papa07 wrote: How about every time you lose a match you are given a 1 hour shield. As soon as you complete an offensive match or the hour is up, the shield breaks. This would prevent the massive punishment that we all face at a certain point level (level varies based on roster), protects players from a mistime of the cooldown, and drives points slightly higher for the entire population.
daibar wrote: papa07 wrote: How about every time you lose a match you are given a 1 hour shield. As soon as you complete an offensive match or the hour is up, the shield breaks. This would prevent the massive punishment that we all face at a certain point level (level varies based on roster), protects players from a mistime of the cooldown, and drives points slightly higher for the entire population. 1. Spurt Grinders win. 2. Even 2* rosters would be able to win with enough grinding. 3. This system is used in many other online games and would drive points much much higher. 4. If you wanted to be cheap HP wise, you wouldn't even need shields for coordination, just more than 2 people. Take 3 team members ABC who queue each other. Player A hits B, C. B hits A for retal, and C (no point loss). A requeues B while soft shielded. C hits B. A requeues C. C hits A (no point loss) A hits C. B requeues A. A hits B (no point loss) B hits A. C requques B. B hits C (no points loss) etc... 2 win - 1 loss ratio. You can push that ratio up to 3 to 1 with a 4th person. Just tell your alliance mates when you're soft shielded so they can hit you back. 5. Loss in revenue for d3 from shields. 6. Even if you raise the threshold on loss to say 100 points, you're still stuck with the grinders winning. 7. Eventually, almost everyone would be soft shielded. You'd run out of targets and maybe be stuck with 1 pt seed teams (eg this happens at the very top some times when everyone in their points zone is shielded). The people getting hit would be the people who just won games, and everyone knows how annoying it is to get hit when you're trying to make a run.
daibar wrote: 2. When people are soft shielded, they won't be queued until they win the first match. This means you should be able to win your second game and not get hit yet unless a person is attacking you as soon as they queue you and not finding a couple other targets as well, barring bad luck in your game etc... Makes it at least a 2 win 1 loss ratio.
GothicKratos wrote: Would you be happier if it looked something like this;25 points: Standard Token 50 points: 100 ISO-8 100 points: Stockpile of +1 All AP Boosts 200 points: 250 ISO-8 250 points: Event Token 300 points: 25 Hero Points 400 points: 2* Cover 500points: 25 Hero Points 600 points: 1,000 ISO-8 700 points: 25 Hero Points 800 points: Event Token 900 points: 1,000 ISO-8 950 points: 3* Cover 1,000 points: 1,000 ISO-8 1,100 points: 4* Cover
papa07 wrote: daibar wrote: 2. When people are soft shielded, they won't be queued until they win the first match. This means you should be able to win your second game and not get hit yet unless a person is attacking you as soon as they queue you and not finding a couple other targets as well, barring bad luck in your game etc... Makes it at least a 2 win 1 loss ratio. I don't think I was clear with my intent of the soft shield. If you are attacking someone and take 3 losses while you are attacking, the shield kicks in after the first and protects you from the 2nd and 3rd loss. However, when you finish your attack, the soft shield breaks. Up to you whether you shield for real or continue attacking, but the soft shield is gone once you return from your battle. In fact, since you bring it up, no reason to take a soft shielded player out of the queue. To me, this was more of a falling market concept, where you couldn't take multiple losses in a row, especially since the ability to make them up has been removed with the 8 hour cooldown.
atlasspeaks wrote: the answer to this issue is so ridiculously easy that it baffles me d3 hasn't thought of it.1. get rid of shields. 2. change the amount of points people lose per defeat by a fraction of what it is now. 3. set a % value of your points that you can lose before you stop showing up in people's queue's, say 5%. this way, people at lower points can climb easier and people at the top will face more competition, making it more "fun" since that's what people at the top seem to
atomzed wrote: atlasspeaks wrote: the answer to this issue is so ridiculously easy that it baffles me d3 hasn't thought of it.1. get rid of shields. 2. change the amount of points people lose per defeat by a fraction of what it is now. 3. set a % value of your points that you can lose before you stop showing up in people's queue's, say 5%. this way, people at lower points can climb easier and people at the top will face more competition, making it more "fun" since that's what people at the top seem to No please. With your suggestion, the pvp will become a grind. Those who can grind will win, as their point loss limited. We already have the pve where grinding is king. Please don't make pvp the same as pve.
atlasspeaks wrote: atomzed wrote: atlasspeaks wrote: the answer to this issue is so ridiculously easy that it baffles me d3 hasn't thought of it.1. get rid of shields. 2. change the amount of points people lose per defeat by a fraction of what it is now. 3. set a % value of your points that you can lose before you stop showing up in people's queue's, say 5%. this way, people at lower points can climb easier and people at the top will face more competition, making it more "fun" since that's what people at the top seem to No please. With your suggestion, the pvp will become a grind. Those who can grind will win, as their point loss limited. We already have the pve where grinding is king. Please don't make pvp the same as pve. i must be playing a different pvp than you because even now it IS currently a grind. my idea would make it easier for people to progress without having to worry about losing all their points due to not being shielded and wanting to climb. with my idea the high value targets will still get hit a ton, helping to slow their climb so it would still be wise to NOT grind with my idea, in order to say hidden.
onimus wrote: atlasspeaks wrote: atomzed wrote: atlasspeaks wrote: the answer to this issue is so ridiculously easy that it baffles me d3 hasn't thought of it.1. get rid of shields. 2. change the amount of points people lose per defeat by a fraction of what it is now. 3. set a % value of your points that you can lose before you stop showing up in people's queue's, say 5%. this way, people at lower points can climb easier and people at the top will face more competition, making it more "fun" since that's what people at the top seem to No please. With your suggestion, the pvp will become a grind. Those who can grind will win, as their point loss limited. We already have the pve where grinding is king. Please don't make pvp the same as pve. i must be playing a different pvp than you because even now it IS currently a grind. my idea would make it easier for people to progress without having to worry about losing all their points due to not being shielded and wanting to climb. with my idea the high value targets will still get hit a ton, helping to slow their climb so it would still be wise to NOT grind with my idea, in order to say hidden. What's your definition of a grind? I started the Punisher PVP today at 3:30pm. Shielded at 5:00pm for 3 hours. Unshielded at 7:45pm. Played until 8:00pm. Shielded until the end of the PVP (4:00am). 1:45 of play time. 951 points. I love it. Much better than PVE which, before the upcoming change, had you coming back every 3 hours to play for 15-20 minutes. THAT is a grind. With PVP, you can make your own schedule. With PVE, you live by their schedule or you don't place well.