(edited by leungclj.4915)
Things that are missing in GW2 sPVP
Well, they could make free tournaments streak-based by allowing consecutive matches like in RA/TA, where you stay in the team you land in (or sync with) until you lose. Although that would probably spur activity (esp. if they’d add a new rank to it), it would in essence also make it even easier for premades to farm fully random teams (basicaly, RA syncing revisited), so a full separation would be called for – pretty much a GW2 version of RA and TA.
But such things have been proposed so many times already now that they’re really starting to sound somewhat cliché. Especially because of lack of any tangible feedback from Anet’s side (bar for CA).
(edited by KarlaGrey.5903)
Don’t get me wrong, I enjoy Heart of the mist toury too, but, is this all it has to offer?
Where’s GvG, what’s the game name again? Guild Wars?
Guild…. Wars…. Wars between Guilds…
I scoured the internet looking for an answer to this. The pure reason I wanted to play this game was for the wars between guilds (I assumed the intent of the name was for just that). What they call “structured PvP” is hardly structured at all. It is simply small random skirmishes that rearranges the players when the rounds become imbalanced in numbers. How do you coordinate “structured PvP?” In WvWvW, you’re limited to how many can enter and everyone wants to enter. That’s not a war between guilds. that’s a war between random individuals from each server that may or may not enter the instance due to a cap of how many can enter. Is there really open PvP or is it just limited to Heart of Mist and WvW? I enjoy the simple mechanics of the game such as interface and the graphics. But it defeated the whole purpose of playing the game when I didn’t see any content that consisted of war between guilds implemented in this game. You can’t even duel with another person, can you?
I was hoping to see what many games implement for wars between guilds that usually come with an objective that is not only limited to Heart of Mist and WvW:
1. Territory Wars
2. Guild death matches
3. Guild castle sieges
4. Guild alliances to PvP against tougher guilds open PvP/above scenarios
6. Guild ranking/ladder systems for the above
7. Guild PvP in open world
8. Guild tournaments of the above
Actual guild matches that may or may not reap rewards for guild coordination. But of course, most people want some rewards.
Maybe it’s due to being new to the game or have not experienced enough of the game to see such content. If so, could I be enlightened to such type of content? If not, will such content be eventually implemented? I was rather disappointed that Guild Wars 2 did not seem to actually implement guild wars.
Meh dont miss RA, Hot-joins and solo-join plays out about the same.
I miss FA and JQ.
So gewd.
Fa, jq was boring as hell, bring back ta.
Zulu OxTactics[Zulu]
Fa, jq was boring as hell, bring back ta.
Why not compare these modes based on how they will transfer into gw2?
You want to know what merits FA and JQ have as modes when considering them through the gw2 perspective? Well I guess you do, reader.
Requirements of good FA/JQ builds mirror that of the devteam’s gw2 build ideology. Specifically; have a self heal and a choice between aoe, snares, big damage, and support/healing/cleansing. Those first 3 are really easy to come across for just about any profession though the last one is pretty lacking. Really, the only point in saying this was to show that character design as done by the devteam wasn’t going to be an impediment in playing this format in gw2.
They have clear objectives. In FA you bust a fort and break some guy’s science cannon, and in JQ you sabotage the rival corporation’s attempt to mine fossil fuels through combat in order to achieve economic supremacy.
As the more perceptive of you will have noticed; FA is pretty much wvw door knocking / big bad wolf. FA doesn’t need to be transferred if for no other reason than the fact that it’s redundant with wvw gameplay. Some people might argue that there’s merit to having equal numbers on the attacking and defending sides, but the actual gameplay is the same so they’re wrong.
Now we have JQ, which I have to admit is like conquest where you can kill the other team’s points while they’re en route to the scoreboard. I would argue that it’s still more dynamic than “we held 2/3 points longer than you ggwp”. Maybe there are problems with porting JQ, but they’re not obvious to me. If anet has experimented with a JQ-esque format in gw2 then please respond, even though you won’t because chaplain time is scary business and cats are on the line. If anyone wants me to type out a tl;dr post of how I’d try testing, adjusting, and then implementing JQ based on some erroneous assumptions then I’ll do it.
Something seems to be missing, right? Yeah, I didn’t explain why TA is bad for gw2. It’s just deathmatch. “No it’s not! TA was tactically rich and —-—” no, man, screw you. Gw2 doesn’t have any of the team build considerations that gw1 did. TA in gw2 is just taking the allowed number of players into a roster together and then having an nvn teamfight.
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]
(edited by mbh.8301)
TA in the sense of having a dedicated arena for premades instead of an RA-like one-size-fits-all place where organized team continually bash on randoms.
Many players have bought the game expecting to find a lot more pvp content
and certainly at this point are not happy with how they spent the money.
hopefully in the near future developers add something that can return gw a serious game worth to be played
They should do what LoL does about people leaving a match along with a couple other key factors.
1. If a player leaves a match, don’t allow them back into any pvp match for like 3 minutes or so. Nothing harsh but let them know leaving their team to potentially lose was a bad idea. For Tpvp, make this like 10 minutes for any lobby matchup as it is much more tedious.
2. When a match ends, don’t force the group into another match (excluding tpvp since it does ask you). Make a box pop up on the corner of their screen asking them,“Do you wish to move to the next match?”. If you click no, you’re returned to the mists lobby next to the pvp browser guy. Clicking yes well obviously you move to the next match.
3. Leaving before a match officially starts (the countdown) should not punish the player(excluding tpvp). However the match should not officially start until teams are balanced from either new people joining or someone from the other team being nice enough to move over. No one should be forced to switch teams especially if they’re with friends.
4. Do not shift teams around every match. Even if Team A dominated team B last match, that just means team B needs to step up their game or leave before the next match started to find a new match. Again, if with friends it is very annoying being switched around.
Pvp match-ups should focus less on balanced numbers (5v5, 6v6, etc) and putting out rapid matchs. It should be more about waiting till things are right. So what if the player’s wait 30 seconds or more to join the next match, it’s a kitten a lot better than being thrown into a lottery ball and being seperated from your old team and/or friends. Sure Tpvp has the party contained but no punishment for leaving, what if the match starts with 4v5? How is that fair? Too little risk for leaving your team behind but also too restricted on how you want to match-up. It’s impossible to match-up friendly because eventually you’re going to leave and you can’t leave safely without reducing your team’s numbers.
break. I feel like they should be back by now..”