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| | #1 (permalink) | |||||
| Registered User Join Date: Mar 2005
Posts: 397
| WoW's broken PvP model Since the title wasn't considered "polite enough". Let's see if there isn't something else behind. COMEDY GOLD on the recent changes to the BattleGrounds and the 10-minute rule that "slipped" in the patch: Quote:
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Now if you happen to join as a random group the BG camped by the farming guild in uber purple you have two wonderful, extremely fun choices: 1- Exit the BG and enjoy another fun penalty on the queue (because they weren't long enough) 2- REALLY go fishing so that the BG is over quickly and you can cash at least the mark of honor. Basically we start from the 10-minute workaround, which was designed so that the players were encouraged to hold the battle for at least 10 minutes and get the mark of honor. I'm not inventing anything. Requoting: Quote:
And now the smartest of all changes! Instead of the 10 minute rule, they penalize you if you leave the BG with a fancy "queue debuff". What's the result? That this will encourage the players not to fight. But to give up and sit in a BG so that the farming guild will win as fast as possible, cash the mark and requeue without the penalty. So, basically, they started to think a way to ENCOURAGE the players to fight and finished to encourage them to completely surrender and "go fishing". Great work! It's not only a solution that sucks (it's blatantly a stupid and clunky workaround) but it's also completely illogic since it contradicts the original premises: Quote:
-- Now. I rant and point my finger with no shame because the BGs are completely retarded (surpassed only by the Honor system) but also EXTREMELY EASY to fix. In fact all these problems that are coming up (give a look to this, and Tobold's comments) are a fucking consequence of a model that just doesn't work and that was blatantly broken: Quote:
So, concretely, how to fix the model? It's simple: remove those fucking retarded diminishing returns on Honor Kills. In the BGs only. Give us FULL CREDIT because we are going in a BG with the purpose to kill. And that's what the system should reward. If we get normal credit for the direct kills, a group of PUGs will be encouraged, guess what?, to fight. Because even in the worst situation possible you can still get some kills even if the other group is in uber purple and owning your Arathi Basin session. Plus you'd actually BE ENCOURAGED to fight the bigger guys because the honor reward increases consistently if you kill a much higher rank than yours. While "giving up" will make you just lose honor points. The logic is simple. We are joining for a fight. So give us credit for this fight. At the same time, remove the Honor reward for direct kills OUTSIDE the BGs. Completely. As it was on the PvP servers before this horrid Honor System was introduced. And give us, instead, PvP goals to accomplish (PvP hotspots), like PvP towers and outposts to conquer, upgrade and hold. This would discourage the annoying, disruptive ganking and will give the world some decent PvP depth that is currently totally missing. | |||||
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| | #3 (permalink) | ||
| Registered User Join Date: Mar 2005
Posts: 397
| Porting some comments from the killed thread: Quote:
People do not group because you are rewarded only for the first four kills (and practically only for the first two). Then you get nothing for 24h. If you aren't in a group this means that you'll get more points from those four kills before the diminished returns kick in. But if the diminished returns are removed the penalty to join groups not only would be removed, but you'd actually GAIN MORE POINTS IF GROUPED. since you are sharing all the kills without the "four kill" cap. Quote:
Why? Because you are supposed to gain way more honor if killing an higher rank. So we don't need any lame matchmaking mechanic that binds catasses with other catasses and PUGs with other PUGs. We just need those stupid and useless diminished returns to go. | ||
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| | #4 (permalink) |
| Sean and I soloed Inno with Mistwalkers in 99 Join Date: Jan 2003
Posts: 756
| eh diminishing returns don't need to go but what does is non-scaled diminishing returns. In other words currently if you kill someone worth 200 points 4 times you'll get a total of 500 points when you're ungrouped. If you're grouped with 10 guys (who are nearby/non dead) and you kill someone worth 200 points for 4 times you get a total of 50 points and that's it, you can't kill them and get points any more. What should happen is it should scale down - if you kill 1 guy for the 2nd time while you're in a group of 10 you should receive a much smaller diminshing returns penalty so that you'll continue to receive points for killing someone so that eventually (after a lot more kills) you'll receive your "full" 500 points. |
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| | #5 (permalink) | |
| Registered User Join Date: Mar 2005 Location: San Francisco
Posts: 902
| Quote:
The best thing that can happen to WoW right now, is the complete rehashing of the PvP rewards system. It could bring back a great deal of players, especially if it wasn't as "time->reward" focused. | |
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| | #6 (permalink) |
| Registered User Join Date: Mar 2005
Posts: 397
| Again commenting from the other thread. People are worried that no diminished returns would bring to just arranged and endless graveyard camping. As I wrote, if the diminished returns are removed the honor rewards from accomplishing goals in a BGs should be obviously rescaled properly. If you can get 50k honor from the direct kills, rewarding 1k for the goals would be just plain stupid. It's obvious that the system would need to be rebalanced. But the main point is that without the diminished returns you can even add short timeouts (like 1 or 2 minutes) that would prevent you from receiving points from the same kill. Another good fix that would prevent the arranged encounters would be about preventing full groups to queue a specific instance. So that it would be impossible for two groups to meet together (and if they aren't full there would be a spot for someone else joining in and reporting the abuse). |
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| | #7 (permalink) |
| Sean and I soloed Inno with Mistwalkers in 99 Join Date: Jan 2003
Posts: 756
| I just love how people just throw out that the wow pvp system is shit and needs a "revamp". OK einstein's when you figure out how to fix it speak up. I'm hardly a blizzard fanboi but I think they did the best the could except for a few obvious errors like the AV free epix and DK system (and fucked up grouping dimin returns). The real problem with wow pvp is server population imbalances. What really needs to happen is cross server and weighted (JAG vs JAG instead of pugs) bg pairings in 2.0. I would like to play my main again more than 5 hours a week, but I refuse to spend an hour in queue to smash a pug. |
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| | #8 (permalink) |
| Registered User Join Date: Feb 2005
Posts: 201
| 'Skill' based match making with cross servers in implementation is a better solution. Actually fun/close matches, because you're evenly matched? Yes please. Ideally, they'd match any server/faction group with any other server/faction group, fuck backstory, who needs it when you can actually have on demand even matches with more tactical variety then otherwise? It would almost make BG as popular as independent games like Quake 3, CS... but with the added hook of using customised , time and emotionally invested characters/assets with which to play against other people. |
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| | #9 (permalink) |
| Registered User Join Date: May 2005
Posts: 239
| Cross server BGs with matches determined based on rating. You win your rating goes up, you lose your rating goes down. Players will hit an equilibrium based on their own personal skill, base your honor rewards on rating. Problem solved. It has 2 issues: 1. class imbalance will push certain classes to the top and certain to the bottom. A rating system would make it hugely obvious which classes underperform at PVP and I don't think blizzard wants that. 2. Leaving the BG has to count as a loss. Solve those problems and you can just rip off warcraft 3's match maker. In fact I would be willing to bed that such a ratings based system is in the works, because atm the battlegrounds rest totally on faction rewards and that will collapse when the expansion comes out. |
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| | #11 (permalink) |
| Registered User Join Date: Mar 2005
Posts: 397
| Wait a second, I'm losing track of the goals here. What is the purpose of creating just "even" matches based on some sort of "ratings" (if it was possible) ? The goal that generated my ideas is that a group of PUGs should still be motivated to fight a battle even if it is going to probably lose. Which brought to the marks of honor, the 10-minute rule and the recent penalty to the queue. Now, if the diminished returns are removed, the PUGs will have very good reasons to fight against stronger players. Simply because higher ranked players yelds more points. So why this wouldn't be already an optimal solution? |
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| | #12 (permalink) | |
| Registered User Join Date: Feb 2005
Posts: 201
| Quote:
Players queue up with people on their own server and faction, whether randomly, or by organised groups (basically the same system they have now). Once those groups are formed; its listed on the cross battlegrounds server. Here's the catch. Each group will have an approximately skill/ranking level (ranking is misleading; the idea isn't to have a system where people occupy discrete, occluding spots, like in a real ladder) which is a sum of the skill level of the team. That group is then paired to the closest available skill level group*, regardless of faction/server. So you could potentially have alliance vs alliance matches, or horde vs horde matches. It doesn't matter if the story can't quite cope with the idea (it somehow managed to cope with it in the Warcraft games), the real benefit is that it completely and utterly ignores the effect of population imbalances in factions. It also grants a massive pool to draw appropriate opponents from; so basically the wait that individual players would have to go through between matches would be the wait for their server/faction side to pool up enough people to form a single team for the appropriate game. *Matched against the closest available skill level; with an algorithm that basically searches for the closest, then after about 30 seconds, searches a bit further out... so that after about 5 minutes, while unlikely to require to wait that long, if need be groups of disparate skill levels are matched up, so that no one is ever standing around for way too long scratching their nuts if they want to be playing. Skill for the player is then modified by the total skill level of the opposing team, modified by a win modifier or a loss modifier, then divided between all members of the team. So the skill level for each player then is a sum of all the skill points recieved from games they've participated in, divided by the number of games they've participated in. The win modifier basically means players move up, the loss modifier means they move down. The more consistently they win, the further up they move; the higher skilled opponents they'll be pitted against, the more points they'll stand to gain or lose in the matches (the skill banding is logarithmic in skill points) The other important part is that, skill standings aren't rankings... they're independent of the honor system in the sense they don't offer rewards. Only match ups. That said, it would only make sense for higher skilled matches to grant more CP for players. If players take a break from PVPing; their rating decays; but they're still recognized as their highest attained ranks ever (with the title to match). Just that if they wish to resume, they need to PVP back the rating decayed before they can gain anymore rating. Additionally a players rating can only ever decay to half of the maximum of what they've achieved. Along with some other logical inclusions such as extra maps for a single game type; corresponding with different group sizes (e.g. WSG with maps supporting 5v5, 10v10, 15v15 and 20v20). And I think pretty much all the BG problems (outside of class balance, which are extremely minor compared to the problems solved by this suggestion) will be fixed, allowing players to enjoy the original intent of BGs. | |
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| | #13 (permalink) | |
| Registered User Join Date: Feb 2005
Posts: 201
| Quote:
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| | #14 (permalink) | |
| the only good commie is a dead commie Join Date: Jul 2003 Location: Iraq
Posts: 3,250
| Easiest fixes to make the BG expierence 100x better; 1. Cross-server BGs. This would effectively elimnate the disparity between low population servers or servers with a certain factiont aht is severly stacked. Not only that but it would do away with wait times. 2. Only allow PUGs to go up agaisnt PUGs and the same for those who join as a group. This would make the bring balance to the BGs and bring a challenge aswell. Afterfall, its a no brainer whos gonna win when a guild who has full MC/BWL/ZG and on ventrillo goes up agaisnt a PUG with ubrs/strath/scholo gear. 3. Finally, when people do join as a group, average out their ranks and make it so only people close to their average ranks will face each other. This would also ensure players with relative skill and equipment face each other.
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| | #15 (permalink) | |
| Registered User Join Date: Feb 2005
Posts: 201
| Quote:
When you're waiting 30 minutes between matches for 1-2 kills, there are no diminishing returns for honor kills. Just pure frustration. | |
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