Thread: PvP - The Problem is Rating
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Jun 17 2011 08:36 PM #1
PvP - The Problem is Rating
My contention is that much of the dissatisfaction/frustration with the Ettenmoors originates from the ratings system. When PvP is slow, it's because one side (or both) is too hesitant to die. Players turtle and only attack when someone (or a small few) overextends and is an easy target for a gank. The opposing side rushes, kills, and then retreats because people are trying to protect or increase their current rating. They go for easy kills. You make a kill with your group, get some renown, and then get out of danger. The mere existence of a rating system has created an insidious influence on gameplay - comparing our rating versus other players is a way to validate the fact (or desire to believe) that we are good players, better than many or most others. It is easy for people to search the leaderboard not only for their own rating, but other players' as well. Do you know yours? Do you know anyone else's, and/or have you heard someone else mention another player's rating? This is what drives current PvP. It is only natural for folks to be concerned with rating, since (presumably) Turbine created it as a barometer of competitive skill. The problem is that it is NOT a measure of skill. It's a measure of someone's ability to get a few pals and quickly crush someone who has no chance due to overwhelming odds and opportunism. There are rare exceptions, but 90% of the time, PvP is a game of ganging up and killing some poor separated player. All too often it is not a battle, but an assasination. This may be a radical idea, but I think that ratings should be eliminated, or changed so that they are not calculated based on how often you kill other players compared to how many times you were killed. Eliminating ratings will make it so that we play for renown, for the competition of battle, and to have fun; not to turtle and protect standing or bragging rights within the PvP leaderboard. If we must have a rating system, perhaps it could be tied it to outposts taken, keeps taken and/or time defended, but not based on how many times a player can gank another. What do you think?
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Jun 17 2011 11:38 PM #2
Re: PvP - The Problem is Rating
There's a reason for ratings in all things
For example

They are the #1, The Best at what they do, recognized by all peers, Not the most talented but used their skills in conjunction with teamwork
Just one reason why there are Ratings,
These guys earned 5 Stars
Oh, Hey Dav!!!

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Jun 18 2011 12:55 AM #3
Re: PvP - The Problem is Rating
actually, i believe its both.
ratings are there to measure one's success rate in battle. its intended to scale urself, but at the same time, used to show off ur accomplishments.
its sad to see people turtle up and create stale battles most times in the moors; but without ratings, im pretty sure there will be no one at the moors.
why do u want to work on something that doesn't even have a "scoreboard"?
ps: here's something to check people's ratings:
http://dailystats.theblackappendage....today/Nimrodel
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Jun 18 2011 06:50 PM #4
Re: PvP - The Problem is Rating
I think rating should be based on ones ability to create paragraphs.
Whats with that big B, Geal, Baltimore win something again?Last edited by Gladgilrian; Jun 18 2011 at 07:13 PM.

Now appearing daily with 2 shows on weekends in GW2
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Jun 18 2011 07:27 PM #5
Re: PvP - The Problem is Rating
Sorry, were you saying something? o.oWalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftextWalloftext WalloftextWalloftext...

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Jun 18 2011 08:45 PM #6
Re: PvP - The Problem is Rating
Rating is an irrelevant number, remove it...people won't play any differently.

"There may come a time for valor without renown, for those without swords may surely still die upon them."
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Jun 18 2011 11:23 PM #7
Re: PvP - The Problem is Rating
Too long, did not listen.
Confound LeetsauceBurglar ExtraordinaireVinyara
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Jun 19 2011 07:25 AM #8
Re: PvP - The Problem is Rating
Dirtyblonde 65 Burg (Nimrodel) | Notblondie (Nimrodel) | Scratchs (Elendilmir)
[OOC] ****** : 'except blondie, hes already GM smartass'
Blame the players.
Battlefield Heroes is really fun!
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Jun 19 2011 08:31 AM #9
Re: PvP - The Problem is Rating
I understand what you're saying and I agree, but what if it had never been part of the game? and even more importantly than rating, no record of deaths or KB's? No wartabs at all.
I can only compare 2 games in my limited PvP experience, Rift and LOTRO. Only thing you gain in Rift is favor, at the end of a war front you do see dmg done, dmg taken, KB's etc., but no wartab of any sort to stroke epeens with and I don't see the fear of dying in Rift. People are people and I doubt the PvPers in Rift are fundementally different from PvPers in LOTRO.
Now appearing daily with 2 shows on weekends in GW2
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Jun 19 2011 10:36 AM #10
Re: PvP - The Problem is Rating
To clarify, I think the concept of rating is great. The current system just doesn't measure skill, it rewards ganks. I am pretty sure that the way things are working is not what turbine intends, nor what we as players would prefer. It's simply that players have figured out that ganging up on someone is the best way to improve rating. And because of human nature and that fact that ratings are public, people want to generate a number that makes them look good. It sounds like most of the comments are in line with this. I am not a programmer or game designer, so perhaps there is no way to improve the system and we just have to deal with it. But something tells me it is possible to make it closer to what people want and not an assasination zone. Maybe base rating on OPs or keeps taken and/or defended, quests completed, etc. Or maybe adjust the system so that every player who hits an opposing player after the first does progressively less damage. So, the second player would do 50% less, the third 75% less, etc. Groups could still gank, but it would be a lot harder and players being ganged up on would have a better chance to fight back. In a big battle, there would still be incentive to coordinate and focus fire, but it would encourage folks to maybe hit the same target once and then move on to another or find a target that they could go after themselves.
I'm not saying that these ideas are the only ones, but I have to think that there is some way to minimize the gank effect. Complaining about turtling or EC/STAB/TA fights goes on all the time because people do it all the time. We can complain, but based on the current system, things will NEVER change because people are going to do what they are incented to do.
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Jun 19 2011 04:11 PM #11
Re: PvP - The Problem is Rating
Richard Nordquist writes, "Just as there's no limit to the number of paragraphs that may appear in an essay, no rule exists regarding the number of sentences that make up a paragraph. If you check out the works by professional writers in our Essay Samplers, you'll find paragraphs as short as a single word and as long as two or three pages." (source)
However, the convention in forums writing is to be succinct.Graf | Mustakrakish
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Jun 19 2011 05:19 PM #12
Re: PvP - The Problem is Rating
It would certainly be easier to be succinct and simply complain. In this case, I was hoping to not only name a problem, but also a possible cause, and more important, suggest a potential solution(s). Perhaps a bit complex, but that was my goal.
Thanks for reading!
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Jun 19 2011 05:36 PM #13
Re: PvP - The Problem is Rating
The problem isn't rating. The problem is and always has been ego. This server's history is completely dominated by numerous digital egos. First there was a massive ego-driven group on one side, then a massive ego driven person with lemmings in tow on the other, each of which, in turn, created even more egos where there likely would have been no ego driven play at all.
At this point, way too many people have way too many grudges and people they would never give an inch to. It's not going to change. The only thing that would change it is if another server invaded Nimrodel and we all band together in the face of a common enemy. Failing that, I think a few people (on both sides) need to flip for a while to get some perspective.
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Jun 19 2011 06:11 PM #14
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Jun 19 2011 06:40 PM #15
Re: PvP - The Problem is Rating
I can't lie, I like a somewhat decent rating, but its also never stopped me from running through a raid to WtE and to cause confusion. Ratings come, ratings go, just kill ????
Last edited by Gladgilrian; Jun 19 2011 at 06:51 PM.

Now appearing daily with 2 shows on weekends in GW2
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Jun 19 2011 07:22 PM #16
Re: PvP - The Problem is Rating
5 stars or get out.

Keidynce -- Bael -- Celebriath
Evil and Stuff Like That
Gurthag -- Halwabu -- Druth -- Draghkar -- Snagnakh -- Sigh
The Black Blade
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Jun 19 2011 09:55 PM #17
Re: PvP - The Problem is Rating
Sometimes I dont really know who Im quoting here but... Your wrong :P Players dont really play games to have fun anymore. Heck, I dont even know why I play, but we lost most of the fun back at... 65? whenever we finished PvE, I think.
My theory is that the competition went from against computers to against real people. Am I right?
Ediot: nvm, im wrong. Was thinking of another game /facepalmLast edited by myforumacc; Jun 20 2011 at 09:30 PM.
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Jun 20 2011 08:10 AM #18
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Jun 20 2011 09:36 PM #19
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Jun 21 2011 11:17 AM #20
Re: PvP - The Problem is Rating
@OP: The issue is perspective. You have none. It sounds like you've never had a high rating, or played at a high skill level. Most (not all) people that have high ratings, ultimately don't care what their rating is -- they simply do not want to let their opponent kill them, for reasons that may/may not include personal grudges, a sense of accomplishment, ratings, to deny their opponent a satisfaction, game mechanics (creeps become more powerful when they get infamy), strategy, etc. All of these come into play in some form or fashion, but a player like you doesn't seem to understand this. You try to simplify the issue, and inaccurately believe that the lack of action in the 'moors revolves solely around rating.
Ultimately, renown means absolutely nothing for Freeps, so they truly have no reason to 'push' into Creeps unless they become bored or careless. Creeps, however, control their own progression. They gain infamy, they gain rank, they gain skills/strength. They have every incentive to be the 'pushers' of the 'moors. If you're expecting Freeps to start the action, you're looking at the game mechanics of PvMP wrong.
My advice -- try some different perspective. Play the game as skillfully as you can, rather than as carelessly as you can. Ignore the 'farm' mentality that most people come to the 'moors with, and view the objective of PvMP differently - in a strategic manner. Play to win, don't play to farm. To some people it's boring. To other people it's exhilarating. Once you gain an appreciation for other peoples playstyles, and their objectives for playing that playstyle, you'll have a better understanding as to why certain players do the things they do.
From a personal standpoint, I take pride in killing without being killed -- in any PvP environment. Stats or no stats, it's the playstyle I enjoy, and I'm sure i'm not the only one. Stats are just a bonus, in LOTRO.My opponents need not fear me; they simply need to get used to returning from the rez circle.
My posts have responses? You've got FanMail!
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Jun 21 2011 03:27 PM #21
Re: PvP - The Problem is Rating
OK, I'm calling this thoughtful and well written. That said, I disagree with one thing and always have: unless they have numbers, creeps can't be expected to push. In most situations, freeps have to be the initiator due to the advantage in CC, stealth classes and most importantly, "oh shiz" skills.
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Jun 22 2011 01:17 AM #22
Re: PvP - The Problem is Rating
Failing that, leech it off of raids. I know literally 2 people on this server out of all the 5 stars there've been that haven't, since...oldboy in book 12, not sure if there were ones before him.

"There may come a time for valor without renown, for those without swords may surely still die upon them."
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Jun 22 2011 10:19 AM #23
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Jun 22 2011 12:02 PM #24
AW: PvP - The Problem is Rating
you are right. problem is, it will not change. the devs wont do (they had 4 years to do so, and even when they took away those silly stars, rating and stars on e-peen-boards remained), and most of the peopl who play the bad game are too accustomed to it to adopt to a change.
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Jun 22 2011 03:18 PM #25
Re: PvP - The Problem is Rating
The problem isnt rating. Lack of confidence and skill is a problem. Lack of new players is a problem. No one wants to die to the same ###-hat over n over for nothing in return, and that has nothing to do with rating.
I can think of a few more than two... and surviving is an easier thing to do off in "nowhere nowhere land" farming greenies that happen to stroll by.
Surviving around a raid of people who's only goal is to kill you and track you to no end is another thing entirely. Warg packs and VT spam are quite a bit tougher to deal with than a greenie coming back from the rez. Playing in the midst of focus fire thats searching for you is more difficult. 1v1 is predictable and easy. 1v24 is less so.
Yup.Originally Posted by 22Acacia
At this point, way too many people have way too many grudges and people they would never give an inch to. It's not going to change.Last edited by ellestone; Jun 23 2011 at 04:52 PM.

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Jun 22 2011 04:16 PM #26
Re: PvP - The Problem is Rating
Absolutely! This is the main reason PvP remains fun for me. IMO, there is no greater thrill than holding your own, killing, and surviving amid such odds, which I find myself doing regularly. It is one of the most flattering actions your opponent can make, in PvP -- making it a priority to try to take you down. It's fun/flattering to see what lengths your opponent will go to in order to kill you.
Heck, if all the people who go after me were to stop trying to kill me, I might end up quitting the game entirely, because it wouldn't pose a challenge.My opponents need not fear me; they simply need to get used to returning from the rez circle.
My posts have responses? You've got FanMail!
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Jun 22 2011 06:11 PM #27
Re: PvP - The Problem is Rating
The distinction between winning and farming is the underlying issue in this thread. The OP expresses the belief that rating encourages players to conflate farming with winning.
This long-held rationale of Slither's has always been entirely freep-centric, contending that freeps are winning strategically as long as creeps aren't killing anything. The implication is that freeps are winning from stealth, or from behind 1-shots, or Thorin's Hall for that matter, provided they aren't conceding anything. He mentions killing, but ultimately, he argues that killing creeps is unimportant--infamy denial is the ultimate goal. As long its freeps who are farming (without dying) they're winning, and all's well.
He does a fine job of showing that rating itself is not the problem, and eloquently portrays the mindset of this particular variety of player. But the distinction he draws between "farming" and "winning" is a hollow one. Both refer to fighting only when there is minimal risk to oneself. And ultimately, the solution he proposes is that the OP redefine fun to match his personal perspective.
The OP's goal was stated:
We've established that eliminating rating wouldn't achieve this effect. But clearly, neither does the approach of fighting from a persistent position of advantage or not fighting at all. In fact, that approach is the problem.
This gets to the root of it. Broad, sweeping, and shifting imbalances. When the pendulum swings, so does the population looking to "win" in Slither's terms--to a side, or a class/group of classes. People flock to where they perceive an advantage that they can exploit. When they do, the imbalance is magnified, turtling ensues, and PvMP's slow death quickens.Graf | Mustakrakish
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Jun 22 2011 11:37 PM #28
Re: PvP - The Problem is Rating
In a population based game, that just sounds silly. Especially from a class like the burglar who can escape *just as well* from a raid then from a few people. But mmkay then, I'm equally impressed by the cooldown use
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Gwen? Leeched. Slither? Leeched. (humorous thing about that is the picture post in the burglar 2k rating thread where the image is cropped to show just the rating, not k/kb) mawgrim? Lollll. Don't be naive, people don't target the most survivable classes in raid fights first, they target light armours with low base morale.
"There may come a time for valor without renown, for those without swords may surely still die upon them."
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Jun 23 2011 08:07 AM #29
Re: PvP - The Problem is Rating
This is the mistake you make. This long-held rationale of mine isn't Freep-centric -- it's game mechanic-centric. From a personal standpoint, I couldn't care less whether Freeps are in that position, or Creeps are. If ranking benefited Freeps more than Creeps, I would notice the mechanic, and adjust my rationale accordingly. It has absolutely nothing to do with Freep/Creep-centric rationale.
Ultimately, you said it right, though. Freeps in stealth, behind 1-shots, or in Thorin's hall are doing their job by denying Creeps infamy. In any game or contest, in real life or fantasy, a player/team will typically succeed by taking advantage of their opponents weaknesses, or by denying their opponent their advantages. LOTRO is no different. Players choose to engage in PvP, and that is their choice; which I'm fine with. However, Freeps should also understand that their choice does not change the mechanics of the game -- Creeps WILL get stronger, gain more of an advantage by getting kills on Freeps. If Creeps gain the advantages their team have been built around, Freeps will begin to lose more and more, which is the trend that has happened for around 4 years, and will continue.
I think you misread my post. My post actually separated "farming" from "winning," entirely. In fact, I believe I discuss them as though they are complete opposites, or at the very least, completely different topics entirely. To re-clarify, for you: Farming is not winning. Winning is not farming. Winning is the opposite of losing. Farming is the opposite of remaining stagnant.He does a fine job of showing that rating itself is not the problem, and eloquently portrays the mindset of this particular variety of player. But the distinction he draws between "farming" and "winning" is a hollow one. Both refer to fighting only when there is minimal risk to oneself. And ultimately, the solution he proposes is that the OP redefine fun to match his personal perspective.
Furthermore, I did not propose that the OP redefine his idea of fun. I simply recommended that he broaden his horizons, and gain an alternate perspective from the one he's used to, or was nurtured into. His evaluation of the playstyles of people with high rating is obviously inaccurate, which shows that he doesn't have an accurate perspective of the playstyles of people with high ratings. This leads to his very hollow assessment of the situation of the 'moors.
to make it so that we play [sic], for the competition of battle, and to have fun; not to turtle and protect standing or bragging rights within the PvP leaderboard.I disagree. In fact, I believe the OP contradicted himself. He wants the 'moors to be played for renown, but he also wants the 'moors to be played for the competition of battle (which innately hails strategic play), to have fun (which, for some hails strategic play), but he does not want strategic play to be part of the ingredients for his vision. That simply cannot happen. You can't have a competition of battle without some form of strategic attack, and many people can't have fun if the mere goal is to gain renown.We've established that eliminating rating wouldn't achieve this effect. But clearly, neither does the approach of fighting from a persistent position of advantage or not fighting at all. In fact, that approach is the problem.
I think a common misconception of this whole topic is that when turtling ensues, and when very little action occurs, that PvP is dead. Here is a little realized fact: PvP is scaled. 1v1 is PvP. 500v500 is PvP. Just because you aren't PvPing by sitting at EC, watching your opponent(s) sit in TA doesn't mean PvP is dead, or isn't happening. It simply isn't happening for YOU, because you refuse to explore other areas. Other people are moving around, taking advantage of other areas of the map, killing other opponents. People seem to believe that EC is the only place that PvP can happen, and that is simply limiting themselves.This gets to the root of it. Broad, sweeping, and shifting imbalances. When the pendulum swings, so does the population looking to "win" in Slither's terms--to a side, or a class/group of classes. People flock to where they perceive an advantage that they can exploit. When they do, the imbalance is magnified, turtling ensues, and PvMP's slow death quickens.
Yeah, nobody asked for any other stats. The OP (i think) just said to post your 2k ratings, so I did. And yes, I'm a leech. I suck the renown right out of Creeps, and I suck the infamy right out of Freeps. Same goes for rating, though neither are the intent of my actions; just a perk.My opponents need not fear me; they simply need to get used to returning from the rez circle.
My posts have responses? You've got FanMail!
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Jun 23 2011 12:15 PM #30
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Jun 23 2011 01:02 PM #31
Re: PvP - The Problem is Rating
I'm finding myself agree with almost all of what Slither is saying....weird.
Creeps: Hereicome, Igotsyou, Healsforyou, Karcharoth
Freeps: Magikx, Magbits, Magrathelion, Magnitude
Completely Serious Thread Here
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Jun 23 2011 02:06 PM #32
Re: PvP - The Problem is Rating
Yeah, nobody asked for any other stats. The OP (i think) just said to post your 2k ratings, so I did. And yes, I'm a leech. I suck the renown right out of Creeps, and I suck the infamy right out of Freeps. Same goes for rating, though neither are the intent of my actions; just a perk.
Last edited by Thorandril; Jun 23 2011 at 02:09 PM.

"There may come a time for valor without renown, for those without swords may surely still die upon them."
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Jun 23 2011 02:08 PM #33
Re: PvP - The Problem is Rating
Suggesting fighting more people is more difficult than fighting less people just sounds silly? Really?
No...a burglar cant escape *just as well* from more people than he can from less.Especially from a class like the burglar who can escape *just as well* from a raid then from a few people.
I beg to differ. People on Nimrodel, even when you played regularly here, have always played little side-games and focused on players with high rating.Don't be naive, people don't target the most survivable classes in raid fights first, they target light armours with low base morale.
People will bypass the squishy rk for the burg with 2k rating. It does happen. A lot.Last edited by ellestone; Jun 23 2011 at 02:40 PM.

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Jun 23 2011 02:13 PM #34
Re: PvP - The Problem is Rating
And burgs don't have it nearly as easily as they used to. Tracking talismans cut down on the success of escape for Burgs, even in small groups. Most teams just don't have the discipline to coordinate them well.I beg to differ. People on Nimrodel, even when you played regularly here, have always played little side-games and focused on players with high rating.
People will bypass the squishy rk for the burg with 2k rating. It does happen. A lot.My opponents need not fear me; they simply need to get used to returning from the rez circle.
My posts have responses? You've got FanMail!
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Jun 23 2011 02:22 PM #35
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Jun 23 2011 02:23 PM #36
Re: PvP - The Problem is Rating
All in favor of challenging ones self say I. If you find that you can quite regularly and easily maintain a high rating, then maybe than the challenge is diminished. That'd be a good time to get a new, and fresh perspective on things. If you do, i can promise you one of two things. You'll either enjoy the game more, or youll end up like that german kid on youtube. You might even make a friend or two, who knows. Some of you take this game way too seriously.
Just make sure to take your marbles outta the sock drawer to the moors with you. Nobody like a sissy.
Bye bye
[Izo - Chief - Traxi - Free!ps] - [Surmit - Corupluk - Healzr - Monsters Inc.]**Forum Reputation - I'm renowned for my incompetence.**
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Jun 23 2011 03:21 PM #37
Re: PvP - The Problem is Rating
A little bit, especially since more usually = ~15-20, and no... you aren't fighting them "solo"
If he has a clue, sure he can. Expected to survive when you HiPs'd at 10% morale or when you got hit with 5 DoT's below 50%? surprise.
Between safe fall, HiPs and the combination of TnG and KO you almost have to put in effort to die.
Remember Preposterones typical rating and the sheer amount of infamy his raids got from people focussing on....just him? Same goes, it's their own prerogative but it won't end well, typically. And it's just a little funny that someone would go after the most survivable class in the game instead of...a 4-5k runekeeper, or such.
They might as well bypass the squishy RK, but it's the burgs choice if he wants to die or not between all of his skills. People make dumb choices all the time.
You're right, they have it easier. Since safe fall is an even more infallible get out of jail card and it's only got a 1m cooldown. The only kind of burg that usually has issues with tracking are hobbits because of the sheer number of wargs out, since Uruks seem to spend most of their money on CC pots and the like.
Even then with a properly geared stealth bag and stealth speed at 100% they're easy to avoid.Last edited by Thorandril; Jun 23 2011 at 03:25 PM.

"There may come a time for valor without renown, for those without swords may surely still die upon them."
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Jun 23 2011 03:21 PM #38
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Jun 23 2011 03:31 PM #39
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Jun 23 2011 03:56 PM #40
Re: PvP - The Problem is Rating
You interpret "freep-centric" as "freep-biased." I meant that it's centered exclusively around Freeps and Freep behavior. It's a poor perspective to hold precisely because its game mechanic-centric, not player-centric. PvM, rather than PvMP.
Furthermore, you conflate advancement with advantage. In fact, the degree to which creeps advance through rank has diminished. It doesn't measure up to the avenues of advancement that freeps have available, and whether it leads to "advantage" is questionable.
Bunk. You defined "winning" as fighting only from a position of advantage, with minimal risk of defeat, and achieving that predictable result. "Farming" is just the pattern of doing that repeatedly. Not different topics at all.I think you misread my post. My post actually separated "farming" from "winning," entirely. In fact, I believe I discuss them as though they are complete opposites, or at the very least, completely different topics entirely. To re-clarify, for you: Farming is not winning. Winning is not farming. Winning is the opposite of losing. Farming is the opposite of remaining stagnant.
OP's evaluation of their playstyles was never shown to be inaccurate--just his interpretation of their motivations.Furthermore, I did not propose that the OP redefine his idea of fun. I simply recommended that he broaden his horizons, and gain an alternate perspective from the one he's used to, or was nurtured into. His evaluation of the playstyles of people with high rating is obviously inaccurate, which shows that he doesn't have an accurate perspective of the playstyles of people with high ratings. This leads to his very hollow assessment of the situation of the 'moors.
The OP wants the moors to be played for renown which comes as the result of active, risky competition, which s/he feels is more fun. At no point does OP reject strategy or strategic attack. Strategy can be applied just as easily toward the goal of maintaining action, risk, and fun.I disagree. In fact, I believe the OP contradicted himself. He wants the 'moors to be played for renown, but he also wants the 'moors to be played for the competition of battle (which innately hails strategic play), to have fun (which, for some hails strategic play), but he does not want strategic play to be part of the ingredients for his vision. That simply cannot happen. You can't have a competition of battle without some form of strategic attack, and many people can't have fun if the mere goal is to gain renown.
Edit-- Anyway, Chief says it best:
Last edited by morpheme; Jun 23 2011 at 04:05 PM.
Graf | Mustakrakish






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