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Thread: One-sided warfronts, some observations and possible solutions

  1. #1
    Plane Touched Cern's Avatar
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    Default One-sided warfronts, some observations and possible solutions

    Anyone else noticed how horribly one-sided most Warfronts are? One side or the other usually kicks the living daylights out of the other. It is zero fun for whoever is on the receiving end. But it's not much fun being on the winning side of a massacre either. On the rare occassion that you get a close fought warfront it's much more memorable, exciting and fun whichever side you're on.

    Four main problems:

    1) Class composition. Currently it's a case of whoever brings the most pyros and/or healers wins but next month it'll probably be something else.

    2) Psychology. Because a mismatch is usually apparent quite early on a lot of people seem to just give up after the first couple of team wipes, which only makes matters worse. Some blatantly idle at the spawn, others seem to go into 'not really trying' mode.

    3) Instanced PvP is static. Because it's instanced there's no chance of reinforcements arriving, the cavalry as it were. You're stuck with whatever the queueing system has thrown together.

    4) The culture of farming PvP for gear. When all people are after is gear then they aren't bothered about the quality of the PvP they are engaged in to get that gear. So people just play mindlessly and do whatever earns them the most favor and prestige for the least effort.

    Some Solutions?

    1) Ask people to select what role they are entering the warfront as - dps, heals, support etc. Then the queueing system should try and build balanced teams instead of just throwing people together randomly. A semi-premade as it were. I'd much rather wait longer for the chance of a more balanced game than get a quick popping game that is a massacre. And no, the solution is not "make your own premade", for a lot of players this is not a possibility on the server they play on for lots of different reasons. Such a system can never be perfect, but it might help.

    2) Give a side losing badly some extra toys to play with to even things out a little. I don't mean some lame losers buff, nor something so powerful as to alter the outcome. But something to make the losing experience more bearable and fun and remove the temptation to just give up and idle at the spawn until the end of the match. For example, some balistas that appear at your spawn point, to help with fighting off the spawn campers. Or perhaps some extra guards or mercenary npcs you can use as a temporary pet if your side is losing heavily. These could have a range on them so they can only be used to push the enemy away from your spawn and retake your closest objective so you can gain a foothold.

    3) Since I don't want this thread to be about RvR, how about a hybrid system - a rolling instanced PvP game where the sides are kept equal via the queue but there's no time limit and no penalty for leaving (so there's a chance of more balanced teams forming over time as different people join). There is a rolling series of objectives which can change as time progresses. Think of it similar to Daoc's battlegrounds system, but instanced to ensure the sides are equal in number.

    4) PvP needs more purpose than just being about gear farming. There should be more point to the PvP. Perhaps if there were more rewards for playing a warfront as intended (rather than just mindlessly killing or going afk) this would help. There need to be better thought out objectives in warfronts and multiple ways to win a game, so that each game has variety and people can try different tactics. De-emphasize the mindless and emphasize playing smart.

  2. #2
    Ascendant July13th's Avatar
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    Quote Originally Posted by Cern View Post
    1) Ask people to select what role they are entering the warfront as - dps, heals, support etc. Then the queueing system should try and build balanced teams instead of just throwing people together randomly. A semi-premade as it were. I'd much rather wait longer for the chance of a more balanced game than get a quick popping game that is a massacre. And no, the solution is not "make your own premade", for a lot of players this is not a possibility on the server they play on for lots of different reasons. Such a system can never be perfect, but it might help.

    4) PvP needs more purpose than just being about gear farming. There should be more point to the PvP. Perhaps if there were more rewards for playing a warfront as intended (rather than just mindlessly killing or going afk) this would help. There need to be better thought out objectives in warfronts and multiple ways to win a game, so that each game has variety and people can try different tactics. De-emphasize the mindless and emphasize playing smart.
    I like 1 and 4.

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