First of all, I only leave a PvP match if someone else on my team leaves. Sometimes I still get dishonorable despite trying to save myself a few extra minutes of embarrassment. Anyway, I'd rather not hear all those PvP purists start flaming away so I'll get right to the point:
Why does the Dishonorable hex reset if you enter a new district or outpost? I understand that this effect is designed to make random arenas truly random and punish those that don't play fair, but this just adds insult to injury, especially to players who slip up every once in a while or decide to leave because half of their team left already.
Is this a bug or a major design flaw? Express your opinion.
Dishonorable: Bug Or Poor Design?
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Originally Posted by Government Flu
If the duration carries over, then why does the bar at the top of the screen refill? Or is this exactly like the bug with hero enchantments? Where if you open and close their screen, the enchantment bar is reset but the duration is still ticking down...
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Originally Posted by Government Flu
If the duration carries over, then why does the bar at the top of the screen refill? Or is this exactly like the bug with hero enchantments? Where if you open and close their screen, the enchantment bar is reset but the duration is still ticking down...
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Originally Posted by Government Flu
Is this a bug or a major design flaw?
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Seriously, I want to actually play RA and go for glad points and stuff, but, before the whole dishonor thing, people would always leave as soon as they got in and didnt see a "Mo/x" on their party bar. I've gotten more than plenty of glad points with no monk anywhere to be seen in the party, and I've also failed at 9 wins with a monk in the party about a billion times.
In conclusion, without the dishonor thing, leavers just waste everyone's time, even their own.
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Originally Posted by Kanyatta
How about, its a way to prevent those random people in RA who feel its within their rights that if they dont have a monk on the team, their allowed to leave.
Seriously, I want to actually play RA and go for glad points and stuff, but, before the whole dishonor thing, people would always leave as soon as they got in and didnt see a "Mo/x" on their party bar. I've gotten more than plenty of glad points with no monk anywhere to be seen in the party, and I've also failed at 9 wins with a monk in the party about a billion times. In conclusion, without the dishonor thing, leavers just waste everyone's time, even their own. |
You're comparing rare instances to common instances, which is absolutely incongruous and invalid.
The dishonor system itself is a bandaid on a broken bone. There's no way to design a system well when it can't address the underlying problem which is RA's poor design.
I mean, RA as an idea just doesn't work. Not well anyways. Not any better than it ever has. RA is a place for scubby people to go play scrubby builds. Sometimes good players will (would) play scrubby builds (or grief for lulz). Sometimes good players will play good builds and generally carry a team on thier own merit. Attempting to balance a game style around the element of randomly admitted players or teams means working with the lowest common denominators of team play - little if any communication, very simple objectives, virtually no penalty for losing or dying. The kind of people who play this discredit themselves by calling it PvP. Oh I realize that technically human players are fighting other human players and in an ultimate technical sense that makes it PvP - but if you can't see the difference between RA and monthly ATs then...lol?
The glad point system I guess was reworked to accommodate the dishonor system, largely for the benefit of RA, though real team arena players can accumulate points at a decent rate now by stacking up a run of 20 wins or more. And what of the RA players? Are people more skilled than they were pre-dishonor system? My experience hasn't suggested they are. Yeah, people don't rage anymore when they don't see a monk on their team because they can't. People don't rage mid-way through a match they're obviously going to lose because they can't. All the dishonor system has done in my experience is slow the inevitable. They'll still lose, it just takes another minute.
Of course, everyone knows why people quit at the beginning when they didn't see a monk. It's because the random element stinks. Maybe they didn't want to get a team for TA, or they're bad at GW so they exploit RA. Usually though I think it was simply because they were allowed the ability to do so, and doing so meant faster farming of glad points. It's hard to blame people for that, especially considering the average player wasn't overly concerned with protecting the glory and wonder that was RA.
So, there you go. I guess the dishonor system succeeded in enforcing the random element of RA, which just so happens to be the one thing that makes RA suck as badly as it does. There's just no making a bad premise into a good implementation.
tl;dr: Bug or poor design? Does it matter? Even if it works, it doesn't really work, excepting perhaps Ft. Aspenwood.
I mean, RA as an idea just doesn't work. Not well anyways. Not any better than it ever has. RA is a place for scubby people to go play scrubby builds. Sometimes good players will (would) play scrubby builds (or grief for lulz). Sometimes good players will play good builds and generally carry a team on thier own merit. Attempting to balance a game style around the element of randomly admitted players or teams means working with the lowest common denominators of team play - little if any communication, very simple objectives, virtually no penalty for losing or dying. The kind of people who play this discredit themselves by calling it PvP. Oh I realize that technically human players are fighting other human players and in an ultimate technical sense that makes it PvP - but if you can't see the difference between RA and monthly ATs then...lol?
The glad point system I guess was reworked to accommodate the dishonor system, largely for the benefit of RA, though real team arena players can accumulate points at a decent rate now by stacking up a run of 20 wins or more. And what of the RA players? Are people more skilled than they were pre-dishonor system? My experience hasn't suggested they are. Yeah, people don't rage anymore when they don't see a monk on their team because they can't. People don't rage mid-way through a match they're obviously going to lose because they can't. All the dishonor system has done in my experience is slow the inevitable. They'll still lose, it just takes another minute.
Of course, everyone knows why people quit at the beginning when they didn't see a monk. It's because the random element stinks. Maybe they didn't want to get a team for TA, or they're bad at GW so they exploit RA. Usually though I think it was simply because they were allowed the ability to do so, and doing so meant faster farming of glad points. It's hard to blame people for that, especially considering the average player wasn't overly concerned with protecting the glory and wonder that was RA.
So, there you go. I guess the dishonor system succeeded in enforcing the random element of RA, which just so happens to be the one thing that makes RA suck as badly as it does. There's just no making a bad premise into a good implementation.
tl;dr: Bug or poor design? Does it matter? Even if it works, it doesn't really work, excepting perhaps Ft. Aspenwood.
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Originally Posted by Kanyatta
How about, its a way to prevent those random people in RA who feel its within their rights that if they dont have a monk on the team, their allowed to leave.
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As far as I'm concerned, if one player has left then the rest of the team shouldn't have any obligation to stay behind.
Wow. I've never seen people missing the point so badly.
He is not bitching about the Dishonorable stuff. He is complaining that, if you have the dishonorable stuff on you, and you switch maps (go and stand in your guild hall, for example), the timer on the dishonorable hex will start again from 100%. Maybe this is a graphical bug, or it's just really bad game design.
He is not bitching about the Dishonorable stuff. He is complaining that, if you have the dishonorable stuff on you, and you switch maps (go and stand in your guild hall, for example), the timer on the dishonorable hex will start again from 100%. Maybe this is a graphical bug, or it's just really bad game design.
My theory is this might be intended to keep people with dishonor from hiding it. Perhaps they thought that by having it reset you can't jump zones and act like you didn't have this on you.
That's just a theory, as I've never had this on me and I don't PvP so I'm not even sure what this hex looks like. It's just a guess as to why they might have done it.
That's just a theory, as I've never had this on me and I don't PvP so I'm not even sure what this hex looks like. It's just a guess as to why they might have done it.
A
Timers on enchants remember the absolute time when they expire (11:36:28). If you rezone, the timer doesn't know when it was put up, it can only display the time left. So whenever you zone, all the UI is recreated, and it can only display the remainder.
I'd imagine this is the case here, and someone could confirm it by zoning half-way through the hex expiring, and then observing if the bar appears to expire twice as fast.
I don't believe it resets though.
I'd imagine this is the case here, and someone could confirm it by zoning half-way through the hex expiring, and then observing if the bar appears to expire twice as fast.
I don't believe it resets though.
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