What competitive PvE feature do you want?

What competitive PvE feature do you want?

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Posted by: ChoChoBo.6503

ChoChoBo.6503

GW2 PvE has always been uber casual. But with HoT coming and dev’s specifically saying that its targeting more challenging/veteran level content. I can’t help but hope for a more competitive PvE.

Players actively seeking for the best looking gear or going for the best dungeon runs. Remember, competitive doesn’t mean PvP/GvG/WvW. I’m hoping for PvE features where guilds have more meaning than just a way to sort your friends.

Do you think they’ll add leader boards to dungeons?

I’m hoping for a merit-based reward system, where you get better/more rewards depending on how much you contribute or how well you performed in events. I think a system that rewards based on merit would give players a reason to better their play style instead of sticking to the meta 1,1,1,1,1 to win. Gawd knows there are tons of elite/good players in PvE but pale to the number of meta 1,1,1,1,1 players.

I’m also not saying get rid of the current Daily/11111 to win reward system in place, I’m just hoping they’ll add a merit based system on top of it.

What do you guys think about a more competitive/challenging PvE? What features do you think they should add that would make PvE more challenging/competitive other than more difficult content?

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Posted by: Conski Deshan.2057

Conski Deshan.2057

I’d like to see two forms of challenging content added (instanced of course).

Short-medium length solo challenges: These could be scattered across the various maps (challenging champions etc). They could have a leader-board attached if people wanted but the core idea is that they test your endurance, multi-tasking, core combat and gimmick combat skills. I.E a timed jumping puzzle that as you ascend requires you to use control/knockbacks on colour coded enemies before having to burn down a boss with the remaining time left. Any deaths are a full restart. Each solo challenge unlocks a set piece of armor/weapon (not a token system,I.E the hylek challenge will always unlock the chest piece, that way if one is botched and too easy it only invalidates one piece of the set not the whole thing). I’d expect it to be tuned to a very high fail rate.

Longer group dungeons: I call these hybrid dungeons, unlike normal ones you can only join at the start, no joining half way through. At points in the dungeon the party is forced to split up and preform separate tasks/ complementary tasks. Before coming back together. Failing a section of the dungeon results in having to do over the entire section. Again a timed aspect and the reset penalty add to the difficulty. General combat should be a higher difficulty and the splitting of the party forces individual players to be competent. The reward system for this dungeon would be similar to a normal dungeon full armor and weapon set for tokens (no token bags the tokens are only awarded at the end of the run and a higher number than a standard dungeon). With a special prestiege item that gives an aura/trail (like poly-lumi/queen bee) that is only awarded from a special challenge version that adds something like a fractal instability (perma-poison/Damage only when chilled etc.) throughout the dungeon raising the difficulty even further.

I know some people don’t like timed aspects but it’s a good way to ensure competence not persistence.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I don’t think that this game needs competition in PvE. One of the great things is how supportive the community is and I believe that is due in large part to not having to compete for nodes or loot. When the game gets toxic is when people feel they are being asked to compete: the queensdale champ train sometimes pitted vets vs newbies, there have been several fail-vs-succeed-at-event conflagrations, and let us not forget that pre-megaserver Tyria produced a lot of hostility of “native” vs “foreigners” competing for spots in instances for boss events.

tl;dr I would like to see more challenging content; I don’t think adding any sort of competition will have the desired effect.

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Posted by: zenleto.6179

zenleto.6179

I don’t feel that pve needs a leaderboard since it’s basically just hitting things and taking their stuff but if something like Conski’s solo challenge thing was ever introduced they could put a 24 hours leaderboard on it. I seem to remember SWG had something like that for their time trial vehicle routes.

Fire up the Hyperbowl ma, we’re going to town!

Would you like some hard cheeze with your sad whine?

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Posted by: ChoChoBo.6503

ChoChoBo.6503

I don’t think that this game needs competition in PvE. One of the great things is how supportive the community is and I believe that is due in large part to not having to compete for nodes or loot. When the game gets toxic is when people feel they are being asked to compete: the queensdale champ train sometimes pitted vets vs newbies, there have been several fail-vs-succeed-at-event conflagrations, and let us not forget that pre-megaserver Tyria produced a lot of hostility of “native” vs “foreigners” competing for spots in instances for boss events.

tl;dr I would like to see more challenging content; I don’t think adding any sort of competition will have the desired effect.

Currently, we get the same rewards for doing dungeons, fractals or world bosses regardless of how much we contribute. So many players in GW2 only stand in place and 11111 world bosses instead of actively doing pre-events or the in between events like the SB portals or Mega veterans. Or simply stack-up in dungeons and 11111 instead of learning or doing a proper skill rotation for maximum damage or support.

Competitive content isn’t just player vs player, fighting over loot/nodes/events.

Say they introduced a leader/scoreboard system to dungeons. And depending on how much damage you do, how much boons you applied, how many interrupts/dodges/evades you perform, you earn a score at the very end of the dungeon. And that score influenced the rewards you are eligible to get at the end. A competitive reward system like that would promote players from not just 11111 throughout a dungeon. Players would help other players by teaching them optimal builds/play-styles to score higher. It’d only be toxic if individual score/ranks affected the entire party’s rewards.

There is such a thing as friendly competition, and GW2 is really lacking in it.

I’d really like it, if they added a way for guilds to challenge other guilds in activities such as Sanctum’s Sprint or Keg Brawl. Competition like that sounds fun and not toxic at all.

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Posted by: OneKlicKill.4285

OneKlicKill.4285

PvP servers where silvari vs other happens in the pve world. That would be awesome.

More on topic though Challenges as stated above that are only soloable but require immense skill and do not reward sinking time but true skill completion (ex NO RNG rewards or token systems). Everything in this game can be obtained by just throwing time at it, there’s no item that makes you thing, oh wow that guys a really good XXX Proff. The titles in the game mean nothing, including PvP titles. Nearly all achievements have easy ways to abuse them to get them.

There needs to be challenges that are class based. To get the Master Ele title you have to complete all the challenges as an ele, and to do that it should require the intellegent use of multiple wep sets, armor combinations, trait combos, utilities etc. A true mastery of the class.

Oh and add the kittening duel function already im sick of waiting for Teq for 25 min leme duel my friends in pve…

Please skill/trait split and give control to the PvP team. Karl is fucking killing us

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Posted by: Ralanost.8913

Ralanost.8913

One reason I play purely pve is that I’m not a competitive person. I like working with people, not against them.

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Posted by: RoRo.8270

RoRo.8270

I’m guessing it will be more open world zerg trains. Gw2 pve and wvw in a nutshell “STACK”

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Posted by: Fermi.2409

Fermi.2409

I want to see a firefight-style mode where specific sets of mobs/bosses spawn and teams compete to see who can get the farthest. It gives challenging content and competition all at once.

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