Not only is attempting to balance teams in RA to have a preset number of healers, casters, and physicals a poor idea in general, but it is also completely unrealistic. While it might be possible to have a program put together certain professions in various combinations, this would do nothing to guarantee that these professions are actually doing the jobs that have been assigned to them in the original proposal:
Monks: There is this little attribute line called "smiting prayers," is there not? Not every monk is a healer, and ignoring this fact will just cause more problems. Why is a team with a smiter going to keep playing when they could simply die and get a new one with a healer? What is going to keep the other team members for reporting this monk for not doing his/her "job" and healing? Nothing, and this just creates a new mess for the system. Plus there's no guarantee that the monk is any good anyway, and I know I'm not the only one who would rather have 4 good non-monks than 3 good players and a crap monk.
Ritualists: What do we do with these? Sometimes they heal, but sometimes they don't. A rit healer on a team with a monk healer would not fit the proposed guidelines for "balance," but a damage channeling or spirit spammer would. The throw in those ones that are actually Spirit's Strength assassins, and then what?
Necro/Rits: Uh-oh. Yeah, most of these tend to be healers, too, but their primary class would suggest that they would count as casters, leading to "unbalanced" teams. But wait! Maybe they just arbitrarily chose that as a secondary and have no rit skills on their bar. Then what? Or maybe they just have Death Pact Sig. There's too many possible variations.
Ele/Monk: These are pretty rare, but they're out there. Leads to the same problems as N/Rt, does it not?
Dervish/Monk: I've seen this combination monk teams to glad points in TA, and it can be surprising effective in the right hands. Are we then not going to allow D/Mo to be on the same team as a Monk or Rit?
And so on and so forth.
Plus I don't see how rigging RA to not be random anymore solves any of these:
Quote:
Originally Posted by Regulus X
Player 1: *Runs around with running build*
Player 1: *Reports everyone on his team*
Player 1: *Rinse/Repeats last two line items*
or
Player 1: Lost comms with server
Player 2-4: /report Player 1
Player 1: Sits in lobby d-hexed "Darn dial-up ._."
or
Player 1: "We have no/too many monk(s). This will be going nowhere fast! Time will be wasted.. :/
Player 1: *Rushes in to die quickly and reroll another team*
Player 2-4: /report Player 1 (leeching)
Player 2-4: *Die*
or
Player 1: Warrior *uses Orison and mend ailment*
Players 2-4: *Die one by one*
Player 1: /report Player 2-4 *while taunting them rudely before they leave*
Player 1: Rinse/Repeat
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Situation 1 is going to happen regardless of how teams are made up. It's not like people who use these running builds get to change their skills once they enter the battle... they enter with that build fully aware that they could end up on an otherwise capable team that fits that "balanced" example you're after. These people do this simply to tick everyone else off, and rigging it so that every team fits your definition of good (which most of us here would say is flawed anyway) is only going to make this tactic of griefing more effective; as the destructiveness of a running build to the success of the other players is increased, the frequency with which they will appear will also increase. Furthermore, forcing every team to have a monk opens the doors to new types of griefer abuse: anyone want to guess how many of these runners will simply reroll a monk and the practice their 55ing skills in the arenas? My money's on a substantial amount...
Situation 2 is completely irrelevant as far as forcing teams to be balanced. Profession is completely independent from connection availability and strength. That said, reporting the player for leeching in that case could very well be justified. Consider a player that has a connection that causes them to load well after the battle has started (say 30 seconds or more) on a regular basis. While that player is not getting credited the faction for the kills recorded during that time, they are (in most cases) putting their team at a sizable disadvantage. If this occurs regularly (occasionally is excusable, but if you're that late 25% of the time or more that's not) that player is damaging the experience of the rest of the community and should not be attempting to PvP anyway. At times when the number of players is low (either overall or there's just a lack of a particular profession) the same players see each other pretty often and can identify some sort of pattern to justify the reporting of this person.
Situation 3 is probably the most legitimate, but still flawed. Chances are that if one person reaches that conclusion the others will be soon to follow; if they're not capable of seeing that a 3 healer team cannot hope to defeat a team with a substantial amount of caster hate or melee pressure chances are they won't know how to use the /report function in coordination, either, and will actually give themselves dishonor points in the process.
Actually players 2-4 would likely be reporting the warrior in situation 4, not the other way around. When something like this happens it's when the team also has a healer and the warrior (usually new to PvP) uses Mending or Life Attunement. A good team will continue with the battle knowing they can compensate and that the person will learn as they get more experience; a bad team, well, will be bad and probably wouldn't have gotten very far anyway. Plus, since the warrior in that quoted situation is the only one reporting he/she simply gave his/herself dishonor points instead (at least 2, but since 3 reports were made am I right in assuming 6 would be given?) More often, however, this type of scenario would play out like it did in situation 1 where the player is running a build that is generally considered unacceptable (like a straight trap ranger, toucher, or 55). For rigged teams to help fix these there would have to be some mechanism for checking and classifying builds, which is neither realistic or logical.