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Originally Posted by glountz
1) Twinkers in low level arenas will abuse of it. Farmers with a lot of time are everywhere.
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I didn't say anything about the low level arenas. I think it goes without saying that those are just cesspools of abuse and no one wants to give fame for winning there.
Quote:
Originally Posted by glountz
2) Winning in Random Arena is a matter of luck more than a matter of skill.
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Let me turn this question around for you - is it *that* much more luck-based than getting a win with an unranked pug in HA?
But at the same time remember what I said about the rate of fame gain in competition arenas - *GLACIAL*. One fame for managing to peel off a 10-game win streak and getting to team arenas, which, if this change were in place, would be much more competitive. A comp arena team won't peel off 10 in a row unless they're doing something right, usually a competent monk combined with a decent to good player on offense and a couple other guys who know how to do damage.
But really, look at the numbers. You need a 10 game win streak to get one fame, with a random team. Even if you're a super-stud comp arena monk who always gets on a good team, it'll still usually take you an hour to peel off those 10 wins. That's one fame per hour in comp arena. Assuming you spend an evening doing that 3 times a night you're looking at *two months* of doing comp arena every evening to get a rank 3 emote. If you're just an ok player who's relying on the luck of the draw to get on a good team, you might get on a good team that makes it to team arenas every night - in which case it would take *SIX MONTHS* of continuous play to get a rank 3 emote.
The one fame really isn't anything in the grand scheme of things. But for a new player, it's enough to get them interested. It's a small reward for a player seeing that amount of success. It might be random, and yeah, some bad players will luck out and get a bit of fame. But to get enough for an emote? You're looking at thousands of hours in comp arenas before luck takes over and they get an emote, and at that point you can let them be a happy anomoly.
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Originally Posted by glountz
but also GvG! A GvG player-based rank would be really interesting.
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I don't really like the idea of fame from GvG, not just because it's a different gametype but a different crowd. It doesn't have the pickup scene that HA or the arenas do, and I really don't want to see it get that. At the same time GvG does need some rewards, particularly for lower-rated guilds who really don't have a reason to play. I think they should be guild-specific, though, not player specific. Things like guild storage, or other unlocked guild features would be great.
Standing out I like on a guild-basis. I like the guild cape borders because they're distinctive but they put emphasis on the guild's banner. I'm not big on the idea of a guild /rank emote because it feels too much like a personal, 'look at me!' thing. Rewards should glorify the guild, not the player, because success in GvG is absolutely a guild thing.
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Originally Posted by dawnrain
Does the current fame system reflect the Guild Wars design of "player skill being more valued than time played?"
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Fame is actually very aptly name, a high fame is a very good measure of, well, how famous an individual would be in Heroes Ascent. Fame is a combination of presence and success, and while you can rag on a weaker player with a high rank from playing a lot, that player probably is famous for, well, always being there.
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Originally Posted by dawnrain
If there were two fame systems: one measuring time played and one measuring player skill, which system would be used in forming PUGs in Hero's Ascent? Which system would be more equitable to new players?
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There are two basic problems with a 'fame' system that doesn't reward time spent, ala it will go down over time if you lose.
The first is obvious, an individual player cannot carry a team in 8v8. You need a good team to go anywhere. This would be particularly problematic for a new, unconnected player. He'll be stuck with other unconnected players, and is in all likelihood going to be losing a lot more than he's winning. His 'fame' is going nowhere but down. Even if you put a zero point on it he's going to have any progress he makes erased quickly with every loss. If you think the fame game now is unfair, just imagine what it'd be like if you couldn't even keep the little fame you get.
The second is that if you think rank snobbery is bad now just imagine what it'd be like if people had their own ranks on the line when they formed a group. Not only would you never get into a higher ranked group by chance, but a higher ranked player would *never* play with those of lower rank. It would also virtually destroy the pickup scene. Sometimes a friend will message me to fill out a team going into HA, or someone from these forums will ask me to tag along on a run and give pointers. Under the current system that's perfectly good fun and I enjoy doing it if I'm not busy. But if my rank was going to drop if I did that? Well you can kiss any sort of pickup team goodbye. For me, at least, making it ranked would ruin the entire point of HA, going in with pickup groups and seeing what you can do. I'd want to stick to guild teams to give myself the best chance of winning, and if I'm doing that I'd rather be in GvG.
HA is the highest level of pickup PvP for most people, but it really is a casual environment. People play a lot of gimmick builds there for easy team formation but also because they just want to play and not worry about all sorts of strategic implications. You play, you win, you lose, weird stuff happens, but hey you get some fame at the end of the night so who cares? With a player rating system I don't know that I'd play HA at all, and I don't think the change would benefit anybody. It would make a run at the Hall less rewarding and less satisfying for just about everyone involved. I can't understand how that would possibly be a good thing.
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Originally Posted by Fantus
I like the idea of getting fame by winning in TA, by the way. 1 fame per 5 consecutives sounds good to me, too. That would be enough to slowly get to R3 but not for any high level emotes. Together with an in game group matching system it would help new players to get into HA. And it would make a lot more sense than those whiners' suggestion to erase fame.
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Yeah, that pretty much sums it up. People want rank 3+ players because they know a rank 3 player isn't a complete newbie, and a slow trickle of fame in arenas would let people who *clearly* aren't PvP newbies show off that level of competence. To get a deer in team arena would still take at least 900 wins, more if they don't all come in multiples of 5. Even for a fast team that's around 60 hours of consecutive wins in team arena, which I'm pretty sure is a good enough indication that someone's competent.
A group matching system would be nice all around in game (PvE players would like it as well for their pickups), but that'd be a pretty intensive new feature. An easier feature to put in, I'd think, were rank-specific staging areas. If the rank 3 and rank 6 groups had access to their own exclusive staging areas it'd make forming groups easier for them, and the unranked players would be left in the 'basic' staging area without all the rank snobbery. It's a quick and dirty solution that I think would satisfy everyone.
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Originally Posted by BakedMonkey
but then all they see are people advertising for R3 or more players to be on their team and therefore, cannot get in a group.
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That's a different problem. Basically, the players who both understand HA well enough to organize a team strategy, and have enough initiative to form a group, are generally not unranked players. The players who have initiative get ranks quickly and the experienced players who could organize a team have the ranks to go with that experience. I don't believe for a minute that there aren't a lot of unranked players in the HA lobby. It's just that they're new players to HA (by definition), they don't have the experience to really get something going and, for the most part, they aren't really the types or aren't comfortable trying to organize something.
When the game first came out everyone was unranked, but there were distinctions. There were people from the closed test or the beta weekends who had some idea what they were doing, and you could tell the leaders. They were busy forming teams in the staging areas. Those players gained ranks fairly quickly and many of them eventually migrated to GvG. The big difference now is that there aren't those leaders in the unranked community, to get things going. I think you'd see that if there were rank-specific staging areas. Maybe the lack of rank snobbery would bring people out a bit more and lubricate the grouping process. But I'd guess it'd be pretty similar to what you see in PvE, people silently sending join requests around.
Basically I don't think the problem is rank elitism, as much as the demographics of the current unranked crowd. Which is why I think there need to be new features to help with group formation and fame acquisition for people who missed the initial wave - ala small bits of fame in the arenas and perhaps rank-specific districts to make it easier for people to form teams.
Peace,
-CxE