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[Suggestion] Debuff for being afk in SC

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bloodi
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Re: [Suggestion] Debuff for being afk in SC

Post#71 » Thu Nov 19, 2015 10:04 pm

Azuzu wrote:If anything I wouldn't mind seeing a surrender option. In my opinion, afking in the spawn waste everyones time.
No thanks, being held hostage by your own team because "we are never winning this! Press yes" is not something i look forward to.

I already stopped playing Lol for a reason. IF you wanna surrender, leave scenario is right there.
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tomato
Posts: 403

Re: [Suggestion] Debuff for being afk in SC

Post#72 » Thu Nov 19, 2015 10:55 pm

bloodi wrote:
tomato wrote:Edit: Honestly you shouldn't count pots anyway, str pot 50, knight buffs more, rp buffs more int/bal, dok boffs more armor etc.
So it would be 102 stat points.
Honestly, you are a **** idiot.

Why would you not count pots, seriously, what the **** are you even about? You cant have more than 6 in a group, i thougth that someone who sucks his own **** about his premade so much would see that already. With pots you can make your WP run things that are not armor aura, make your RP the one buffing res and so on, of course you count pots.
Thank you kind sir. I don't count pots, because in a well organized group you don't need stat pots. (rp/zealot can buff int/bal, wp/dok can buff armor, knight/chosen can buff lots of stats, sh/am can buff ressi, so most of the time pots are useless)

The thing I said was that playing in a well organized group can easily make up for having inferior gear/renown (which doesn't have a large impact).
Never said anything about my premade in this thread, stop dreaming.
Great that you start insulting, so you can't be taken srs anymore anyway. :)

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Gerv
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Re: [Suggestion] Debuff for being afk in SC

Post#73 » Fri Nov 20, 2015 2:40 am

this makes a great read.
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Sulorie
Posts: 7461

Re: [Suggestion] Debuff for being afk in SC

Post#74 » Fri Nov 20, 2015 5:40 am

Quite silly that people who are clearly worse at the game still continue to argue with more experienced players and then claim they won the discussion. What a mindfuck.
Dying is no option.

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Nanji
Posts: 312

Re: [Suggestion] Debuff for being afk in SC

Post#75 » Fri Nov 20, 2015 9:04 am

Sulorie wrote:Quite silly that people who are clearly worse at the game still continue to argue with more experienced players and then claim they won the discussion. What a mindfuck.
They can add the perspective of a casual random sc joiner to the discussion.
It helps, but for us it is very annoying to explain the most simple things twice or x-times.

Yet people insist on 50stats being a "gear gap".
On randoms being unable to beat a premade while 4 are going to cap a flag, 3 others went afk and the other 5 are fighting the 6 man premade and their 6 random adds.
It is not even a l2p issue, it is a communication issue, the inability to work together.
Being forced to do so, due to afk debuff, might push them in the right direction or just shorten scs in general. Which is a good thing. :P
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class imbalance = l2p issue

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SilverWF
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Re: [Suggestion] Debuff for being afk in SC

Post#76 » Fri Nov 20, 2015 10:17 am

Bretin wrote:give them 2 minutes and if they don't leave the spawn, kick them out of the scenario and make it end if one side can't get equal numbers within the next X minutes. it is really annoying standing in a sc doing nothing for 10+ minutes... i'd suggest to give them a 30 min debuff.
Agree
But, I think, 1 min will be enough
Bretin: "destru classes are in general better for solo play" :lol:
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Bozzax
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Re: [Suggestion] Debuff for being afk in SC

Post#77 » Fri Nov 20, 2015 10:25 am

Instead of turning badly composed teams (worst case no heals or no tanks) to renown Piñatas. Lets ask devs to field 2/2/2 groups of pugs vs premades.

I wouldn't even mind a RRO buff for the weaker team similar to AAO where they get extra damage reduction and increased rewards based on difference in RRs. Maybe up to 25% in the extreme case where we see 12 RR20s vs 12 RR40s.

Maybe you will get more "fights" then because forcing inferior players out of spawn doesn't give you fights just renown.

EDIT: Also "being avoided" affects <2% of the player base so maybe there are better things to fix?
Last edited by Bozzax on Fri Nov 20, 2015 10:42 am, edited 5 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Bozzax
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Re: [Suggestion] Debuff for being afk in SC

Post#78 » Fri Nov 20, 2015 10:28 am

SilverWF wrote:
Bretin wrote:give them 2 minutes and if they don't leave the spawn, kick them out of the scenario and make it end if one side can't get equal numbers within the next X minutes. it is really annoying standing in a sc doing nothing for 10+ minutes... i'd suggest to give them a 30 min debuff.
Agree
But, I think, 1 min will be enough
Ppl will still avoid you simply by going outside spawn for 2 seconds, not respawning or playing hide and seek in map.

Having 20-50% of the players on 30 min SC-debuff will make SCs pop slower.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Nanji
Posts: 312

Re: [Suggestion] Debuff for being afk in SC

Post#79 » Fri Nov 20, 2015 11:04 am

Bozzax wrote:Instead of turning badly composed teams (worst case no heals or no tanks) to renown Piñatas. Lets ask devs to field 2/2/2 groups of pugs vs premades.

I wouldn't even mind a RRO buff for the weaker team similar to AAO where they get extra damage reduction and increased rewards based on difference in RRs. Maybe up to 25% in the extreme case where we see 12 RR20s vs 12 RR40s.

Maybe you will get more "fights" then because forcing inferior players out of spawn doesn't give you fights just renown.

EDIT: Also "being avoided" affects <2% of the player base so maybe there are better things to fix?

Take 1 masterypoint and 20 RR from a premade and you still havnt fixed the issue of inability to play as a team.

I also dont see why you would reward a lack of teamwork, if you play like a selfish prick, expect to get stomped.
The best example would be a sw rating fester > hd.
If every sh and sw would spec into hd, premades would loose far more often.
If any random tank would stop trying to do dmg and guard a dps while staying in range, premades would loose far more often.
If dps am/shamis would switch their mindset, tactics and gear for just 1 dang sc with too few heal, premades would loose far more often.
"Infinite" list.

Concering <2% of the playerbase, this is obviously just your individual point of view and I can imagine why you have it. ;)
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SilverWF
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Re: [Suggestion] Debuff for being afk in SC

Post#80 » Fri Nov 20, 2015 11:39 am

Bozzax wrote:
SilverWF wrote:
Bretin wrote:give them 2 minutes and if they don't leave the spawn, kick them out of the scenario and make it end if one side can't get equal numbers within the next X minutes. it is really annoying standing in a sc doing nothing for 10+ minutes... i'd suggest to give them a 30 min debuff.
Agree
But, I think, 1 min will be enough
Ppl will still avoid you simply by going outside spawn for 2 seconds, not respawning or playing hide and seek in map.

Having 20-50% of the players on 30 min SC-debuff will make SCs pop slower.
Also as fixing matchmaker to: "if in group - find counter group" or "if no (role) - wait for (role)" etc

this mustn't stop devs from doing anything with cowards.
Bretin: "destru classes are in general better for solo play" :lol:
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