Phantron wrote: Raekwen wrote: Phantron wrote: Attacking another time shard would be the same as being able to queue up players who are shielded since that's exactly the same thing once a previous shard is done and it'll just lead to runaway inflation of scoring, and if the guys from the previous shard can lose points that'd mean you better put a 24 hour shield before the event ends if you're in the earliest shard. That doesnt make a bit of sense. The system works the way it's always worked, you queue people who are non-shielded, regardless of shard. If they are shielded, you can't see them, and they fall out of the system once their shard ends. The reason why being able to queue up shielded players led to runaway inflation is because shielded players can't ever fight back. A player in a shard that has already ended also cannot fight back. What would happen is people would just pass around names of guys in an earlier shard and just keep on skip until they get them. Once enough people do this you won't get attacked anyway because people will be looking for the guys in the earlier shards because hitting someone who can't fight back is still the safest thing to do until you pass up the highest point guy from the shards that already ended.
Raekwen wrote: Phantron wrote: Attacking another time shard would be the same as being able to queue up players who are shielded since that's exactly the same thing once a previous shard is done and it'll just lead to runaway inflation of scoring, and if the guys from the previous shard can lose points that'd mean you better put a 24 hour shield before the event ends if you're in the earliest shard. That doesnt make a bit of sense. The system works the way it's always worked, you queue people who are non-shielded, regardless of shard. If they are shielded, you can't see them, and they fall out of the system once their shard ends.
Phantron wrote: Attacking another time shard would be the same as being able to queue up players who are shielded since that's exactly the same thing once a previous shard is done and it'll just lead to runaway inflation of scoring, and if the guys from the previous shard can lose points that'd mean you better put a 24 hour shield before the event ends if you're in the earliest shard.
TheBraintrust wrote: ...or to allow shielded people to be targeted.
TheBraintrust wrote: Perhaps a better approach is to enforce a certain number of targets at any level (kind of like seed teams) or to allow shielded people to be targeted.
Raekwen wrote: Why would their scores be affected? That would be stupid. The shard ends, players scores are locked. People who have them queued can still hit them, but since their score is locked it doesn't affect them. People who don't have them queued can't see them anymore, regardless of shield. I don't see why this has to be so difficult.
gamar wrote: Phantron wrote: Raekwen wrote: Phantron wrote: Attacking another time shard would be the same as being able to queue up players who are shielded since that's exactly the same thing once a previous shard is done and it'll just lead to runaway inflation of scoring, and if the guys from the previous shard can lose points that'd mean you better put a 24 hour shield before the event ends if you're in the earliest shard. That doesnt make a bit of sense. The system works the way it's always worked, you queue people who are non-shielded, regardless of shard. If they are shielded, you can't see them, and they fall out of the system once their shard ends. The reason why being able to queue up shielded players led to runaway inflation is because shielded players can't ever fight back. A player in a shard that has already ended also cannot fight back. What would happen is people would just pass around names of guys in an earlier shard and just keep on skip until they get them. Once enough people do this you won't get attacked anyway because people will be looking for the guys in the earlier shards because hitting someone who can't fight back is still the safest thing to do until you pass up the highest point guy from the shards that already ended. He said that you'd only be able to target players in active shards, so they would be able to retaliate
DuckyV wrote: Spoit wrote: DuckyV wrote: And if they are able to be hit after their event ends, their shield will run out and people will have free reign on their points. Which would be elegantly solved by "shielding" everyone after their slice ends That still gives people advantages to people who choose the middle end times, as they will have more opponents to queue for longer times than the bookend end times. The only way to keep it fair across the board is to prevent cross time-slice matching.
Spoit wrote: DuckyV wrote: And if they are able to be hit after their event ends, their shield will run out and people will have free reign on their points. Which would be elegantly solved by "shielding" everyone after their slice ends
DuckyV wrote: And if they are able to be hit after their event ends, their shield will run out and people will have free reign on their points.
Raekwen wrote: I would think if anyone had the advantage, it would be the end shards to be able queue people up for longer. Either way, you're talking about an advantage that's very minimal. As it is, there is no way you could say that the current system of non-global matchmaking is fair.
Phantron wrote: Based on the way you describe it the effect would be minimal and in that case I'm not sure why D3 should waste resources implementing this system when they can be working on other things. I'm assuming this system we currently have is the simplest they can do and it does seem fairly foolproof. I don't think they care at all on whether a player is able to pile how many more hundreds of points after 1300, and if anything they should have an incentive to make it hard for you to get to 1300 under any circumstance.
DuckyV wrote: All this being said, what time slot are people picking for Heavy Metal? I don't want to miss out on my season points!
DuckyV wrote: Is it fair? Yes. Are all the scores going to be similar? No. Does that mean you are going to score as high as other slices? Not if you aren't in a slice with win-traders, but that is more a flaw of the scoring system than it is of the end time system. With no cross-slice matchmaking everyone is on the same playing field initially. What happens after that is completely dependent on people's will to score high.
user311 wrote: I dont see how its D3 that split the alliances up? Every alliance has US and EU players mixed in. The idea of "choose your own" was to benefit everyone's schedule. It is the people in the alliances that make the choice to all join the same time shard. You all could self regulate and join the time appropriate to your timezone and this problem would not exist to the extent that it does. But you dont, you deliberately game the system so that the rest of us are shut out. That is not D3 ... its you.
Jamie Madrox wrote: I really like the idea of allowing cross shard queuing when both shards are active. That is, shard 2-5 can hit people in shard 1 until that shard closes. It would mean having some overlap in time of all of the shards, but that also wouldn't be terrible. It could even allow them to have more time shards with more end time options. Say 12 shards ending every 2 hours for 24 hours. Each Shard is still 2.5 days. Or whatever works for them.