Post#74 » Tue Mar 15, 2016 6:26 pm
After further reflection on this topic, I very much dislike a Surrender button. This post may be a little long but it may help to dissect this issue.
Current "issue": Premade teams, or imbalanced teams, end up dominating. The game is then several minutes of players sitting in spawn, or even leaving.
What can we do to alleviate this? Well, before that can be answered, what needs to be addressed is WHY does it happen? Why cant a team in spawn push out of spawn? Why do they get there in the first place?
- It seems to me one of the issues on how they get there, is the "delay" factor, where half the team doesnt show up until 1:00 into the match, by that time, a few people have died, or I have seen some even leave knowing its just going to be a 1 sided game from the get go.
- The other issue I see, is you will have a competent premade team who is say 2/2/2 versus a team looking like 4/1/1 (of pugs) who are able to stick together, via heals/debuffs/focus fire etc etc, provide little to no chance for a team not able to communicate. Even if you get 2-3 players to focus fire someone, chances are they wont be able to do much in a competent group who can swap guard, have other heals, focus fire back etc etc. The power of a balance/communicating group, is too much, and as it should be, however it doesnt even provide a fighting chance. I want to be clear on this, I am NOT saying a "fighting chance" at winning but even just killing 1-2 players a few times. In those games, I will see 1 side have 50+ kills while the other team has <10, most of which were in the beginning before things got situated, where as most of the 50+ kills came while camping their spawn.
Now, of course there are OTHER factors involved in this, but many things such as "forced group comps" will only increase Que times. So aside from things that would have big negative impacts on que timers. What are our other options?
SOLUTIONS:
1) "delay" factor - This Needs to be addressed. Currently you can have up to 2 minutes to accept. I know people want to just "cut it off" at 1 minute, but something that needs to be considered is when que timers ARE long, most people will do things like RvR in the meantime. If you get flagged into combat, you cannot join. Therefore many times I have tired to accept ques and not been able to due to being stuck in combat. For this consideration, I think the best "medium" approach would be:
When you que, and it "pops" you are provided with 3 options:
- Join now
- Give me more time
- Leave
Now we know what Join now, and leave do. But lets discuss this "give me more time"... What I think this should do INSTEAD is rather than give you an EXTRA minute, it merely will finish the minute that you have and then NO MATTER WHAT is happening (combat, quest, AFK) it will "auto-accept" and port you to the match. You could be halfway through a BO capture, halfway through a 1v1 in RVR, or @ 1% HP in RvR and about to die - it wont matter. It ports you anyways,, inside or outside of combat, into the SC. You would NOT be able to "give me more time" and then IN combat, "join now" the auto-join effect would only kick in once the timer reaches :00. Meaning its not something you can really "exploit" to your advantage.
Will there be situations where players will avoid death due to this? Yes. But that will be a very MINOR cost at the benefit it provides; more fair/balanced SCs.
Now, ANOTHER part of this is the SC timer, should start after 1:00. So when it "pops" the SC is counting down from 1:00 to :00 - which alligns with the "auto-force-join" when you press "give me more time" so at the very WORST you have a few players pressing "give me more time" that auto-join the game JUST as its starting. This, I feel, will greatly aid in the QOL players feel in SCs, who join with <half their team in the match, lose the "BO" right off the bat, then have little to no chance to come back.
NEXT:
2) premade team - So this is a bit more complex. As mentioned before premade teams SHOULD and always will have a big advantage. So I think what would honestly make this game more fun, add more complexity to strategy AND provide greater opportunity for a PUG to have fun against a premade would be: force-spreading out the winning team.
- What do I mean? Well when you que for an SC and end up against a premade team, what ends up happening is they are able to stick together and create a massive zerg against you uncoordinated team. usually they never will "hold" points (on flag capture games) since they can just push to far point, capture it, farm kills and even if you do back-cap them, who cares! They zerg quickly to go take it back, and then re-zerg your team again. Ive been on both the dealing and receiving end multiple times and am very familiar with how these games turn out...
So, how do you split up the teams, providing a small "opportunity" for the losing team to stage a fight? Force the winning to to spread out. How? By putting MORE weight on objectives that force this - like defending captured nodes.
The best way I see this being done for "flag" games would be to provide points/sec based on the length that point was owned. So this means if all you do is "trade caps" in a zerg, you wont have very many points ticking... Versus a "losing team" may be able to focus effort on defending 1 flag and end up ticking for a TON of points towards the end of the game. it rewards defense!
The other thing you can do, is the "initial points per captures" could be based on the length of time the opposing team owned it. So if its a relatively fresh capture, you get next to zero for capping it. If its something they have "entrenched" for 5+ minutes, that should warrant a large tick of points. What this does is force, again, defense! If team A caps their home node and proceeds to stomp the losing team into the ground, they could send a sneaky stealthed player to "backcap" an undefended node, netting them a BIG tick of points. If they DO leave a "defense" this means they have LESS players doing the "spawn farm" meaning they have a small dis-advantage.
For Bauble games - I dont know the best way ti impact this. But for flag games, I can see this being more appealing to seasoned players, premades, and PUGs as now a premade is able to communicate, set up a strategy, a defender, attacking team, etc etc. But PUGs will feel there is "opportunity" to attack, either frontal assault, or shoot for a "backcap" and get a big tick of points and hinder the zerging/winning teams ability to spawn farm and win.
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