Search the Community
Showing results for tags 'ladder'.
-
This suggestion is something I had been planning to make for some time now but only after recent events have I realized how dire the situation was. In particular, this suggestion will try to make it harder for feeders to cheat and make it easier for players to catch them doing so since it is a fact that GMs are not on 24/7 to monitor the rooms. Remove all the PvP ladder rooms but the original square arena room. Why? I will elaborate below and also address possible rebuttals. Reason 1: It is hard to watch for feeding when there are 4 separate PvP rooms. If there were just one room, at least players would easily be able to monitor it for feeding by themselves. Let's get it straight that GMs aren't on 24/7, and we all know that feeders become active during those off times. Reason 2: Every other room except the original one are bugged. You can storage, resurrect and kaizel (*more on this), warp in and out, create parties, and probably a host of other bugged things that I don't know about that shouldn't be allowed. Reason 3: The town-based PvP maps are so large that it's almost impossible to find another player inside it and properly PvP. This isn't hide-and-seek here when I'm trying to PvP ladder. Just the normal square arena will suffice. Also, I have found that feeders exploit the fact that the map is large and hide in a corner to avoid detection while they feed themselves (I have SS evidence of this to the skeptics). Now about this resurrect issue. Feeding is a huge problem with this. A particular player has pretty much been exploiting resurrect-killing on these bugged maps. This player has been blatantly feeding for the past two weeks (AFAIK) probably around the hours when no GMs were on. This was the last straw that pushed me to make this suggestion. Counterargument 1: You say that there needs to be a variety of PvP ladder maps? I don't think so when more than 99% of the time, all the maps are empty. If we graphed activity levels in the PvP room during the duration of one week, the action would be concentrated in the beginning and ends of the week. Having a variety of maps only serve a superficial purpose, aka, sometimes less is more and in this case, it is. Any person who has laddered before would agree that having one map is far superior to multiple maps for reasons 1 and 3, as well as the fact that having just one map keeps the concentration of PvP focused there and not diffused among the numbers we have now. If you really want to get PvP room hyped, get rid of for_fild01. Only then would having multiple PvP ladder maps work. Counterargument 2: Don't remove the non-donation equip PvP ladder map you say? Please tell me who has legitimately used those maps and has won PvP ladder before. None. I thought so. These maps only have novelty value and by observation, is the truth. This change wouldn't be newbie-friendly? You and I both know that in all honesty, they wouldn't stand a chance anyway. PvP ladder shouldn't cater to newbies. I would consider it an "end-game" activity. No one actually uses these rooms for PvP laddering but just the existence of two extra maps makes it that much harder to watch for feeding. Realize that this suggestion is to make it HARDER for feeders to be successful. If you have a reason against this suggestion, it better be a really good one.
Footer title
This content can be configured within your theme settings in your ACP. You can add any HTML including images, paragraphs and lists.
Footer title
This content can be configured within your theme settings in your ACP. You can add any HTML including images, paragraphs and lists.
Footer title
This content can be configured within your theme settings in your ACP. You can add any HTML including images, paragraphs and lists.