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[Scenario] Emblem reward system

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Shadowgurke
Posts: 618

Re: [Scenario] Emblem reward system

Post#61 » Wed Feb 17, 2016 5:47 pm

mursie wrote: As someone that plays in premades every night... I could not in good conscience advocate no change if truly 90% of the population prefers the solo que - even at the detriment of my ability to que as a group with active pops.
Of course all the solos prefer a solo queue. It's asking players if they want higher chances of winning or not. But removing the best X% players just because they win a lot is absolutely ridiculous.
mursie wrote: I guess that is our fundamental difference. I do not think this change will severely impact group play or your experience... but if it did.
Have you ever watched gankbus stream? How often people straight up dodge the scenario when matched against them? I doubt your experience is similar to theirs, no offense intended.

While balancing a game for the "majority" might seem to make sense at first, it is the downfall to MMOs ever since WoW. I totally agree that Pug vs. PM is not an optimal scenario by no stretch of the imagination, but the solution is not to exclude the premade.

PS: 80% of all players hate it when the target they hit gets healed. Please make a "no healer" queue.
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DefinitelyNotWingz
Posts: 286

Re: [Scenario] Emblem reward system

Post#62 » Wed Feb 17, 2016 5:48 pm

mursie wrote:
DefinitelyNotWingz wrote: At the moment I see that many advocates of a non-separated queue are people that love to farm pugs. Very obvious that it is not about helping out new players/pugs it is about them being able to dominate or at least play with less to no competition/pressure.
Fixed that for you - we can continue this debate ad nauseum if you like. I offer options and compromise. You've offered insults, personal attacks, and fear mongering. I have great hope that those who make decisions on these matters can distinguish the two.
On the other hand I dont fear competition,I want more. You fear competition, even your party tells you to go in and fight/apply pressure, you dont unless you are 100% sure to get away. If you die you blame your healers. Therefore it is as I said.
At the moment I see that many advocates of a separated queue are people that hate to die, especially vs people they dont like. Very obvious that it is not about helping out new players/pugs it is about them being able to dominate or at least play with less to no competition/pressure.
You know who I am.

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Stinkyweed
Posts: 467

Re: [Scenario] Emblem reward system

Post#63 » Wed Feb 17, 2016 5:56 pm

As a pug:

Sometimes you truly have no shot to get 100 points in certain SCs, and I have been in my fair share of skunks where we didn't receive a single emblem. I can understand the frustration of players who get into a cycle of these and can't get out. Personally, I don't really care if they lower to 0 or 50 ot whatever for an emblem. Not sure why all the emblem police are out in force...no soup for you!
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL

Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo

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mursie
Posts: 674

Re: [Scenario] Emblem reward system

Post#64 » Wed Feb 17, 2016 6:08 pm

DefinitelyNotWingz wrote:...
Your shade is hilarious. I've watched your own guildies hug guard to avoid deaths cause my solo que white lion with zero healers in party had to many slayers in the other group. LOL.

Keep throwing your hypocrisy this way. It is amusing.

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mursie
Posts: 674

Re: [Scenario] Emblem reward system

Post#65 » Wed Feb 17, 2016 6:11 pm

DefinitelyNotWingz wrote:On the other hand I dont fear competition,I want more. You fear competition, even your party tells you to go in and fight/apply pressure, you dont unless you are 100% sure to get away. If you die you blame your healers. Therefore it is as I said.
Your statements are contradictory to themselves. You noted a pug only solo que sc would be a "fair" fight. You noted that premades stomping pugs is boring. Yet you strive for more competition? LOL!

pugs fighting pugs is more competition. Premades fighting premades is likewise as well. How you can sit here and stump your position is unbelievably laughable. You want others to believe you want fair competition...but you want to discredit options that would further foster that.

Solos out of the group ques further promotes group v group play. That is competition for groups.

Solos vs solos is also better competition.

Your stance against clearly demonstrates your contradiction.

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DefinitelyNotWingz
Posts: 286

Re: [Scenario] Emblem reward system

Post#66 » Wed Feb 17, 2016 6:15 pm

I am taking any fight. But I hate waiting and you want to make premades wait, probably forever. That is what I oppose.

Btw anyone that wants to know what kind of person you are, not a pug loving one for sure, can just watch your stream. ;) Fortunately my inet is not fast enough.
You know who I am.

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mursie
Posts: 674

Re: [Scenario] Emblem reward system

Post#67 » Wed Feb 17, 2016 6:28 pm

DefinitelyNotWingz wrote:Saw your video on Youtube mate, calm down.
Good to know that I hit a spot, all I wanted. You are a rage kid and you are not interested in helping pugs / new players, making your argumentation hypocritical.
I think we are done here, but ofc if you insist on raging more we can go on. :)
You think a one-side biased testimony of a conversation means anything? You've responded to every post mate. You consider that non-rage on your part? Every behavioral comment you make can be directly applied to your own actions. Again, hypocrisy. Check that word out on webster's.

btw - you said "watch my stream". Now you're saying a youtube video. LoL. it's ok fanboy. we all know.
definitelynotwingz wrote:edit: disappointed about mursis answer, nothing new, accusions not backed up with anything, also flawed logic and hypocrisy guess its the devs turn to make sth out of it, with the latest patch in mind I am not optimistic
Hopefully we'll get some more addition by subtraction. Btw - nice after the fact edit. In addition to saying absolutely nothing original, your final desperate plea is to now use my own bullet points of your failed writings as comments of your own. Please - I know I'm breaking down your pitiful defense bit by bit... exposing your hypocrisy and twisting you around on every one of your spoken contradictions... - and yes imitation of my work is the best form of flattery - but get your own ideas. laughable as always.

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Specialpatrol
Posts: 306

Re: [Scenario] Emblem reward system

Post#68 » Thu Feb 18, 2016 9:36 am

Genisaurus wrote:Not going to happen, for the same reason most people don't want to see pity-ticks from losing a zone brought back. Now, RvR is a different beast, but in short: rewards are for winners. We'd rather help a weaker side by trying to even the odds for them, than to reward their failure outright.

I hope that there's enough evidence now to show the community that our direction with scenarios is to make them as even a fight as we can, within the constraints of reality that we're given (e.g. population). It will never be a perfectly even match-up but we're trying to cut down on how far that pendulum swings in either direction. You meet us halfway, take the fairest fight we can give you, and take that last step to close the deal. In return, we reward you for trying.

I would be more inclined to give an emblem to a team that couldn't manage to get 100 points, if we weren't also working to give them a more even fight. If we roll back all attempts to add more balance to scenarios entirely, you can have your 1 emblem for losing that badly. As-is, the current system can already be viewed as a concession to the losing team, compared to what we had maybe 4 months ago: 2 emblems for winning, 0 for losing.
This is again a somewhat troubling viewpoint from someone titled "developer". And it shows that there's still some way to go before such a title can be fully embraced.

What you seem to be doing (in tune with a lot of others in this thread) is advocating a system that's divided between Winners and Loosers, the Haves and the Have Nots. Or the Donald Trump way of life, if you will.

What you seem to forget in that equation is that RoR is a society - a gaming society, yes, but a society nevertheless. And just as in real societies, where, if you divide your population into Winners and Loosers (where the winners take all and the loosers get nothing) you will have a society that will eventually collapse on itself. Or at the very least not be able to sustain itself.

A better way would be to adopt a more holistic approach, the Ying-Yang method. Or the Bernie Sanders way of life. This would require an acknowledgement of the RoR gaming society as functioning whole, where we are all equally winners and loosers and where everybody is cared for. Having a gaming society, where one side is dominating with no chance of reward/advancement for the opposing side will end up with the winning side the only side left in the game.

This is also why I actually think that zone looser and defence ticks were an excellent idea. Some will of course puff themselves up and yell that loosers shouldn't get ****, but as a consesquence the current system is now plagued by x-realming instead (and I suspect the majority of those are the ones with the "winners rock" attitude). At some point a certain amount of players start relogging to their toons on the winning side, when they sense how the tide of WAR is going, to get the spoils and rewards. Is that a better, more fair, system?

Looser ticks, affected by aao, helps to diminish this sort of behaviour. Defence ticks would do the same. And awarding at least a single emblem for the loosing side in a scenario, would also add to this - and give the loosing player/side a sense of advancement. The original developers saw and knew this. As it is now, the rewards for defending/being on the loosing side are very few - which of course leads to people relogging to the winning side.

It's been scientifically proven that the more fair and even a society is, the better it is - even for the winners. Look it up. It's on google.
Last edited by Specialpatrol on Thu Feb 18, 2016 10:00 am, edited 2 times in total.
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X

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Specialpatrol
Posts: 306

Re: [Scenario] Emblem reward system

Post#69 » Thu Feb 18, 2016 9:42 am

Oh, and I would like to add , as someone else also pointed out, that I haven't witnessed this more balanced sc-approach either.

In my experience you still get random pug group of players with no healers etc tossed up against a high-end premades.

It would of course be cool, if a more fair balancing could be implemented. But currently it is not working at all. And changing a "0" to a "1" seems to be a lot less programming heavy than fixing the balance issues.
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X

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lator
Posts: 129

Re: [Scenario] Emblem reward system

Post#70 » Thu Feb 18, 2016 9:42 am

Specialpatrol wrote:This is again a somewhat troubling viewpoint from someone titled "developer". And it shows that there's still some way to go before such a title can be fully embraced.

What you seem to be doing (in tune with a lot of others in this thread) is advocating a system that's divided between Winners and Loosers, the Haves and the Have Nots. Or the Donald Trump way of life, if you will.

What you seem to forget in that equation is that RoR is a society - a gaming society, yes, but a society nevertheless. And just as in real societies, where, if you divide your population into Winners and Loosers (where the winners take all and the loosers get nothing) you will have a society that will eventually collapse on itself. Or at the very least not be able to sustain itself.

A better way would be to adopt a more holistic approach, the Ying-Yang method. Or the Bernie Sanders way of life. This would require an acknowledgement of the RoR gaming society as functioning whole, where we are all equally winners and loosers and where everybody is cared for. Having a gaming society, where one side is dominating with no chance of reward/advancement for the opposing side will end up with the winning side the only side left in the game.
Not sure if trolling but makes me wonder what you are doing in a PvP oriented mmorpg at all with this kind of attitude. Maybe Guild Wars 2 would be better option as you get endgame bis gear for free at level 10 for PvP'ing. Warhammer Online is a bit more oldschool approach where striving to win and being competitive actually has a concrete meaning other than a trivial ranking system.
Last edited by lator on Thu Feb 18, 2016 9:45 am, edited 1 time in total.
R35RR40 Chosen
R35RR40 Disciple
R35RR40 Marauder
R35RR40 Sorcerer

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