Kelbris wrote: Muspel wrote: Pylgrim wrote: trey9 wrote: I think a simple, elegant solution to this entire shield hopping problem would be to limit players to 1-2 shields per pvp. Only 2 is crazy low, even for people that do not shield hop. 4-5 seems like a fairer number to everyone, while greatly limiting shield-hopping. 4-5 is a ridiculous number of shields. It's completely possible to place in the top 25 and even the top 10 while only ever using a single shield. The only reason to use that many shields is for shield-hopping, which I'd argue is degenerate gameplay. . Cheapest shield is 3 hours. Health packs fully recharge in 3 hours. You really don't think us Netflix binge-watchers have another use for shields? It's a lot cheaper than buying 5 health packs. (Seriously, who plays this very average game without watching TV during?
Muspel wrote: Pylgrim wrote: trey9 wrote: I think a simple, elegant solution to this entire shield hopping problem would be to limit players to 1-2 shields per pvp. Only 2 is crazy low, even for people that do not shield hop. 4-5 seems like a fairer number to everyone, while greatly limiting shield-hopping. 4-5 is a ridiculous number of shields. It's completely possible to place in the top 25 and even the top 10 while only ever using a single shield. The only reason to use that many shields is for shield-hopping, which I'd argue is degenerate gameplay. .
Pylgrim wrote: trey9 wrote: I think a simple, elegant solution to this entire shield hopping problem would be to limit players to 1-2 shields per pvp. Only 2 is crazy low, even for people that do not shield hop. 4-5 seems like a fairer number to everyone, while greatly limiting shield-hopping.
trey9 wrote: I think a simple, elegant solution to this entire shield hopping problem would be to limit players to 1-2 shields per pvp.
Muspel wrote: Kelbris wrote: Cheapest shield is 3 hours. Health packs fully recharge in 3 hours. You really don't think us Netflix binge-watchers have another use for shields? It's a lot cheaper than buying 5 health packs. (Seriously, who plays this very average game without watching TV during? Buying health packs isn't really worth it, either. A mistake that I think a lot of people make is they push their way into the top 30 or so without shielding, then they get absolutely wrecked by all of the people that are attacking them because of how many points they give. What works much better is to sit around 50th place. You'll get attacked some, but nowhere near as much, because you're giving out much lower points. When it gets down to the end of the event, make a push to whatever point value you want, then throw up a shield. By doing this, you can very easily get into the top 50 with only a single 3-hour shield. If you don't get badly screwed by cascade RNG, top 10 is also very doable (provided that you have a decently covered/leveled version of the featured character). The only reason that the top 5 or so ranks are so crazy is because of shield-hopping, and in my opinion, it really needs to go. In fact, what I think might be an interesting experiment would be to make an experimental PvP event where you don't lose points from being attacked, winning matches gives you fewer points, and you get a point multiplier for each character that you've won a match with in that tournament. So, for instance, if you've used 20 different characters to win 30 matches, you would have a lot more points than someone that won 30 matches while using the same 3 characters the whole time. This would encourage players to use their whole rosters, instead of seeing the same FotM teams all the time,and it would remove the need for shield hopping.
Kelbris wrote: Cheapest shield is 3 hours. Health packs fully recharge in 3 hours. You really don't think us Netflix binge-watchers have another use for shields? It's a lot cheaper than buying 5 health packs. (Seriously, who plays this very average game without watching TV during?
Muspel wrote: In fact, what I think might be an interesting experiment would be to make an experimental PvP event where you don't lose points from being attacked, winning matches gives you fewer points, and you get a point multiplier for each character that you've won a match with in that tournament. So, for instance, if you've used 20 different characters to win 30 matches, you would have a lot more points than someone that won 30 matches while using the same 3 characters the whole time. This would encourage players to use their whole rosters, instead of seeing the same FotM teams all the time,and it would remove the need for shield hopping.
avs962 wrote: Muspel wrote: In fact, what I think might be an interesting experiment would be to make an experimental PvP event where you don't lose points from being attacked, winning matches gives you fewer points, and you get a point multiplier for each character that you've won a match with in that tournament. So, for instance, if you've used 20 different characters to win 30 matches, you would have a lot more points than someone that won 30 matches while using the same 3 characters the whole time. This would encourage players to use their whole rosters, instead of seeing the same FotM teams all the time,and it would remove the need for shield hopping. I think the second you take away retaliation point loss, you make pvp a ridiculous grind fest based solely on who wants to poke at there screen the most. Not good.
Phantron wrote: Why do people attempt to justify losing HP for nothing as a gain? You can do 100 HP for progression, 50 HP for alliance, and 50 HP for placement for a total of 200 HP fairly casually.
atomzed wrote: Exactly. If you don't make pvp having a point loss system, then it will be like pve, a game mode which depends on how much you grind.
_RiO_ wrote: PvE is not about how much you grind. It's about how close to the finish line you can manage to play and exploit maximixed rubber-banding.
Raffoon wrote: Shield hopping (not necessarily the coordinated kind) is an absolutely essential technique to place highly in a given PVP bracket. If you do not use this technique and you have a lot of points, someone will attack you and lower your score, meaning you're no longer at the top.
Raffoon wrote: Being forced to maintain a shield using real-life currency is quite literally the definition of pay-to-win.
Raffoon wrote: I see a lot of people arguing that the HP gain from events makes up for the HP spent on shields. The issue with this argument is that gaining HP from events doesn't remove the direct link that exists between money and HP. Money spent on shields is money not spent on covers or health packs. HP is a resource, attached to money, that people are forced to spend in order to place at the top of a competition. Add the fact that someone using only 1-2 shields will never ever beat someone using 15 shields in terms of score, and that destroys the essence of fair play in the game. I shield hop too, and pay to do it, but I can't fool myself into thinking it's in any way a fair system.
kidicarus wrote: You get 100 HP for reaching 800 points in every pvp. You get 100 HP for placing top 10 Your alliance gets 100HP for placing top 50. That's 300HP income. That pays for 4 3 hour shields. It's only pay to win if you want to spend more than that and I've not spent a single cent in the last 9 months or so but I typically end up top 5.
emaker27 wrote: There are a bunch of assumptions made here. First, not every player has the roster to score 800 when retaliations exist. Second, not everyone can place Top 10 when there are brackets that require at least 1000 points for that. Third, they have to be a part of a Top 50 alliance which as the game progresses, becomes more difficult. Yes, a lot of us on the forums can hit those marks, but that doesn't apply to every player as the OP implies.
bonfire01 wrote: emaker27 wrote: There are a bunch of assumptions made here. First, not every player has the roster to score 800 when retaliations exist. Second, not everyone can place Top 10 when there are brackets that require at least 1000 points for that. Third, they have to be a part of a Top 50 alliance which as the game progresses, becomes more difficult. Yes, a lot of us on the forums can hit those marks, but that doesn't apply to every player as the OP implies. If you can't score 800 then perhaps rather than it being pay to win you simply don't have the time/roster/inclination (delete as applicable) to do all that well and the other guys deserve to be above you anyway? Kidicarus has a good point. If you're breaking even you aren't really paying to win anything... (although you certainly can basically buy points with HP and ISO in PvP by buying shields and boosts). If you remove or limit shield hopping there would still need to be something that determined who came first. If it's not the willingness to spend HP and ISO then what? Luck by doing better than others in a last minute scramble (old way it worked)? Co-ordinating with your alliance to climb higher earlier before everyone is trying to hit big scoring targets then buying longer shields out of some arbitrary allowance of shields per event? (still pay to win though) There has to be a determining factor in who's coming first and since there are far too many people with 2 maxed 3* heroes +/- featured it's not going to be roster. Having a deep roster wouldn't solve the issue that it only takes 2 decent heroes to beat you and if you're ahead of the pack then the horde will come for you if you're unshielded and they WILL hit you faster than you can hit other people. Simply limiting shield hopping would, IMO, make PvP worse and more frustrating overall. If you wanted to make it less pay to win then you would need to completely rework the way PvP works. Even then it will need to come down to SOMETHING that makes a given person place first and whether it be luck, available time, having a specific hero that gives an advantage etc etc there will be people who are unhappy with it because they don't have the time or hero or whatever that alows them to do as well as the next guy.
Enoc99 wrote: I really like the idea of shields, but their current utilization and implementation seems off compared to their flavor. What about a shield cooldown? Say, whenever you break your shield before its duration is up, you cannot be re-shielded for 30 minutes. However, if you let your shield expire naturally, then you could re-shield immediately if desired. Otherwise, leave the shield system otherwise unmodified.
Raffoon wrote: So, the basic concept with shield hopping is that you keep a shield up constantly once you reach a certain amount of points, break the shield only to play 1-3 games, and then re-shield before the retaliation comes in. More extreme versions of this technique include coordinating with high scoring players to leapfrog each other only when shields are up. Shield hopping (not necessarily the coordinated kind) is an absolutely essential technique to place highly in a given PVP bracket. If you do not use this technique and you have a lot of points, someone will attack you and lower your score, meaning you're no longer at the top. Being forced to maintain a shield using real-life currency is quite literally the definition of pay-to-win. You pay money for a shield and then you get to place higher in the tournament. Perhaps, if you pay enough and have a good roster that money even results in winning. The fact that there is no way to win a tournament without paying D3 money is ridiculous, and I don't know why we stand for it. There must be a better system than this. I know that D3 loves raking in the money on shields, but allowing shield-hopping to exist creates a direct link between how much money you pay and how high your score is. Whatever happened to fairness?