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2/19/2019 11:46:45 PM
18

Comp, it just isnt fun

I played 2 matches yesterday, or the other day. It was Clash and Survival, my two [i][b][u]least[/u][/b][/i] favorite game types. We lost both games. The clash match was lost because we killed less of them, but it was a decent match. We lost the Survival match because we had 1 Leroy Jenkins who thought he could wipe the 4 team shooters by himself, he thought this the entire match, over and over and over. My point is this... 1) remove RNG from determining game type. I love Control, but it is so rare. Just let me choose it. Ffs. 2) point loss should be on a sliding scale so that the top of the team loses none and the bottom loses all, while also reducing the most point loss to 15 I play Hardcore Control and Hardcore Domination on COD because it is awesome! There are some super sweaty matches and its so much fun. That experience is way more competitive than the Destiny "competitive" option and I get to [b][i][u]pick[/u][/i][/b] the game type I want.
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  • I find it quite fun.

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    • I tried it, got trashed and now I spend my time in quick play until I can “get gud “ then I’ll give it another shot. Sometimes you need a training montage. Even rocky had a montage.

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      • Lmao. I played and got my Luna. I have gotten 30 kills with it and now it’s a vault filler. No more comp for me <<<thanks f-ck!!!!!

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        • [spoiler]LEEEEEEEEROOOOOOOOOY[/spoiler] [spoiler]JENKINS!!!!!!!!!![/spoiler]

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          • PVP just isn’t fun. Fixed it 4 U.

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            • There should be a gamemode filter for comp like Rainbow Six Siege.

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              • everyone is mostly running around with hand cannons anyways in comp get yourself a good scout or pulse and u have advantage already

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                • Modifié par Lord_Shar : 2/20/2019 6:06:46 PM
                  My most hated comp game format is Countdown -- 6 wins per match is just over-the-top TEDIOUS. I will take clash and survival over countdown any day.

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                  • You played two games and are complaining? Lol Get lost.

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                    • Peer to Peer PvP will never be fun for alot of players.

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                      • I got Luna's howl last season. This season, I've been devoting some of my free time to help others get Luna's. This has made comp much more fun for me. I don't need to win, but just playing comp/PVP is fun for me. So far ive helped 5 people get Luna's and one person to get the Last Word.

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                        • [quote]We lost the Survival match because we had 1 Leroy Jenkins who thought he could wipe the 4 team shooters by himself, he thought this the entire match, over and over and over.[/quote] [quote]We lost the Survival match because we had 1 Leroy Jenkins[/quote] [quote]we had 1 Leroy Jenkins[/quote] [quote]Leroy Jenkins[/quote] If he's Leeroy Jenkins, I love him already.

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                          • Modifié par Stygames2 : 2/20/2019 4:14:45 PM
                            When it comes to PvP, I know what needs to be done. During my spare time, I have made a list of ideas that could be implemented into it in hopes that it would become better in every way. Observe: [b]Matchmaking + Rank[/b] -Added cross-play to PvP (reworked aim assist and flinch in PvP for console players to keep balance between them and PC players) -Removed Competitive playlist -Removed Glory ranking -Performance in PvP will now be tracked differently. It will be equal to success (Kills + Assists × Wins) - failure (Deaths × Losses) -Valor will now equal the amount of players you outrank in performance -Valor will only apply to those who have completed at least one Crucible match -Matchmaking will set a ranking gap between 500,000 of your placeholder (If you have 2,000,000 Valor, you will be joined up with players with as low as 1,500,000, and and high as 2,500,000). Ranking gap can also be adjusted (more on that directly below) -Players can now select their ideal matchmaking settings: gamemode (control, clash, rumble, survival, showdown, breakthrough, rumble, countdown, 1v1), gameplay pace (casual, core, hardcore), and matchmaking type (solo, standard (being in a fireteam automatically locks it to "standard")), ranking gap (minimum of 250,000; maximum of 500,000), and matchmaking will prioritize matching you up with players who have similar settings (more on that below). You can also turn these settings off if you want matchmaking to take less time -Casual gameplay will be disabled once your Valor is at 1,200,000 or higher (this is meant to stop players from smurfing in casual gameplay to get to higher ranks) -Matches will be 6v6 in core gameplay, 4v4 in casual gameplay, and 3v3 in hardcore gameplay -Players who you have blocked/muted will not be less likely to be queued into your match -Valor and performance will be account-wide [i]to a degree[/i] -Added a setting called "Matchmaking Assist”, which will turn ideal matchmaking settings off after some time of waiting for a match. This can be toggled on and off, but when toggled on, you can set the amount of time you want it to wait before it auto-cancels (minimum of 30 seconds, maximum of 2 minutes). Matchmaking type will stay on, though. -Added a setting called “Matchmaking Focus”, which allows you to increase the prioritization of one of the four ideal matchmaking settings by 10% (more on that below) to put a bit more work into getting the ideal match, but this setting can be toggled on and off [b]Matchmaking Prioritization[/b] This is how heavily matchmaking will priotize match-ups on default based on rank and matchmaking settings: -Ideal gamemode: 60% -Gameplay pace: 90% -Matchmaking type: 70% -Ranking gap: 85% Note: While matchmaking may take more time, and matches with your exact preference will not be guaranteed, you will be significantly more likely to get your ideal match than your least ideal match. Also, Rumble will be exclusive to solo matchmaking, as usual. As for 1v1, it will be exclusive to hardcore gameplay, and solo matchmaking. [b]Gameplay pace[/b] This is how PvP will be affected with gameplay pace selections: [u]Casual[/u] -TTK will be increased by 15% for all weapons (some weapons will get more or less tweaking to damage and/or rate of fire for this gameplay pace to keep things balanced throughout) [u]Core[/u] -Same as Quickplay [u]Hardcore[/u] (This will be the replacement for Competitive, but will be more "Competitive" than "Sweaty") -Gamemodes will be changed to be more competitive -Movement speed is increased by 10% -Sliding animation now goes 8% faster, and players can Jump-Cancel out of it -Reduced melee cooldown from 1.3 seconds to 1 second -Increased base melee damage from 100 to 150 -Shoulder Charge/Seismic Strike/Hammer Strike now lunge forward 50% faster -Reduced respawn times to 3 seconds -Crippled radar (Radar will be active, but enemy players will not be tracked regularly. Making noise on the battlefield (extra jump, shooting, activating super, throwing grenades, melee, etc.) will cause you to be tracked on the radar until the noise ends -Players who camp in one spot for a period of time will heat up, causing them to be trackable on enemy radars -(You know you all want this) Tweaked damage and rate of fire for all weapons to a point where TTK will be reduced by approximately 50%. Some weapons that don't have as low TTK as other weapons will get improvements to other things, such as incoming flinch reduction, stability, handling, reload speed, etc. to keep the weapon system balanced [b]Maps[/b] -Reworked and enlarged most maps that were designed for 4v4 [b]Quality-of-life[/b] -Legacy players and players who haven't reached Forsaken's soft-cap will have matchmaking try to match them up with players around their Light Level (If you have Light Level 100, you will be matches with players with as low as 25, and as low as 175). Prioritization strength for this will be 90% -Matchmaking will try to match you up with players within shorter distances first to reduce wait times and Internet worload, depending on how far away other players are. Prioritization strength for this will be 60% -The host of a match will be kicked if their connection drops to game-breakingly low (to compensate for times when this is not in the player's control, quitter penalties will only begin the moment it happens a second time) -Improved stability of server connection as much as possible -Private Matches now use dedicated servers -Players cannot play a PvP match for 20 hours if they enter a PvP match from a different country or region less than 20 hours after logging out (this is meant to make most paid carries less efficient) -Added a feature where players who camp in one spot for enough time will be marked, and have their radar disabled. If they die, the player who kills them gets +25% EXP. [b]Pinnacle Weapons[/b] -Removed quest steps that involve getting to a certain ranking -Quest steps will now be progression-based, meaning they will have more ways to progress, but certain, harder ways will speed it up a bit more (Example: Before: Kill 100 Guardians with Precision Damage from a Hand Cannon, After: Kill Guardians with Hand Cannons, Sidearms, but Precision Kills are worth more points). To compensate, the overall amount of time required to put into these quest steps will be increased by 25-50% to keep the climb substantial -No longer requires playing in hardcore mode to progress [b]New Pinnacle Weapon[/b] There should be a new pinnacle weapon for PvP that takes advantage of its overhaul. While I do not know what weapon type it should be, I have thought of the Quest Step for it (yes, just one, but it will have multiple requirements, because it will be for the hardcore-est of hardcore players) -Complete 40 Core or Hardcore Crucible Matches, Win 30 Core or Hardcore Crucible Matches, Get 200 Kills or Assists, and get a Seventh Column Overall, the quests will be much longer than they were before— even for hardcores, but they will be more accessible, more engaging, and far less repetitive-- or, grindy, as the Destiny fanbase calls ot. I am aware that a bunch of hardcores will just assume this is salt for thinking quests are too hard, but in reality, I just think... No, I [i]know[/i] the grind is too reliant on repetitive quest steps as is. [b]Persistence[/b] -Added a progression meter to PvP called "Persistence", which goes up as you complete matches, win matches, get kills, get assists, and earn medals (non-win completions are worth .25%, wins are worth 50%, kills and assists are worth .10%, medals are worth .20%) -Once your Persistence reaches 100%, you will be rewarded with 7,500 EXP, 5-10 Enhancement Cores, 1 Powerful Reward, 7500 Glimmer, and 10-15 Legendary Shards -Persistence will reset back to 0% on the weekly reset to allow players to go for the sweet rewards once more -Players can set a death/loss penalty for their persistence climb. Obviously, it can be toggled on and off, but the reward for doing it with a death/loss penalty will be the chance for 2 Powerful Rewards-- instead of 1-- to drop, as well as a small chance of getting a cosmetic you do not have already (toggling loss penalty on and off while persistence has some progress will reset it back to 0%, so make sure you choose wisely)

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                            • There’s also a point where everyone has Luna’s/Not Forgotten and a Dusk Rock Blues and you’re forced to do the same. I hope they make it possible to use different load outs in the future. A positive is that the newest update helped some other weapon types out.

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                              • Control is literally the least competitive game mode in comp and the majority of people’s least favorite game type in comp. you may hate it personally, but the majority of us like comp.

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                                • Competitive mode in any game wont be fun, because we have a stakes there: our rank, play good we will go up, play bad we will go down and pushed away from the rewards. Its not designed for fun, its to compete and proof which players better. Most people will play 100% serious in this mode. Theres QP if you want to have some fun.

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                                  • I have potato aim, sausage fingers and bad luck...so no Luna’s for me...but I did get an edge transit for my efforts. Sweet!

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                                    • For my Luna's last season. I did comp very lightly this season. Went on a 12 win streak and got to fabled again. I'm by no means a try hard I just have good luck going solo with teammates who aren't complete potatoes. But...I never saw a Not Forgotten and Luna's Howl was kind rare. I went to do Quickplay this season for l ikke 2 or 3 matches and I saw NF and LH like aight. Seems like everyone went over to QP to sweat it out because I have to sweat in QP more than Comp these days

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