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mziven.2095

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Everything posted by mziven.2095

  1. AFK teammates are pervasive and disruptive part of the PVP experience. Please give the team the option to kick them out. Ideally, they would be replaced with a bot, but just having them out of team and sustain a dishonor timer, so you don't que with the same group of people again and again, would be enough. The reporting system isn't enough, and players need some agency to police their own ranks!
  2. Reporting doesn't do kitten. Give me a options to deal with AFK teammates that will yield some tangible result. Afk teammates ruin the game mode. If premade teams are not an option at least let me vote to forfeit the game so I'm not wasting my time! Or if I block a person for idle play don't pair me with them in the subsequent matches.
  3. Bring back the bots pls. This is pretty much impossible to enjoy right now...
  4. lol, I was drunk and forum posting. I apologize. I do intensely dislike Invulnerability in PvP however. It feels like the other player just called a time-out and no longer wants to play with me but my proposal is likely a poor one. The invulnerability indicator is a not so subtle queue to stop burning cool downs. If it were 99% damage reduction I'd just keep burning through skills to little or no effect. I play necro so I likely just have skill envy.
  5. The skills that provide invulnerability can instead offer 99% damage reduction for all I care. Invulnerability is absurdity stupid and frustrating to play against. Remove this from the game.
  6. Yeah, like switching sniff with spear. Not that Sniff does anything worthy of grinding 166 lvls, but would also be a completely reasonable thing to do and a step in the right direction.
  7. Oh you're good dude. I play viper harbinger, I didn't know Cele was a thing until I made this post. I have 1500 hrs into this game all as necro and only begrudgingly played other classes when I was working on getting Ascension. The only reason I play harbinger specialization is because I spent 30$ on the expansion and I want to use a pistol. Haha! I'm a simple man.
  8. Yes my view is biased, that's why I began my post by providing the context on the perspective I'm giving so that would be clear. These entire two paragraphs are speculating on my character, speculating on why I play harbinger, and speculating about my gameplay. This is not a conversation about me personally and this is not a cogent argument. The reason I have made of point of chastising people do this is because personal attacks cause people to because defensive, are generally irrelevant to the subject matter, and would require some intimate knowledge of me. Presumably, if you disagree with me about mechanic you know why and should be able to explain so. This is the first genuine argument that has been made to defend that particular mechanic by anyone in this thread I believe. Bravo! However, I'm not sure if the potential for abuse is a particular strong argument against implementing such a mechanic as It is an variation of a slippery sloop argument, which assumes one event necessarily follows from another. And to be clear, I like the Idea of defenders having to defend a compound from the ramparts or by sallying out in force but at great personal risk. I also like the idea of cutting off potential reinforcements by strategically positioning your main attacking force, or by small groups or solo players as this would give them something more to do. That being said, the potential for abuse it or course present, but I'm not sure if it would be much more impactful than the theifs that harass keeps to prevent the use of the way-point. A nuisance for sure, but a comparatively small one.
  9. You have again failed to make a cogent argument about the subject matter. My complaints about the dismount mechanics are described in length in the original post. I will listen to you if you make an argument that addresses the validity of my complaint instead of me personally.
  10. This comment doesn't in anyway inform the conversation. Can you make an argument in support of the extraordinary effort required to access this mechanic that doesn't involve my personal characteristics. For comparison, It would be arguably faster and less energy intensive to unlock ever other mount in the game, including the skyscale, and take them to max level, than it would be unlock this one skill for the warclaw.
  11. Work arounds exist, but that doesn't address the underlying complaint or justify the time and energy required to gain access to a mechanic that doesn't require a player to play a certain class, or certain build. Again, putting 166 lvls into warclaw to gain access to the spear skill requires more time and energy than the obtaining Conflux.
  12. You have again failed to make any argument about the subject matter... For fun lets awesome that everything you've said about my personal characteristics is correct. I'm selfish, dishonest, inexperienced, and now butt hurt... Now that that is out of the way can you make a cogent argument supporting or objecting to the mechanics that I've described that doesn't involve me personally?
  13. You have again failed to make any argument about the subject matter... For fun lets awesome that everything you've said about my personal characteristics is correct. I'm selfish, dishonest, inexperienced... Now that that is out of the way can you make a cogent argument supporting or objecting to the mechanics that I've described that doesn't involve me personally?
  14. I've described a problem, offered evidence, and suggested alternatives that would have little to no impact on the overall gameplay but make the mode more equitable for solo players. You have not managed to offer a defense of those mechanics or a coherent objection to my argument other than to ascribe value judgements to myself or the player base. There may be good counter arguments that an experienced WvW player could offer. If you can not provide such arguments than you should consider reevaluating your position on this subject.
  15. So your argument is the gameplay mechanics are fine but the So your position is the gameplay mechanics that I've described are fine and mount mechanics are fine but I'm not being honest or the problem is with the playerbase? You're defending you position by ascribing value judgements to myself and other players. That is not a cogent argument. Why would you need an entire new server or gamemode to address the problems I've described. Certainly, reducing the level requirements for the Warclaw, and disabling entrances through gates while in combat would be far easier. I'm not even sure why it is controversial? Consider this thought experiment with regards to the gate question: 1) You're fighting someone and they decide they're losing and they use a way point you get away even though they are in combat. We can probably agree that would be a really bad mechanic. 2) Now consider you're fighting someone and they decide they're losing and so they walk though a gate, then they use a waypoint when they're out of combat to get away... Why is second scenario permissible when the first scenario is not? My argument is that neither make sense and should not be allowed. That is more consistent with other mechanics, and more conducive to enjoyable gameplay.
  16. For sure, I don't blame the players for using mechanics that work to their advantage as long as its not a clear exploit. My complaints are focused on the mechanics that promote gameplay that is frustrating and unenjoyable for players such as myself that like to play alone instead of relying on large groups for content. (And again, I'm required to play this content for legendary crafting) As far as fights are concerned, as I've stated the dismount mechanics generally prevent me from being able to dictate the the location of a fight so I'm pretty limited on where and when I get to fight. These issues are exacerbated by the gate mechanics I've described as well as the number of exterior guards and their respawn time because they encourages solo players only fight in close proximity to their gate (As this improves their odds of survival).
  17. You certainly can get a dismount if your opponent allows it or makes considerable mistakes. But as I've described, this is unlikely the vast majority of the time and also results in a considerable skill cooldown disadvantage, even if you're fortunate enough to get a knockdown.
  18. I'm stated my complaints as well as common sense adjustments for mechanics that I find frustrating. I've also provided context for my perspective and acknowledged it is my opinion. If you can not defend your argument against my complaints without personally attacking me your position may lack merit.
  19. For context, I prefer to play WvW as a solo Harbinger or in small groups and this post in written from that specific lens. - Dismount mechanics in WvW are awful. Unless I've put 166 lvls into the warclaw I have no reliable means of removing a player from their mount. For additional context, I have Conflux, the legendary WvW ring, and my WvW rank is 141... I don't think it makes a lot of sense that it is faster to craft a legendary item than to unlock the single useful skill for the WvW mount. This also has some unfortunate gameplay consequences. I cannot dictate an engagement with another player. Best case scenario, they dismount and let me fight them. More often, they slowly move towards friendly players or NPCs, or in the most frustrating instances, they stand perfectly still and let me waste cooldowns on their mount before dismounting at the last possible moment and engaging me with a 30 sec cooldown advantage... This is unacceptable in my opinion. I should be able to play this game mode, which is required for legendary crafting, without having to rely on a blob for content. -PvE volume and structure gate mechanics also promote exceptionally frustrating gameplay. Because there is a large volume of guards on the exterior of compounds, and because the gates allow unrestricted access to friendly players in combat, there is a tendency for solo players and small groups to only take fights in close proximity to friendly structures. These engagements tend to play out like so. Start a fight, drag enemy toward guards, if things are still going badly run back into compound. Rinse and repeat. Killing the guards in such instances is also fairly pointless because of how quickly they respawn. This is unenjoyable for a number of reasons. Quite succinctly, its a bunch of BS. If a player is in combat they should not be able to use the gate. This would be consistent with waypoint mechanics, and mount mechanics. If they're going to take the fight it should not be without risk. Barring that, the density of exterior guards, and speed with which they respawn needs to be adjusted. Personally I think it makes sense to relocate exterior guards to the inside of the structure and add five minutes to the respawn timer but that's just me. I believe the focus of this game mode should be more skewed toward dynamic player vs player interactions with minimal PvE interaction.
  20. I find it frustrating that I have to grind to unlock abilities that I have already spent hundreds of hours unlocking in the base game such as auto loot, gliding, and mounts. And for what? The rewards are awful and I'm essentially unable to play as a solo unless I've put over 200 lvls into the warclaw mount. Otherwise, I can't dismount enemy players and can only awkwardly ride around them and watch as they slowly ride back toward their friends or NPCs. It seems counter intuitive to me that I am unable to play ranked PvP in a premade group of five and essentially unable to play to play WvW as a solo... I should add that the warclaw mount is frustratingly slow and having to use it is generally unenjoyable.
  21. This solution is not intended to be panacea. It is, however, a relatively quick and easy way to improve the quality of PvP for the preponderance of the player base. More fundamentally, this is a video game and I want to play with my friends. Why am I not allowed to play PvP with my friends? The justification for disallowing me to do so should be significant or the game needs to change. At any rate, maintaining the status quo seems unwise.
  22. I very much dislike bots and have posted about it previously, but humans can be so much worse. I just want to play with friends or other people that at the very least want to play!
  23. PVP is currently a frustrating and unenjoyable experience because it is inundated with nonhuman players (bots), AFK teammates, and toxic teammates. These three issues can be resolved or mitigated by allowing players to queue with full teams instead of only two people. Having a random stranger waste your time by either refusing to play or by typing derogatory comments in chat is frustrating and entirely unwelcome. Although bot teammates exhibit neither of characteristics, and as such are often superior to many random partners, their predictability and poor decision making often makes them more of a liability than an asset. In most cases, a bot teammate is also unwelcome and frustrating to play with. Removing bots from PvP, preventing afk teammates, and policing player interactions is challenging and resource intensive for game developers (devs). However, these problems can largely be mitigated by allowing players to select their entire team. Allowing players to queue with full teams, instead of only two players, will essentially bypass the previously listed problems. This option will provide players the opportunity to play with friends, people that are less likely be verbally abusive or go afk, and without bots. Additionally, teams can remove player/s from their group between matches or exclude/avoid them in the future if they are toxic or delinquent. These features are already available for tournaments and are facilitated by the Looking For Group (lfg) tab so should require minimum effort to implement. Ultimately, the option to queue with a full team improves player agency and enjoyment with minimal dev effort. TLDR: Five person queues resolves or mitigates the problems of afk teammates, toxic teammates, and bot teammates and will require minimum effort to implement.
  24. I don't care about getting stuck in a wall. This is not a bug report. I'm annoyed a feature that is already implemented elsewhere in the game that could easily resolve the problem of being stuck (/gg) does not work in pvp, and I'm confused why that would be.
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