I do think ramping up "friendly fire" is another great idea. I'm not sure how the community would react to it, but I'm all in favor.
It would increase the realism and slow down the amount of times my allies interrupt my moves. It would also hopefully stop heavy ganking as you might slaughter your teammates while the singular opponent gets revenge.
Maybe this analogy will help purple when they think of ways to alleviate ganking, because I see a lot of ideas that are more detrimental to the health of the game than they are beneficial (I.e. Bud revenge, increase friendly fire.)
The issue is deathballs, but the root problem isn't the deathballs themselves. That is symptomatic. We have roaming deathballs BECAUSE key aspects of the game enforce that as the go to "meta" style of game play.
Similar to how you don't cure and disease by treating the symptoms, you have to identify the root and kill it at the source.
The root cause of the deathball symptom is a lack of key objectives/maps to steer gameplay away from it, coupled with a severe lack of critical downfalls of said meta.
All buffing revenge would do, is cause players to attack revenge build again and either promote solo players like myself to annihilate entire parties with little to no effort, or further enforce the deathballs since they have access to the same bonuses we will.
All undressing friendly fire will do is cause infighting, even more than we already have, wether there are penalties or not, you will have griefers.
It was an analogy -_-Originally Posted by Devils-_-legacy Go to original post
Mine was a continuation lol. as some people do get every match as a deathballing gank fest and it may not be there fault from being a bad player but from the map, matchmaking ect it's diffrent for you then it is for me or any other player as I don't really have a issue with the gank other then the fact it's normally solo vs pre made when I do experience it my biggest issue with the game is that you never get matched with anyone new I've been fighting the same 4 groups since the beta but to not deal with the symptoms is just going to hurt the game in the short term as they don't have a solution at this point in time and it seems to affect new commers more the vet player base at least this is what steered my friends away as it's hard to learn from your mistakes when it's 1v x situation if they could lessen the impact this causes so its not the most viable way to play dominon but as it stands now unless the opponents are clued up you just need there home base and the battlefield objective and you've won the game
The incentives for the intended gamplay would have to be strong however. I myself have seen games shift from Playing the Objective to Deathball in an instant. Thus I partook in continuous ganking till the end. In these situations it is a group dynamic; breaking it is not going to be easy. A quick adjustement of numbers won't help, the changes must be rather obviously apparent.
I would like others to tell from their experience, not on the receiving end, but as the “perpetrator of sportsmanship“. Wich event led to it? Did it get resolved? If not: Why not? This could give insight in the mechanics of such unwanted behaviour.
That is how it is in ranked play, it should not be that way in casual play which has gear stats. Players already have to put in more than twice the reps than day one in order to get one character into top tier gear, three times the reps if you count refined gear, making them have to do that four times in order to guarantee having a character in the highest gear makes it all the more inaccessible to new players.Originally Posted by YuBiShiGouShi Go to original post