<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments for Guild Tracks</title>
	<atom:link href="http://teamlove.us/guildtracks/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://teamlove.us/guildtracks</link>
	<description>Virtual musings on gaming and life</description>
	<pubDate>Fri, 10 Sep 2010 14:41:01 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.5</generator>
		<item>
		<title>Comment on More on the [rawr]-[zero] Intentional Draw by ceolstan</title>
		<link>http://teamlove.us/guildtracks/?p=94#comment-39</link>
		<dc:creator>ceolstan</dc:creator>
		<pubDate>Thu, 05 Feb 2009 15:03:45 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=94#comment-39</guid>
		<description>I think the appearance of an arbitrary decision would be based on AN's treatment of intentional draws in Hero Battles.  If IDs for Hero Battles remain unpunished (and thus have received AN's tacit approval), then enforcing the tournament rules for GvG shows a double standard, and would seem to be arbitrary.

I think that focusing on the ID itself is not so much the issue as the impact of the draw upon the mAT.  Both teams advanced.  However, this had an impact on the other teams who had similar results.  By not playing to a conclusion, both [rawr] and [zero] guaranteed their place in the single elimination round.  

I agree that it's frustrating for both teams to be in a position where they believe that they are unable to fight effectively.  However, the tournament is not an appropriate place for such a protest since the result does matter to the other guilds competing and who might have been able to advance.  This kind of scenario is the kind of thing that used to be reported by the PvP community on the alpha forums, where the dev team could address the situation in a timely fashion.  Nowadays, the top PvP players have access to the balance forums, and I'd be quite surprised if  no one in [rawr] were present on those forums.  That forum would be the better place to raise the issue of what to do in similar circumstances.

My own opinion is that an ID in an mAT could be worked into the tournament rules in a fair manner.  Additionally, I believe that the controversy over the [rawr] v [zero] match as distinct from the tacit acceptance of IDs in HBs is a holdover from when GvG tournaments meant real money.  When real money is on the line, results manipulation is significantly more important than fancy trim on the cape.   As it is, we'll likely see both teams get a slap on the wrist and a change to the Tournament Rules.</description>
		<content:encoded><![CDATA[<p>I think the appearance of an arbitrary decision would be based on AN&#8217;s treatment of intentional draws in Hero Battles.  If IDs for Hero Battles remain unpunished (and thus have received AN&#8217;s tacit approval), then enforcing the tournament rules for GvG shows a double standard, and would seem to be arbitrary.</p>
<p>I think that focusing on the ID itself is not so much the issue as the impact of the draw upon the mAT.  Both teams advanced.  However, this had an impact on the other teams who had similar results.  By not playing to a conclusion, both [rawr] and [zero] guaranteed their place in the single elimination round.  </p>
<p>I agree that it&#8217;s frustrating for both teams to be in a position where they believe that they are unable to fight effectively.  However, the tournament is not an appropriate place for such a protest since the result does matter to the other guilds competing and who might have been able to advance.  This kind of scenario is the kind of thing that used to be reported by the PvP community on the alpha forums, where the dev team could address the situation in a timely fashion.  Nowadays, the top PvP players have access to the balance forums, and I&#8217;d be quite surprised if  no one in [rawr] were present on those forums.  That forum would be the better place to raise the issue of what to do in similar circumstances.</p>
<p>My own opinion is that an ID in an mAT could be worked into the tournament rules in a fair manner.  Additionally, I believe that the controversy over the [rawr] v [zero] match as distinct from the tacit acceptance of IDs in HBs is a holdover from when GvG tournaments meant real money.  When real money is on the line, results manipulation is significantly more important than fancy trim on the cape.   As it is, we&#8217;ll likely see both teams get a slap on the wrist and a change to the Tournament Rules.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Rebel Rising [rawr] Wins 9th Tourney - Was It Right? by Doh Bread Man</title>
		<link>http://teamlove.us/guildtracks/?p=75#comment-38</link>
		<dc:creator>Doh Bread Man</dc:creator>
		<pubDate>Thu, 29 Jan 2009 17:23:43 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=75#comment-38</guid>
		<description>I'm a high school wrestling coach and when there's a tie in a team match, they go down a list of other factors to determine a winner, such as which team won the most matches overall, who got the most takedowns, etc. In GW, would it be possible to implement a similar system where no one has Guild Lord damage that other factors are considered to determine a winner, such as who had the most kills, which team has the most DP, longest control of Flag Stand, etc.? Of course there would have to be a little meter somewhere that shows which team is currently winning when it gets close to a draw so teams can plan their next actions accordingly.</description>
		<content:encoded><![CDATA[<p>I&#8217;m a high school wrestling coach and when there&#8217;s a tie in a team match, they go down a list of other factors to determine a winner, such as which team won the most matches overall, who got the most takedowns, etc. In GW, would it be possible to implement a similar system where no one has Guild Lord damage that other factors are considered to determine a winner, such as who had the most kills, which team has the most DP, longest control of Flag Stand, etc.? Of course there would have to be a little meter somewhere that shows which team is currently winning when it gets close to a draw so teams can plan their next actions accordingly.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Rebel Rising [rawr] Wins 9th Tourney - Was It Right? by Clamatius</title>
		<link>http://teamlove.us/guildtracks/?p=75#comment-37</link>
		<dc:creator>Clamatius</dc:creator>
		<pubDate>Tue, 27 Jan 2009 22:49:19 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=75#comment-37</guid>
		<description>M:tG went through the whole intentional draw in tournments fiasco years ago. The end result was that the DCI (the organizing authority for the M:tG Pro Tour) concluded that it was too difficult to prove or disprove collusion over intentional draws and allowed the practice.  Nowadays intentional draws in M:tG tournaments are common.

That said, if a policy disallowing IDs was in place (an error, IMHO) then ANet should follow it.</description>
		<content:encoded><![CDATA[<p>M:tG went through the whole intentional draw in tournments fiasco years ago. The end result was that the DCI (the organizing authority for the M:tG Pro Tour) concluded that it was too difficult to prove or disprove collusion over intentional draws and allowed the practice.  Nowadays intentional draws in M:tG tournaments are common.</p>
<p>That said, if a policy disallowing IDs was in place (an error, IMHO) then ANet should follow it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A New Perspective on Guild Wars by A new perspective on Guild Wars&#160;&#124;&#160;ebonhawke</title>
		<link>http://teamlove.us/guildtracks/?p=70#comment-35</link>
		<dc:creator>A new perspective on Guild Wars&#160;&#124;&#160;ebonhawke</dc:creator>
		<pubDate>Fri, 02 Jan 2009 20:29:32 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=70#comment-35</guid>
		<description>[...] pal Billiard, a veteran Guild Wars gamer, introduces his brother-in-law to the game and, in turn, gets to see things through fresh eyes. Between Christmas and New Years we stayed with my wife’s sister’s family up in Washington, as [...]</description>
		<content:encoded><![CDATA[<p>[...] pal Billiard, a veteran Guild Wars gamer, introduces his brother-in-law to the game and, in turn, gets to see things through fresh eyes. Between Christmas and New Years we stayed with my wife’s sister’s family up in Washington, as [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Happy Birthday Team Love! by Tigros</title>
		<link>http://teamlove.us/guildtracks/?p=55#comment-33</link>
		<dc:creator>Tigros</dc:creator>
		<pubDate>Sun, 14 Dec 2008 11:00:20 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=55#comment-33</guid>
		<description>Wow... it's already been a year...</description>
		<content:encoded><![CDATA[<p>Wow&#8230; it&#8217;s already been a year&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Happy Birthday Team Love! by Red</title>
		<link>http://teamlove.us/guildtracks/?p=55#comment-32</link>
		<dc:creator>Red</dc:creator>
		<pubDate>Sat, 13 Dec 2008 22:44:44 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=55#comment-32</guid>
		<description>It's been a real flurry of activity and learning curves, with both high times and low times. It's not that [kiSu] is exempt from the cyclical activity standard to most other guilds; but it's been able to weather the low periods and rebound again. Having that sort of focus has been really key.

I've been personally surprised by the network of guests and friends made by the guild. Here's hopin' ta even more in the coming year!</description>
		<content:encoded><![CDATA[<p>It&#8217;s been a real flurry of activity and learning curves, with both high times and low times. It&#8217;s not that [kiSu] is exempt from the cyclical activity standard to most other guilds; but it&#8217;s been able to weather the low periods and rebound again. Having that sort of focus has been really key.</p>
<p>I&#8217;ve been personally surprised by the network of guests and friends made by the guild. Here&#8217;s hopin&#8217; ta even more in the coming year!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Network Effects and PvP by Billiard</title>
		<link>http://teamlove.us/guildtracks/?p=51#comment-28</link>
		<dc:creator>Billiard</dc:creator>
		<pubDate>Thu, 11 Dec 2008 20:33:36 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=51#comment-28</guid>
		<description>I would suggest that for games with a lot of PvE related emphasis and grind such as WoW, network effects are less problematic.  Players may solo or party regularly with a small group of people in order to grind away - they lack of 100 or 1000 other players in their particular network has much less impact that it would for a PvP related game where players rely on others to be around to combat.  I think with PvP growing though in WoW you may still see these sorts of issues - at least on the PvP side.

Also, I think that there is a critical mass required for PvP games, and that companies are aware of this.  What is at odds though is their ability to handle everyone on one or few servers (Battle.net's USWest and USEast for example).   I mean - how can you build an endgame in AoC and WAR that requires so many players to be in the same server/instance at once, yet not have servers designed to handle that at a playable level?</description>
		<content:encoded><![CDATA[<p>I would suggest that for games with a lot of PvE related emphasis and grind such as WoW, network effects are less problematic.  Players may solo or party regularly with a small group of people in order to grind away - they lack of 100 or 1000 other players in their particular network has much less impact that it would for a PvP related game where players rely on others to be around to combat.  I think with PvP growing though in WoW you may still see these sorts of issues - at least on the PvP side.</p>
<p>Also, I think that there is a critical mass required for PvP games, and that companies are aware of this.  What is at odds though is their ability to handle everyone on one or few servers (Battle.net&#8217;s USWest and USEast for example).   I mean - how can you build an endgame in AoC and WAR that requires so many players to be in the same server/instance at once, yet not have servers designed to handle that at a playable level?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Network Effects and PvP by Red</title>
		<link>http://teamlove.us/guildtracks/?p=51#comment-27</link>
		<dc:creator>Red</dc:creator>
		<pubDate>Thu, 11 Dec 2008 19:39:38 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=51#comment-27</guid>
		<description>An interesting thought, and rather intuitive since even players who think nothing of networks would say they hate server separation. World of Warcraft, where the grind is not just a necessary part of the game but is instead the actual content, seem to be uniquely exempt from this problem, since PvP has been growing into a legitimate exercise there, complete with tournaments and everything. Perhaps, though, that is simply because Blizzard has SO MANY CUSTOMERS that can afford such exponential losses?

Does this mean that ANet flat out did it wrong with skill and item unlocks? I had heard they're abandoning the need for unlocks in Guild Wars 2's PvP, so perhaps...

One question that springs to mind, then: is there a critical mass for successful PvP games? As you wrote, companies will often separate servers to reduce large-scale lag. However, even if they were convinced that unified servers and the networks they facilitate were superior, the point is moot if they can't afford the infrastructure (i.e. large enough servers) to support the load. If we think that, like AoC and WAR, games that violate this network concern are doomed to failure... does this mean that only companies able to support large enough, lag-free, unified servers should consider designing games using PvP as a significant selling point?</description>
		<content:encoded><![CDATA[<p>An interesting thought, and rather intuitive since even players who think nothing of networks would say they hate server separation. World of Warcraft, where the grind is not just a necessary part of the game but is instead the actual content, seem to be uniquely exempt from this problem, since PvP has been growing into a legitimate exercise there, complete with tournaments and everything. Perhaps, though, that is simply because Blizzard has SO MANY CUSTOMERS that can afford such exponential losses?</p>
<p>Does this mean that ANet flat out did it wrong with skill and item unlocks? I had heard they&#8217;re abandoning the need for unlocks in Guild Wars 2&#8217;s PvP, so perhaps&#8230;</p>
<p>One question that springs to mind, then: is there a critical mass for successful PvP games? As you wrote, companies will often separate servers to reduce large-scale lag. However, even if they were convinced that unified servers and the networks they facilitate were superior, the point is moot if they can&#8217;t afford the infrastructure (i.e. large enough servers) to support the load. If we think that, like AoC and WAR, games that violate this network concern are doomed to failure&#8230; does this mean that only companies able to support large enough, lag-free, unified servers should consider designing games using PvP as a significant selling point?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Non-Grandiose Postings by Tigros</title>
		<link>http://teamlove.us/guildtracks/?p=48#comment-25</link>
		<dc:creator>Tigros</dc:creator>
		<pubDate>Sun, 30 Nov 2008 12:56:13 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=48#comment-25</guid>
		<description>Much like in real life, I guess we have to learn to delegate in order to not burn ourselves out trying to do everything on our own...</description>
		<content:encoded><![CDATA[<p>Much like in real life, I guess we have to learn to delegate in order to not burn ourselves out trying to do everything on our own&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on PAX 2008: 58,499 + Billiard by Guild Tracks &#187; Blog Archive &#187; Interview with Regina Buenaobra, ArenaNet’s Community Manager</title>
		<link>http://teamlove.us/guildtracks/?p=16#comment-11</link>
		<dc:creator>Guild Tracks &#187; Blog Archive &#187; Interview with Regina Buenaobra, ArenaNet’s Community Manager</dc:creator>
		<pubDate>Thu, 04 Sep 2008 01:42:21 +0000</pubDate>
		<guid isPermaLink="false">http://teamlove.us/guildtracks/?p=16#comment-11</guid>
		<description>[...] PAX 2008: 58,499 + Billiard [...]</description>
		<content:encoded><![CDATA[<p>[...] PAX 2008: 58,499 + Billiard [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
