I think I'm done with PVP

Hifidelity
Hifidelity Posts: 9
edited August 2015 in MPQ General Discussion
I'm still not sure how they can't seem to fix the most basic element of this game. Scoring.

To choose an enemy that will give you 60 points, and then only be awarded 18, time and time again is disheartening. It's even worse when retals are involved.

Is this some crazy complex programming issue?
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Comments

  • atomzed
    atomzed Posts: 1,753 Chairperson of the Boards
    This has been responded time and time again.

    The score you see on the screen is based on the points last updated. Because it is not updated, scores may be incorrect.

    Sometimes you gained more points, at times you gained less points.

    The only way to fix it, is that the game forces an update everytime you load a node. D3 is reluctant to do that because it will strain the server and increase your data plan.
  • Blahahah
    Blahahah Posts: 738 Critical Contributor
    If you take too long between nodes, sometimes the person you're fighting gets beat up and is worth next to nothing.
  • Pinko_McFly
    Pinko_McFly Posts: 282 Mover and Shaker
    I can understand the reluctance to not continuously update the values, but there is no reason they can't add a refresh button to the page after you select the node. Ping the server, get back their score and calculate what it is worth for you.
    Can't see how that would strain the server, no different than the skip button and is requesting less info back from server. They can even put a 30 second cool down on it if they arevworried people will try to hit it over and over.
  • lukewin
    lukewin Posts: 1,356 Chairperson of the Boards
    I can understand the reluctance to not continuously update the values, but there is no reason they can't add a refresh button to the page after you select the node. Ping the server, get back their score and calculate what it is worth for you.
    Can't see how that would strain the server, no different than the skip button and is requesting less info back from server. They can even put a 30 second cool down on it if they arevworried people will try to hit it over and over.

    If they implemented this, the next complaint thread would be, "I can't find any targets worth more that 20 points" at higher levels.
  • Pinko_McFly
    Pinko_McFly Posts: 282 Mover and Shaker
    lukewin wrote:
    If they implemented this, the next complaint thread would be, "I can't find any targets worth more that 20 points" at higher levels.
    I'd imagine those people would already have that problem now, they just think they're getting more points.
    I feel its a simple way to fix a glaring problem in pvp that really shouldn't be there.
  • acescracked
    acescracked Posts: 1,197 Chairperson of the Boards
    OH MY TINYKITTY!!!!!!!!!!!! Un-freaking-real.
  • Yes, PvP has two big problems that need to be addressed.

    Incorrect scoring; there are two possible solutions:

    1) Honor the value that was promised to the client regardless what the current leaderboard standings are. High queued values could be reduced per-win to prevent getting an easy 60+ points that was earlier queued.

    2) Getting an updated score value puts no more strain on the server than _any_ of the other actions. It can be put on demand or when you enter the match setup screen, it lists the correct value there. It is never bigger than a 'short' (8-bit value). It's the smallest bit of information that we really need from the servers.

    Either way, it's a medium bug/feature fix and will go a long way in making this game playable.

    shieldpurple.pngshieldpurple.pngshieldpurple.pngshieldpurple.pngshieldpurple.png
    Another issue is gang violence which is when you go unshielded for 5 minutes and you get hammered down 200+ points. This is not the case in all brackets. I have to avoid certain brackets to get away from the gangs.

    There are two possible solutions:

    1) Make leaderboards and their shields anonymous until the end. You can see your current and top ranking with scores, but only your own name will show. Targets would be nameless. And this would require people to play normally.

    2) Put a limit of how many points can be lost every 30 minutes. So if you don't shield for 8 hours, you can still lose a ton of points if the hits are spread out. Progression won't be as frustrating.
  • GurlBYE
    GurlBYE Posts: 1,218 Chairperson of the Boards
    Removing the retaliation nodes in general might make a big leap in pvp.

    The idea of a cooldown on how often someone can be attacked won't work for higher pvp when there are like 4 people to be attacked for more points to begin with.

    Awarding the points listed regardless will have people using the system to their advantage to sort of coordinate a gangbang on a player to use their say, 600 point score to create 60 points for an entire alliance, at their leisure. It can be taken advantage of with ease.



    It's a complex animal. Shields costing iso instead of hero points might do more to make them more of a vital part of pvp for all players.
    Also changing them from time sensitive to 'can take X attacks', basic like 5 attacks, next shield 10 next shield 20, while still awarding a pittiance of points to players that happen to have them queued up (like 1/3 of what they were worth with no punishment to the person attacked) would do a world of good and make the game more breakneck for players in higher end pvp and make lower end pvp climb more possible.

    Like for instance a player on the higher end would spend, hmm 10k ISO on a shield to protect him from 20 attacks at 1200. But the players who queued him up only aimed anf slogged through because they had him queued for 40 points. so they fight he's shielded, they still earn 13 points to help keep the environment around them even, so they can do more then just wait for x dudes shield to dry up, theres now someone else to attack who happens to have points near you. I always find it odd to see top 10 all shielded and entirely safe. thas technically safer then you are in story mode.

    also 20 fights as top shield so an alliance can't go nutty on someone all at once.
  • Mazza
    Mazza Posts: 41
    I did well on a few PVPs and then I received massive battering in others which did not do well for my enthusiasm. I think there are great tips in the two posts above me. I would also like to be able to buy shields with iso.
  • Heartburn
    Heartburn Posts: 527
    Would this technically be bug, or working as intended? Or just a side effect of poor design? It sucked finding match after match aiming for 1000 in pool party only to fall short in the danger zone match after match. Luckily, only got hit after I got dead pool.
  • puppychow
    puppychow Posts: 1,453
    I can understand the reluctance to not continuously update the values, but there is no reason they can't add a refresh button to the page after you select the node. Ping the server, get back their score and calculate what it is worth for you.
    Can't see how that would strain the server, no different than the skip button and is requesting less info back from server. They can even put a 30 second cool down on it if they arevworried people will try to hit it over and over.

    Once you add a refresh button, players will abuse it. If you add a 30 second timer, then the displayed target value may be significantly different than what you're seeing (since multiple players could be hitting the same target and finish the matches by the time yours end). So the timer would defeat the purpose of the refresh button altogether.
  • acescracked
    acescracked Posts: 1,197 Chairperson of the Boards
    Why is the so hard for you guys to grasp? The point total given is a static number set at the time you queue the target. That's all there is to it..not a bug. Use leaderboards, use familiarity of targets to gage accuracy of the points you'll get.

    As a side note, why do the original posters who have a hard time with this don't know how to use the forum search feature? This topic has had a new thread created on a regular basis.
  • Alx85
    Alx85 Posts: 30 Just Dropped In
    Normally I just shrug off the lower value points being awarded issue, however in deadpool pvp just ended I played right to the end and my last fight before it ended should have taken me over 1000 points. Alas it awarded significantly less and I ended the tournament on 999 points with no time for another battle (I played one anyway but got nil pts due to event ending). I spent loads of hp ISO and cash to get there icon_e_sad.gif

    This will severely influence the effort I make in future.

    They should just fix the points shown and award them regardless. We are restricted to 3 nodes anyway so the worst that could happen is someone gets a few extra points than they technically should in just 3 matches before the nodes refresh anyway. Or not show point value at all, what's the point if it's always incorrect anyway...

    Grumpasaurus Rex
  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    there is no reason they can't add a refresh button to the page after you select the node. Ping the server, get back their score and calculate what it is worth for you.
    Can't see how that would strain the server, no different than the skip button and is requesting less info back from server.
    And your opinion is informed by your extensive experience with network architecture and server loads?

    And your comment about the skip button shows you still don't understand how this works. The skip button is only hitting the server 10-15% of the times you press it. It's queuing and caching 6 or 8 targets at once. Which is precisely the reason why every 2 days we have to see a post identical to the one that began this thread.
  • nwman
    nwman Posts: 331 Mover and Shaker
    Once you understand pvp it's less frustrating.

    Shielded players don't show up in the queue.

    Any high point targets you find have more points than you, if you attack someone as soon as you find them the points should be fairly accurate.

    If you attack someone right away you might be knocking down someone trying to get to 800 or 1000 or 1300. Give them 5-10 minutes.

    The points should be about the same and if they have shielded they will be the same or higher then when you q'd them.

    Lots of shield jumpers q up high point targets but give them time to jump before they attack. Then attack 10 minutes or hours later. These players are shielded and won't lose points.

    Every time you give a high point target 10 minutes it's a time your not getting hit on your jump to 1000 or whatever.

    Play nice.

    If you do it random you might q someone un shielded and they are getting the 200 point plus beat down and they will be worth less tHan advertised.
  • cyineedsn
    cyineedsn Posts: 361 Mover and Shaker
    simonsez wrote:
    there is no reason they can't add a refresh button to the page after you select the node. Ping the server, get back their score and calculate what it is worth for you.
    Can't see how that would strain the server, no different than the skip button and is requesting less info back from server.
    And your opinion is informed by your extensive experience with network architecture and server loads?

    And your comment about the skip button shows you still don't understand how this works. The skip button is only hitting the server 10-15% of the times you press it. It's queuing and caching 6 or 8 targets at once. Which is precisely the reason why every 2 days we have to see a post identical to the one that began this thread.

    This is the first I've heard that the skip button is queuing and caching 6-8 targets at once, when did that info come out?

    Regardless, I can't believe people are actually making apologies and arguments to NOT have some way to view the current score. What year is this, 2005? When you click the button to view your current rank # and view who is top ranked, isn't that score up to date and current? Clearly, they don't mind us having a button that "hammers the servers". Unless the argument there is that if a dozen alliances decided to all keep hammering that view leaderboard button at the same time the PvP servers would crash.

    And as mentioned, go ahead and put a 30 second, or even full minute cooldown on the "get latest score of this target" button. The biggest utility of this QoL request is for people shield hopping, and not feeling like they wasted their HP attacking a low value target. The cooldown could even be 5, 10 minutes and it would STILL save shield hoppers 1 gazillion headaches. Now, if someone wants to argue that putting development time towards a feature that only helps out a small subset of hardcore players is not worth their limited development resources, then.... I got nothing against that argument. lol.
  • babinro
    babinro Posts: 771 Critical Contributor
    Refresh buttons wouldn't fix anything because scores are adjusting real time.
    Meaning that even if you battled them right away it's entirely possible they were hit or lost a battle before your match finishes.

    Once I understood this system I had no problems with it personally. It can be a benefit to you and a detriment.

    The only fix to this issue is to honour the written points no matter what happens to the player on the otherside. I'd have no major issues with this but as a higher end player it would easily lead to fewer points gained on hops and a tougher time reaching progression rewards.
  • Ebolamonkey84
    Ebolamonkey84 Posts: 509 Critical Contributor
    cyineedsn wrote:
    This is the first I've heard that the skip button is queuing and caching 6-8 targets at once, when did that info come out?

    Regardless, I can't believe people are actually making apologies and arguments to NOT have some way to view the current score. What year is this, 2005? When you click the button to view your current rank # and view who is top ranked, isn't that score up to date and current? Clearly, they don't mind us having a button that "hammers the servers". Unless the argument there is that if a dozen alliances decided to all keep hammering that view leaderboard button at the same time the PvP servers would crash.

    And as mentioned, go ahead and put a 30 second, or even full minute cooldown on the "get latest score of this target" button. The biggest utility of this QoL request is for people shield hopping, and not feeling like they wasted their HP attacking a low value target. The cooldown could even be 5, 10 minutes and it would STILL save shield hoppers 1 gazillion headaches. Now, if someone wants to argue that putting development time towards a feature that only helps out a small subset of hardcore players is not worth their limited development resources, then.... I got nothing against that argument. lol.

    The hardcore players already know how to take advantage of the current system to benefit themselves. Adding a refresh button would not benefit them at all. Even if you saw what someone was worth right at the beginning of a match, there is still a chance that they aren't going to be worth that at the end of the match.
  • cyineedsn
    cyineedsn Posts: 361 Mover and Shaker
    The hardcore players already know how to take advantage of the current system to benefit themselves. Adding a refresh button would not benefit them at all. Even if you saw what someone was worth right at the beginning of a match, there is still a chance that they aren't going to be worth that at the end of the match.

    Yes you are right. The true hardcore players already know how the system works and game it/check standings/do research/communicate on line/etc to maximize the points. So really, a refresh would only benefit the sorta-kinda-not-really hardcore player who had climbed, shielded, queued up some targets, waited for health packs to regen, then attacked say...an hour later. In that case, it would have been helpful to be able to refresh and see what that targets score was if they couldn't be seen on the leaderboard.

    And yeah, at that point it's a pretty specific scenario, so it's probably not worth their development time to do it. I'd still prefer we get the actual "current" score of the target when attacking. How much "extra" data being sent are we really talking here? It's not like this game hardly ever communicates with the server.. there's is a metric crapton of data being sent all the time. Would this feature really be the straw that breaks the camels back? If they said it is...then okay, I guess it can't be helped.
  • Remove shielding all together. The name of the game is to sell covers. If you can't win in PvP without a full 4* roster, people will spend all their money on covers.