(Zorian Direspell) Fixing Alliance Battles
(LaserLight) Honor/Infamy - Repairing 12v12 Battles
(Shut Your Mouth) Penalizing the (spies) leaver in all PvP areas
(twicky_kid) 12v12 needs to be reworked
(Crisis54) Time ban on leavers (re-written)
(Jag Mountaintop) Thoughts on Alliance Battles so far
(Theus) Regarding Alliance Battles.
(Tuoba Hturt Eht) Send in replacements for the alliance battles
(TRUEgamer) Petition for leaving-a-battle penalties
(Albas) Solution for 12v12 Game Length Problem
A new poll,
People who:
agree (7)
================
Tuoba Hturt Eht, kryshnysh, Numa Pompilius, Chris Blackstar, qwe4rty, King Symeon, mariano
disagree (0)
================
that something(non-punishing, non-penalty method) must be done to fix this issue of rage quiters in 12 vs 12 Alliance Battles.
The old poll,
People who:
agree (75)
========================
Tuoba Hturt Eht, Theus, Mandy Memory, TRUEgamer, Cymrix, TheYellowKid, storm of daeth, Zackile Greenbirth, Aarroe of Gilgamesh, Asrial, Angelus of Silence, ellamonster32, Lexar, Diablo™, Ggraphix, mark3h, ibex333, Antigd, The Purple Pants Guy, Kaly Mason, sedgewick, jm_jazzy, Misa, angshuman, nitrile, Mai, d4nowar, Kali Ma, NevynZeddicus, Acadia, Guillaume De Sonoma, Medion, Mentalmdc, lama_lord36, Skuld, Qcho, King Symeon, SziP, Kazmax, Aera, nothing special, pyrosamurai, zoozoc, Minus Sign, bulletsmile, Raxxman, Crisis54, DFrost, heavy metal rules, Sakashi, Eet GnomeSmasher, insecticide, calamitykell, Englishkid, Rilder, sLiceR, Saborath Gilgalad, Pillz_veritas, Reks, antialias02, pappayaponta, KESKI, jtchans, Kakumei, theninja12, Bane of Mortality, CartmanPT, Numa Pompilius, qwe4rty, Kybos, ...Zakk..., Karmaniac, craz888, Pandora's box, Wretchman Drake
do not agree: (9)
========================
Lady Lorwinia, Argen, Sphinx2k, DJ Josh, Thom, fallot, PieXags, derrtyboy69, mariano
that Alliance Battles deserters should be punished:
There are now two polls:
(new) 1. Do or not do something about the issue of rage quiting mofos
(old) 2. Punish or not punish the rage quiting mofos
Vote away!
Discuss!
Review and comment on the proposed ideas!
Contribute new ideas!
Rwaaaaaaaaaaaar!
Many people have provided feedback regarding this issue, much appreciated.
Cheers mates.
The following is a list of possible solutions in an attempt to "fix" this issue of rage quiters in the 12 vs 12 Alliance Battles.
Please review and comment.
Appendix
=============
List of proposed ideas in an attempt to fix this issue of "RAGE" quiters:
1. Allow human players as replacements
- Allow single player to enter mission, these will act as replacements for the quiters who quit while the battle is still going on
- Allow teams of 4 to join in teams who has 4 or more quiters
(However, I think the network code of Guild Wars does not allow this, I could be wrong however.
(Probably a bad idea, as pointed out by King Symeon)
(Hence, disregard this idea)
2. Allow henchies as replacements (agreed by Sphinx2k)
- replace them rage quiters with henchies (by DakAtak, fiery)
How to implement? Suggested method: (By King Symeon)
- when rage quiting players leave
- resurrection countdown time is up
- empty slots will be filled in with henchmen.
(This would be most approriate I guess)
3. PUNISH THE RAGE QUITING MOFOS!!!
(A) (This idea will probably be used together with Sakashi's idea)
In the event that a player deserts the luxon vs kurschick battle, he will suffer a faction penalty(luxon or kurschick):
- 1,000 faction(luxon or kursick)
This 1,000 faction will be refunded if the following conditions are satisfied:
- he quits the battle, and logs out completely within 5 minutes
- the total logged out time is at least 5 minutes
(5 minutes as suggested by King Symeon)
(The "at least an hour" seems to be too long as many people has pointed out)
(I have changed the "an hour" to "5 minutes", please review and comment)
This 1,000 faction will be gone for good if:
- the player quits the battle, and remains in game, without logging off
No faction penalty at all if:
- The quit is a result of technical issues Err 007, Err 058 etc
Negative factions(luxon or kusick) can be achieved, should this happen, the player is denied from participating in alliance battles, until faction(luxon or kusick) is positive again.
(B) (Suggested by Sakashi)
Punish the "obvious" rage quiters, spare the innocent
Sakashi:
"can't make the punishment too immediate incase it was actually an accident or emergency. HOWEVER! IF the persons actions are repeated again..... and again..... its obvious they are idiots who SHOULD be punished.
No-one is going to ACCIDENTLY
- have multiple powercuts
- need to phone for an ambulance every match
And if its a computer problem, fix it before jumping straight back into GW. It's not impossible to seperate the two categories."
(The below concept inspired by Sakashi)
Number of Alliance Battle quits within the hour:
1 : Nothing
2 : 1st Warning Message
(Luxon/Kurzick guy comes find you, tells you not to desert their battles again, stating that they don't like deserters.)
3 : 2nd Warning Message
(Luxon/Kurzick comes find you again, telling you if you have personal issues, you should not participate in their battles unless your personal issues are resolved, they really do not like people deserting their battles.)
4 : Proposed idea (A) kicks in, 1,000 faction penalty (Luxon/Kurzick guy comes find you again, stating that they are very angry that you deserted their battles.
4. Denied entry into Alliance Battles
- Make it so that they cant rejoin a battle untill the one they left is over. That way they might as well have stayed (by Lexar)
5. Increase the rewards for the players who did not quit
(suggested by Sagius Truthbarron)
(A)
I think one way to "punish" the quitters, (or imo give them an incentive to stay) is to have the points they would have won divided up among the people that stayed to the end.
For example:
Luxons have 5 people that quit.
Luxons lose 200 to 500. 200 points go to the ones that did not quit.
there is a total of 1000 points that are "lost". Take that 1000 points and divide it up to the group that stayed.
No "real" punishment, and it is an incentive to stick it out. Also it "rewards" the ones that stayed.
(By Sverige614)
(B)
(actually this one resembles Sverige614's idea)
I've got a simple solution to the leavers - reward those who stay behind (as now), but reward them based upon the number of people left in the team:
During the FPE, the victory bonus on faction has been a 1.5 multiplier - first to 500, each member of the team gets 750.
Losing team members get 1xpoints.
So, total points pool on a full 12 player victorious team is 9000 (12x1.5x500)
Now, if you said - thats the total points pool, and it will be split evenly depending upon the number of people left in the team at the end (and this works for both winning and losing team), then suddenly, if you quit out becuase you team was down to 6 players, and you had 250 points on the board just before it was about to end, you'd be missing out on 500 faction. (250*12/6)
More than that, by dropping out you'd be gifting the remaining players on your team your share of the pot, so they'd get 600 faction rather than 500.
(250*12/5)
Suddenly you've given a people a huge competitive dissincentive to quit - other people get rewarded for you dropping out - they'll get 15k armour sooner.
(by brokenkey)
Note:
(A) and (B) are actually the same thing, just described differently by different people.
6. Accelerated victory (by Jag Mountaintop)
- if one side holds all 7 control points
- continuously for 1 or 2 minutes
(Jag Mountaintop: "Call it a mercy rule. I have seen a team come back from a 5-2 deficit, but I have yet to see a team even take a single control point after losing all 7.")
7. Losing Side's Last Resort (by Jag Mountaintop)
- if one team gains all 7 control points,
- losing side gets a spawn of 6-8 level 28 NPCs
- that charge out from the base camp to attack the nearest two control points.
(Jag Mountaintop: "That should keep the winners hopping for a while.")
8. Reduce overall score required (by Jag Mountaintop)
- reduce the overall score required
- to say 400 or 350
(Jag Mountaintop: "this would reduce the faction gain, of course")
9. Accelerate score gaining rate (by Jag Mountaintop)
- increase the rate at which the score ticks.
- more score gained if the strategic point is captured for longer period of time
perhaps:
if a strategic control point is secured for at least
- 1 minute, 2 points
- 2 minutes, 4 points
- 3 minutes, 8 points
gained, from that strategic control point, during the score ticks interval
(Jag Mountaintop: "The problem with the current system is that when one side gives up, it can take up to 5 minutes for the game to finish, even though the result is not in doubt. Unfortunately, this actually encourages deserting, since you can make faction per hour by only sticking around on winning teams.)
10. Implement a Time Ban for ALL PvP (By Crisis54)
- If you leave DURING the match
- your account would be on a time ban for ALL pvp
- you wouldn't be able to pvp for
- let's say, 5 minutes.
- time ban continue to tick when not logged on
Crisis54:
"So if your computer crashes or disconnects or whatever, the time ban would still be ticking even if you aren't logged on. This is good for people who have to leave or whatever. As for disconnects, I don't think 5 minutes is that harsh.
This would curb all the rage quitters out there and hopefully make a more enjoyable experience for the majority of players."
11. Losing's side final humilation (by Albas)
- when one team secured all 7 strategic points
- base defenders no longer use "Base Defense" skill
- players able to enter the base area
- to kill an NPC that would be guarding the base
(which would also have the Base Defense skill anyways, preventing spawn camping and teleporting assassins).
This NPC (Luxon/Kurzick Commander) is
- not affected by EOE
- have lots of health
Winning team gets 1000 factions for killing this NPC as a "decisive" victory.
If for some reason the defending team captures a flag, all the base defenders and this NPC would regain their "Base Defense" skill and would nuke everyone within the base.
12. Map Travel Disabled while in mission (by mariano)
- map travel is disabled when a player is in a mission with other players
- would apply to all missions either PvE or PvP
- apply too to the Arenas, to GvG, and to HA
If a player wants or needs to leave during a mission, her will have to log-off. But, this is, I think, is quite reasonable.
Notice again that "Disable map travel during missions" is a suggestion for all kind of missions in the game!
13. A combination of several of the above mentioned proposed ideas
(A)
(by Mandy Memory)
2. Allow henchies as replacements
5. Increase the rewards for the players who did not quit
(B)
(by Falcon213)
- each remaining player recieves +25 faction for each quiter
4. Denied entry into Alliance Battles
(C)
(by MasterDinadan)
2. Allow henchies as replacements
4. Denied entry into Alliance Battles
5. Increase the rewards for the players who did not quit
My Thoughts:
As I would really like to see some sort of penalty for the rage quiters, but I doubt that would happen, ever. Due to many reasons being:
- Internet connection issues
- PC crashes
- Timed out
- Guild Wars server issues
- etc
What I hope to see is that, ANET will implement some kind of new feature into these 12 vs 12 Alliance Battles, so that in the event that rage quiters decide to quit, the overall gaming experience for the remaining players is not drastically ruined.
The counting of the signature votes can be taken as a reference about what the community thinks about the rage quiting issue in the 12 vs 12 Alliance Battles.
At the moment, it appears that many people would want to see rage quiters punished. I believe this can be interpreted as the Guild Wars gaming community is not happy about the huge amount of rage quiters ruining their 12 vs 12 Alliance Battles gaming experience.
Hence, hopefully, we will see some sort of henchies replacement regarding this rage quiters issue in 12 vs 12 Alliance Battles when Guild Wars: Factions is released on 28th April 2006.
My 12 vs 12 Alliance Battle gaming experience:
I've been in a match in which a 12 vs 12 quickly became a Luxon 9 vs Kurzick 10(I'm on this team, luck me

The scores were quite evenly matched, however the Luxons started to lose more strategic points, and it became a 0:7 if I recalled correctly, it was then the scores became 400+ : 300+ , one more quiter for the Luxon, thus 8 Luxon vs 10 Kurzick
However, before the end game of almost 500 points, like 450+ I think, one necro or a couple, together with the rest of the Luxons, charged the Dragon Hatchling strategic control point with hordes of undead minions, our Dragon was already dead so they captured that point very easily.
But it was too late since our points was reaching 500.
Had there been no rage quiters in that match, things would be much different.