Quote:
Originally Posted by Shayne Hawke
What's to stop teams from enacting worthless or troll builds (Frenzy, Flare, six empty slots for every bar)?
Why should players be forced to play these same bars every game?
What is to be done about teams who would farm these tokens at dead hours of the arena and possibly hold a monopoly over the arena's builds?.
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barriers to entry will be lower because my suggestion is now more on personal skills of builds, than builds around personal skills, maps and maps....
causal player in a sense that who do not normally spend time making builds, take Magic the gathering for example, you can build your own deck for 1 to fight another, now in HA the leader is building a deck for 8 person, 1 decide a deck for 1 is far easier than building a deck for 8 different opinions, skilled persons, that meaning, usually is 1 leader(hardcore player who decides build), with 7 causal players(who doesn't decides build)
a more concrete design of my concept
1) everyone stand in HA waiting for games,
2) leader can gather pug/players/guilds into groups
3) they are issued with the winner's designed skills bars for 8, the group, that are ready to press "enter the mission"
4) the leader has to design a set of 8 player skills in the case of winning hoh, he/she can choose to change for the whole HA community
5) the pug/players, can choose their leader by looking at their leader winning skill bars, if they like it, they stay with that leader, if they don't they can form another group/winning skills bar
5a) this is because, good winning bars will attract more supporters, pug/players who disregard making builds if they don't want to make it, can join any leader, without caring the problem of different builds, they have to use to verse different builds at the early stage of the game...
so it will become the situation like
UW---AAway vs AAway
temple --AAway vs AAway
Forgotten Shrines ---AAway vs AAway
courtyard --AAway vs AAway
Antechamber --AAway vs AAway
hoh -AAway vs AAway (winner, AAway designer)
as it goes on, when AAway designer lose, because of many reasons, as other players can be more skillful in playing the AAway because of so many time they have already played and failing with the same build a skillful AAway leader with a BBway builds won the AAway designer in hoh and choose to change to BB way
then it will become
UW---BBway vs BBway
temple --BBway vs BBway
Forgotten Shrines ---BBay vs AAway
courtyard --BBway vs AAway
Antechamber --AAway vs AAway
hoh -AAway vs 1 vs AAway (winner, BBway designer) or
BBway vs 1 vs AAway (winner, BBway designer)
THE bbway designer, can now at the hoh to test whether their BBway is finally at this stage with skillful players useful against other's AAway and even wth the winner's AAway playing style..
as times goes by, AAway will die down in HOH if the BBway designer can maintain their winning in hoh
so eventually, it will become only the HOH remains the final AAway winner but (bbway designer), because no other AAway is joining HA.
if the BBway build is an inferior build than AA way, and letting the only AAway constantly staying in hoh, it can be fixed by once the BBway is lose at the stage of HOH, then the designer of BBway will be forced to change to BBway bars at the stage of hoh and face other BBway
What's to stop teams from enacting worthless or troll builds (Frenzy, Flare, six empty slots for every bar)?
in this case, only winning team can make the so called "troll builds", and they have to use it back once it is lose to a superior build, then all the community will have a common ground....
a troll builds will not have enough supporter to begin with if there are enough competent players.
Why should players be forced to play these same bars every game?
players are forced to play these same bars, because most of the time in the current situation, it is only the single leader who choose to fix bar to recruit, and players are forced to play that single leader bars without even having the chance to practice the maps, etc, with the build, once they lose and they disband...., and when the leader fix their bars, they are forced by other builds, map constraints, which is a high barrier.
leader in my suggestion will not be forced to play these same bars, if he is a competent leader who wishes to change bars, they have to have a sufficient knowledge of the current bars by using the "forced build", this is only a barrier for the leader, but not for the players.
What is to be done about teams who would farm these tokens at dead hours of the arena and possibly hold a monopoly over the arena's builds?.
there will not be a monopoly of build, as eventually, all with the same build, and only the skillful leader of that build can decide the builds... so it is a monopoly of skill instead of a monopoly of builds, and if you want to hold continually HOH, you have to be a skillful AA build designer and user.