RealLoveBVB wrote: »You can play PvP with weapons and with brain. Looks like the winning team used the last one.
RealLoveBVB wrote: »Player scores and medals are just personal stuff that have zero influence on the team score.
If you defend 20 players on a single flag, while the enemy got 2 active flags, then of course the opponent will win.
Killing players and defend flags is one thing and reacting and rotating another.
Sometimes it is even bad to kill players in this modes, because they can respawn on a empty flag at their base.
You need a strategy for that, not just slayings.
CameraBeardThePirate wrote: »If it is more beneficial to leave and let an enemy team capture your flag so that you can just run away to a different flag, the mode is poorly designed. Name 1 other objective based PvP game where it's beneficial (and in fact, the best strategy) to NOT defend the objective you've captured.
CameraBeardThePirate wrote: »RealLoveBVB wrote: »Player scores and medals are just personal stuff that have zero influence on the team score.
If you defend 20 players on a single flag, while the enemy got 2 active flags, then of course the opponent will win.
Killing players and defend flags is one thing and reacting and rotating another.
Sometimes it is even bad to kill players in this modes, because they can respawn on a empty flag at their base.
You need a strategy for that, not just slayings.
If it is more beneficial to leave and let an enemy team capture your flag so that you can just run away to a different flag, the mode is poorly designed. Name 1 other objective based PvP game where it's beneficial (and in fact, the best strategy) to NOT defend the objective you've captured. You can't win an Overwatch king of the hill by letting the opponent take your hill.
ZOS gives medal score for defending the objective, which means they want you to defend the objective; fighting over the flag is how the game is intended to be won. It doesn't take any sort of strategy to run from every fight the entire match.
alberichtano wrote: »CameraBeardThePirate wrote: »RealLoveBVB wrote: »Player scores and medals are just personal stuff that have zero influence on the team score.
If you defend 20 players on a single flag, while the enemy got 2 active flags, then of course the opponent will win.
Killing players and defend flags is one thing and reacting and rotating another.
Sometimes it is even bad to kill players in this modes, because they can respawn on a empty flag at their base.
You need a strategy for that, not just slayings.
If it is more beneficial to leave and let an enemy team capture your flag so that you can just run away to a different flag, the mode is poorly designed. Name 1 other objective based PvP game where it's beneficial (and in fact, the best strategy) to NOT defend the objective you've captured. You can't win an Overwatch king of the hill by letting the opponent take your hill.
ZOS gives medal score for defending the objective, which means they want you to defend the objective; fighting over the flag is how the game is intended to be won. It doesn't take any sort of strategy to run from every fight the entire match.
It is not poorly designed. It is designed very well. It rewards initiative, daring and making good tactical decisions.
Erm, its beneficial (at times) in lots of conquest type modes and in fact is part of what raises the skill cap through rotations, team splits, etc, but the difference is they are all based on 2 teams so there is a trade off.
For example take GW2, you have 5v5 with 3 capture points, sometimes it is beneficial to leave a point you have captured (or not even bother to capture, just decap it to a neutral state) knowing you will lose it shortly. Because it is better you head to the team fight on the difficult to win mid point and give your team the advantage by changing it from a 3v3 to 4v3 fight there.
Tommy_The_Gun wrote: »Playing for objectives =/= Player vs Player...
Game does not look at kills / deaths / assists but rather at points.
CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »Playing for objectives =/= Player vs Player...
Game does not look at kills / deaths / assists but rather at points.
Except my team earned more medal score than the winning team. I.e., we were playing the objectives as ZOS intended better and still lost.
_adhyffbjjjf12 wrote: »CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »Playing for objectives =/= Player vs Player...
Game does not look at kills / deaths / assists but rather at points.
Except my team earned more medal score than the winning team. I.e., we were playing the objectives as ZOS intended better and still lost.
they obviously out played your team, learn from it, that's what great players do and why that team beat you. Worth noting medals are not a sign you were the best team, its simply a reward to keep gameplay interesting regardless of whether you win or not.
Diddly_D_Potatoes wrote: »The only place to could find the particulars for BG medals was in the in game help menu. I've basically just copy pasted it here so that you can see from where your points are coming.
Deathmatch
Bruiser: Deal at least 5k damage 50 points
Fearsome fighter: Deal at least 25k damage 100 points
Gladiator: Deal at least 50k damage 200 points
Champion: Deal at least 500k damage 400 points
Heavy Hitter: Score a 10k damage hit (repeatable)
Crushing blow: Score a 11.75k damage hit (repeatable)
Minor mender: Heal for at least 5k damage 50 points
Heroic healer: Heal for at least 25k damage 100 points
Medic: Heal for at least 50k damage 200 points
Fearless physician: Heal for at least 375k damage
Critical heal: Score a 7.5k healing hit (repeatable)
Rapid recovery: Score a 15k healing hit (repeatable)
Assist: Help a team mate kill an enemy player (repeatable) 100 points
First strike: Earn the 1st killing blow 111 points
Killing blow: Earn a killing blow (repeatable) 100 points
Double Kill: Kill a within 10 seconds of a prior kill (repeatable) 222 points
Triple kill: Kill a player within 10 seconds of earning a double kill (repeatable)
Quadruple kill: Kill a player within 10 seconds of earning a triple kill (repeatable)
Capture the Relic
First relic: Capture the first relic of the match 111points
Relic runner: Capture a relic (repeatable) 500 points
Relic hunter: Kill a relic carrier (repeatable) 100 points
Relic bruiser: Deal 5k damage to a relic carrier 50 points
Relic fearsome fighter: Deal 25k damage to a relic carriers 100 points
Relic gladiator: Deal 50k damage to relic carriers 200 points
Relic champion: Deal 375k damage to a relic carriers
Relic crushing blow: Score an 11.75k damage hit to a relic carrier (repeatable)
Humble protection: Do 5k healing on a relic carrier 100 points
Devoted protection: Do 7.5 healing on a relic carrier
Relic protector: Do 37.5k healing on a relic carrier
Divine guardian: Do 375k healing on relic carriers
Critical healer: Score a 7.5k healing hit on a relic carrier (repeatable)
Assist: Help a team mate kill a relic carrier (repeatable) 100 points
Domination / Crazy Kings (Have the same medals)
Vigilant defender: Earn 500 defence points at a capture point (repeatable) 1000 points
Offensive execution: Kill a defender at a capture point (repeatable) 10 points
Defensive execution: Kill an attacker while defending a capture point (repeatable) 5 points
Gleaming guardian: Take 15k damage 50 points
Dauntless defender: Take 30k damage 100 points
Valiant Vanguard: Take 60k damage 200 points
Steady Centurion: Take 250k damage 400 points
Iron Soul: Survive a 10k damage hit (repeatable)
Steel skin: Survive an 11.75k damage hit (repeatable)
Dominator: Capture a capture point (repeatable) 100 points
Helping hand: Score a 10k healing hit on an ally defender
Humble protector: Do 5k healing while defending a capture point 100 points
Devoted Protector: Do 25k healing while defending a capture point 200 points
Sublime Protector: Do 57.5k healing while defending a capture point
Divine protector: DO 375k healing while defending a capture point
Chaosball
Ball buster: Score a 11.75k hit on a chaosball carrier
Chaos hunter: Kill a chaosball carrier (repeatable) 100 points
Chaos mender: Score a 5k healing hit on a chaosball carrier (repeatable) 100 points
Chaos bruiser: Deal 5k damage to chaosball carriers 50 points
Choas devastator: Deal 25k damage to chaosball carriers 100 points
Chaos destroyer: Deal 50k damage to chaosball carriers 200 points
Chaos champion: Deal 500k damage to chaosball carriers
Assist: Help kill a carrier 100 points
Chaos protector: Do 5k healing to chaosball carriers 100 points
I'm not sure on the points received for some of the medals. Feel free to chime in with how many they give.
Dem_kitkats1 wrote: »
I found this in an older thread, so I'm not sure if any of this has changed. I doubt it as BGs haven't been touched all that much in regards to the actual modes themselves. But according to this info, medal score should very much count for the team standings in a match as they greatly pertain to the objectives themselves. OP's team clearly achieved the most of these medals by playing for the objective more than the other teams, which means that should have won. So if these medals have little meaning, and it's only about the number of objectives you collect, than call the modes "collection modes", and not PvP. Again if that is the case, then the scoring system is also encouraging avoidant play, and is completely counter to a PvP experience. This should also be rectified IMO.
CameraBeardThePirate wrote: »That means there are too many objectives
CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »Playing for objectives =/= Player vs Player...
Game does not look at kills / deaths / assists but rather at points.
Except my team earned more medal score than the winning team. I.e., we were playing the objectives as ZOS intended better and still lost.
they obviously out played your team, learn from it, that's what great players do and why that team beat you. Worth noting medals are not a sign you were the best team, its simply a reward to keep gameplay interesting regardless of whether you win or not.
If you honestly think that the winning team in that match outplayed us (or even played us at all) and were "great players" by running away the entire match, I'm not even sure how to hold a productive discussion on PvP with you.
gariondavey wrote: »CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »CameraBeardThePirate wrote: »Tommy_The_Gun wrote: »Playing for objectives =/= Player vs Player...
Game does not look at kills / deaths / assists but rather at points.
Except my team earned more medal score than the winning team. I.e., we were playing the objectives as ZOS intended better and still lost.
they obviously out played your team, learn from it, that's what great players do and why that team beat you. Worth noting medals are not a sign you were the best team, its simply a reward to keep gameplay interesting regardless of whether you win or not.
If you honestly think that the winning team in that match outplayed us (or even played us at all) and were "great players" by running away the entire match, I'm not even sure how to hold a productive discussion on PvP with you.
So much this ^^^^
_adhyffbjjjf12 wrote: »
Clearly a team doesn't win by 'running away' that's just a passive aggressive attack on the integrity of the other team to somehow justify why they lost. The op is tilted and evidently does not understand how the opponents outplayed them, and if he doesn't want to learn it will keep happening.
CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »
Clearly a team doesn't win by 'running away' that's just a passive aggressive attack on the integrity of the other team to somehow justify why they lost. The op is tilted and evidently does not understand how the opponents outplayed them, and if he doesn't want to learn it will keep happening.
The winning team DID just run away the entire match. You can see that quite clearly on the scoreboard by their kills, deaths, damage, and healing numbers. They didn't ever engage in any fights.
_adhyffbjjjf12 wrote: »CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »
Clearly a team doesn't win by 'running away' that's just a passive aggressive attack on the integrity of the other team to somehow justify why they lost. The op is tilted and evidently does not understand how the opponents outplayed them, and if he doesn't want to learn it will keep happening.
The winning team DID just run away the entire match. You can see that quite clearly on the scoreboard by their kills, deaths, damage, and healing numbers. They didn't ever engage in any fights.
Edit, look at the score, the pit daemons were tunnel versioned onto killing the weak team, in the mean time they got outflanked and outplayed. A skilful team would have realised this, ignored the weak drakes and adapted to outplay their real competition in that fight, which is basically what happened, whereas OPs team were stuck feeding at the kill trough and could not change their own behaviour even though they could see what was happening.
_adhyffbjjjf12 wrote: »CameraBeardThePirate wrote: »_adhyffbjjjf12 wrote: »
Clearly a team doesn't win by 'running away' that's just a passive aggressive attack on the integrity of the other team to somehow justify why they lost. The op is tilted and evidently does not understand how the opponents outplayed them, and if he doesn't want to learn it will keep happening.
The winning team DID just run away the entire match. You can see that quite clearly on the scoreboard by their kills, deaths, damage, and healing numbers. They didn't ever engage in any fights.
Edit, look at the score, the pit daemons were tunnel versioned onto killing the weak team, in the mean time they got outflanked and outplayed. A skilful team would have realised this, ignored the weak drakes and adapted to outplay their real competition in that fight, which is basically what happened, whereas OPs team were stuck feeding at the kill trough and could not change their own behaviour even though they could see what was happening.
That's a lot of assumptions you make. In bg's there are times where you CAN'T just disengage from a fight. If I left a fight, the team is just gonna beat on me from me behind and if I die then I can do nothing about pushing objective.
What if I get caught in a fight I can't just disengage from, a NB trying to gank me, a full team trying to 4v1 me? I cannot simply disengage from those encounters. So I should be punished because I'm not being "skillful" even though I can't control the fact a 4 man team wants to kill me.
That argument doesn't work in BG's, it's not a behavioral thing. There are just times in PVP where you cannot just disengage from a fight.
BG's punish you for wasting your time fighting people, why commit to a fight for 1 minute when game punishes you for not being on objectiv?. The tactic is to very much run away from enemies because then you can earn points that way.
If I'm in chaosball and enemy team choose to attack me, and I defend and win a 4v1 that's meaningless in the grand scheme, I'll still lose because I didn't choose to just run from them. Same can be applied to Capture the relic, if I waste my time fighting enemies, I can neither defend my relic or capture an enemy relic. Which gives enemies time to capture ours while I can do nothing about, most BGS punish you for PVP.
The are glorified run simulators, that's what he's trying to say. There's really no "skill" involved is there, it's either you fight people in PVP and cost yourself the match or avoid PVP and win the objective because the enemies will waste their own time committing to fights. It's just gaming the system, it has nothing to do with "skill"