[EDIT] I should have added having fun too.
[EDIT] I should have added having fun too.
Last edited by Shut; 07-21-2017 at 10:49 PM.

People are still trying to win, and still trying to enjoy themselves. How is that a solution to the problem I outlined?
People were doing this before the "xp nerf" (correction: BALANCING). And they aren't doing it "more" than they were then. You can say otherwise, but then, your saying it doesn't make it true. Also, how is that a solution to the problem I outlined?
Cool story. How is that a solution to the problem I outlined?
Play POTD if you want the soul sucking gaming experience. Also, how is that a solution to the problem I outlined?
If you give people MORE xp for scoring MORE points, how is that a nerf precisely? It rewards results.
Nope.
Nope.
Exactly.
Truth.
Actually, I do. And it wasn't from a Google search. Sorry.
Okay?
The core of your idea is to ultimately nerf the xp more for losers even more then it already is. Making your suggestion not a solution to the problem, but just making the problem worse as it will make people feel even worse about their odds and prefer to just get the current match over even faster, even if they have to feed to do it.
From everything I saw, and what was reading here on the forums? People were not complaining about bots, but were talking about how good pvp was. The pvp xp gets nerfed? Nothing but complaints about bots, defeatists, afks. Oh and, I hate it when people tear apart a post, which is the entire argument, just to piece meal respond.
Cool story, you offer no true solution to the problem only a way for making it even worse.
Frontline PvP post xp change became a soul sucking gaming experience. I went from cooperative teams trying to win to defeatist teams when the team gets clobbered early on or entire teams of people saying nothing and moving in clumps cause they are bots. Bonus points for someone on the team screaming at everyone in alliance chat stuck in rage mode because the team is losing. This would only get worse with your suggestion.
Your suggestion goes by the overall team score, something far beyond any individual players ability to shift. It is also based on people with less score getting less reward.
A better suggestion would be to standardize the xp, win or lose, like it was before the xp change and then implement a system where a player pushes themselves to beat certain break points and have those break points "graded". For example few deaths could grant a gold rating in that category, 10 kills could also grant a silver (or gold depending on the break value set) rating. Doing 100k damage to ice could result in a gold rating. Etc, etc, then you have all these ratings tallied up, with each rating a fixed XP boost value that stacks to a total XP boost.
Thus the individual player gets considerably more xp for pushing themselves as hard as they could to try, while the person who does not only gets the base.
Just like a person who goes above and beyond to turn in high quality items for the grand company supply turn ins gets double the reward over the lazy guy who only turns in normals.
And if everyone is trying to do their best to score as high a personal rating as possible then the team should be more likely to win, or recover from a bad start and score second place with a close first.
Last edited by TankHunter678; 07-21-2017 at 03:50 PM.

No. WRONG. "Losers" can get more XP by scoring more points. ALMOST AS MUCH as a "winner." For example, if your team scores 99% of the possible points, you can earn 99% of the possible experience (vs. the 66% or whatever for 2nd place that is currently the value).
You simply can't base your view (and expect any reliable accuracy) from such a small sampling. Especially when it seems obvious (from comments below) that you're getting your information almost entirely from the forums!!!
I can't process this statement... if you kill a player, you "shift" the overall team score. If you damage ice, you "shift" the overall team score. Do you even PVP?
You clearly didn't read my original post. You can't do it this way without punishing players who are engaging in (for example) distractions to draw enemy players away from key positions, or dividing their forces, et cetera. It's just not possible to quantify all of the actions a player could perform that contributes to your teams points/ victory.
If you get the same XP for 2nd place in the base, or in the field fighting, there is no incentive for "trying to do their best to score as high a personal rating as possible." The whole point to my suggestion is to provide an incentive.
Last edited by Dizhonor; 07-21-2017 at 04:08 PM.
Currently they get 70% for not winning, but with your idea a person could try as much as they can, but only get 30% of the xp because regardless of their personal contribution the team sucked.
And personal experience because hey there is something you forgot...
I can smash an ice all by myself, only for my greedy team to get caught in a pincer and all die, wasting all of my effort. I can score a couple kills, only for my team to die as they try to take a big ice that is dominated by an entire team cause one side is more focused on killing my team, thus wasting all impact I personally had.
I see this all the time, in every game. If you do not see it then maybe you are not paying attention to the map. So to answer your question, Yes I did pvp, but the xp reward and the heavily slanted loss rate I get makes it not worth it anymore. Its very easy for all personal contribution to mean nothing because trying to get a team of defeatists and bots to work together is like trying to herd cats.
But the stuff we do already have quantified we can reward and incentivize people to pursue without punishing people because their team sucks.
By the sound of things you did not even read my idea.
You idea does not provide an incentive, because when people get bad teams there is nothing they can do. They will be punished because they landed on a bad team.
My idea incentivizes them to play to the objectives to the best of their ability, because they will get an XP bonus according to their contribution and efforts irregardless of the performance of their team as a whole. As long as they played smart, they could even get more xp then most of the winning team who got carried. So that even if their team lost, they still won in the end cause they tried.
Player
Player
Just going back to the main point of this topic before it turns into a shitshow.
The main idea is to tie points to both team's place and individual efforts, which is certainly a legitimate way of rewarding peoples that participated in the match, based on numbers mostly. Such a system is certainly complex to make but not impossible, there are however few things that need to be reworked:
- rework how healings count: 1st overhealing are currently counted as healing done in match, so nothing hard for a WHM bot to get max reward. 2nd sch shield isn't counted as healing done.
- make sure it is not too easy: if even bots and afkers can earn good exp, then this system won't work
- hire more GM, make an efficient report system flagging those spotted as botters, reduce timers for kick and gives actual punishements: every cheater banned so far only had a few day ban, and you could see lot of them going back to botting. Remember that case about a BLM that cheated to get top parses and even Yoshi-P took position on this case? well, that guy has been seen cheating on S2 or S3 of feast. But it's not an isolated case: almost no one got actual punishement for disrupting matches in S1. Other seasons, no wintrader got punished at all.
Btw, about people leaving pvp because they will need to move their ass a bit. According to some prophets on similar threads, queues are already dead since 4.01. And I don't mind geting 8/8/8 when I'm queueing at 3AM.
Last edited by Shut; 07-21-2017 at 10:07 PM.
Auto forced Freelancer was a result of people abusing the system by NOT using it. I recall a few times 3 premades within one GC all queueing non-Freelancer at the same time so that they would form one full premade alliance and just stomp all over everyone. People complained. People always complained about premades, and while there's nothing wrong with forming a team with your friends, what they did was a bit extreme, and even I think so.
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