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  1. #11
    Player
    Rexxus's Avatar
    Join Date
    Jan 2014
    Posts
    43
    Character
    Eaulnaux Fabubon
    World
    Ultros
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by HermitUK View Post
    An easy fix for this would be to add score to the Floating Damage Numbers and kill feed in the chat. Players know what an ice is worth because the chat log tells them; if players saw a "+10" over enemy players as they died and a "-5" over their own head when they died, it might help convey why PvP matters.

    I'm trying to make a habit of snipping scoreboards so I can get a better feel for the scoring breakdown, but I've seen a few teams doing the full PvP approach and it is very effective:

    I've also been keeping track of the post-screen data. I'm up to 50 matches of Shatter since the revamp and in 48/50 of those - the team with the highest 'Data Retrieved from Enemy Forces' (IE: A more pvp focused team), was the winner.

    96%

    To anyone who is trying to make the claim that new Shatter is 'too PVE' - It isn't. Its incredibly frustrating to have half of your team running around gathering small ice, when they should be focused on fighting enemy teams - yes.

    EDIT: What is truly frustrating about this map, and has always been frustrating (even in its previous iteration) - is that you can tell you are on a losing team within minutes of starting the match. Usually by the end of the first big ice exchange. And without one of the other two teams just completely falling apart, you have almost zero chance of recovery and are forced to just kind of go through the motions for another 10 minutes of a losing match. Which, for anyone who actually cares about wins, is incredibly frustrating.
    (8)
    Last edited by Rexxus; 06-05-2023 at 01:09 PM. Reason: Additional Comment