We're not talking about people who honestly want to try PvP and have fun. Ill take a horrible player who is willing to learn any day.
It's the lazy lore farmers who literally ruin the Feast match for the entire party that we're focusing on.
We're not talking about people who honestly want to try PvP and have fun. Ill take a horrible player who is willing to learn any day.
It's the lazy lore farmers who literally ruin the Feast match for the entire party that we're focusing on.

I like the people who are ignoring the problem by saying people PvP for an alternative for lore. No one is saying getting lore is bad. What is bad is people who join ranked matches and sit around doing nothing so they can get their cap with 0 effort put in. That is the issue and it will continue to be abused until they do something about it.
I get that it's annoying, but the only quick fix I see to the issue would be to separate the rewards; strictly pvp xp and wolf marks for pvp, tomes for PVE and that would detriment a lot of players, including me, who enjoy being able to achieve both goals by playing a game mode I enjoy then divvying up my time between pvp and .....expert roulette /bleh.
The option to remove tomes on a loss is also shortsighted, I play to win, but I don't really care if I win/lose since PVP is cathartic xD, and a loss still contributes to my tome cap.
Maybe they should shorten the afk timer to 1min, booting the perp with a 30 min penalty and no reward?
I can't count how many times we've begged SE to address this issue. It was a problem when Secure came out, turned Slaughter into a utter waste of time, and plagued the end of week matches for Seize right up until the release of Feast. They should have known this was going to happen. I understand that they want to tempt as many people into PvP as possible, you can't create an exploitable system without expecting someone to exploit it. Rewarding toxic players for poisoning the game mode is a mistake.
They should definitely address this issue. Punishing the offenders would be the best option, but it is also the least viable because it's not possible for SE to know when a player is intentionally sabotaging a match by being AFK or flat out Alt-tabbing during the match (which I have seen a player openly admit to). AFK timers help, but the leftover 3 players still get the shaft and are equally punished by being a man short. So, I'm not sure that's the best option either. Short of having a moderator spectate each match, directly targeting the offenders is probably not going to work. So, as far as I can see, the best alternative we have is to try to prevent the problem before it happens by reducing lore rewards for losses. PvP'ers who are there to actually play the game mode won't care, because they are queuing for for fun, not rewards. Tome farmers; however, will be forced to either pitch in for maximum rewards or run other content to get their easy fix.
Last edited by Februs; 03-23-2016 at 07:50 AM.



I wonder if this happens on JP side as well, probably not. I don't think I have seen it on EU DC yet, though I don't pvp all day...
This is why we can't have nice things.
Just ran into one of these "I'm just here for lore" whms. Claims he only there for lore and when I tell him "Good for you. Enjoy your losses, cause that's all your gonna do" he gonna claim he has won every match lol. Does a complete 180 and starts bragging about how many games he wins despite being unranked. Suppose it was only a matter of time before I ran into one of these clowns.

It was bad on Tuesday for the few matches I got into that morning. Seen several people, while not entirely afk, just run head first into the enemy base and die. Same with healers who just stood in the middle while we all died.
I wouldnt be against that whole "only winners get tomes" suggested by Dimitri in the other forum.
easy fix losing team gets NOTHING. NO TOMES NO EXP NO MARKS problem solved


I'd rather not see the losing team get NOTHING. As a new player starting out in PVP, it can be difficult to win consistently. Getting ABSOLUTELY NOTHING each loss makes it less likely the players will stick around, and like it or not all the hardcore players NEED new blood joining. Queues will only get longer with less people participating.
In addition, there's the cases where both sides put in a solid effort, but one team ekes out a win. Every other piece of content for PVE rewards, if you put in a certain amount of work, you'll walk away with your rewards. In PVP, no matter what there has to be some losers.
Lastly, there's the matter of the other teammates. Maybe one leecher gets paired up with three other players who work like a well oiled machine, and the other team is nothing but a bunch of newbies who haven't even gotten the hang of their PVP abilities yet. The leecher STILL gets his reward in spite of this system. On the flipside, there's cases where three other people who should have been able to win a matchup fail because one random member is trying to leech.
I'd rather see a system of individual contribution, where dealing damage, inflicting debuffs, buffing party members, and healing award points (of course no points for putting up buffs that are already up or overhealing), and base the PVE rewards off of that, while keeping PVP rewards tied to which team wins or loses. That way, folks looking to gear up can still look at PVP as a viable option, while punishing people who leech.
I think the toxic players are responsible for this happening. I can understand if the people who have been taking lots of vitriol started doing this.
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