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Thread: AFK in PVP

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  1. #1
    Player
    Lumidus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    256
    Character
    Lumina Saita
    World
    Sargatanas
    Main Class
    Goldsmith Lv 70
    Quote Originally Posted by vio_p View Post
    yes that solution would be great for helping people who already love doing pvp and have full armor and everything else. What about those who are new to it and want a fair and equal chance too?

    in other words its biased towards those who have been doing it longer.
    PvP in 4.0 has changed. Stats are set depending on class. The only difference is what 2 skills you choose from the PvP skill pool and 3 Traits from the trait pool. Gear does nothing, I go in with lv 1 glamour gear now and its much more fun. Its not hard to learn, any new player can go in and get the just of it from the 1st round and go in the 2nd round up to speed
    (0)
    ( ' ')/\(' ' )

  2. #2
    Player
    LunaFaye's Avatar
    Join Date
    Apr 2014
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    1,037
    Character
    Luna Faye
    World
    Leviathan
    Main Class
    Weaver Lv 51
    I noticed that earlier too, I went and queue'd for pvp, apparently I haven't gotten the memo yet, that it's a very popular way of leveling past 60. I was just trying to get my last marks for the garo gear lol. So anyways, everybody runs to the first crystal and then just stands there. I keep running because i'm such a cool person. Long story short, after being run over by everybody and their dog/cat and grandmother, finally they allowed me to just walk through the map by myself, since all of my team was afk. I felt very special lol

    Quote Originally Posted by TeddyXIV View Post
    People can't AFK in PVP or they will get kicked after 2 mins.
    All it takes is a macro that runs every minute, you can avoid the 30 minute kick afk timer regular in game with that, as well as the instance kick button for pvp. You would also be amazed how many people go back to being old school and put an object on their running button, so they keep running into the rock for the next 25 minutes without penalty.
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  3. #3
    Player
    ToniRomo's Avatar
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    Sep 2013
    Posts
    236
    Character
    Toni Romo
    World
    Ultros
    Main Class
    Viper Lv 100
    DPS queues are too long for other stuff and people want to level quick, so we have a flood of people doing PVP that aren't interested in PVP.

    If I see someone not moving for long periods of time I just vote/kick them.
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  4. #4
    Player
    Risvertasashi's Avatar
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    Apr 2014
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    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Vote kick. You don't even need to be out of combat anymore.
    (0)

  5. #5
    Player
    Fynlar's Avatar
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    Jan 2014
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    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Right now I'm just thinking about someone trying to administer a vote kick to someone AFK idling in their party but it isn't able to go through because there's too many other people in the same party doing the exact same thing.
    (1)

  6. #6
    Player
    PotatoTree's Avatar
    Join Date
    Apr 2012
    Posts
    706
    Character
    Momoko Tomoko
    World
    Sargatanas
    Main Class
    Miner Lv 100
    It should instead be 1 - 100%, 2 - 50%, 3 - 0%

    Also I see no problem with scaling xp based on performance without making sure that if you do bad you get max xp still. Why not reward good players with max xp and scale down from there?
    (1)
    The tiniest lala.

  7. #7
    Player
    MoonDream's Avatar
    Join Date
    Sep 2013
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    6
    Character
    Moon Dream
    World
    Malboro
    Main Class
    Conjurer Lv 35
    No, exp reduction is how you get people to stop queuing because their team keeps losing fights. I've seen that happen in other MMOs with PvP battlegrounds. EXP should be the same regardless of who wins or loses if you want to incentivize participation.

    I've seen very few people actually go AFK; rather, they run around base, so a timer really isn't helpful. EXP based on damage/healing means either people get shafted because they keep getting unlucky or have a bad team, or even worse, we'll see people start all playing the same classes based on DPS/HPS.

    I don't know if there's really a good solution. Right now it's annoying, but there's enough push towards bases to keep it interesting even if they hang back. If the rewards for taking bases better contributed (or more overtly contributed) to the tally, then we'd see more pushes from other teams to take them, making 'afking' at base less of an option. And for those people who really do like defending, conversely, there could be an actual benefit to having people stay there (such as maintaining the occupation status).
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  8. #8
    Player
    Lumidus's Avatar
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    May 2011
    Location
    Gridania
    Posts
    256
    Character
    Lumina Saita
    World
    Sargatanas
    Main Class
    Goldsmith Lv 70
    Incentive to win would be nice. my 3rd place % has definitely climbed over the weekend
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    ( ' ')/\(' ' )

  9. #9
    Player
    Fynlar's Avatar
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    Jan 2014
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    2,999
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    EXP should be the same regardless of who wins or loses if you want to incentivize participation.
    That's just it; that doesn't incentivize participation. It incentivizes AFKing and putting in zero effort because your effort gets you nothing.
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  10. #10
    Player
    MoonDream's Avatar
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    Sep 2013
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    Character
    Moon Dream
    World
    Malboro
    Main Class
    Conjurer Lv 35
    Quote Originally Posted by Fynlar View Post
    That's just it; that doesn't incentivize participation. It incentivizes AFKing and putting in zero effort because your effort gets you nothing.
    Sorry, by participation, I mean people actually queuing up. If people are penalizing for losing and they're in a GC that loses, you're going to have people not queuing or switching GCs. I assume SE put in a workaround for the latter, but there's nothing they can do about the former. Once you get someone INTO Frontline, you open up a myriad of ways to keep them from AFKing, however that works out. But the lure, and the lack of demoralizing outcomes to keep them coming back, still has to be there.
    (0)

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