Live Feedback: Issue 14: Arena


Backstab_NA

 

Posted

Use the following topic to discuss Live Feedback: Issue 14: Arena.
Arena

New Arena Features
<ul type="square">[*] Swiss Draw: An 8 to 64 player tournament that will have players duking it out 1 vs 1 until the top 8 combatants are chosen. After this point there will be three rounds of single elimination to determine the winner of the tournament.
[*] Pre-Match Buffing Period: Upon entering an arena map a "Waiting for Players" period will begin. It will wait until all players are on the map or until 1 minute has passed, whatever happens first. After this there is a brief "Buff Players" phase which allows players to turn on their toggles and buff themselves and their teammates. During this phase all players can only affect and be affected by their allies.
[*]Improved Respawn: Arena matches now have a 15 second global respawn timer. When that timer is up, all defeated players respawn at the same time. After respawning players will be phased out and can only affect and be affected by friendly players, just like during the Buff Players period. In addition to this all teams have a static spawn location. This means that each time a team member is defeated they will respawn at the same location.[/list]Improved Victory Conditions: Two new types of victory conditions have been added:
<ul type="square">[*] Individual Kills: Each player has a number of times they must defeat another player. The first player to reach this set number of kills is declared the winner.
[*] Individual Lives: Each individual entering this type of Arena Match will be assigned a specified number of "Lives". The match ends when all but one player or team has had their lives depleted. The player or team with the most kills is declared the winner.[/list]New Arena Matches:
<ul type="square">[*]Villain Pentad: This match is much like the Hero Pentad; however it instead allows two teams of villains consisting of 1 member from each core archetype (Brute, Corruptor, Dominator, Mastermind and Stalker.)
[*] Villain Septad: The Villain Septad match is just like the Villain Pentad except that it requires each team to have 7 members. One of each archetype villain side including members of the Villain Epic Archetypes (Arachnos Soldiers and Widows).
[*] Hero Septad: This match is similar to the Hero Pentad except that it now requires each team to have 7 members. One of each archetype hero side including members of the Epic Archetypes (Warshades and Peacebringers).
[*]Versus Pentad/Septad: These matches will have 2 teams: the first consisting of 1 member of each hero archetype the second consisting of 1 member of each villain archetype. The Versus Pentad match will have 5 members on each side, 1 member for each core archetype. The Septad match will have 7 members on each side, 1 member for each archetype including epic archetypes.
[*] Scheduled Matches: These matches have had their start requirements clarified. These matches require a minimum of 8 players to start. Mousing over the number of players for each match will display the number of players needed to begin the match. Once the minimum number of players has been met all players will be moved into a waiting room for two minutes while it waits for more players to join the match.[/list]
Arena bug fixes:
<ul type="square">[*] Fixed the bug where players weren't always being dropped from their Arena teams when leaving an Arena match.[*] Fixed the bug where players weren't always being dropped from their normal teams when entering an Arena match.[*] Improved the Arena teaming code to group players on the same side into the fewest teams possible, maximizing the size of any team before starting a new team.[*] Fixed the bug where arena matches that lasted 30 minutes didn't display their timers in the nav window.[*] Altered the arena list User Interface to default to displaying "Best Fit" matches instead of "Eligible" matches.[*] Added more stat tracking under the hood to keep track of unrated wins, losses, and draws. Later issues will take advantage of this data.[/list]---------------------------------------------------------------------------------
Feedback is important to our development process, there are two types of feedback and both are helpful although some give us more insight and are more easily adapted into game changes.

Objective Feedback: Objective feedback is based upon what you as a user see or experience that other users may also see and experience. This feedback usually can be replicated easily as it involves facts and unbiased opinions. Example: When using the base editor items are sometimes getting caught in columns or pillars.

Subjective Feedback: Subjective feedback is based upon how you feel or experience the game as yourself. This experience may not necessarily be replicated because it is based on feeling and emotion. Subjective feedback is important to us but it is usually helpful if more information is present to describe what and why you feel the way you do. Example: I like the way the graphics look on my shield animation it gives me the feeling of being truly super-powered.

Are you reporting a bug from Issue 14? Please use the Issue 14: Architect: BUGS! thread to report bugs, there is a format in the OP that you can follow to help you in your reporting.


 

Posted

Ok, a couple things here.

Gladiator Matches. Is there an easy way to just remove the 20 second Buff Players? I was running a Gladiator tourney last night and a few people that were new to gladiator matches were confused by this. They were wondering why their pets weren't out to buff them. I know that it's only 20 seconds, but it can be a PITA when explaining it to everyone that is new to Gladiators.

Also, if we could get the Gladiators sorted out a little better on the selection screen. Maybe by "Boss/ LT/ Minion" classes?

Swiss Draw. A few weeks ago, for our fight nights, we decided to try this out. (Great system, everyone loved it ) During one of the final matches, as time was running out, it was tied up. As soon as time ran out, both players health dropped to 1 HP. The Tank, who was already standing in a batch of Caltrops, took one tick of damage and lost the match. Is this a Sudden Death feature? It just seemed a little abrasive without a warning.

What might be a little better for this? How about when the timer get's down to 0, both players get moved back to their spawn points, all previous effects removed, and a big "Sudden Death" appears on the screen. Instead of the current "WTF was that?" coming from both players after the round is over....


 

Posted

I'm waiting for the game to finish updating (another returning player) and I had 3 questions about arenas:

1. Do they now auto-fill teams or must you still hunt for a match manually?

2. Are they still not rewarded with xp &amp; inf?

3. Do they have any match types that aren't simply deathmatch (CTF, Domination, etc.)?

4. Are the "PvP" zones (not an arena question but someone answering these could answer this) still about completing PvP tasks while being PvP-able? Also, are they still only rewarded with special limited use powers rather than xp and inf?


 

Posted

If you die after the buzzer when you zone out you are still dead. This is rather annoying.

We really need a button for "No global resists" This is the ONE option us arena pvpers have been constantly asking for. Can you at least let us know if this is coming or not?


 

Posted

Yes pleeeeeeeeaaaaasssssse.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Working as intended............


 

Posted

Yeah, it's great how a Blaster can have capped resists and put out more damage - from range, might I add - than a Tanker, and can keep that Tanker perma-suppressed until he gets the kill.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Ye but a good tanker will use taunt and effectively reduce the blasters range by 75%


 

Posted

[ QUOTE ]
Yeah, it's great how a Blaster can have capped resists and put out more damage - from range, might I add - than a Tanker, and can keep that Tanker perma-suppressed until he gets the kill.

[/ QUOTE ]

Everyone quick! Lets roll Blasters!


 

Posted

[ QUOTE ]
Ye but a good tanker will use taunt and effectively reduce the blasters range by 75%

[/ QUOTE ]
That doesn't stop the incoming damage, as the Blaster will still be kiting.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

[ QUOTE ]
[ QUOTE ]
Ye but a good tanker will use taunt and effectively reduce the blasters range by 75%

[/ QUOTE ]
That doesn't stop the incoming damage, as the Blaster will still be kiting.

[/ QUOTE ]

Ya but the tank can get a heck of a lot closer before the blaster can damage him. LOL whatever I agree the blaster would school the tank either or