Hi GW2 team and community.
I’m actually a design student in university and I sometimes come up with ideas for this game. So I thought to myself why not post them!? (FYI I don’t study video game design specifically.)
I recently thought of an idea that could help add replay ability and longevity to GW2. I thought that this game really needs a weekly “ladder”. By ladder I mean a place or instance where groups or guilds can fight bosses; If they defeat the current boss they move up the ladder and so on until they either defeat the final boss or wipe.
Since its weekly a group wiping would mean that they have to wait till the next week to try again. Similarly if they managed to complete the ladder they would still have to wait till next week to attempt it again.
This would give the more PvE inclined players something competitive to show their guilds doing, and I’m sure is something WvW as well as possibly sPvP players might be interested in.
From a design standpoint I think that a arena PvE ladder has some advantages:
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- The fact that developers would be spending less time on the environment and more on the bosses during creation. (So they can plan around their other events, or add small new content)
- By adding on bosses developers can continuously offer a challenge without having to create a whole dungeon first. Which would be great since having another boss to immediately fight with a chance of loot is almost a reward in itself, and if they make the ladder longer makes the loss of wiping higher.
- The ability to recycle and re-introduce seasonal or event bosses in a way which still feels natural, ect.
- A PvE system that will encourage guild unity, weekly log ins, and casual play. If for instance you use an ncp as a mediator to summon the bosses instead of having them auto-spawn a guild may choose to spread out the ladder over a week.
- Additionally including things like waypointing before the boss is dead is considered as a player wipe removing them from the ladder, and enraged boss buffs which are stronger as they go up the ladder.
- Finally a “ladder” system is something simple enough that after testing could be potentially be used in other areas of the game, and from my consumer experience of MMO’s it would be pretty original.
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My final ideas about the concept of a “ladder” style of play are mainly about how they could potentially be used in other context’s. The conceptual idea of using “ladder” based structure in PvE or WvW is interesting.
In PvE rather you could make an monthly “Epic Area” where a server has to fight its way up a boss chain over an extended period. It would stay competitive by making it so that players have to be resurrected or if a player waypoints that player is then limited to the area before they died until the end of the month. This would push players to work cooperatively to make sure they have a good balance of different builds at the final boss; also it would unbiasedly weed out players that need to work on their skill level.
In WvW holding strategic areas could have timed mini-ladders which could reward supply to their server and give a valid reason to improve the level of drops in WvW. Additionally the server holding SM could have a more elaborate ladder that adds a high risk vs reward element to WvW. Obviously another server trying to bombard their way in and steal the players rewards being a big risk.
Thats all im going to say for now folks. Hoped you like my idea and I look forward to reading your responses.