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Ties in pvp are lameFollow

#1 May 01 2011 at 2:11 PM Rating: Decent
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ties are what keep you shoes from falling off. they have no place in any kind competition. Whitefall Steppes seems to end in a tie more often than declaring a winner. this needs to be addressed somehow. Happy Mother's day.
#2 May 01 2011 at 2:39 PM Rating: Good
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I don't know, I wasn't a fan of WoW's solution in WSG where the win went to the side that had captured the flag last when the score ended the same (although this did limit the possibility of a tie to situations where NOBODY scored).

How would you propose to break ties in Rift?
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#3 May 01 2011 at 4:01 PM Rating: Decent
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Quote:
I don't know, I wasn't a fan of WoW's solution in WSG where the win went to the side that had captured the flag last when the score ended the same (although this did limit the possibility of a tie to situations where NOBODY scored).

How would you propose to break ties in Rift?


glad you brought up WSG. that was my fav BG (aside from 3day AVs). surprisingly, i don't like Whitefall all that much even though it's a clone of WSG. i thought about why and came to a simple conclusion: Whitefall is just too big. WSG was successful for the straight forwardness and perpetual action. you spawn up and you have a choice: fall back for D, meet my squad for the flag, or HK farm the mid(boo).

Whitefall usually starts with a low team count which is generally unbalanced for the first few mins. even on the fastest mount it takes at least 30s to get into position to even attempt the opp flag. now comes the tricky part. if the opp is D'd up, you get cleared out and need to respawn for another long hike. if the opp went O, you need to either assist your FC or try to stop theirs. the mid map is so open that most FCs will hug the left side unless the speed orb is up. the FC then has the choice of 3 fortress entries. we also need to consider the team balance. i've found that during off peak teams don't get adequately full until almost halfway finished. the match seems to go like this: start 5v5 stab at the flag a few times and hope someone runs it well enough, enter more people, either form a strat or turtle the rest. farm kills in mid while time runs out.

going back to WSG, the mid was almost bottlenecked in a way. this meant that sooner or later the teams would meet head on in some way or another. also, there was only 2 real entryways. this meant that you had to almost cross the field to get in, unless you opted for a daring GY run. all in all, WSG offered non-stop action and dynamic planning.

i think Whitefall would be so much better if it were smaller, this prob will never happen though. so i've thought of a genius solution the the "tie problem". SUDDEN DEATH. one of two way to implement it:

-at the end of regulation, have a friendly NPC hold open a portal from near your spawn point to somewhere in the opps flag room.

or

-have both shards float in the mid. first team to get the opp shard to their stand gets the win. or have a master shard in the mid and you run it to your shard in your flag room.

maybe limit the sudden death to 5min to create urgency. a tie after that would be a legit tie but at least it would be less frequent. this would also change the game up a bit and you'd need to plan for it accordingly.

#4 May 01 2011 at 6:22 PM Rating: Decent
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Matches only seem to end in a tie when people try to turtle. There are too many ways to effectively turtle in the warfront and it drives me nuts because it's not necessary. I absolutely hate it when my team is down by a point and everyone ***** their pants at the idea of going down another point so they turtle in our base defending our stone. Seriously? I mean...we can't tie the match if we don't get their stone, and with 10 of you yokels turtling in our base it's awfully hard to get their stone out of theirs.

More and more I'm learning that with the exception of Black Garden, warfronts are best played by only fighting when you have to. Things tend to get bogged down and complicated when both sides just keep throwing themselves into the scrum and who wins or loses depends on who has the most people with the presence of mind to avoid the pointless battles and go do what needs to be done. One of my first matches in Whitefall Steppes featured some guy screaming at us to "control the middle". I almost left the match right then and there, traumatic memories of me being a newb in WSG being what they are.

I like the idea of Whitefall Steppes, but I hated how the matches played out when I was there as a Defiant. I'm 4 levels away from being able to see it from the other side of things, but if it goes anything like the matches I've been getting today in Codex, it's going to be a lot of fun >:D
#5 May 02 2011 at 7:36 AM Rating: Decent
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ties are extremely lame in PVP. Something must be done. 2 things that should be done: Make the stone easier to return, and cause the overburden debuff to apply much earlier.
#6 May 02 2011 at 8:55 PM Rating: Decent
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i don't like any debuff at all. a penalty for playing properly is lamer. its like a football getting heavier after 10 plays, while rewarding hail mary's.
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