hemmingway3

I Survived PVP Bootcamp
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  1. HB had 7 people available, but you (and everyone else) were already practicing, so a lot of people logged off. If we could get a full team on regularly, we would practice as much as possible.
  2. If you pit seed 1 versus seed 2 in the semi-finals of a single elimination final, then either seed 3 or seed 4 is guaranteed 2nd place. That's dumb.
  3. Quote:
    Originally Posted by Daknah View Post
    Hemm that tourney also had 24 teams in it during group play if I remember correctly.
    That tourney had 8 teams participating. Granted, there were qualifiers, but there were more than 24 teams participating in the qualifiers. One way or another, valid logic may dictate that the playoff system we choose (no matter what it is) is flawed. For that reason, arguing that one type of playoff is logically superior to another is moot. What's left is a matter of who you want to please. To please WARE, possibly the best option is to give them their pick of opponent. To please the most people, possibly the best option is to include the most teams in the most matches. To please Exile/Shenanigans, the best option may be to pit seed 2 versus 3.

    Dex, you don't like my system because you don't like the amount of time away from playing it proposes. I like it because it arbitrarily eliminate teams from competition. I don't like the idea of finals being played off of a point system because it allows for mathematically eliminating a team from winning before the finals are even played.

    But that's just, like, my opinion, mannn.
  4. Quote:
    Originally Posted by DaveMebs View Post
    It pleases me to see that members of CC call their leader Wario.
    That isn't a member of CC. Also, Wario has had little to no presence on that team as I and everyone else seem to understand it.
  5. Since I know that no one actually read this, I'm gonna go ahead and re-post it from the GuildPortal:

    Quote:
    Originally Posted by Hemmingway3
    There is the option of having a winners'/losers' bracket. Similarly to how the losers of the semi-finals would vie for 3rd place in a separate match, one could open the bracket to all teams and have winners advance in the winners' bracket, but losers fall to the losers' bracket. Depending on how one arranged the brackets, the losers' bracket could end in a match for 1st place, or the winner of the losers bracket could go to the finals. This way, losing a match earlier in the playoffs would not knock you out of the running, but make going forward much more challenging.

    Here is an image demonstrating the idea

    This is the finals bracket for a League of Legends tournament. This tournament was started with a seeding tournament in which there were 4 teams in each group A and B. In each group's seeding tournament, each team faced each other team once. The first seeded team from the seeding tournament was automatically placed in the semi-finals. On this image, that is Team SoloMid and Team Epik Gaming. The 2nd and 3rd seed from each group faced off in a relegation match, in which the winner advanced to the Semi-finals and the loser was dropped to the lower bracket for the 5th place match (the winner of which took 5th place). The winners of the semi-finals then advanced to the upper bracket finals and the losers of the semi-finals dropped to the lower bracket for the 4th place match. The loser of the 4th place match left the tournament with 4th place. The winner of the upper bracket finals advanced to the Grand Finals, while the loser of the upper bracket finals dropped to the 3rd place match, in which they faced the winner of the 4th place match. The loser of the 3rd place match left the tournament with 3rd place. The winner of the 3rd place match then advanced to meet the winner of the upper bracket finals for the Grand Finals.

    Note that in this tournament, the upper bracket finals, semi-finals, and 4th place match were the only matches that were standard best of three. The relegation matches were weighted best of 3 (where if the higher seeded team wins even 1 of the first 2 matches, they advance, but the lower seeded team must win 2 matches in a row with no losses in order to advance). The 3rd place match and Grand Finals were also weighted best of 3s. The 5th place match was a best of 1. Also note that the 4th seed from both groups do not appear in this bracket, as they were eliminated after losing the seeding tournament. One more thing: if one enters this tournament as 3rd seed from either group, you may not lose your first match, and after reaching the semi-finals, you may only lose one match. After falling to the lower bracket, if you lose, you are out.


    Certainly some people will not be fond of the over-complication of this type of final/bracket, but I think it makes a lot of sense. Also, while the tournament I discuss above had 8 teams, you only need 6 teams for that type of bracket, and as you can see, seeding from the seeding tournament (or in our case the standard league season) is very important. Points certainly do not cease to matter after the playoffs have begun.
    I only see two drawbacks to this kind of final bracket (and one doesn't really count as a drawback). 1. This is a complicated system... but I figured it out easily enough. 2. This would extend the duration of the league by adding extra matches. Some people seem to want to extend the league, however, so I'm not sure that's a bad thing.

    Quote:
    Originally Posted by DaveMebs View Post
    I think the only way to settle this matter is through a panel meeting.
    Summon the Jedi Council.
  6. Earning points in the playoffs is stupid. Either have elimination playoffs, or let everyone play in the last 2 weeks.

    Quote:
    Originally Posted by Daknah View Post
    My point which is not easy to make via phone, (no hot I will not text with you) is that we should get something out of finishing first in the regular season thus picking our opponent first round. Seems only fair to me that since you are trying remove our auto win we should get something in return.
    You do get something by seeding first... You play the 4th seed in the semi-finals.


    On a different note, I still like my proposal for a 6 team, dual-tier bracket final.
  7. hemmingway3

    PVP Bugs

    Oh no you le didnt
  8. hemmingway3

    PVP Bugs

    Quote:
    Originally Posted by prophet_8 View Post
    pvp is a bug
    Bugs usually get fixed. PvP has not been fixed.
  9. Quote:
    Originally Posted by Tokyo View Post
    I still find it funny that people think removing TS and HD would be like waving some magical F*ing wand. First off it would only help for zone play; we can remove TS and HD in arena. You'd still have the issue of DR, shields, mez, lack of any real speed cap,elude, etc, etc.

    The truth is if pvp mechanics were balanced around a team based system of cooperative play; most of you would be frothing at the mouth for the devs to bring back this fiteclubbers paradise system where damage is king.

    But keep screaming to have HD and TS removed. I'm sure the devs will eventually read and care. d;D
    Oh boy, responding to Yellow's troll post.. herewego

    Getting HD and TS removed from zone is the exact point of this entire thread, but you already knew that. We ask for this in particular because it is the easiest form of "fix" the devs could possibly implement. Like it has been said, it's essentially the flip of a switch. Of course all the other problems are still there, but they would require a development team who had even the slightest clue how to balance PvP to be worked on. We don't have that dev team. I also know that the devs are not interested in fixing PvP; yet, this thread is still appropriate because it is a direct response to a question posed by our community rep.

    Now that comment about team-based cooperative play: That is exactly what I (and many of the PvP community, past, present, and potential) want out of this game. That kind of system makes perfect send for an MMOs PvP.... this is a class based game after all. Many who try to/do play this game competitively, as I do, understand how very, very well that type of game-play would fit this game if done properly. At worst, the current terrible (fiteklub) mechanics could be left as options in arena, but I think that a balance could definitely be found if it were actually sought by competent individuals.
  10. Defense works on melee classes if you stack up a lot of it, but it can be hard to get a meaningful amount without buffs like destiny (barrier) or a t9 (elude).
  11. People in zone will just as soon berate an arena player as they would a droner... It's difficult to have a discussion in broadcast about the ongoing league (or anything) when it is so cluttered with "mad cuz bad" and "omfg u so noob." Partially for that reason, there are moderated forums here and a Guildportal site for the league.
  12. Get the **** out of our thread with your pointless discussion. We don't have enough team members to do internals, so take this **** to Shenanigans' thread.
  13. Quote:
    Originally Posted by Thorizdin_LotD View Post
    I wonder if the developers would ever consider adding cross server arena matches. Dealing name space collisions is trivial in an instanced environment like that and it would do wonders for arena.
    This has been brought up, and while they do want to add cross server instanceing, it is far off at best... especially for PvP.

    That said, I would love to see a test ladder...... if test was not limited to VIPs (and I really don't know if it is or not)...
  14. Quote:
    Originally Posted by Bionic_Flea View Post
    If you wouldn't have stopped, you would have noted the hyperbole.
    Wrong literary device.
  15. There are a lot of things you can get away with in this game since a true competitive scene simply does not exist. Hibernate may be an example of this. This is also a very unbalanced game in general, so that factors in to which build direction you take as well (meaning if you don't pick what's OP and someone else does, they may/will win just because they are playing to the imbalance).

    Earth/fire can be a tough build to perfect. There are a lot of important build goals (acc, dam, recharge, range, HP), and depending on the order you rank their importance, it can make a huge difference in your build.
  16. Quote:
    Originally Posted by Daknah View Post
    In that if the spike is not clean your chances of getting the kill are about 1 in 20. And yes no boost range sucks. But there is alot more to it but I cant give away all our secrets like how stone prison is broken. oops mt.
    It's basically all just a big secret and there is no counter-play to it at all ever.
  17. Quote:
    Originally Posted by Daknah View Post
    The all Dom spike is an extremely tricky team to play I don't recommend it for anyone besides ware.gov
    In that doms don't get boost range? Or in that if you don't cycle targets faster than a psy/em team, the psy/em team is better?
  18. Those are all legitimate options. With the defender, you do need more HP than that. You will only ever use ageless against a sapper. As far as what you want to do with the therm, it is a beast for 1v1s, but you would have to get feedback from someone who 1v1s for more info one what is *best*. One thing I can tell you about Dominate, is the damage procs for holds are just as good as the ranged attack procs, but a lot cheaper. With the psy/em, a Cold mastery build will make you more sustainable in zone, but a PFF/phase build will make you more survivable in 8v8 arena *if* you use PFF properly. The reason Cold mastery is a good pick (in arena) is it eases the load on your inspiration tray and it makes the emp's job easier. PFF, when used preemptively, can mitigate a large portion of an incoming spike. You will want t4 Musculature for Alpha and Rebirth for Destiny on the blaster.
  19. Quote:
    Originally Posted by Dexington View Post
    I am quit. Kick out of practice. **** you Silite. I have no runes and I can't find Flash.
    You fat-finger flash so it on cooldown. GG nub
  20. Over 2000 views. WARE, sit the **** down.
  21. hemmingway3

    PVP Bugs

    How about buff trays lagging out (three stacks of telekinesis, totally not a bug)? Or loading in off-team in Arena? Or non-viewable arena results?
  22. Quote:
    Originally Posted by Dahjee View Post
    Wait that hold was broken?

    I guess using those useless breakfrees helped me to miss that.

    What ever happen to the smart PvP'ers in this game?
    ftgyhuiuyt9oooooo67uyu9o

    ^ complete faceroll
  23. Quote:
    Originally Posted by Daknah View Post
    I think that every kill on a Dev/Mod/Community Events Leader should count as a valid rep kill. That would then increase our chances if we hypothetically got 85 kills in a 10 minute match from 16 to 30 (assuming hypothetically we killed Zwillinger 16 times and removed his 2 from the original 16). That would then increase our % of possible pvp ios from the ~19% of kills up to ~35% of kills making it substantially more profitable to hypothetically fight Chicken Nuggets.
    If such a mechanic was in place, you would still only be moving from a tiny chance to a tiny chance.

    Quote:
    Originally Posted by Necrotech_Master View Post
    /this and if you happen to be lucky enough to get a drop your then invalidated from any more pvp IO drops for 10 minutes, so if you get a cruddy drop might as well bow out for a few matches since you wont even have a chance to get another drop for 10 minutes (it would depend on how long the match is for how many you have to sit out)
    The chance for a drop is not dependent on how recently you got a drop.... While the probability of getting 2 or more drops within a small amount of kills, each chance is calculated separately.
  24. Quote:
    Originally Posted by soultouch View Post
    suckafish once locked onto a target
    lies!
  25. Quote:
    Originally Posted by DaveMebs View Post
    The drop rate for pvpio's is NOT worse than purples. There's just less of them available because you get so many fewer kills.
    Fewer kills and a kill must be rep valid to yield a drop, which restricts it by 5 minutes. For example, if team WARE scores 85 kills in an 8v8, only 16 of those kills may possibly be rep valid within a 10 minute match. This means only ~19% of an extremely high scoring offense's kills had a chance to drop a PvP IO (this low percentage is then multiplied by the actual drop rate to yield the effective rate). Considering it is common practice to cycle the same select enemies more often than evenly killing all 8 enemies on a team, this percentage is very likely to be even lower. However, if a team of 8 PvErs were to defeat 85 enemies (a trivial task), 100% of those kills would have a chance to drop a purple. Now, it does not appear that the PvP IO drop rate is similar to the purple drop rate. It appears that it has been adjusted to reflect the noted restrictions on IO drops; however, it has not been adjusted enough to make the rate comparable to the purple drop rate. The PvP IO drop rate was adjusted downward to decrease the yield of a PvP farm, but this had the consequence of ruining the drop rate for normal (read: actual) PvP. Since the actual rates have not been released, I can't really say much more than that.

    This is totally on topic.