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Horrible PvP Experience


Banipal

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Aside from the endless complaints about Bolster (of which are entirely justified imo) This is a simple rant about a few warzones i had the misfortune of being part of.

 

Novare Coast

Game starts, 3 go West, 5 go South. The 3 that cap west, leave west unguarded and move to take East. We lose West. We don't have enough man power to control South so we lose that too. I tell off the 3 idiots and their excuse was "the game just started the imps won't come to West"

 

Ancient Hypergate

Start of the game , 2 go to cap our Pylon, rest go mid, after 20 seconds i open up the map to notice nobody is guarding, we lose the pylon and lose the game. I mean these guy are clearly smart enough to realise that capping this pylon is an objective. Why can't they understand that holding that pylon is also an objective? How can you simple run off from the pylon knowing you are the last person there and not having a care in the world?

 

Another situation, around 3-4 minutes into the game, some Merc is guarding the pylon. With 30s left of the game, i open up the map to see him leaving it unguarded and running to mid. I tell him off in chat and advise him quite aggressively to stay at the pylon (my aggression was justified considering the repeated horrible warzones i had played). He tells me "there's only 30 seconds left and nobody was guarding when i had got there", the following round i went to guard (healer sorc ... not the ideal node guard).

 

These 2 Warzones are both my favourite, and to see idiots completely ruin the game experience for me by behaving like that really bothers me. I can't always play in a premade with my guild, so i'm left with these PuGs. And if anyone's interested, The Novare Scenario is from a 55 wz, the Hypergate scenario is from a Lowbie.

Edited by Banipal
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I tell off the 3 idiots and they're excuse was "the game just started the imps won't come to West"

 

Stopped reading here. Maybe learn the difference between "they're" and "their" before you call other people idiots.

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.......

 

So do you think bolster or not being able to be matched up against pre-mades would have changed anything in these games? What you wrote is basically 80% of each random warzone which is not lost due to one team completely overpowering the other one but having stupid people on your side not considering the obvious and losing the game for you. Even with perfect matchmaking, bolster fixed and 10 seasons of ranked gameplay... bad people stay bad especially when they hit lvl 55 and still be as bad as that.

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Novare Coast

Game starts, 3 go West, 5 go South. The 3 that cap west, leave west unguarded and move to take East. We lose West. We don't have enough man power to control South so we lose that too. I tell off the 3 idiots and they're excuse was "the game just started the imps won't come to West"

I think it is a legitime decision to do so, especially at the beginning of the game. If it is a success people would call it smart, in a case of a failure they are idiots. You can't always follow the play book if you like to win.

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I think it is a legitime decision to do so, especially at the beginning of the game. If it is a success people would call it smart, in a case of a failure they are idiots. You can't always follow the play book if you like to win.

 

I agree. This is just a case of a plan not surviving the contact with the enemy. Plus, the enemies were simply better. OP's team only was one man weaker at south when they lost it.

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I think it is a legitime decision to do so, especially at the beginning of the game. If it is a success people would call it smart, in a case of a failure they are idiots. You can't always follow the play book if you like to win.

 

"Everything always changes. The best plan lasts until the first arrow leaves the bow." of in this case until the first wrist missle is fired.

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"Everything always changes. The best plan lasts until the first arrow leaves the bow." of in this case until the first wrist missle is fired.

 

Its always a dilemma, isn't it. :)

 

There's a "book" for a reason, as well as reason why certain plays are considered the orthodox, and normal method to follow.... and yet, sometimes the crazy "Hail Mary" of WZs do work.

 

I guess the ability to sense how things "flow", the subtle aspect of it all, would also count for a part of the player's skill set. Sometimes, you just get that gut-feeling that the bad guys might try something wild... :D

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The old adage speaks about how carefully laid plans never turn out well, but instead an adaptive plan is the key to victory. This is where PVP usually falls apart pug or premade if the plans are not adaptive.

 

Take ACW for example, If you send a single interrupter to the enemy node, one to your own (with an escort to intercept and circle back to the midground) you put forces in the middle but at an adaptive stance. based on how your opponent acts you can move your forces accordingly. Coordination and teamwork are key, but victory will happen more likely than to stick to one strategem that will only work if the opposing team falls for it, or is relatively unskilled.

 

so essentially one basic strategy unfolds into multiple possible outcomes allowing you to remain relatively unpredictable keeping your opponent off balance.

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Novare Coast

It's a gamble that can pay off well but a smart enemy can counter every strategy, your team was just outwitted. It's not impossible to recover from, the near side bunker is the shortest to get to from spawn and should usually be the first to retake if they get you.

You didn't mention what happened next, did you rage quit at that point? If so any resulting loss is as much your fault for leaving them 7 on 8 when a recovery was possible.

Ancient Hypergate

Start of the game , 2 go to cap our Pylon, rest go mid, after 20 seconds i open up the map to notice nobody is guarding, we lose the pylon and lose the game.

I hate this to no end as well; holding a pylon is far an away the top priority of that warzone. But again, losing a dual cap in the first round is the best time, it's still relatively easy to recover from unless they decimate you in kill count, in which case you were doomed from the beginning.

 

As for the moron leaving the pylon, it is possible to leave before the overload, but only at the 6 second mark (or slightly more if you're ranged and can distract a cap as you run to mid.

I actually don't know why people keep guarding till the counter hits zero. That's precious time that could be used when you invariably get stunned, slowed, or punted by the enemy at mid.

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Another situation, around 3-4 minutes into the game, some Merc is guarding the pylon. With 30s left of the game, i open up the map to see him leaving it unguarded and running to mid. I tell him off in chat and advise him quite aggressively to stay at the pylon (my aggression was justified considering the repeated horrible warzones i had played). He tells me "there's only 30 seconds left and nobody was guarding when i had got there", the following round i went to guard (healer sorc ... not the ideal node guard).

 

At least you finally did something instead of only advising someone.

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Another situation, around 3-4 minutes into the game, some Merc is guarding the pylon. With 30s left of the game, i open up the map to see him leaving it unguarded and running to mid. I tell him off in chat and advise him quite aggressively to stay at the pylon (my aggression was justified considering the repeated horrible warzones i had played). He tells me "there's only 30 seconds left and nobody was guarding when i had got there", the following round i went to guard (healer sorc ... not the ideal node guard).

 

Your aggression was not justified, being aggressive over chat never is. Have you considered that you "telling them off" took you out of action as you bashed your keyboard furiously, instead of helping your team.....:rolleyes:

Edited by chimex
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