Quote:
|
Originally Posted by IxChel
If you didn't kill them, they didn't lose. That said, I think after 10 minutes of arena play, _both_ teams should lose. One of them for not brining enough offense to kill the other team; the other for not bringing snares.
|
Hi, I don't think that's a valid argument. Why should you be forced to lose for not bringing snares? It's not a requirement that you put a snare in every build you play. If you're going to single out snares as the reason why a team should be forced to lose because of a runner (griefer), then why not punish builds that don't include self-healing, resurrection, or whatever reason you can come up with?
I know people are probably going to say "Well, running is a valid tactic in PvP, so you don't deserve to win if you can't catch the last remaining enemy."
I think that argument is flawed. Running is a valid tactic up to a certain point, such as if a monk is kiting enemies during the heat of battle. Running, in that situation, is a strategy that can actually help defeat the enemy team. Another reason to run would be if there is a chance, however slight, that running and recovering your health and energy may result in a win. In both cases, running results in a nice, neat win or loss for each time.
However, when all of the enemy team is defeated except for one and there is no hope of victory for that remaining character, there should be no reason to run. That team has already lost. If the last enemy alive is running, it's because he/she is clearly outmatched and would have lost anyway.
Solutions? Well, for one thing, I guess you could implement a timer on every PvP match, and use some kind of sudden death overtime feature to determine the winner. I'm not sure what that might be, but I'm sure the rest of you clever people could probably figure something out that would be fair to both teams.
Another possible solution would be to somehow constrict the map area so that the remaining players are forced to fight once the match timer has expired.
Maybe another solution would be to have a stalemate declared at the end of the timer. Each team does not get faction for the victory, but does not lose (basically, you simply go on to the next match with your current team).
I'm sure there are many possible solutions that are fair to both sides, and don't boil down to something as inane as "bring a snare next time."
Just my 2 cents.