C. Brawl's Leavers en messe
Trader of Secrets
Leavers arent realli that big of a deal. If the team sucks and even if they are realli behind, they dont wanna wait around so they /resign, but the other ppl wont do it. Although i did have some guy use a followbot just to get some bal faction i bet.
QueenofDeath
Quote:
Originally Posted by Risky Ranger Many people would call playing a video game as waste of time; |
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Martin Alvito
Since the point I'm making didn't seem to have come across very clearly, let me make another attempt. The whole thing works much like RA:
- Players don't like it when they get blown out. It's virtually impossible to turn around a 7-1 match. If the match got to that point, odds are it happened because your team is bad. Sticking around isn't going to change that 95% of the time, and you're just wasting your time.
- Still, you're constrained by the one ragequit per hour rule.
- It takes a while to find a decent team. Typically 4-7 joins. This is true regardless of whether or not you sync en masse.
- Players therefore only ragequit when the team is particularly bad (avoid drawing any of those idiots again), or on the first failed sync of the hour.
- If you're constantly having leavers, there's one common thread: you.
- Solution: play better. If you're decent, you'll get a decent team soon enough. If you're terrible, you're going to keep being the anchor that weighs your team down, and people will keep leaving in an effort to avoid getting paired with you again.
Even if you're good, you'll have strings where you keep getting paired with idiots, have leavers, and can't do anything about it. It's like RA; it's entirely possible to go an hour or two without getting paired with a single player with a clue. Doesn't happen all that often, and the times when you just enter and go on a long string tend to make up for that.
But for the most part, if you're dealing with leavers in CB constantly then you're not just bad. You're way out in the tail of the distribution of bad. If you want it to stop, you should do something about it.
You're welcome to play if you're bad. All I'm getting at is that there are consequences for being bad. It's not all that difficult to play Costume Brawl well. Grab a sin, learn how to win sin vs. sin consistently, avoid difficult 1v1s (Mesmer and Ranger), never accept an even fight, win matches.
- Players don't like it when they get blown out. It's virtually impossible to turn around a 7-1 match. If the match got to that point, odds are it happened because your team is bad. Sticking around isn't going to change that 95% of the time, and you're just wasting your time.
- Still, you're constrained by the one ragequit per hour rule.
- It takes a while to find a decent team. Typically 4-7 joins. This is true regardless of whether or not you sync en masse.
- Players therefore only ragequit when the team is particularly bad (avoid drawing any of those idiots again), or on the first failed sync of the hour.
- If you're constantly having leavers, there's one common thread: you.
- Solution: play better. If you're decent, you'll get a decent team soon enough. If you're terrible, you're going to keep being the anchor that weighs your team down, and people will keep leaving in an effort to avoid getting paired with you again.
Even if you're good, you'll have strings where you keep getting paired with idiots, have leavers, and can't do anything about it. It's like RA; it's entirely possible to go an hour or two without getting paired with a single player with a clue. Doesn't happen all that often, and the times when you just enter and go on a long string tend to make up for that.
But for the most part, if you're dealing with leavers in CB constantly then you're not just bad. You're way out in the tail of the distribution of bad. If you want it to stop, you should do something about it.
You're welcome to play if you're bad. All I'm getting at is that there are consequences for being bad. It's not all that difficult to play Costume Brawl well. Grab a sin, learn how to win sin vs. sin consistently, avoid difficult 1v1s (Mesmer and Ranger), never accept an even fight, win matches.
shoyon456
To answer the OP:
Usually if a team can't at least hold their own in the beginning, its a noob team and you're saving time by leaving. They'll either loose the match, or if they happen to win they'll loose soon after. It's pretty easy to tell in the first five minutes how far a group will go. Admittedly, I've had some groups go further than expected.
Secondly, teams that don't see the importance of Center/BC will almost always loose. If I'm the only one running to BC while yelling for ppl to follow, then there's a problem and unless the team can recapture it within the next few mins or at least resist being rolled, I leave.
That's not for the one map with only three shrines. For that map I've found that since most groups are full of noobs, its better to mob the center and hold it. Most noobs just aren't that good at working as a team so brute strength is the way to go there.
Usually if a team can't at least hold their own in the beginning, its a noob team and you're saving time by leaving. They'll either loose the match, or if they happen to win they'll loose soon after. It's pretty easy to tell in the first five minutes how far a group will go. Admittedly, I've had some groups go further than expected.
Secondly, teams that don't see the importance of Center/BC will almost always loose. If I'm the only one running to BC while yelling for ppl to follow, then there's a problem and unless the team can recapture it within the next few mins or at least resist being rolled, I leave.
That's not for the one map with only three shrines. For that map I've found that since most groups are full of noobs, its better to mob the center and hold it. Most noobs just aren't that good at working as a team so brute strength is the way to go there.
headlesshobbs
Bobby2
1. Pick any melee class
2. Rush Battle Cry shrine
3. Plow through opposition
4. Profit
2. Rush Battle Cry shrine
3. Plow through opposition
4. Profit
qvtkc
Quote:
If the ship-jumping bothers you (which it would bother me a bit), either make sure you're on a team with people you know want to play to the end or pug until you find those people. If that's impossible, there's not much you can do, and then you get to decide whether or not you still want to play the game in spite of potential bailers.
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Aldo wants more
I thought that cb was casual pvp.. why do some people take it so seriously? It's supposed to be a laugh. Even halloween can't escape the flame wars.. One thing is true it does take 4-7 joins before landing in a decent balanced team, the quitters aside i'm still spending an hour here and there inbetween tot farming and although difficult at times just managing to disregard the kill-joys.
~ Dan ~
Quote:
I thought that cb was casual pvp.. why do some people take it so seriously?
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(my bad I don't have a sin for UWSC people)
qvtkc
It also gives fast Balthazar faction, at least compared to its closest cousin, RA.
Targren
Still an exercise in pointlessness.
To paraphrase Mr. Jones: A player is smart. "The community" are dumb, panicky, 1v1-ing animals, and formats that mix you with them randomly just suck.
To paraphrase Mr. Jones: A player is smart. "The community" are dumb, panicky, 1v1-ing animals, and formats that mix you with them randomly just suck.
Martin Alvito
Sorry dude, but it's true. Doesn't matter how good you think you are...you can't win a Costume Brawl match alone. Every once in a while when you get way behind you have decent teammates that made a couple of errors, and can turn the match. But usually when the other team gets way up there's a reason for it.
There's little you can do individually to swing a blowout. You can turn 10-20 into 20-10 by saving teammates from themselves. But once you go down big and your team gets split up, decent resistance will just farm the split repeatedly.
There's little you can do individually to swing a blowout. You can turn 10-20 into 20-10 by saving teammates from themselves. But once you go down big and your team gets split up, decent resistance will just farm the split repeatedly.
headlesshobbs
Well you're entitled to what you want to believe, but I've already done my fair share to save plenty of matches from becoming a complete blowout. Correct targeting and leadership makes all the difference.
Martin Alvito
The phrasing you use suggests that you didn't win. That only validates what I'm saying. The basic problem in CB is that you don't get rewarded (well) for losing a close match, and matches persist long after they are effectively decided. It may be more satisfying to lose 20-15 than 20-5, but you still didn't get any Gamer points.
Other than the faction you get for killing people, there's little point in trying when the rest of your team is just getting farmed. It's difficult to realize even that when you're at a permanent numerical disadvantage, because people quickly realize that you're the threat and farm you first.
Other than the faction you get for killing people, there's little point in trying when the rest of your team is just getting farmed. It's difficult to realize even that when you're at a permanent numerical disadvantage, because people quickly realize that you're the threat and farm you first.
headlesshobbs
Well contrary to popular belief, we won those matches. You can live in doubt and continue your losing streak or step back a little and see how it's possible to change the flow of a match so you can keep those tot bags coming.
Martin Alvito
You should say what you mean. And if you want me to believe that you aren't just trolling, you should share some of your "pro" tips to demonstrate that you know what you're talking about.
Note that I never stated that it's impossible to save a match. I stated that when you get paired with four new randoms and go down big early (the scenario you painted in the OP), attempting to salvage the match is almost always a waste of time.
Once you have a decent team, you can save matches against average resistance. Good resistance will finish you off if you go down big, but you only face that once every fifteen or twenty matches.
If your team is bad, even average players will farm whoever resurrects at the shrine multiple times before you can get in there and do something about it.
Note that I never stated that it's impossible to save a match. I stated that when you get paired with four new randoms and go down big early (the scenario you painted in the OP), attempting to salvage the match is almost always a waste of time.
Once you have a decent team, you can save matches against average resistance. Good resistance will finish you off if you go down big, but you only face that once every fifteen or twenty matches.
If your team is bad, even average players will farm whoever resurrects at the shrine multiple times before you can get in there and do something about it.
Allamorph
Quote:
Originally Posted by qvtkc
pug until you find those people? How the hell do you do that in costume brawl... it's random teams...
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Also lol drama.
Fril Estelin
Martin, just look at how I "summarised" your post by quoting these 5 words (I misrepresented it on purpose, I'm sure you're getting my point). This is what people are doing: they're waiting a few minutes and leaving if things "smell" (=quick guesstimate/approximation) bad, thus precipitating the issue. People should give teams a chance (yes, I know there are bad players, but there are also good players who do not concentrate during one game then do it during the next game, and so many other possible cases) because it's supposed to be about fun, not how many Gamer points you're going to get.
I do understand the competitive mentality, but it should not be put so high above the fun of the community. By wanting your gain so much that you're going to precipitate the issue of many games, you're possibly removing the will from a few players to persevere and get better. What people see is leavers and them with one or two other players against a full team. Repeatedly. The conclusion is obvious: complain on Guru, go on for a few more games or quit and never come back (that is, if you're not clueless about your skill, but it may not matter if you're young for example).
Anyway, back to the fun (or sleep before!).
I do understand the competitive mentality, but it should not be put so high above the fun of the community. By wanting your gain so much that you're going to precipitate the issue of many games, you're possibly removing the will from a few players to persevere and get better. What people see is leavers and them with one or two other players against a full team. Repeatedly. The conclusion is obvious: complain on Guru, go on for a few more games or quit and never come back (that is, if you're not clueless about your skill, but it may not matter if you're young for example).
Anyway, back to the fun (or sleep before!).
headlesshobbs
Allamorph
Quote:
Originally Posted by Fril Estelin
People should give teams a chance ... because it's supposed to be about fun, not how many Gamer points you're going to get.
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And then again you have the players who are driven by the rewards more than the spirit of the game, who just want to play for the schwag and really don't care too much about the other players so long as they help the person win and profit. And in venues like these where there are no immediate social consequences for never finishing what you start (both because of the anonymity of the internet and because of the sheer number of players and games), it becomes increasingly hard to discourage such play.
But in the long run, stuff like this doesn't really matter. The only losses are reward items with no real value outside the game and your time and patience. Patience comes back and time keeps on ticking into the future (ugh, terrible reference); so sure, it's frustrating now, but I don't see any real benefits of worrying about it.
Edit: A possible solution to the whole thing might be to allow players to form a list—somewhat like the Ignore list on the Friends panel—where if a name is entered on that list those two players would not be placed in random battles together. In most real-life instances involving quitters, usually no one ever plays with that person again, which is the social pressure I was talking about. A "party filter", then, would allow those players who want to battle with good teammates to keep from seeing the same people jump in and out, and still keeps the jumpers able to find teams.
Now, I don't really feel it's a great idea, but at the moment that's the only concept I can come up with that would approximate the natural social filter.