Random Arenas & Team Arenas - changes

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

I'd like to discuss with you fellas about RA and TA, that is random arenas and team arenas. I have seen a few things, that imo shouldn't be there, and i guess those should be changed.

1 ) Make time limits in annihilation matches. There's so many teams that contain runners these days, which are quite annoying. If not runners, there are also some heavy armored warriors, that with some stances, can survive an attack of 3 or 4 warriors at the same time.
My suggestion - 10 minutes time limit would do. What if neither of the teams die before the time passes? There are some ways to solve that:

a) The team with least deaths (with least death penalty) wins
b) The team with more team members alive wins
c) The team with more total % of health wins
d) The team that did more total damage wins
e) The team with more kills wins(same as in kill count matches)


Edit for nr 2) - Just for random arenas, thought that was obvious.

2) Do not allow for teams with 3-4 characters of the same proffesion in one team. This would prevent creation of "endurance" teams, that just wait until the opposing team leaves, such as 4 x monk teams.

However, this might not be needed as much when idea nr 1 going to work.

3) More faction as the team wins more matches. A bit like in Ha, just instead you have more faction, instead of fame. That would bring lots of newcomers into random arenas, and make them more popular, as it would be more than just a "test-character arena".

My suggestion :
Unique kills faction - no changes in faction

Victory - +25 faction for each next win. So, on start we get +25, then we get +50, then +75, etc. Yes, that might sound a bit too much, but there could be a max victory faction prize, imo 200 faction, or so.

Consecutive wins - No need for those, when we'll have the one above.

Flawless victory - Same as in victory. Flawless victories are quite rare , that is only the best(or the luckiest) gladiator teams are able to reach them.


Suggestions, discussions, constructive criticism, balancing ideas, are welcome.
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/signs and /unsigns are especially welcome.
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NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Quote:
Originally Posted by Spoony
Flawless victories are quite rare
They are? I must be doing something wrong.


1) I agree with the need for a time limit, but rather than a flat limit perhaps it should count from the most recent death. I've had a few matches that went on for a long time but were being hard-fought every step of the way. But if a lot of time passes with no one dying, chances are no one's gonna die until they give up out of boredom.

2) You mean just for randoms, or do you want to restrict planned teams too? It'd be neat if the random teams algorithm selected for class-balanced teams, or at least tried not to put two monks in a team, but I don't like the idea of restricting options in team arena. Yes, sometimes people make griefing builds, but more often people use multiple characters of a class for legitimate reasons.

3) I think the consecutive wins bonus and the gladiator title points are quite enough reward for winning streaks. If you think faction is gained too slowly, I won't disagree, but I think it should just be increased across-the-board if anything.

Imp

Imp

Krytan Explorer

Join Date: Apr 2005

Novum Igneus [NI]

Rt/

Well, you shouldn't limit what groups are made in TA, but it really bothers me in RA is to see a group with 3 monks, facing against a group with no monks. I know it is "random" but if there are alot of people playing can't we add a little programing to add diversity to the groups?

IF team A has monk, check Team B for monk, if all teams have monk, join any. And not just for monks, all classes.

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

Slight edit added.

jummeth

Wilds Pathfinder

Join Date: Mar 2006

London

Diary of a Madman [SiKK]

1 is difficult to justify. If you can't bring down one person, there is a big problem with your team. Sure runners need fixing, however annihilation's gameplay shouldn't be changed.

Zhou Feng

Krytan Explorer

Join Date: Aug 2005

CATS

Mo/Me

Quote:
Originally Posted by Spoony
Flawless victory - Same as in victory. Flawless victories are quite rare , that is only the best(or the luckiest) gladiator teams are able to reach them.
Hmmm thats wierd. I must be among the really really luckiest since I constantly get flawless unless my team really really sucks.

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

About flawless victories, i'd like to get 1 thing straight:P

the flawless victories are just "officially" said that they are rare:P

As faction came, there is a bigger income of "newbies" into the random arenas, and team arenas.

edit: any /signs , /unsigns , please?

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

Well ?

Vermilion

Vermilion

Wilds Pathfinder

Join Date: Mar 2006

NY

Quote:
Originally Posted by Imp
Well, you shouldn't limit what groups are made in TA, but it really bothers me in RA is to see a group with 3 monks, facing against a group with no monks. I know it is "random" but if there are alot of people playing can't we add a little programing to add diversity to the groups?

IF team A has monk, check Team B for monk, if all teams have monk, join any. And not just for monks, all classes.
How are you going to distinguish between a Healer/prot and a Smiter? two teams with 1 monk each, one a smiter and one a Boonprot, who is probably going to win? I would just limit the amount of monks on one team to 2 max. Who needs 3 monks? (Unless you're lucky like me and get a healer, prot, and smiter in the same group)

OP - The increasing faction might work..may make gaining faction too easy, but thats because you'd be surprised by how often you can get 10+ consectutive flawless.

/sign I guess..idk.

fallot

I'm the king

Join Date: Nov 2005

Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore

The only change I want to see is increasing the faction gains. 4x-5x as much as we gain now and a 2x-3x increase in GvG faction. Enough so a person new to the game can get right on track with unlocks through PvP even playing with the premades.

Quote:
Originally Posted by Spoony
1 ) Make time limits in annihilation matches. There's so many teams that contain runners these days, which are quite annoying. If not runners, there are also some heavy armored warriors, that with some stances, can survive an attack of 3 or 4 warriors at the same time.
This is going to sound unhelpful but I'd be against such an addition. First of all, its Random Arenas and victory is a secondary goal (unless you want to grind a Gladitor title, which you should be doing in TA against some real competition anyway), the easiest way to resolve a match like this is to leave.

While running (for the purpose of griefing) is a very cheap tactic, it is not so problematic that it requires a fix like this. If runners are giving you a lot of trouble, play something with a snare. Its a perfectly valid tactic to run around when the other team has no means of slowing you down or killing you (even though it somewhat defeats the purpose of Random Arenas as a place for quick, minimal faction gains).

In Team Arenas, if you are facing problems with runners and tanking warriors, learn to play.

Quote:
Originally Posted by Snoopy
2) Do not allow for teams with 3-4 characters of the same proffesion in one team. This would prevent creation of "endurance" teams, that just wait until the opposing team leaves, such as 4 x monk teams.
I think I brought up everything relevant to this in the previous few paragraphs. I'd be against this as well.

Quote:
Originally Posted by Snoopy
3) More faction as the team wins more matches. A bit like in Ha, just instead you have more faction, instead of fame. That would bring lots of newcomers into random arenas, and make them more popular, as it would be more than just a "test-character arena".
Anything which increases faction gains in any way is fully supported by me. But this should also come with an increase in maximum faction, its not beneficial to increase faction gains if you hit the cap.

Quote:
Originally Posted by Snoopy
Flawless victory - Same as in victory. Flawless victories are quite rare , that is only the best(or the luckiest) gladiator teams are able to reach them.
Flawless victories are extremely common. If you get a reasonable group in RA, chances are that most of your victories will be flawless

master_of_puppets

master_of_puppets

Krytan Explorer

Join Date: Apr 2006

I dont like guilds...

Mo/E

Yeah, flawless victories definitely arent rare at all in RA or TA.

I agree with some of the OP's suggestions. Another stupid thing about RA/TA is that you dont need to be level 20 to enter. Once, in RA, i got a level 5 in my group. Yes, level 5. Funny thing is we still won our first match.

I dont agree with the increasing faction. RA, and TA barely take any skill anyway so its right that u get a lot less faction then you would from HA or GVG.

I agree with the time limit. Once the last guy on the other team was a R/Mo. My group was me, a monk, and three warriors. And it was almost impossible to kill or even catch that ranger. I didnt see his whole build but he had something like whirling D, escape, dodge, purge conditions, holy veil, and some other crap.

jummeth

Wilds Pathfinder

Join Date: Mar 2006

London

Diary of a Madman [SiKK]

3 warriors should not have a problem with a ranger, there is enough KD on a PvP war, for almost any char. If the war doesn't pack KD, well... =/ badluck, you should have.
Just unlucky, if you really can't handle that griefer, just start again.

However, if its 1 or 2 characters left vs your whole team, you definately do not deserve to win.