Are PvP drops actually helping PvP?
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
People build certain ways for PvP because those are the most effective ways, just like people build certain ways for farming or AV/GM soloing. You don't need IOs or accolades for zone PvP, though they're extremely helpful especially in team and solo arena matches. You don't need accolades or IOs for PvE, though they're helpful. Your goal is to make your build as good as you possibly can, and accolades and IOs are a helpful tool in reaching that goal.
Everyone in this game has access to the same set of tools - the game servers, the character creator, NPCs to defeat for XP, respecs. The difference is how you use the tools - refusal to use them doesn't mean they don't exist or that you don't have access to them. If you want to get good at something, you need to put the time and effort into it, and if you don't want to do that, you don't want it badly enough. Every PvPer worth their salt knows that beating up on inexperienced players isn't a measure of skill. It never was, and no serious (good) players think it is. The ones with the sense of entitlement are the ones who have almost no PvP experience and think they can bring their PvE builds into a PvP zone and do well against players who have invested time, money, and knowledge in getting better at PvP. |
Missed this on my first pass. Its that word "NEED". Saying you don't need something in pve means you can win without it but with it you will win faster or more easily. In PvP it doesnt mean the same thing. In PvP saying you don't need it means not having it won't affect your win/loss ratio and that is pretty obviously false.
Missed this on my first pass. Its that word "NEED". Saying you don't need something in pve means you can win without it but with it you will win faster. In PvP it doesnt mean the same thing. In PvP saying you don't need it means not having it won't affect your win/loss ratio and that is pretty obviously false.
|
If you suck, having IOs isn't going to change your win/loss ratio against good players in the least. If you're really good, having a hyper-IO'd out build isn't going to change your win/loss ratio against a bunch of raging fools, even if they have hyper-IO'd out builds - you're going to clean their clocks. If you have a really IO'd out build and bring the wrong inspirations, or the wrong AT/powerse to a duel, you can get your face eaten by a good player with an SO build.
When they're clearly going to affect your win/loss ratio is when your skill and AT/powerset choices are closely matched. And guess what? That's what it's supposed to do. Either gear does something or gear does nothing. If it does anything at all it makes a difference - that's by design.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Missed this on my first pass. Its that word "NEED". Saying you don't need something in pve means you can win without it but with it you will win faster or more easily. In PvP it doesnt mean the same thing. In PvP saying you don't need it means not having it won't affect your win/loss ratio and that is pretty obviously false.
|
Right, because it makes complete sense for someone who wants to put in neither the time nor the effort to have exactly the same stuff as someone who does. Now that is entitlement.
So my boss comes up to me and says "Hey, you've been getting almost three times as much done in the same amount of time as everyone else!" but instead of asking me how I did it, he tells me "We're cutting your hours down to 1/3 of what you're working now, so you're on an even output with everyone else." Sound stupid? It is - but that's exactly what you're saying. |
Lets try this again with your own example.
You are getting three times as much done at work and your boss notices it and gives you a giant raise. Now you go out to a pub after work and everyone is playing darts. You want to spend your raise to play against your coworkers on a bigger dart board with better darts.
That is entitlement.
Lets try this again with your own example.
You are getting three times as much done at work and your boss notices it and gives you a giant raise. Now you go out to a pub after work and everyone is playing darts. You want to spend your raise to play against your coworkers on a bigger dart board with better darts. That is entitlement. |
Do you have your own babelfish translator yet?
Actually, look outside the bolded, he said "zone" pvp, where teams and skill can make up a large amount of the holes that IOs leave, so, technically, people with amounts of zone pvp experience, will agree with mac. In zone, its team on team, and arguably, you having UBERL33T ios on your blaster/stalker/troller/corr/dom/emp/UBERTOON, is very minor when infact, most of the zones are won by overwhelming numbers.
|
Lets try this again with your own example.
You are getting three times as much done at work and your boss notices it and gives you a giant raise. Now you go out to a pub after work and everyone is playing darts. You want to spend your raise to play against your coworkers on a bigger dart board with better darts. That is entitlement. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Lets try this again with your own example.
You are getting three times as much done at work and your boss notices it and gives you a giant raise. Now you go out to a pub after work and everyone is playing darts. You want to spend your raise to play against your coworkers on a bigger dart board with better darts. That is entitlement. |
What you, and all the others who say "it's no fair that these people have an advantage," are asking for is simple - you're asking for them to be brought down to your level, negating most of the time and effort, and in the case of I13 PvP, skill, instead of you taking the time to get better in the hopes of being able to compete. To hell with keeping up with the Joneses, it's much less work to just drag them down to our level.
EDIT: I think of all the non-PvPers who have posted in this thread thus far, Werner's insight and logic has been the most sound, simply because he understands the mentality and the system behind it.
"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."
Not to be rude, and to get this troll out of my system;
Do you have your own babelfish translator yet? |
Look its pretty simple.
The market is a mini game, pvp is a mini game. Mac is saying that because he is good at the market mini game he should gain an advantage in the pvp minigame. I am saying thats like saying "I am good at chess so I should start with a king when playing checkers"
Here is an even simpler way to look at it. I play chess alot. In chess when there is a big difference in skill between the players, the more skilled player will take a handicap of a pawn to keep the game fun. In our pvp the unskilled player gets the handicap. Is it a giant fricking surprise people don't play ?
The rules of this game includes gear you can gather and/or buy in-game. You are allowed to carry that gear into a PvP zone. You're saying that people have a sense of entitlement about using the resources available within the rules. Is it entitlement to buy all the boardwalk hotels in Monopoly? Is it entitlement to buy the better rifles in Counter Strike when your team has been winning? Those things are provided for within the rules. There's no sense of entitlement about using the resources available. The sense of entitlement is from the players who think the rules of the game should change to allow them to individually come out ahead even though they have no hotels or their team never wins.
|
You apparently feel that the answer is yes, and whats more the people who are at a disadvantage should love it. Then you are shocked that for some reason after you have won at parchesi nobody wants to play monopoly the next night and has left you alone at the board while they went out to the movies.
Look its pretty simple.
The market is a mini game, pvp is a mini game. Mac is saying that because he is good at the market mini game he should gain an advantage in the pvp minigame. I am saying thats like saying "I am good at chess so I should start with a king when playing checkers" |
If there was no upper bound on cost for what you need to equip a character, sure, that analogy might hold more water. But the truth is that you don't have to play the market mini game much at all to make absolutely stupid amounts of money, and you only need so much money for a build.
I don't "marketeer" in the classic sense at all and I've made 3.5B inf just playing the game in the last 5 weeks. I play the game and sell the stuff I get. I could do a pretty good job IOing something out for 3.5B inf, don't you think?
For every option we can come up with for how people can get loot, someone can start complaining about how they don't want to do that. If they don't want to use any of the options, maybe they need to step back and really look at the kind of limitations they're saddling themselves with.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The market is a mini game, pvp is a mini game. Mac is saying that because he is good at the market mini game he should gain an advantage in the pvp minigame. I am saying thats like saying "I am good at chess so I should start with a king when playing checkers"
|
The market's a mini-game. Badging and accolading are mini-games. PvP isn't a mini-game in the same way PvE isn't a mini-game.
Here is an even simpler way to look at it. I play chess alot. In chess when there is a big difference in skill between the players, the more skilled player will take a handicap of a pawn to keep the game fun. In our pvp the unskilled player gets the handicap. Is it a giant fricking surprise people don't play ? |
Thomas Osaki dominated the game of Street Fighter in Northern California. His reputation for "playing to win" was quite extreme. They say he never really engaged in "casual play," but rather always played his hardest, as if every game had something on the line or was a serious tournament. They say he played this way regardless of his opponent, even if his opponent was a 9 year-old girl with no skill at the game. He would "stutter step, throw" her like all the rest (a particularly "cheap" tactic). Did he have no compassion at all? Was he just a jerk? I like to think of Thomas (or his legend, in case it happens not to be true) not as mean player, but as an inspiring player. He set a bar of excellence. In his path of self-improvement, he was not willing to compromise, to embrace mediocrity, or to give less than his all at any time. His peers had the extraordinary opportunity to experience brilliant play whenever he was near, not just at rare moments in a tournament. And what of the 9 year-old girl? Perhaps she had no business playing in the first place. From Thomas's view, getting her off the machine allowed him to face the opponents he "should" be facing anyway. |
"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."
Asking the wrong question. The question is should someone be able to start the monopoly game with twice as much cash and the red properties because they won last nights game of parchesi.
|
You apparently feel that the answer is yes, and whats more the people who are at a disadvantage should love it. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
No, I feel that the people who are disadvantaged should get off their self-entitled ***** and make use of the multiple tools in this game that let them catch up with the Jonses. Your side in this makes it sound as if there's some barrier to that besides these people's own outlook, and that's just not true.
|
I am chuckling so hard over this. First I didn't know I had a side. Do we have meetings ?
Second "I feel that the people who are disadvantaged should get off their self-entitled ***** " |
Is A_F just playing devil's advocate or is he actually thinking any of his posts make any sense to anyone?
Honestly, A_Fs posts are simply running around the issue while not attempting to add to the conversation due to a lack of insight.
It is quite obvious his experience in real "Zone" pvp is either limited or non-existant.
Psst. Zone PvP Does, In fact mean something beserk like 6vs 12 or 1 vs 7 or 9vs6, its these despairities that make a unique kind of skill shine, arguably the only skill that is adequatly expressable in post13 pvp.
Now, back to the OT.
PvP IOs aren't helping the game, not in their current incarnation at least.
By god this is a game, what kind of twisted place does that come from to make it into here. People play this for fun. Sportsmanship and fairplay should be the watchwords not strange theories of social darwinism. |
If people do not want to deal with the "effort" of cumulative progression, then they should play an FPS, or checkers. If they play a persistent world MMO and demand effortless progress, then they are playing the wrong type of game.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The rules of this game includes gear you can gather and/or buy in-game. You are allowed to carry that gear into a PvP zone. You're saying that people have a sense of entitlement about using the resources available within the rules. Is it entitlement to buy all the boardwalk hotels in Monopoly? Is it entitlement to buy the better rifles in Counter Strike when your team has been winning? Those things are provided for within the rules. There's no sense of entitlement about using the resources available. The sense of entitlement is from the players who think the rules of the game should change to allow them to individually come out ahead even though they have no hotels or their team never wins.
|
Games take different forms. This is a persistent world MMO. All such games have as features a series of ladders to climb that lead from the place of weakness from which players start to heights of power which they can attain. Climbing those ladders takes effort. Because it is a game, that effort is supposed to be manifested in ways that are entertaining, but it still an investment in effort. The rewards of that effort are persistent and can be accumulated upon over time.
If people do not want to deal with the "effort" of cumulative progression, then they should play an FPS, or checkers. If they play a persistent world MMO and demand effortless progress, then they are playing the wrong type of game. |
(EDIT: OK, maybe I'm getting some insight into where part of the disagreement is coming from.
Putting it overly simplistically, on one side, we have the people who think of PvP as a mini-game. From that standpoint, arguments like "Why should success in one mini-game like marketeering translate into an advantage in another mini-game like PvP? That isn't fair." actually make sense. Hey, you're right! If PvP is a separate mini-game, that kind of isn't fair. It is indeed like starting Monopoly owning a bunch of property because you won checkers last night, or whatever those analogies were.
On the other side, we have the people who think of PvP in the context of the whole game, just like PvE is in the context of the whole game. So the PvP game includes leveling up, figuring out a good build, doing whatever is necessary to afford that build, and putting it all together. It doesn't start when you enter the arena. From this perspective, there is no separate mini-game. Success in planning and purchasing a good build IS part of success in PvP, just as much as it is part of success in PvE.
I'm firmly on the second side. I don't break this MMO into a bunch of separate mini-games, and I certainly don't suggest that for things to be fair, these mini-games should not interact. It's just one big game, called City of Heroes/Villains. There isn't really even a PvP game and a PvE game. There are just ways you can fight other players, and ways you can fight computer-controlled enemies. You may build differently to fight other players, just like you build differently to farm efficiently, to handle general team play, to specialize in a particular task force, or to solo AVs with no temporary powers and inspirations. But in my mind, that doesn't make it a different game. It's all the same MMO. I might describe the market as a mini-game, but not in any deeper sense than I would describe working for a living as a mini-game. It still has obvious and inextricable consequences for the rest of the game / the rest of my life.)
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Completely agree.
Completely agree. (EDIT: OK, maybe I'm getting some insight into where part of the disagreement is coming from. Putting it overly simplistically, on one side, we have the people who think of PvP as a mini-game. From that standpoint, arguments like "Why should success in one mini-game like marketeering translate into an advantage in another mini-game like PvP? That isn't fair." actually make sense. Hey, you're right! If PvP is a separate mini-game, that kind of isn't fair. It is indeed like starting Monopoly owning a bunch of property because you won checkers last night, or whatever those analogies were. On the other side, we have the people who think of PvP in the context of the whole game, just like PvE is in the context of the whole game. So the PvP game includes leveling up, figuring out a good build, doing whatever is necessary to afford that build, and putting it all together. It doesn't start when you enter the arena. From this perspective, there is no separate mini-game. Success in planning and purchasing a good build IS part of success in PvP, just as much as it is part of success in PvE. I'm firmly on the second side. I don't break this MMO into a bunch of separate mini-games, and I certainly don't suggest that for things to be fair, these mini-games should not interact. It's just one big game, called City of Heroes/Villains. There isn't really even a PvP game and a PvE game. There are just ways you can fight other players, and ways you can fight computer-controlled enemies. You may build differently to fight other players, just like you build differently to farm efficiently, to handle general team play, to specialize in a particular task force, or to solo AVs with no temporary powers and inspirations. But in my mind, that doesn't make it a different game. It's all the same MMO. I might describe the market as a mini-game, but not in any deeper sense than I would describe working for a living as a mini-game. It still has obvious and inextricable consequences for the rest of the game / the rest of my life.) |
Let me lay out the upshot of that and ubers position. What you are arguing for is allowing additional advantages to people who already have a skill and familiarity advantage with the game.It should come as no surprise to anyone who is thinking about how any game is played or even basic human psychology that people stayed away in droves.
You can say it makes sense all you want but what it amounts to is giving the big kids large bats and telling them go beat on the little ones.
I thought I had a dim view of the community before, but to have people seriously argue that they have a right to wail on people just because they have "Paid their dues". Well that is really just ugly. What kind of sense of accomplishment could anyone take away from that ? I don't even want to go into the great joy of a team of 8 beating on 1 guy in the zone.
That isnt a game its just sick. Yes you can make the rules for a game however you like just don't be shocked when people don't play.
Edit: and if you want to take the real life work as a mini game most sports place strict limits on the equipment that can be used and what athletes can do to enhance performance.
Let me lay out the upshot of that and ubers position. What you are arguing for is allowing additional advantages to people who already have a skill and familiarity advantage with the game.It should come as no surprise to anyone who is thinking about how any game is played or even basic human psychology that people stayed away in droves.
You can say it makes sense all you want but what it amounts to is giving the big kids large bats and telling them go beat on the little ones. I thought I had a dim view of the community before, but to have people seriously argue that they have a right to wail on people just because they have "Paid their dues". Well that is really just ugly. What kind of sense of accomplishment could anyone take away from that ? I don't even want to go into the great joy of a team of 8 beating on 1 guy in the zone. That isnt a game its just sick. Yes you can make the rules for a game however you like just don't be shocked when people don't play. Edit: and if you want to take the real life work as a mini game most sports place strict limits on the equipment that can be used and what athletes can do to enhance performance. |
Try PvP in Aion. It's brutal. You get ganked by their equivalent of 'purpled out' players. You'll get ambushed mid fight. You'll have a raiding party 6v1 you. If you don't like doing that, well, you don't enter the PvP zone, or you adapt and find ways to fight back. You level up and get your own loot. You grab a few friends and completely wipe that legion in PvP.
That's PvP, and it's fun. You will get angry at players for being 'mean' and 'unfair'. So the question is: what are you going to do about it? You could fight back, using the exact same tools that are available.
Casual players shouldn't dominate PvP - and they don't in other games. However, casual players should be able to enjoy PvP. Right now, in CoH PvP 2.0, casual players still don't dominate PvP, and now the majority of players do not enjoy PvP. The concept failed: balance PvP and try to lessen the gap between the casual player and the hardcore player.
The goal should be this:
Make PvP challenging and fun. Give reasons to PvP for not only hardcore players, but casual players. Give reasons to encourage players to team up so that casual players can play alongside hardcore players.
I have a topic in the suggestions forum of a way to encourage teaming in RV, that will likely attract players of all types. Some players will have an advantage over others, but don't discount humanity's capability to adapt to circumstances and learn from painful defeats. So you lose to someone who plays dirty. You can come back and do the same thing. Get ganked? Gank back. Just don't get your blueside spandex pants into a wad because some villain is being mean.
Let me lay out the upshot of that and ubers position. What you are arguing for is allowing additional advantages to people who already have a skill and familiarity advantage with the game.
... That isnt a game its just sick. Yes you can make the rules for a game however you like just don't be shocked when people don't play. |
For years before I came to CoH I was a member of teams that were formed to play FPS games in organized competition. We played a lot. We held practices multiple times a week. We worked on strategies for how to play on different maps, on tactical skills so that we could try to be better fighters one-on-one and in small teams. We assigned roles, studied map terrain, and played with internet voice communications. We recorded demos of our matches, and reviewed them to see what we could learn from both our play and the other team's. We used what client side modding was allowed without going so far as to hack the game. Most of us had good gaming rigs and low pings - you had to have them to be competitive.
Players like us murdered new players if we seriously went head to head with them, such as in pub matches. Most of us went all out even in such pubs, but we also usually held to an honor system with respect to spanking the other side - if we blasted them so badly that people would leave the other team, we would switch sides to help the guys who were losing. (As an extension of that, we tried not to gang up together on the same team.) We tried to show people who asked for help what we felt were good basic strategies and tactics. We tried to foster a good community in human terms, but also a highly competitive one. We strove to be tops in that competitive community, and in one case succeeded.
Player vs. player gaming is, by definition, competitive by virtue of the "versus" in the middle. Some people will take it more seriously than others. Those people expect to have an advantage from that effort, however it manifests in that game environment. MMOs are about progress - you have to spend time to gain "power", be that in levels, skill points, gear, or whatever your MMO of choice provides. People naturally expect more progress to mean better advantage. If there's no progress, then there's no reason to play an MMO.
Having a PvP game where investment in playing equates to progress is what attracts what people think of as "hard-core" players. It's having a core of such players that usually helps head-to-head games succeed - they're usually the people who form the leagues and ladders and the general sense of the game's community. That was one of the biggest failures in CoH's PvP 2.0: its handling gutted the core of CoH's PvP community as people left in disgust over some combination of the game changes, the seeming lack of attention to their feedback, and Lighthouse's poorly timed and worded post about who the changes were "for".
Edit: and if you want to take the real life work as a mini game most sports place strict limits on the equipment that can be used and what athletes can do to enhance performance. |
You may dislike those rules, and think they are too broad, but the rules do exist and apply to everyone.
Edit: And Werner, I thought your edit there was spot on. PvP is not a mini-game. It's something we can do in the context of the larger game.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I just found this thread and I wanted to comment on a thing or two....
In regards to the OP's question, no they're not helping at all.
You do not and never have needed a billion dollar build to compete in pvp.
|
While i am new to PvP, i'd love to duel a SO build just for my own beliefs. I did once and owned him, so to say it don't matter, i still disagree. Yes, you can still PvP, but winning, i don't think so. Unless you're fighting another plain jane build.
|
Until I put purples on my Mind/Therm I did zones with it and faired better vs multiple targets since the build has phase instead of trying to rely on the temp phase like I did with my Rad/Son. I even occasionally break out my Fire/Elec dom that is pve spec'd and do decent. The bad thing is I'm not that good at pvp. The only good thing I've done in the arena is win a small pvp tourney on virtue for a costume code.
tl;dr: Practice and knowing how to play your toon makes a world of difference. Remember kids knowing is half the battle.
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
I thought I had a dim view of the community before, but to have people seriously argue that they have a right to wail on people just because they have "Paid their dues". Well that is really just ugly. What kind of sense of accomplishment could anyone take away from that ?
|
PVP is like that. It's not about paying dues, it's about taking the time to learn how the content works and developing a strategy to get what you want out of it. If you are unwilling to invest then you will fail at it, just like you will at the more challenging PVE content.
Edit: and if you want to take the real life work as a mini game most sports place strict limits on the equipment that can be used and what athletes can do to enhance performance. |
I have a story to tell about one of those FPS games I played, "Tribes". I had played that game for several years when a sequel came out, "Tribes 2". One day in the first week or so that T2 was out, I was playing in a pub game and was encroaching on the enemy's spawn area. I ran into a player on the other team. I defeated him, and he respawned and came back. This continued for a while, and after the 2nd time or so, I stopped advancing and just waited in the open where I was for him to come back after each time I beat him. We spent quite some time doing this, neither of us saying anything in game chat.
You see, while the Tribes 2 game was new, its fundamental gameplay was the same as its predecessor. As such, I was very familiar with the combat. The fellow I was fighting was clearly new to it with this game. He wasn't very mobile, and he didn't have a sense of how to time his attacks to maximize his odds of hitting me. But he kept coming back, over and over, never complaining, and I never once mocked him when defeating him.
After a while, he asked me how I was able to hit him so consistently. It was asked in a calm "tone of text". I explained to him that I had prior experience from the previous game. He was surprised by this, but then asked what he might do to improve his success. I gave him pointers, staying with him in an out-of-the-way area and showing him examples of what I was doing. He thanked me, and went on his way.
I understand that players who do what both that guy and I did are rare. A lot of people losing like that will pitch a fit, call the winner names, and maybe storm out of the game or server. Some winners don't help any, making fun of players who can't match their skills, or not providing any advice for a newbie. Neither is the right way to play, IMO.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
So my boss comes up to me and says "Hey, you've been getting almost three times as much done in the same amount of time as everyone else!" but instead of asking me how I did it, he tells me "We're cutting your hours down to 1/3 of what you're working now, so you're on an even output with everyone else." Sound stupid? It is - but that's exactly what you're saying.
"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."