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Old Dec 26, 2006, 11:32 AM // 11:32   #41
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Quote:
Originally Posted by kvndoom
One thing imbAnet REALLY needs to address is leavers. I am sick and tired of leavers.
I'd leave a team with an 'Earth Tank' in RA.
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Old Dec 26, 2006, 12:14 PM // 12:14   #42
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The easiest, and therefore best, solution would be the Draw. If the match is unresolved at fifteen minutes both teams move on to the next match with no extra consecutive win. Just as proposed earlier in the thread

If you want to punish teams that exist to annoy people, you could kick teams off after five consecutive draws - They are clearly in no shape to win any matches (three monk teams etc), and just draw out the process for more worthy teams.

In any case - RA ain't much to QQ about, but why not implement this rather easy fix and limit peoples annoyance with it? (Probably) limited implementation time, many happy gamers. Sounds like it's FTW
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Old Dec 26, 2006, 02:30 PM // 14:30   #43
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Quote:
Originally Posted by JR-
I'd leave a team with an 'Earth Tank' in RA.
I'm curious as to why. Granted the way some people play the build doesn't help their team at all, but dual wards is very effective and few things neutralize a spirit-camping Ritualist (probably the single most hated class in all of PVP) faster than a well-placed Sandstorm. Teams smart enough to use the wards effectively will win often. Opposing teams smart enough to put a mesmer or ranger (every once in a while you see a R/ with a bow... :P ) on the Ele will win often.

I agree that change 2 or 3 skills and then the build is all about you and the hell with the team, but that's just another version of the Dolyak/Healing Hands wammo. There will always be those types. Yesterday I was playing in TA and we faced 4 Mo/R, each with SoA ,ZB, and Symbiosis. They just stayed in a ball and healed each other, and spammed enchants and spirits to keep their health up. They had no damage whatsoever, in fact they never tried to attack. We had interrupts, we had enchant removal, but one would just cover the other. After 8 minutes of that foolishness my team quit. You can't build for countering that and hope to beat anybody else. There will always be people who play the game that way.
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Old Dec 28, 2006, 04:32 PM // 16:32   #44
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In chess, if nothing happens for 50 straight moves -- I think specificially it's if no material is captured -- the game is a draw. (That has to be the littlest-known rule for ending a chess game, but it is indeed a real rule.)

That would be a good analogy here -- if nobody dies on either side for N minutes, the match is over.

And if Anet doesn't want to implement draws, they can instead implement coin-flip tiebreaks for matches that "should" be draws.
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Old Dec 28, 2006, 07:05 PM // 19:05   #45
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Quote:
Originally Posted by kvndoom
I'm curious as to why. Granted the way some people play the build doesn't help their team at all, but dual wards is very effective and few things neutralize a spirit-camping Ritualist (probably the single most hated class in all of PVP) faster than a well-placed Sandstorm. Teams smart enough to use the wards effectively will win often. Opposing teams smart enough to put a mesmer or ranger (every once in a while you see a R/ with a bow... :P ) on the Ele will win often.

I agree that change 2 or 3 skills and then the build is all about you and the hell with the team, but that's just another version of the Dolyak/Healing Hands wammo. There will always be those types. Yesterday I was playing in TA and we faced 4 Mo/R, each with SoA ,ZB, and Symbiosis. They just stayed in a ball and healed each other, and spammed enchants and spirits to keep their health up. They had no damage whatsoever, in fact they never tried to attack. We had interrupts, we had enchant removal, but one would just cover the other. After 8 minutes of that foolishness my team quit. You can't build for countering that and hope to beat anybody else. There will always be people who play the game that way.
Possibly just my bad experiences with the Earth Tanks.

The ones that I have come across have used Obsidian Flesh and a bar full of other defensive enchantments, aside from maybe Stone Dagger spam as a contribution towards actually doing something useful.
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Old Dec 29, 2006, 03:41 AM // 03:41   #46
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disclaimer: ra may be garbage, and perhaps (though i don't believe so) entirely unnecessary. it is definitely not a competitive format and never can/will be. however i believe that some minimum of quality should be maintained in any/all formats. if that's not something anet is willing to strive for, it might as well be abandoned entirely. as for priority, naturally we don't want ra to come before ta, ha, gvg etc. but that does not mean it must be ignored indefinitely.

so, on the thread's topic, here is an idea for time limiting RA. this might need elaboration, additional clauses (or just to be shitcanned entirely ^^). very basic concept so far:

- give each ra round a base time limit of 2:00 or 3:00

- add , say, 2:00 to the clock per member of the team with the least number of players. [naturally if an entire team rage/griefquit out at any time the match time would end entirely]

- the time limit would not be finalized until the end of the first [default] 2:00 or 3:00 of the round, based on who is still around at that point, not who zoned into the arena initially.

- perhaps making this initial time limit variable would also stem grief in that malicious players would not know how long they could manipulate the limit for before quitting out.
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Old Dec 29, 2006, 08:25 PM // 20:25   #47
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Other than faction, there shouldn't be any reward for playing in RA. RA is luck. TA being unlocked for 5 wins in RA is like saying 'congrats, we have no idea if you actually accomplished something, or if the rest of your team did by carrying your sorry ass through 5 wins, or if you were just lucky enough to play 5 teams that were more horrible than you. Have fun in TA!!'. For awarded glad points change the 5 in that statement to a 10, and 'Have fun in TA' to 'Here's a shiny gladiator point!!'.

Point being, if RA was how it should be, grief matches wouldn't matter. You could just leave without a care because there would be no benefit to staying in the first place. It seems like a much more simple solution than any presented so far.
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Old Dec 31, 2006, 09:53 AM // 09:53   #48
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140 (one hundred and forty) minutes!
Then we left.
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Old Jan 01, 2007, 01:57 AM // 01:57   #49
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Quote:
Originally Posted by twicky_kid
This is a complaint that players have had since day 1 of GW. Runners in RA waiting the other team out for an hour or two. Since the addition of factions shadow stepping has made this even worse.
Even without a snare, cripple, or speed boost, a half-wit team can still kill runners.

What's splitting + cornering?

If they use shadow of haste, have someone camp where they used it.

Yes I realize 99% of the RA pool are complete retards, but every once in a while you get one other guy who realizes he is in a pvp arena.

Quote:
Originally Posted by Absum
Other than faction, there shouldn't be any reward for playing in RA. RA is luck. TA being unlocked for 5 wins in RA is like saying 'congrats, we have no idea if you actually accomplished something, or if the rest of your team did by carrying your sorry ass through 5 wins, or if you were just lucky enough to play 5 teams that were more horrible than you. Have fun in TA!!'. For awarded glad points change the 5 in that statement to a 10, and 'Have fun in TA' to 'Here's a shiny gladiator point!!'.
I got a gladiator point today. Not by fighting hard or using a good build. I got a gladiator point for fighting 10 straight teams of leavers.

gg
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Old Jan 01, 2007, 02:06 AM // 02:06   #50
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Quote:
Originally Posted by shardfenix
I got a gladiator point today. Not by fighting hard or using a good build. I got a gladiator point for fighting 10 straight teams of leavers.

gg
case in point..
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Old Jan 08, 2007, 06:46 PM // 18:46   #51
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Default Agreed: please do something

I agree with the OP. This is an easy fix that should be implemented.

There is already a timer. There is already a score chart. Pick a reasonable time, 5 minutes, 10 minutes, whatever. If both teams are still alive, end it.

Any of the above-mentioned outcomes would work fine. Make it a draw (with no consec win), the team with more players alive, or the team higher on the score chart.

If you have other problems with RA, fine, put them in a thread. But given the existing set-up of RA, this change is obviously an improvement and should be easy to implement.

Lady M
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Old Jan 08, 2007, 07:14 PM // 19:14   #52
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Ick, I disagree with ending matches at 10 minutes.

I love playing my Assassin in RA. I've won matches 3v1 many, many times by running around and picking people off. It's great fun and I get a lot of compliments, which makes me warm and fuzzy. If you take away my warm fuzzies I will freaking murder you. Mmmkay?

I would support a /draw command at like 20 minutes, though. ALL living players would have to agree, however. If I think there's any chance of actually killing you I'm gonna risk it, because it's fun, and not /draw.

~Z
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Old Jan 09, 2007, 04:37 PM // 16:37   #53
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Quote:
Originally Posted by Zuranthium
I would support a /draw command at like 20 minutes, though. ALL living players would have to agree, however.
While I would put it more like 10-15 minutes, 20 minutes would be fine if that's what Anet deems reasonable. Requiring all players to agree is not fine, however, since it would destroy the point. The typical griefer/runner would never agree.

Lady M
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Old Jan 11, 2007, 07:10 AM // 07:10   #54
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The typical runner is just trying to get to the next round; most of them would agree.

~Z
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