouldn't be able to outlast a "winning" party because of leavers. This would eliminate runners because running would only make you lose in 15 minutes.
Frankly I think runners would increase in that situation. They'd know they can make you lose in 15 mins.
Rathcail is offline   Reply With Quote
Old Aug 12, 2006, 09:11 PM // 21:11   #10
Desert Nomad
 
Silent Kitty's Avatar
 
Join Date: Mar 2006
Location: Netherlands
Guild: [TYW] "The Young World"
Profession: A/Me
Default

Best strategy would be to pretend to be afk. At a certain moment the runner thinks he can kill you, and than you kill him/her/it
It is kind of a psychological game. A game of wits. You know you can't outrun him/her/it, so you must be smart. The running strategy was already done in the stoneage. I am sure we finally learned a way on how to deal with it
Silent Kitty is offline   Reply With Quote
Old Aug 12, 2006, 09:21 PM // 21:21   #11
Krytan Explorer
 
Superdarth's Avatar
 
Join Date: Aug 2006
Cool

Quote:
Originally Posted by Rathcail
Frankly I think runners would increase in that situation. They'd know they can make you lose in 15 mins.
And i know how to counter that:Make the group with the most party members win,so if you eliminate the other team and the runnes gous around like the lil kiddy he is,hed still lose and youd still win,and if he tried to kill you hes dead.
Superdarth is offline   Reply With Quote
Old Aug 12, 2006, 09:30 PM // 21:30   #12
Wilds Pathfinder
 
Join Date: May 2005
Default

The runner situation is the same situation as not being able to beat a 2 monk team because the damage dealers on your team are terrible. Sure it's frustrating, especially when you're the monk in either situation and can't do anything about it, but in both cases, it just makes sense for the enemy to do what he can to avoid losing. The runner can't hurt you, and you can't hurt the runner, neither side deserves the win more than the other.

The people who leave with no monk are pretty annoying, but I look at it as saving me the trouble of wasting time with a mediocre player. In RA, it's plenty easy to get glad points monkless (a monk in RA is usually a wasted character, they're all terrible for some reason, more so than any other class), and alot of the time when I've gotten a leaver in the beginning, we've gone on to win 3v4 and get a good player the next round.
Morganas is offline   Reply With Quote
Old Aug 12, 2006, 09:44 PM // 21:44   #13
Wilds Pathfinder
 
Shyft the Pyro's Avatar
 
Join Date: Sep 2005
Location: NYC, USA
Profession: E/Mo
Default

Quote:
Originally Posted by Rathcail
Frankly I think runners would increase in that situation. They'd know they can make you lose in 15 mins.
The point of running isn't to make the other team lose, it's to make the other team give up. The reason runners come into Random Arenas is because they believe they can outlast the enemy and make the enemy team give up, thereby letting the runner to continue on a win streak.

Not all runners are griefers. In most cases, their main goal isn't to be an asshole but to keep their win streak alive. If people knew that running would result in a loss (in terms of the win streak, since draws dump you in the outpost) the only runners we'd have to deal with would be the griefers - usually bored players who've explored all content and just want to torment newbies. Hopefully, we could deal with those the conventional way - by reporting them to ANet for disruptive behavior.
Shyft the Pyro is offline   Reply With Quote
Old Aug 12, 2006, 09:45 PM // 21:45   #14
Debbie Downer
 
Zinger314's Avatar
 
Join Date: May 2006
Profession: N/Me
Default

I think a time limit of 10 minutes should be instituted in RAs. 99% of matches finish under 10 minutes (heck, 75% of matches finish under 5 minutes!)
Zinger314 is offline   Reply With Quote
Old Aug 12, 2006, 09:55 PM // 21:55   #15
Jungle Guide
 
Join Date: Jan 2006
Default

Quote:
Originally Posted by Shyft the Pyro
Hopefully, we could deal with those the conventional way - by reporting them to ANet for disruptive behavior.
It should never come to that when all we could do is report to Anet. I bet they got plenty of things to do without adding arena griefers for them to take care of.
Rathcail is offline   Reply With Quote
Old Aug 12, 2006, 11:25 PM // 23:25   #16
Desert Nomad
 
Silent Kitty's Avatar
 
Join Date: Mar 2006
Location: Netherlands
Guild: [TYW] "The Young World"
Profession: A/Me
Default

Quote:
Originally Posted by Zinger314
I think a time limit of 10 minutes should be instituted in RAs. 99% of matches finish under 10 minutes (heck, 75% of matches finish under 5 minutes!)
Not if you get two good teams against each other. Maybe not in your book but theoretically it's possible there. You can't punish them by cutting off their winning streak.
Silent Kitty is offline   Reply With Quote
Old Aug 12, 2006, 11:42 PM // 23:42   #17
Krytan Explorer
 
The truth itself's Avatar
 
Join Date: Dec 2005
Location: Denmark
Guild: First Degree
Profession: Mo/
Default

I fail to see problem #2, seriusly, nobody wants to be on a team without any chances of winning, so solution isn't to punish, but to remove the cause of the effect. Add so that each team must have a person with a at least 4 skills from a set skill list of healing skills.
The truth itself is offline   Reply With Quote
Old Aug 13, 2006, 12:12 AM // 00:12   #18
Krytan Explorer
 
LuckyGiant's Avatar
 
Join Date: Aug 2005
Location: New Zealand
Guild: Retired :)
Default

Thanks for all the suggestions

Quote:
Originally Posted by BunnyMaster
3. If you can't kill a runner, you don't deserve the victory. End of story.
Random arenas is random, your team doesnt always have snares and even if you have one or two if someone is build to run, they keep running.

Funniest battle I've had is against another balanced team. We got their monk (who was amazing) to 60% dp, but they had a 'tank' with restore life and our only interupt was shock and he used doylak sig. So he'd walk around the arenas 90% slower like a human ressurector when someone died. We eventually got him though

Quote:
Originally Posted by The truth itself
I fail to see problem #2, seriusly, nobody wants to be on a team without any chances of winning, so solution isn't to punish, but to remove the cause of the effect. Add so that each team must have a person with a at least 4 skills from a set skill list of healing skills.
Then its no longer random arenas, half the fun is your team is random besides its hardly fair that one team gets the mending wammo with healing skills and another gets a monk
LuckyGiant is offline   Reply With Quote
Old Aug 13, 2006, 09:33 AM // 09:33   #19
Lion's Arch Merchant
 
Shadow of Light's Avatar
 
Join Date: Jun 2006
Location: Australia
Profession: Mo/
Default

I like the idea of giving faction/exp to the team if an opponent leaves before death.

I don't know about the second point, for the reason that there are many instances where a person prematurely leaves a battle. Do you mean the 3 min timeout for if someone leaves when they are still alive? Or if anyone in their team is still alive? I'm still in favour of a faction penalty for these cases.

As for runners... I don't know. Runners aren't the only people responsible for just prolonging a game by NOT DYING. There probably isn't an effective way to deal with this problem, unless Anet started introducing referees to every single match.
Shadow of Light is offline   Reply With Quote
Old Aug 13, 2006, 10:22 AM // 10:22   #20
Academy Page
 
Join Date: May 2005
Default

Some sort of VoD condition needs to be put in, not only for runners, but to stop stalemate games where neither team can kill the other.

The new luxon and kurzick maps are both pretty bad. The top path on the kurzick map is too narrow and built into a concave wall which wrecks havoc on the camera. One team will also has the slight disadvantage of having those hard to see spore clouds on their side of the map. The luxon map is fine for TA, but do we really need a priest map in RA?

There needs to be better match making, based not only on builds, but player skill level as well. A ladder system similar to the one in Warcraft 3 would be nice. In War3, players are go up ranks when they win games, and lose rank (at a slower rate) when they lose a game, and the system will attempt to match players of similar rank. Something like this might encourage more competition, and leave the griefers at lower ranks.
Abdul is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:01 AM // 02:01.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("