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Thread: Update PVP Match Making Please

  1. #11

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    Quote Originally Posted by -Hyen- View Post
    ...
    PvP item shop gear - I dont have any problem with it, with actual f2p system (still need some tweaks for sure), why not, I would even go for a lower price
    ...
    I would go for a lower price and lower stats than the items you need pvp level requirements for. Or keep the pvp level requirements in the shop items too.

    About old gear...the progression gap has not become much better, the curve just flattened after the first levels, but still has a high gap from start and later at the end. Of course pve gear plays a role here too. I generally like more options and variety, but with the whole pvp progression gearwise (and the gear quite linear progressing), it will always be a flawed system. More gear options and specialization options (choice! not dumb "getting better with level") from pvp levels would be better, imo. You can only tweak one curve so much and with only one variable there are states you simply can not fix, depending on the system.

    PvP is fun, because humans CAN behave differently from bots and most do...but if you have this kind of progression combined with current short fight times you take away a LOT of the advantages pvp has (variation, unpredictability etc.).

    What is overlooked, but truly killing is the new trend of +% items (some from shop too). This has created a large inbalance and exponential factors into a prior more balanced system (e.g. the weak stay weak, but the already powerfull get a lot more powerfull).

    And talking about match making: For whatever content pvpwise, there needs to be some algorithm to evaluate power, not just based on pve and pvp level. Why not keep a derived "xp" stat that takes into account, if a pvp10 char fights naked with a tortage club or a pvp0 with shop gear and t5 gear?
    Last edited by Kurt2013; 25th July 2016 at 17:33.

  2. #12

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    For a good balancing system there should be a player's efficiency counter based on extended minigame results. Like damage done/taken, healing, cc, kills, deaths etc.

  3. #13

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    Quote Originally Posted by Tiberivs View Post
    Very easy to fix pvp:

    -Remove pvp levels(making it finally pvp and not pve grind fest)
    -Block AA and pve gear in pvp
    -Add a version/option of deathmatch of each minigame map,basicly team with more kills wins.
    -ban hackers & exploiters
    done
    I agree with most of this, except the 2 points.

    Aoc is an mmo. In mmo there need to be some kind of progression. I think pvp level in a good way. With some skill you can do great with pvp t1 at pvp lvl 4. Pvp 4 does not take long at all.(Start up during pvp event and your pvp 4 in two days.)

    AA is a part of class specialisation. If you gonna remove AA, why not remove all your feats aswell??

    Also there is alot of bigger issues than thoes you have mentioned. The biggest imo is the fact that we are unable to play pvp together with friends in aoc.(except for pvp event one week a month...) and as this thread states the bad matchmaking, but i do not in my wildest fantasy think fc will do anything about that.

    If they would fix thoes two things i would be forever grateful!

  4. #14

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    Quote Originally Posted by Deathsader View Post
    I'd really like to see an update to the PVP match making system. It's would appear the system has an out dated algorithm in place, designed (as far as I can tell) to simply separate specific classes and place them on opposite teams (like each team gets 1 tank, 1 healer, and to not stack Sins, ect). But this doesn't take into account time played, PVP level (which although doesn't mean skill, will usually mean gear) as well as (perhaps most importantly) Win/Loss ratio. I'm not sure on the experience of other players, but I find that mini games almost always are 1 sided. It's so rare to find that game where all the teams are stacked up properly, and your not hating that PVP 1 guy who goes 0 and 20 (who then gets yelled at in group chat, making the PVP community something only the thick skinned wish to stick around for). Is it possible to put together an update for PVP match making? Something like "for players above PVP 4, Win/Loss Ratio will determine how you are placed, and the players below PVP 4 will not be stacked on 1 team." This alone in my opinion would correct a lot of the issues that people have with minis atm. Since why put the crappy PVP 10 Conq (I'm sure you all know who I'm talking about =D) with the crappy PVP 7 ToS in full T4 armor in a mini game, and then give the other team the awesome PVP 10 DT, as well as the epic PVP 10 PoM who are both far superior to the tank/healer on the opposite team. Instead make it so the crappy tank is put with the good healer, and the good tanks put with the bad healer. So there is some form of balance. I'm sure this topic has been covered plenty of times, but figure I post and get peoples thoughts.
    Thus all players with very high W/L ratio, which always work for a win, will be always balanced into the crappy team.
    I can't agree.

    In the current system (full random) on a long interval of time you will have 45% of games in more weak team, 45% in stronger team and 10% in equal teams.
    It is fair in my opinion.
    U can increase your W/L only if u know how to win when you have a equal or weak team and working hard for a win.

    While I working hard for a win having a weak team - you offer to make my team even more weak to make my mission impossible =)

    Thx for n offer =)

    Quote Originally Posted by Tiberivs View Post
    Very easy to fix pvp:

    -Remove pvp levels(making it finally pvp and not pve grind fest)
    -Block AA and pve gear in pvp
    -Add a version/option of deathmatch of each minigame map,basicly team with more kills wins.
    -ban hackers & exploiters
    done
    Remove all types of a weapons instead of 1 dagger, 1 sword, 1 bow and 1 staff, yeah?
    Remove all range of armor sets?
    It is a communism.

    We are speak about a MMO?

    Just a laugh.
    Last edited by Aett; 4th August 2016 at 13:27.

  5. #15

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    minigame should start to balance after all 12 players (or 24 for JS) join the map. Then it should recognize how many healers, tanks, dpses are in map and give each team equal numbers and balance it with pvp levels (you cant balance it around w/l ratio or anything else, that wouldnt be fair either for good players and its probably more complicated) everything would be better than nowadays matchmaking which seems to be highest pvp levels on one team and lowbie on another.
    Thanatonn - Tempest of Set


    Knights Of Avalon


  6. #16

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    Something like RF as Minigame joining system ? Healer, Tank spots must be filled before mini can start.

  7. #17

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    What we need more than anything else is PROGRESSION. Once you obtain gear what are you doing mini games for? If we were in the open world or had pvp daily quests in the open world then we would have something to do on these characters. But to finally gain all the gear in pvp on the pve server....we have literally beaten the game. You are not supposed to be able to beat an mmo.

    All the US players have virtually left AoC. Can't even get a mini game on the most populated server. Why do you think this is? All the vets that left probably have 3 or more pvp 10's and just don't care about grinding another one up....because once completed there is nothing left to do.

    1. Open up the daily pvp events on crom. Most pvp players were forced to move to the pve server due to population. If you open the daily quests up, you will gain more pvp activity, including mini's and something to do while you wait for them.
    2. Allow people to group with friends. I really have no friends, but would become much more social in this game if we could group for mini games. Open this up people will come back, or at least let some of the people group up. This is a no brainer.
    3. Raise pvp levels? Or unlock skins for new gear....anything to make pvp worthwhile after pvp 10. If you get full aa's....what is next for you? Nothing you've defeated the game.
    4. Give pvp players free transfers to Fury, and allow us all to que for mini's cross server. Why this wasn't done YEARS ago is beyond me. Imagine what could have been? Pvp servers would still be populated. I don't know this must be hard to do...but WoW does it. An older game that has a huge population, crap pvp mechanics (all kiting pvp) but the cross server mini's worked wonders for them to keep pvp viable.

    Lets be honest too, with open world pvp the guild you are in matters. If I have a tag that made someone mad I could be attacked because of it. Opening the door to some awesome open world battles and maybe frustrations that you can get pay back for at a later date. I've made some real good friends over the years in this game because of it. This is lacking on the pve server, where a guild is just to be able to use lvl 60 pots.

  8. #18

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    Edit by Anzu: No.

    And don't edit a moderated post. It's a really bad idea.
    Last edited by Anzu; 1st November 2016 at 12:14.

  9. #19

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    Quote Originally Posted by Isbe View Post
    Something like RF as Minigame joining system ? Healer, Tank spots must be filled before mini can start.
    See I like this idea. Because then you'd eliminate the whole the stacking of healers on one team. Would be interesting to see if they could put in the raid finders system for the PVP matchmaking system.

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