MurderMostFoul wrote: »There needs to be incentive for try to play well when attempting the daily. Otherwise there will be an AFK problem.
Sometimes you get unlucky, but coming in first or second should happen about 2/3 of the time on average. If your personal average seem significantly lower, there maybe be a particular 25% of your team's composition that need improvement.
Plus... going afk for a minute or 2 in a BG will see you booted from it anways.
LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
redspecter23 wrote: »LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
In an ideal situation, the MMR system should cover most of those concerns. An MMR that works combined with a healthy large community should see none of these issues. If extremely weak players are being put into BG's with extremely good, experienced players, the core issue is a failing of the MMR system.
The concerns you list are valid, but basically shouldn't occur to begin with on a large enough scale to notice over and over unless the MMR is broken (which is easy enough to believe).
LinearParadox wrote: »redspecter23 wrote: »LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
In an ideal situation, the MMR system should cover most of those concerns. An MMR that works combined with a healthy large community should see none of these issues. If extremely weak players are being put into BG's with extremely good, experienced players, the core issue is a failing of the MMR system.
The concerns you list are valid, but basically shouldn't occur to begin with on a large enough scale to notice over and over unless the MMR is broken (which is easy enough to believe).
True.
I personally believe that, yes, the MMR system is broken (or perhaps not even their) or simply unable to operate because of a lack of players.
As the phrase goes "beggars can't be choosers" and if there's only a handful of players waiting in queue at any given time, then the system can't "choose" who to put where, it has to just make a lobby out of what it has available. The only alternative there would be astronomical queue times that no one would stand for.
Most MMR-based Matchmaker systems have "releases" built into them, where they go for an optimal match for x amount of time, then if none can be made/found, they "release" those limiters and just make do with what they've got.
I simply cannot believe that, under the effects of a properly functioning MMR system, a player like me (capable of 1mill damage, 20+ kill games, etc. across both mag and stam versions of multiple classes) would be matched with someone that goes 0/14 with less than 50K damage done by the end of a game.
And before anyone thinks I'm just being a jerk, if I was that player, I'd be pissed at being thrown into the shark tank!
LinearParadox wrote: »redspecter23 wrote: »LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
In an ideal situation, the MMR system should cover most of those concerns. An MMR that works combined with a healthy large community should see none of these issues. If extremely weak players are being put into BG's with extremely good, experienced players, the core issue is a failing of the MMR system.
The concerns you list are valid, but basically shouldn't occur to begin with on a large enough scale to notice over and over unless the MMR is broken (which is easy enough to believe).
True.
I personally believe that, yes, the MMR system is broken (or perhaps not even their) or simply unable to operate because of a lack of players.
As the phrase goes "beggars can't be choosers" and if there's only a handful of players waiting in queue at any given time, then the system can't "choose" who to put where, it has to just make a lobby out of what it has available. The only alternative there would be astronomical queue times that no one would stand for.
Most MMR-based Matchmaker systems have "releases" built into them, where they go for an optimal match for x amount of time, then if none can be made/found, they "release" those limiters and just make do with what they've got.
I simply cannot believe that, under the effects of a properly functioning MMR system, a player like me (capable of 1mill damage, 20+ kill games, etc. across both mag and stam versions of multiple classes) would be matched with someone that goes 0/14 with less than 50K damage done by the end of a game.
And before anyone thinks I'm just being a jerk, if I was that player, I'd be pissed at being thrown into the shark tank!
redgreensunset wrote: »LinearParadox wrote: »redspecter23 wrote: »LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
In an ideal situation, the MMR system should cover most of those concerns. An MMR that works combined with a healthy large community should see none of these issues. If extremely weak players are being put into BG's with extremely good, experienced players, the core issue is a failing of the MMR system.
The concerns you list are valid, but basically shouldn't occur to begin with on a large enough scale to notice over and over unless the MMR is broken (which is easy enough to believe).
True.
I personally believe that, yes, the MMR system is broken (or perhaps not even their) or simply unable to operate because of a lack of players.
As the phrase goes "beggars can't be choosers" and if there's only a handful of players waiting in queue at any given time, then the system can't "choose" who to put where, it has to just make a lobby out of what it has available. The only alternative there would be astronomical queue times that no one would stand for.
Most MMR-based Matchmaker systems have "releases" built into them, where they go for an optimal match for x amount of time, then if none can be made/found, they "release" those limiters and just make do with what they've got.
I simply cannot believe that, under the effects of a properly functioning MMR system, a player like me (capable of 1mill damage, 20+ kill games, etc. across both mag and stam versions of multiple classes) would be matched with someone that goes 0/14 with less than 50K damage done by the end of a game.
And before anyone thinks I'm just being a jerk, if I was that player, I'd be pissed at being thrown into the shark tank!
The way I understand it your MMR rating can only ever go up buy never down? Correct? In which case sooner or later someone who is bad or just mediocre will end up punching way above their weight class, which alone is terrible design.
redspecter23 wrote: »redgreensunset wrote: »LinearParadox wrote: »redspecter23 wrote: »LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
In an ideal situation, the MMR system should cover most of those concerns. An MMR that works combined with a healthy large community should see none of these issues. If extremely weak players are being put into BG's with extremely good, experienced players, the core issue is a failing of the MMR system.
The concerns you list are valid, but basically shouldn't occur to begin with on a large enough scale to notice over and over unless the MMR is broken (which is easy enough to believe).
True.
I personally believe that, yes, the MMR system is broken (or perhaps not even their) or simply unable to operate because of a lack of players.
As the phrase goes "beggars can't be choosers" and if there's only a handful of players waiting in queue at any given time, then the system can't "choose" who to put where, it has to just make a lobby out of what it has available. The only alternative there would be astronomical queue times that no one would stand for.
Most MMR-based Matchmaker systems have "releases" built into them, where they go for an optimal match for x amount of time, then if none can be made/found, they "release" those limiters and just make do with what they've got.
I simply cannot believe that, under the effects of a properly functioning MMR system, a player like me (capable of 1mill damage, 20+ kill games, etc. across both mag and stam versions of multiple classes) would be matched with someone that goes 0/14 with less than 50K damage done by the end of a game.
And before anyone thinks I'm just being a jerk, if I was that player, I'd be pissed at being thrown into the shark tank!
The way I understand it your MMR rating can only ever go up buy never down? Correct? In which case sooner or later someone who is bad or just mediocre will end up punching way above their weight class, which alone is terrible design.
If the MMR was indeed designed this way, I'd love to hear the reasoning behind it, because it sounds completely pointless to just always push players forward.
redspecter23 wrote: »LinearParadox wrote: »redspecter23 wrote: »LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
In an ideal situation, the MMR system should cover most of those concerns. An MMR that works combined with a healthy large community should see none of these issues. If extremely weak players are being put into BG's with extremely good, experienced players, the core issue is a failing of the MMR system.
The concerns you list are valid, but basically shouldn't occur to begin with on a large enough scale to notice over and over unless the MMR is broken (which is easy enough to believe).
True.
I personally believe that, yes, the MMR system is broken (or perhaps not even their) or simply unable to operate because of a lack of players.
As the phrase goes "beggars can't be choosers" and if there's only a handful of players waiting in queue at any given time, then the system can't "choose" who to put where, it has to just make a lobby out of what it has available. The only alternative there would be astronomical queue times that no one would stand for.
Most MMR-based Matchmaker systems have "releases" built into them, where they go for an optimal match for x amount of time, then if none can be made/found, they "release" those limiters and just make do with what they've got.
I simply cannot believe that, under the effects of a properly functioning MMR system, a player like me (capable of 1mill damage, 20+ kill games, etc. across both mag and stam versions of multiple classes) would be matched with someone that goes 0/14 with less than 50K damage done by the end of a game.
And before anyone thinks I'm just being a jerk, if I was that player, I'd be pissed at being thrown into the shark tank!
I agree, but from the other side. I'm not great at PVP, but I'd love to learn in an environment that is balanced against my skill level. Getting tossed into a BG and getting rolled repeatedly by someone that ends up 20-0 isn't something I want to do regularly. If I knew the MMR would work and place me with players of my own skill level, I'd be far more likely to hit that queue button.
redgreensunset wrote: »LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
So where do you suggest they learn? In Cyrodiil new comers aren't welclome, eill be trolled and attacked. IC, yeah lol, right. So where is left but BGs. This is the classic NIMBYism that pvpers are really famous for.
redspecter23 wrote: »redgreensunset wrote: »LinearParadox wrote: »redspecter23 wrote: »LinearParadox wrote: »The XP reward needs to be removed.
Sadly it entices the wrong types of people (lowbies, newbies and PvE carebears) looking for a leveling boost.
Lowbies and newbies can learn elsewhere, in a less competitive scenario. 1 newbie in a zerg of 20 is 5% of your team. 1 newbie in a team of 4 in an objective gamemode is 25% of your team. It's far more crippling.
And PvE carebears? You think I'm being mean? Lets see you bring a CP200 newbie with questing gear to your Vet Sunspire Trial. Yeah, don't think so.
"Oh, PvPers are so exclusionary!" Yeah? Go try out for Hodor and get back to me.
No one likes having their hard work wasted, whether it's a contribution to an endgame raid, or a PvP match, or anything else.
Everyone is new, everyone needs to learn somewhere, but not where a single weak link can mean a pointless struggle for three other people.
In an ideal situation, the MMR system should cover most of those concerns. An MMR that works combined with a healthy large community should see none of these issues. If extremely weak players are being put into BG's with extremely good, experienced players, the core issue is a failing of the MMR system.
The concerns you list are valid, but basically shouldn't occur to begin with on a large enough scale to notice over and over unless the MMR is broken (which is easy enough to believe).
True.
I personally believe that, yes, the MMR system is broken (or perhaps not even their) or simply unable to operate because of a lack of players.
As the phrase goes "beggars can't be choosers" and if there's only a handful of players waiting in queue at any given time, then the system can't "choose" who to put where, it has to just make a lobby out of what it has available. The only alternative there would be astronomical queue times that no one would stand for.
Most MMR-based Matchmaker systems have "releases" built into them, where they go for an optimal match for x amount of time, then if none can be made/found, they "release" those limiters and just make do with what they've got.
I simply cannot believe that, under the effects of a properly functioning MMR system, a player like me (capable of 1mill damage, 20+ kill games, etc. across both mag and stam versions of multiple classes) would be matched with someone that goes 0/14 with less than 50K damage done by the end of a game.
And before anyone thinks I'm just being a jerk, if I was that player, I'd be pissed at being thrown into the shark tank!
The way I understand it your MMR rating can only ever go up buy never down? Correct? In which case sooner or later someone who is bad or just mediocre will end up punching way above their weight class, which alone is terrible design.
If the MMR was indeed designed this way, I'd love to hear the reasoning behind it, because it sounds completely pointless to just always push players forward.
LinearParadox wrote: »[snip]
Cyrodiil is fine. People zerg surf all the time. No one asks questions, no one interviews for group or asks about gear score or whatever. Hell, plenty of people do it just to get Vigor alone, and people know that. Many zerglings don't know how to do anything other than hold W and press a skill key over and over, but over time they'll have little tastes of combat when things are more spread out, or they get caught out alone, etc.
I'm not sure what you're talking about with Cyro being exclusionary. Toxic, yes, but exclusionary? Nah. [snip]