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 Transparency in Pvp / Coop lobby

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venumuse
Boboknack
Pulkit
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Pulkit

Pulkit


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PostSubject: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeSun May 25, 2014 5:21 am

Ability to see who (name) is in pvp lobby and see who you are pairing with


Last edited by Pulkit on Fri Jun 06, 2014 8:33 am; edited 3 times in total
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Boboknack

Boboknack


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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeSun May 25, 2014 11:29 am

Pulkit wrote:
Ability to see who (name) is in pvp lobby and see who you are pairing with

I think this suggestion will help a lot, the same function should be implemented in the co-op battle queue, I personally got nothing to hide! geek ?
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venumuse




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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeSun May 25, 2014 2:31 pm

Or just let us mute a player and make it so we can never get paired with that player Wink  pirat 
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Vmomo




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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeSun May 25, 2014 5:00 pm

Not agree with the name, why should we see our opponent ?
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Boboknack

Boboknack


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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeSun May 25, 2014 5:04 pm

Vmomo wrote:
Not agree with the name, why should we see our opponent ?

Well why not? lol! 

Unless a player has something to hide.
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Juggernaut

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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeSun May 25, 2014 5:21 pm

Boboknack wrote:
Vmomo wrote:
Not agree with the name, why should we see our opponent ?

Well why not? lol! 

Unless a player has something to hide.

See names of people in coop queue yes, in pvp queue no
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Vmomo




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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeSun May 25, 2014 5:41 pm

Boboknack wrote:
Vmomo wrote:
Not agree with the name, why should we see our opponent ?

Well why not? lol! 

Unless a player has something to hide.

Tss. Very Happy

I mean, if players often win in pvps, players won't face him...
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Boboknack

Boboknack


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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeMon May 26, 2014 4:50 am

Vmomo wrote:
Boboknack wrote:
Vmomo wrote:
Not agree with the name, why should we see our opponent ?

Well why not? lol! 

Unless a player has something to hide.

Tss. Very Happy

I mean, if players often win in pvps, players won't face him...

True, but having a PvP wizard lurking in the queue ready to strike doesn't do wonders either.

PvP is flawed in my opinion, its like Formula 1, the guy with the best car(gear) wins!

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Juggernaut

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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeMon May 26, 2014 4:58 am

Boboknack wrote:
Vmomo wrote:
Boboknack wrote:
Vmomo wrote:
Not agree with the name, why should we see our opponent ?

Well why not? lol! 

Unless a player has something to hide.

Tss. Very Happy

I mean, if players often win in pvps, players won't face him...

True, but having a PvP wizard lurking in the queue ready to strike doesn't do wonders either.

PvP is flawed in my opinion, its like Formula 1, the guy with the best car(gear) wins!


You are wrong, the guy with the best gear wins before, now the guy with the best archers and artillery wins all time
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Claudandus

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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeMon May 26, 2014 6:29 am

Ulises wrote:
You are wrong, the guy with the best gear wins before, now the guy with the best archers and artillery wins all time

Not entirely true, but it addresses a balance issue we experience right now. Gear does still matter way too much, especially when we are talking about units approaching caps.
However with light artillery you can win against superior gear.
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Juggernaut

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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeMon May 26, 2014 7:01 am

Claudandus wrote:
Ulises wrote:
You are wrong, the guy with the best gear wins before, now the guy with the best archers and artillery wins all time

Not entirely true, but it addresses a balance issue we experience right now. Gear does still matter way too much, especially when we are talking about units approaching caps.
However with light artillery you can win against superior gear.

If a bunch of archers (4 archer units or more) can make 1 GL HI ran away in 2 volleys there must be something wrong, archers missile strengh is just insane or endurance and armor are unuseful stats because I feel having a unit capped in endurance just reduce in 1 casualtie damage taken and only dont take casualties when enemy archer fail the missile roll for luck and ligth arty can kill 60% of my HI in 4 volleys but well I just need take cover or find a way to get the cannon.
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Tibr

Tibr


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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeMon May 26, 2014 7:31 am

Quote :
If a bunch of archers (4 archer units or more) can make 1 GL HI ran away in 2 volleys

Why doesn`t 8+ volleys hitting one unit sound scary to you?
Its 64+ men shooting twice on 20 (double hp). That is 6 or more arrows per HI trooper. In logic at least.

Game-terms-technically thats up to 80 hits vs. 40 hp (10 attackrolls per unit, two volleys). It is already enough for every 8th arrow to wound to cause a morale check.

Maybe HI expectations are too high?
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Juggernaut

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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeMon May 26, 2014 8:16 am

Tibr wrote:
Quote :
If a bunch of archers (4 archer units or more) can make 1 GL HI ran away in 2 volleys

Why doesn`t 8+ volleys hitting one unit sound scary to you?
Its 64+ men shooting twice on 20 (double hp). That is 6 or more arrows per HI trooper. In logic at least.

Game-terms-technically thats up to 80 hits vs. 40 hp (10 attackrolls per unit, two volleys). It is already enough for every 8th arrow to wound to cause a morale check.

Maybe HI expectations are too high?

In logic should be correct that many archers take down a single unit is all are focused in he, but in the game ranged units taking down 350 ap units in seconds without touching they is just devastating basically without my HI the battle is already gone because my LI cannot beat enemy GL HI, and brinding archers wont help because my archers are so inferior to enemy archers and cav too because it can be killed by archers and enemy set defense around their archers making them untouchable, the thing that I hate in this game is how improving ranged units turned in into a shooting game in pvp mode where the camper wins without ever touchting the enemy with their hands and without risking something (free kill) is I want face up against campers and play shooting games then I should go and play call of duty or battlefield and get killed by enemy snipers all the time.

Usually the best strategy that I find to engage campers is use cav to kill their scouts got higther ap and hide until all the time finish and win for higther ap, or try surround is they are dumb enough to dont scout well your units, using my poor HI as a bait for archers and arty, to protect my LI because is my LI get killed I am gone for kitting
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Pulkit

Pulkit


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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeTue May 27, 2014 12:41 am

Ulises21 wrote:
Tibr wrote:
Quote :
If a bunch of archers (4 archer units or more) can make 1 GL HI ran away in 2 volleys

Why doesn`t 8+ volleys hitting one unit sound scary to you?
Its 64+ men shooting twice on 20 (double hp). That is 6 or more arrows per HI trooper. In logic at least.

Game-terms-technically thats up to 80 hits vs. 40 hp (10 attackrolls per unit, two volleys). It is already enough for every 8th arrow to wound to cause a morale check.

Maybe HI expectations are too high?

In logic should be correct that many archers take down a single unit is all are focused in he, but in the game ranged units taking down 350 ap units in seconds without touching they is just devastating basically without my HI the battle is already gone because my LI cannot beat enemy GL HI, and brinding archers wont help because my archers are so inferior to enemy archers and cav too because it can be killed by archers and enemy set defense around their archers making them untouchable, the thing that I hate in this game is how improving ranged units turned in into a shooting game in pvp mode where the camper wins without ever touchting the enemy with their hands and without risking something (free kill) is I want face up against campers and play shooting games then I should go and play call of duty or battlefield and get killed by enemy snipers all the time.

Usually the best strategy that I find to engage campers is use cav to kill their scouts got higther ap and hide until all the time finish and win for higther ap, or try surround is they are dumb enough to dont scout well your units, using my poor HI as a bait for archers and arty, to protect my LI because is my LI get killed I am gone for kitting
This is a post to discuss transparency is pvp /coop q not whether archers are OP and very dangerous
For that go to:
http://www.battleconforum.com/t2329-why-did-most-dark-players-stop-pvping
http://www.battleconforum.com/t2281-the-effectiveness-of-ranged
http://www.battleconforum.com/t2216-elves-kiting-to-win-exhaustion-bar?highlight=exhaustion
http://www.battleconforum.com/t2420-possible-solution-for-archers-opness
or talk to Claudandus(he seems to be full of it)
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Pulkit

Pulkit


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PostSubject: Re: Transparency in Pvp / Coop lobby   Transparency in Pvp / Coop lobby I_icon_minitimeWed May 28, 2014 10:49 pm

venumuse wrote:
Or just let us mute a player and make it so we can never get paired with that player Wink pirat 
Now that I come to think of it , it seems like a pretty good idea
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