Collaborative Development- Request for Topics
1. trait system
2. balance
3. reward
1)
with the current TRAIT system you have to pick cookie cutter traits like cleansing ire, deceptive evasion etc., which are significantly stronger than other traits, to be competitive. This pigeonholes many classes and there is no room for diversity. Also you cannot change many traits without affecting viable builds, that´s why the trait system should be more like in WoW where you choose your role first and then get the traits. It´s way easier to balance when you can make changes without affecting the rest. Currently all builds are a product of random factors, you made all the traits and balance changes and see what the community makes out of it afterwards instead of controlling the balance yourself, that´s not a good way to handle balance! An easier system would also be more friendly to new players.
2) We need faster balance progress and more diversity. If every class can only fit into 1 role due to the trait system i explained in “1)” we will always have a meta game around the best synergies. Balance also helps to increase population.
3) rewards are important to give an incentive to play and to get a bigger player base
(edited by Blackjack.5621)
1. Rewards
2. Game modes
3. Balance
1) Balancing (and, most important, kill builds with very low skillfloor)
2) QoL-Improvements (saving templates, tone down AoE-effects for making matches nice to watch)
3) Gamemodes! (don’t worry about their balance, just make them available on CAs for testing)
PvP:
1.) GvG
2.) Automated Tournaments
3.) Balance
1. Rewards(will auto-solve many other problems if they´re big enough to attract more people to play)
2. A guild ladder(with guildrank, guildhall, at´s/mAt´s and stuff)
3. Game modes
1.) Leaderboards/Seasons
2.) Balance/Build Diversity
3.) Rewards System/Incentives
1) Build Diversity (including Balance)
2) PVP Training/Growing Population (a way for new players to understand there is more strategy than “my build can kill a thief in 5 seconds… on paper…” without being noobstomped and getting a bad experience)
3) Game Modes (including Heroes Ascent/Hall of Heroes style, and classic GvG using baseline sPVP gear, not like the WvW ascended gear+food fights)
1) Balance. – A balanced game is better than, shall we say, WoW’s BC necros running around everywhere (they had DoTs, we have condis. See how well that comparison can work right now?). It wasn’t good in WoW, something similar should NEVER happen here. P.S. Not saying nerf condis, just saying make it a challenge to do that.
2) Types. -I’m tired of sitting on the treb, or the point, or rushing to kill an NPC, or who has tranquility first, or which team owns the battlecruiser power cannon. Conquest type would be meh, but I’d like to see something like a mini WvW (3 teams against each other) fighting over a central fort. That’d be pretty fun.
3) Rewards. -Really the only 2 reasons I PvP atm is for the daily laurel, and monthly ofc, and it’s fun. But wow do I look horrible in there! Random armor based on rank? Ick! If armor doesn’t matter in there but for looks we should have tokens or something to buy it asap we have enough tokens. I’d also like to see some money come out of it. Do good, get paid. Doesn’t have to be a lot. Just something nice to keep you there like 5 silver for losing, 10 for winning.
1)reward and new mode tournament with ladder for exemple!
2)balance
3)new game mode
Guard Team Champignon
1. ladder seen from game lvl
2.gold in pvp reawrds
3. balance
1. Player Education for Effective Individual and Team Strategy
2. Incentives for PvE and WvW players to play sPvP
3. Spectator Mode for tPvP
1. Balance (in particular, frequency of changes).
2. Rewards & cross-format incentives to draw new and old players in.
3. New game modes.
1: Additional Game Modes (Conquest is too little about the PvP combat)
2: Reward System
3: … Game modes, really.
Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…
1) Bug fixes
2) Balance
3) Rewards & Progression
1. Dungeon rewards. – makes no sense to run on alts.
2. Weapon color option.
3. Reasons to have alts.
1. More game modes
2. GvG
3. Longer battles so ability is more important than skill rotation (or build of the week). Battles where planning and strategy can have an impact. What I mean by longer battles is that you have to focus fire on somebody to bring him down, and not having a guy who can go down in 1.3 seconds.
And one more comment for point 3. The current system is not very friendly to newcomers and outsiders, because everything happens so fast that they will never know whats going on. Plus the fact that the traits are “hidden” makes it very difficult to understand for those people. This may be of special interest for viewers in external sources like the ESL. Making traits more visible may help understanding what’s happening. I may make a separate post for this as a suggestion.
1) More frequent balence patches/actual class balance.
2) Game modes
3) PVE rewards/xp for playing pvp.
- John Smith
While there’s a lot I’d LIKE to see (more skill/trait interdependencies and inter-profession synergies to encourage group fights, more build diversity, etc), the game fundamentally works ok. The major problems plaguing pvp are with the game mode, not with the fundamental mechanics. My top 3 would therefore be:
1. MORE GAME TYPES:
For two reasons: firstly, it’s really repetitive to play the same thing match after match, and secondly, it’s really difficult for beginners to get into, as watching all the people doing the free trial and trying out pvp in the past few weeks has shown me: I’ve never been among those players who have been requesting pure deathmatch, or 1v1 duelling arenas, but those kinds of game modes might be handy for people new to pvp to learn on without having to worry about scores and point capture mechanics.
But it’s not just beginners for whom Conquest doesn’t do it: it’s just not a very sophisticated game mode, and there’s very little tactical variety to it. It just doesn’t have the depth to support a high-level competitive esports scene. I know some of you in the dev team disagree, but among players I think I’m in the majority thinking this. To my mind, GW1-style GvG was the perfect competitive game mode: multiple win conditions (guild lord or 60% DP), secondary mechanics that didn’t dominate or overshadow the main fighting (majority of matches were decided by what happened in the big group fight at the flagstand rather than by small lord gank groups or VoD), large variety of possible tactics and group split combinations. It was ingenious, iconic, and balanced, and I have no idea why you didn’t carry it over into GW2!
2. TOURNAMENTS! TOURNAMENTS! TOURNAMENTS!
You need to either massively step up your support for third-party tournaments or introduce automated tournament seasons in-game. And you need to do a much better job of advertising them and helping people watch – a couple posts on twitter and facebook are NOT enough! You need to alert people in game as well, possibly via mail, with a pop-up notification, or by a big splashy ad when you open the PvP window. And linking to streams isn’t enough either, they’re entertaining but I would much prefer a way to watch in-game as well. You could possibly sell observer spots for high-ranked tournament games for gems. And while I’m on the subject of Spectator Mode, a way to review your own games (possibly for payment again) would be nice too.
3. GETTING BEGINNERS INTO IT!
I may have put this third but tbh it may be the most vital thing: the pvp community is shrinking, queues for matches get slightly longer every week. The game’s population is still pretty high, but pvp feels like it’s on the decline. You need to encourage the PvE people to play more! That will involve reworking PvP rewards, but that’s not enough: the biggest obsctacle for them isn’t terrible rewards, it’s how hard it is to get into! I’m not just talking about the fact that the actual combat is more difficult than PvE(though it is), but mainly about the fact that they have no clue what the difference between hotjoin, solo arena, and team arena is, how the queue system works or that they can’t exit a tournament game once it starts, or even how Conquest works!
The past 2 weeks have been an absolutely PAINFUL illustration of this point, as I kept getting grouped either with or against people doing the free trial and having no idea what they’re doing, both in Team Arenas and Solo Arenas (another indication of how small the pvp community is, when completely new people get thrown in the same match with people ranked above the 90th percentile!) I watched the poor newbies run around cluelessly, get killed, get frustrated, try to exit the match only to be dragged back in again cause they had no idea how the system works, or simply standing still afk because they had queued up 10’ ago and had given up on waiting for it, and, of course, get subjected to an awful lot of verbal abuse from those of their teammates less patient than me.
So I’m asking: why were people completely new to the game allowed to join Team Arenas straight from the off? Why isn’t the “join match” options in the pvp window disabled until you go to the mists and complete the tutorials? Why isn’t there a better way to introduce players to pvp rather than just dropping them straight into the deep end? And lastly, why can’t you disable tournament for new players until they’ve played a certain amount of matches in hotjoin, or reached a certain rank?
OK, this is probably a lot wordier than you wanted, I’m sure you were just expecting a list of 3 lines, but I just thought I needed to explain WHY these issues are vital.
Thanks for listening!
1. Game modes
2. Larger groups v. groups (ie. 15 v 15)
3. Rewards visible in pve at lower tiers (glows/auras, lesser titles on the way to big titles, etc.)
1) Save talent / skill setups
2) balanced tourneys
3) Lessen the need for environment focused builds (skyhammer)
1) New skills to increase diversity
2) Vastly improved skill and effect clarity
3) Rewards and Progression
1) rewards and progression.
spvp rewards are more quickly obtained through living world and achievement point chests which is absurd design,
to get rewarded in the content i like i should not play that content.
rank finishers are nice and all but why cant we have emotes or exp/ karma or anything that can be used outside of spvp, if other gameplay gives rewards for spvp it should likewise reward wvwxp and PVE
2) game modes
capture the points is fine but there needs to be variation. more asymetric maps rotating defenders and attackers in rounds best of 3 etc you could also reward a small amount of glory for activities as atm, people seem to only pop into them for the daily unless they are farming to clear the associated achievements
3) trait/ gear saving
if i want to swap to a build ive already setup i should not then spend a few min running to the npcs to get all the items i need to change to and clicking through traits
purrrrr nyaa
1. Rewards -let us help you redesign the rewards system!
2. Balance of course (so we don’t end up in this mess again).
3. Spectator mode; improving the viewability of gw2 should be a huge priority.
I think opening forum threads to discuss this stuff isn’t going to be enough, you guys just need to open up the beta client to the public and collect feedback from the masses. The QA team lets SO many bugs through every patch that get caught by the community like hours after the patch goes live (mesmer fall damage trait doing 30k dps for example). Let us help you!
1) Rewards
Adding PvE type rewards in addition to PvP rewards! For example in GW1, you could buy zaishen keys with balthazar faction (the equivalent of glory) and sell them for a good amount. Adding better rewards would give more incentive to PvE players to try PvP as well as regular PvP players as they won’t feel they are losing out on rewards.
2) Balance
I’m not an expert but this feels like it needs a lot of help. New changes like allowing immobilize stacking feel like a step in the wrong direction, I’m afraid.
3) Don’t let uneven matches commence.
(edited by Agent.3709)
1) Balance
2) Deathmatch/CtF modes (already have an idea for first one!)
3) Rewards such as more PvP titles for some hard achievments.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Oh I thought of a third one.
3. PvP monetization.
If we want more resources for the pvp team, someone somewhere is going to have to be shown that it is financially sound to allocate them. Right now pvp may bring in some players, but with the lack of connection between the mists and the rest of the game, those players probably have a much lower rate of conversion to paying customers.
I have zero idea how you could monetize it tbh. Skins aren’t really my thing, but maybe that would work?
I’m a bit puzzled by some of the answers here. I see a lot of replies asking to discuss rewards: I think rewards are an important part of sPvP that needs to be improved, but the most important reason we are doing sPvP is because we LIKE it. It’s important to keep things in perspective: if you do not enjoy your time in sPvP, you will not play it anymore. What makes your sPvP experience fun can differ but I think most will agree that balanced, interesting and skill-based play are a good basis. Therefore…
1. Balance (incl. more skill-based play & even fights for solo Q)
2. Rewards
3. Game Modes
Thoth Divine – Power Necro
I Hope You Die – Burst Berserker
This is either
- design by committee
- appeasement
neither of which bodes well
1: Rewards and Progression (we need balance between PvE and PvP)
2: Game Modes (more maps and modes)
3: Balance Philosophy
This is either
- design by committee
- appeasement
neither of which bodes well
Top three lists are commonly used by game developers to get a feel for long-term prioritization. It’s not like they don’t know what to do and are asking for ideas.
1: Game Modes
2: Balance
3: Rewards
1) Bug squashing. (Perhaps not much to say on the topic, but I think it’s important to have as few as possible for balance/variety).
2) Rewards and progression
3) Game modes. (I love conquest and completely agree with your stated philosophy as to why it’s the most effective mode for competitive play, but I think having more modes for casual play is important for fostering a wider community.)
1. Developer resorces inside this game
2. Player verus Player, NOT Player versus Scenario versus Player ( game modes)
3. More builds.
1. sPvP game modes
2. sPvP game modes
3. sPvP game modes
I speak for [CM]Cheese mode EU, (All reasons here are purely to increase the high tier competitive play in SPvP).
1) Rewards / Leaderboards – Without incentives there is no reason to even log in and play Spvp competitively. Fix the broken Leaderboard so being rank 1 actually means something (Possible rewards for leaderboard ranks?)
2) Balance – S/d thieves need nerf (Mainly EU) / >> Elementalist needs a major buff. <<<
3) Game modes and maps – Doesn’t really matter in the competitive scene but is fun for randoms to enjoy in hot join.
(edited by Fraelin.7409)
Mine got removed…
1) Class build variety
2)Equal attention on all classes
3) The current power of certain metas and classes (I.E. DoT classes, and warriors. I think warriors are were ALL classes should be, you’ve got them to a good point, now the rest of the classes!)
1. Incentive to play: Rewards, matchmaking tweaks, etc.
2. Balance
Balance isn’t as high as a priority because things like eles, mesmers, condi thieves, power rangers can destroy warriors but people are too scared to use them because they aren’t so strong against something else out there like spirit ranger. The game is actually at a really interesting point where players will actually need teamwork to win matches, if they have a warrior far send a counter war spec, if they have a spirit ranger send a warrior, same thing with the back point.
Am I good?… I’m good.
Hi All,
Thanks all for taking the time to post your topics. This thread will be closing on Tuesday 22nd Oct at 6pm PST. From there we will count up the the individual topics to ascertain which one is the most popular in this area.
ChrisW
Hi All,
Recently we spent some time discussing the concept of collaborative development with some of our community. The thread can be found here:[url]https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development/first[url]
We talked about rolling out a new process in which over a set time period we can discuss design philosophies behind the main components of Guild Wars 2.
The first part of the plan is for you all to list the top three sections of this area of the game that you would like to discuss:
For example for PvP your list might be:1: Balance Philosophy
2: Rewards and Progression
3: Game ModesAfter a couple of days we will choose the number 1 topic in each area and then create the threads within the specific areas for us all to discuss, brainstorm and share our opinions on.
Chris
This is a great idea. Glad you brought this post to the PvP section. I’m sure it would just get lost in a general forum since the PvP community is much smaller.
My ideas:
1. More skills
2. Better rewards
3. More viable traits
4. Other game modes ( i know this is being worked on and I am super excited)
1. Matchmaking
2. Rewards/Progression
3. Game Modes.
www.twitch.tv/the_chach – Random sPVP/WvW
1. Game Modes. Self-explanatory
2. Further balance / Skills / Class build variety (kinda all linked)
3. Rewards ( I’d like to get my favourite armor skin faster, like in Gw1, without grind…)
1. Rewards
2. Maps
3. Post-game stats (total damage/ healing, conditions cleansed, revives, stomps etc)
1 – Ladder replacing leaderboards
2 – rewards
3 – balance
I’ve JUST started PvPing for less than a month, so forgive me:
1. Rewards: ok, here’s the deal: I love hot join PvP. However, it should not be the best way of increasing in rank. I would rather have a PvP rank (earned by hot join and tournies) and a Tournament Rank (earned ONLY in tournaments). Love the locker as well. However, can we stack the items, please? And a little silver for wins in PvP wouldn’t hurt either
2. Game Modes I feel like you guys have done an excellent jobs with the release of various maps. HOWEVER, we really…REALLY need more modes. I personally think Teamdeath match is NOT a good option in an MMO. However, GvG would be great and I think Kill Confirmed (taking an enemy “spirit” after they are killed back to a point on the map for points) would be a happy compromise.
3. More Skills I think you guys mentioned something about adding more skills to the game this year, so I’m happy to wait. I’d really like to see more weapon types available to each class. You can always place some underwater weapons and give them on land functionality as well
This isn’t really an addition, but people who exploited to rank up need to be dealt with.
thanks for this topic!!
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
1- Balance
2- Matchmaking
3- Rewards
1) Price of the game for those who only want to sPvP
2) Game modes
3) Rewards and pvp progression
1. Fix sPvP Leaderboard (more reward on active players) and Matchmaching (I don’t wanna to play with anyone, just with guys of my rating)
2. More sPvP Modes (capture the flag plz!), including 10v10 and 15v15 modes with bigger maps.
3. More rewards for sPvP players, Gold, Gems, Unique Skins and Minis.
Quality of Life:
1) We want store our trait builds and armor sets on a single button shortcut.
2) Sound alarming when sPvP tournment is ready to start (when the dialog box popups), sometimes we just don’t enter the spvp map because afk or alt-tab.
3) Improve report and penalties system for sPvP
1. Change Confusion to be more like Clumsiness. Very Short basic duration of sth. like 2sec but very high damage on skill use. Still stacks in intensity but all stacks are removed after damaging the foe. Differs in color from white to red depending on the dmg it would do on skill use. Somebody that plays like a Berserker should die really fast while somebody that plays more with his head should be able to nullify the damage by waiting sometimes before he attacks again. At the moment its just a different source of damage because the duration almost lasts the entire fight.
2. Change Chilled to be more like Diversion. Because theres no manaresource and Chilled/Confusion are the Conditions that could prevent people from faceroll over their keyboard to hold anything on cooldown.
Basicduration of sth like 2sec. Stacks in intensity. All stacks are removed after skill activation (a skill that removes chilled is not affected by the increased recharge) and the skill rechargetime has increased by x seconds for each chilled stack.
Example: x = 1
3. More clear visuals for skillactivating. Just like the signet ones.
Or maybe a glow on my own interrupt skills, if my target is using a skill/action that has more than a second casttime. Less random interrupts like Chaos Storm and more rewarding interrupts with skills like Power Lock
I know that this would be a lot of work on balancing but it would improve the game a lot in my opinion.