[Idea] How about some competitive PvE?

[Idea] How about some competitive PvE?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Proposal Overview
Each piece of content, such as the Silverwastes “WvW” style of events, should be designed to create competition among the players while encouraging the need to help each other, which I call Comp-Cooperative (the need to help each other achieve the same goal yet are against each other).

Goal of Proposal
To make content last much longer and help alleviate the need to satisfy players due to short term projects such as “newest farming map” using a design philosophy. Too much content today is currently participation and only participation based. Me, sitting there letting my auto-attack gets me the same as me going all out in certain events and it gets old very fast.

Associated Risks
-With said competition in mind, players may complain that certain builds or items may give an unfair advantage. This will inevitably happen, with anything. Thus, said competition should be party based and not by an individual. With future content in mind, this would widen the variety of builds for PvE as high-DPS builds are dominant in the dungeon aspect of GW2 in terms of party composition.

-How the competition is created. This could be alleviated by having multiple ways of doing something, and if too much people are doing it a single way, it actually hurts them.
Rewards must undoubtedly be much better if you are doing better than others, and this will push away many players. What rewards can you give that will make this better to do than normal farming, and will it be worth it if you keep doing below average? How will it be tracked?

Secondary Goal of Proposal
A new mode of progression in PvE which is both Horizontal and Vertical. It remains basically horizontal because of the current systems (most people have exotic/ascended gear, not too wide of a gap), but will become vertical in the newer content and essentially “reset” as time goes on.

Secondary Proposal Overview
This would be done similar to how fractal “level” is determined: naturally, one would find it almost impossible to do a level 50 fractal with only 10 Agony Resistance. The newer content could have a similar system, utilizing buffs instead of actual items. These buffs are upgraded by the player individually to give them a better time in the newer content, and thus perform better than other players as it will be a competitive PvE environment. The amount of players who cap out on this buff would saturate over time, at which the dev team would already be done creating the next new content.

Associated Risks
-The question of “gating” comes to mind with such a system. Why would you prevent players from accessing content simply because they haven’t “geared up” for it yet? This could be worked around by simply letting players do more and survive longer in events if the player has worked on said buff.
-Elitism in parties and anti-solo. This works both ways. With a great group, you could achieve more. But solo also works, since you won’t be held back unintentionally. Elitism in parties, which favor only highly “buffed” players or “experience”, do exist in dungeon parties today yet don’t really kill the community on that aspect, but its still a risk.

[Idea] How about some competitive PvE?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Proposal Functionality

This is a system that could be recycled into maps, having a different, upgrade-able buff which acts like a simplified vertical progression.

This buff is similar to Agony Resistance but the opposite: it makes it harder for you.

Parties, groups of 5 or even solo, are rewarded on group effort. The difference between low resistance and high resistance is that the latter allows you to stay in fights much longer and thus achieve more, but you must achieve more to keep up with it. To ease players of unfair advantages, one may choose their level of resistance (like a difficulty setting) but those resistances must be unlocked (vertical progression).

At the end of the event train, the parties of ALL instances are separated into five tiers:

Top 5: Tier 4, upgraded regular rewards that give a random exotic weapon (from anywhere, with a bit higher chance than normal for a precursor, which honestly, is still super low.)

Top 20%: Tier 3, guaranteed chance at unique materials/items.

Top 50%: Tier 2, you might get some unique materials or items.

Top 100%: Tier 1, rarely get unique materials or items.

AFK: Nothing. Didn’t do anything at all, but that’s okay, you get nothing as well!

All Tiers except AFK: In addition to their tiers, they get regular rewards to make this worthwhile.

[Idea] How about some competitive PvE?

in Guild Wars 2 Discussion

Posted by: TimTimTimma.6395

TimTimTimma.6395

We had this kind of thing in GW1 with alliance battles from Factions. Fort Aspenwood was HUGELY popular pitting the Luxons against the Kurzicks and rewarding players with points in their faction that they could use to buy faction themed armor and weapons with.

If your faction did particularly well in the alliance battles, the battle lines would move revealing enemy outposts that could now be claimed by guilds who hold allegiance with your faction.

Sadly, I think I remember reading from one of the PvP dev that they don’t want to do anything like this because they don’t want to split the player base up.

(edited by TimTimTimma.6395)

[Idea] How about some competitive PvE?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

We had this kind of thing in GW1 with alliance battles from Factions. Fort Aspenwood was HUGELY popular pitting the Luxons against the Kurzicks and rewarding players with points in their faction that they could use to buy faction themed armor and weapons with. Sadly, I think I remember reading from one of the PvP dev that they don’t want to do anything like this because they don’t want to split the player base up.

Right but back then it was split into factions. This doesn’t do that. No matter what server or guild you are on, its up to your current group’s skill to fight for it.