Here's an idea for PvP ...


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Posted

How about changing the game mechanics so that any Villain which has caused at least 10% damage to a Hero in Siren's Call will be awarded full reputation and bounty if said Hero then flees back to the safety of the Hospital zone?

While scoring kills with any of my Hero alts usually weren't a problem since any Villains I encountered almost always stood their ground and fought until the bitter end, scoring kills with my Villain alts have proven to be a vastly bigger problem.

I'm simply getting FED UP with Heroes fleeing back to the Hospital zone repeatedly if their health drops below 10%, even if they are there in far superior numbers!

(Incidentally; What usually got my Scrapper killed in PvP was everyone else fleeing back to the Hospital leaving my poor Panther outnumbered. )

Argh!

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@Bananas


@Nanas (on Defiant)

 

Posted

I think the main problem with this is that some annoying prat would come along, deal a bit of damage to as many people as poss, then hide in their base just to annoy people.


 

Posted

Like my blaster who has ooooh.....sooo many AoEs it annoys.


 

Posted

Hmm i wouldnt say 10% i reckon if would be better if you got the reward for the majority of the damage delt that way if someone else who's not on your team would think twice before nicking your victory. That or the reward would get shared out evenly based on damage done and hopefully (holds etc done too, since im a controller and it takes me ages to kill anything ).


 

Posted

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How about changing the game mechanics so that any Villain which has caused at least 10% damage to a Hero in Siren's Call will be awarded full reputation and bounty if said Hero then flees back to the safety of the Hospital zone?

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Eh?No.Why should u be awarded full bounty and reputation for someone running to hospital?Since when retreat for regrouping has become an issue?If u cant kill them fast enough certainly try different tactics.And 10% damage only is a bit over the top. There should be no such thing in pvp zones. U get the bounty and rep for the kill not for someone retreating.


 

Posted

Yeah, basically...if you can't defeat them before they escape, you dn't deserve the Rep and Bounty.


 

Posted

Team with a dominator.


I really should do something about this signature.

 

Posted

Or a superspeeding controller,

they get everywhere


 

Posted

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[...] I'm simply getting FED UP with Heroes fleeing back to the Hospital zone repeatedly if their health drops below 10%, even if they are there in far superior numbers! [...]

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Switch it around, and it still applies.


 

Posted

I wasn't being entirely serious when I suggested this as it was a post born more out of frustration more than anything else, but to answer your questions ...

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Eh?No.Why should u be awarded full bounty and reputation for someone running to hospital?Since when retreat for regrouping has become an issue?

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What "regrouping"? Far too often heroes just stand there for fifteen minutes before they skedaddle back to Steel Canyon. Or (sometimes) stand there for fifteen minutes sending tells to all their friends simply refusing to leave the safe zone before they outnumber they villain side massively.

I mean, what do they stand to lose anyway? Reputation and bounty will have been reset by the time they can get a large team together so that they can leave the safe zone and go after that one pesky little villain.

Just a few nights ago, the battle really didn't move too far away from "fleeing distance" of the hospital until the hero side had gathered what looked like two full teams. And how many were there on the villain side at that point, you ask? Just me (a Dominator) and a Stone Brute.

This is what usually happened when I took my more heroic alts into Siren's Call too. (I teamed with you on occasion) Far too often my poor Scrapper would find herself outnumbered because all the heroes simply ... vanished, leaving her alone. (But they would be the first thing she saw when exiting the hospital door.) Only when the numbers shifted heavily in favour of the heroes would the battle roll toward the villain base, where everyone would camp and wait for the usual villains suicide attacks.

I just really wish that most heroes would stand and fight after engaging -- or being engaged by -- a villain, and not just run back to the hospital at the first sign of trouble.

(The word "kill stealing" springs to mind for some reason, but I believe "kill denying" would be more appropriate.)

The more I think about it the more I really wish some mechanism could be implemented which would give heroes an incentive for not being yellow.

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U get the bounty and rep for the kill not for someone retreating.

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Oh, I'm sure Lord Recluse would appreciate his destined ones chasing Statesman's cowardly henchmen back to Steel Canyon.

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@Bananas


@Nanas (on Defiant)

 

Posted

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Team with a dominator.

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My main villain PvP character at the moment is a Dominator.

Most often the hero will just pop a Break Free and flee back to the hospital zone. And if he or she doesn't, I probably won't be able to bring them down to 50% health before supression kicks in and/or I run out of endurance anyway, at which point they usually flee back to ... you know where.

--
@Bananas


@Nanas (on Defiant)

 

Posted

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What "regrouping"? Far too often heroes just stand there for fifteen minutes before they skedaddle back to Steel Canyon. Or (sometimes) stand there for fifteen minutes sending tells to all their friends simply refusing to leave the safe zone before they outnumber they villain side massively

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These heroes are not issue then since they dont run back to the hospital they just stand there sending tells so they have nothing to do with what you suggest.

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This is what usually happened when I took my more heroic alts into Siren's Call too. (I teamed with you on occasion) Far too often my poor Scrapper would find herself outnumbered because all the heroes simply ... vanished, leaving her alone. (But they would be the first thing she saw when exiting the hospital door.) Only when the numbers shifted heavily in favour of the heroes would the battle roll toward the villain base, where everyone would camp and wait for the usual villains suicide attacks.

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I dont think we ever teamed and i had to flee to hospital cause i stand in fight even when outnumbered by large numbers. The fact is it is up to individuals what tactics they are going to follow.Is the same like asking from the stalkers to stand and fight instead of fleeing after a successful AS.

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I just really wish that most heroes would stand and fight after engaging -- or being engaged by -- a villain, and not just run back to the hospital at the first sign of trouble.

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The regular population of good players never runs to hospital i am sure of this 100%.Remember that all the action has been shifted recently towards Warburg.

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(The word "kill stealing" springs to mind for some reason, but I believe "kill denying" would be more appropriate.)

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Kill stealing doesnt exist in Sirens really cause its a zone that puts HvsV with a common goal against each other as a whole.As for kill denying still you cant speak of this since runing to hospital is a valid tactic for those engaged in combat.

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The more I think about it the more I really wish some mechanism could be implemented which would give heroes an incentive for not being yellow.

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What is yellow for?


 

Posted

maybe orange name? o.O ah dunno pvp suxx0rz anywho! ;P


 

Posted

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What is yellow for?

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Scared/chicken/cowardly etc.


SingStar:
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CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

[ QUOTE ]
I'm simply getting FED UP with Heroes fleeing back to the Hospital zone repeatedly if their health drops below 10%, even if they are there in far superior numbers!

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Hardly a hero phenomenon. Villains are just as bad. I get annoyed with ppl running back to base because it's something I never did to escape an enemy. I'd run, but never off the battlefield, but that's just me.

Anyway, I gave up PvPing months ago. Too much min/maxing and base hugging for my liking.


(\_/)
(O.O) Bunny: Our time is coming
(> <)

 

Posted

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While scoring kills with any of my Hero alts usually weren't a problem since any Villains I encountered almost always stood their ground and fought until the bitter end, scoring kills with my Villain alts have proven to be a vastly bigger problem.

I'm simply getting FED UP with Heroes fleeing back to the Hospital zone repeatedly if their health drops below 10%, even if they are there in far superior numbers!

[/ QUOTE ]
This is the exact oposite of my experience. Fleeing villains, and stalkers in particular, is one of the main reasons I don't PvP anymore.

On the rare occation when I pop by sirens, I usually advice hanging around that comet statue thingy, just so the villains will dare come out of the base (and have a longer way to run when they finally flee).


 

Posted

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These heroes are not issue then since they dont run back to the hospital they just stand there sending tells so they have nothing to do with what you suggest.

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Well, the problem is that all to often some heroes first run back to the hospital after being attacked, then stay there until they have gathered a posse.

And on a side note I'd also like to say that it simply baffles me how both of my Mastermind alts sometimes can keep numerous heroes pinned down inside the hospital safe zone. A few times one or two of them will venture outside and fire off a few quick shots at me before running back inside, but they seldom make an effort to attack until all the requisite Defenders, Controllers, Scrappers, Tankers and Blasters are in place. As one who also plays a Claws/Regeneration Scrapper the only villain AT I truly fear in PvP are Stalkers, and if I should find a lone Mastermind (and henchmen) standing outside the hospital I wouldn't hesitate to attack without any backup. Sure, the Mastermind might defeat me (it's happened before) but at least it would be an enjoyable fight.

But I digress ...

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I dont think we ever teamed and i had to flee to hospital cause i stand in fight even when outnumbered by large numbers. The fact is it is up to individuals what tactics they are going to follow.Is the same like asking from the stalkers to stand and fight instead of fleeing after a successful AS.

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In all fairness I have to say that I've never seen you flee back to the hospital. In fact I've never seen you near the hospital at all (except when entering or leaving Sirens Call obviously.) Whenever I took one of my hero alts into Siren's Call the waters in front of the villain base would be a good place to look for you. And for everyone else too.

(I kinda feel like writing something about shooting fish in a barrel here, but I'm more than just a tad tired now and would probably formulate it in such a way as to offend large numbers of heroes.)

And I feel there's a difference between fleeing away if you have something to gain by doing so, (like a Stalker fleeing behind a building waiting for Hide to kick in again,) and doing it when you have really nothing to gain from it.

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The regular population of good players never runs to hospital i am sure of this 100%.Remember that all the action has been shifted recently towards Warburg.

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Actually, this evening proved to be one of the better ones I've had in Siren's Call. The battle ranged all across the zone, from the hero hospital to the villain base, and there were almost no one who in my humble opinion "unjustifiably" hid inside the hero base.

As for Warburg ...

I've heard all this talk about all the action shifting to Warburg, but ... pfft, whenever I've taken one of my alts there, the place has sadly proven to be almost deserted.

Even when there supposedly was a lot of fighting going on one late evening my Scrapper was able to earn both the Rocketman badge (by launching ten rockets,) the Web Master badge (by spending five hours in the zone,) and take down three Zeus Class Titans without encountering a single hero or villain.

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Kill stealing doesnt exist in Sirens really cause its a zone that puts HvsV with a common goal against each other as a whole.As for kill denying still you cant speak of this since runing to hospital is a valid tactic for those engaged in combat.

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In the grand scheme of things I don't really see how hiding behind the police drones helps the hero side regain control of Siren's Call. Frankly I do not feel that it is in the "spirit" of the zone.

--
@Bananas


@Nanas (on Defiant)

 

Posted

[ QUOTE ]
How about changing the game mechanics so that any Villain which has caused at least 10% damage to a Hero in Siren's Call will be awarded full reputation and bounty if said Hero then flees back to the safety of the Hospital zone?

While scoring kills with any of my Hero alts usually weren't a problem since any Villains I encountered almost always stood their ground and fought until the bitter end, scoring kills with my Villain alts have proven to be a vastly bigger problem.

I'm simply getting FED UP with Heroes fleeing back to the Hospital zone repeatedly if their health drops below 10%, even if they are there in far superior numbers!

(Incidentally; What usually got my Scrapper killed in PvP was everyone else fleeing back to the Hospital leaving my poor Panther outnumbered. )

Argh!

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@Bananas

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zomgz0rz!!! hey green!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!