(edited by Dsmac.6325)
Getting Glory Structured PvP Guide
Can only agree from my own experience, and also you summed up nicely what is all wrong with the current glory reward mechanic in PvP. If you play to win the game, you lose out on glory/rank experience.
It’s really frustrating to notice that if you sacrifice yourself to delay the enemy from capturing or advancing, you get punished. I had games where the losing team got at least double the points compared to the winning team, even though we won 500 to about 120.
So to all new players…follow Dsmac’s suggestions to earn a lot of points. Save playingproperly for when it counts, aka tournaments.
"So to all new players…follow Dsmac’s suggestions to earn a lot of points. Save playingproperly for when it counts, aka tournaments."
Which, interestingly enough, brings us to a catch-22 scenario, where over time entry barrier for tournament play will become so high, that learning curve will turn into a "learning cliff" unapproachable by 98% of players, leaving these players to the hell of hot-join "casual" PvP with no ladders to climb separating players based on skill, and no incentives for winning because it’s all about racking up glory points anyway.
Another problem is that there is nothing in-between tournament play (dominated by pre-made teams of really good players) and hot-join PvP. WvW is not PvP, so let’s leave it out of the discussion for the moment. Yet another issue I have is that "player skill" is tracked by glory, because there are no leagues and ladders to speak of, either in hot-join or tournament play.
What I’d like to see is a re-design of PvP at large:
a) hot-join casual PvP, 8v8, solo queue on server of your choice
- glory system, revamped and more context-sensitive, you get about 40-60% of available glory points by winning the match, can get the remaining 40-60% points through individual contribution, if you lose the match you only get points for individual contribution
b) solo queue semi-competitive 5v5 PvP, no pre-made teams allowed, automated match-making
- glory system, all glory points awarded for winning the match
- leagues and ladders to climb, separating players by skill in automated match-making
c) pre-made teams competitve 5v5 PvP, tournament play, automated match-making
- glory system, all glory points awarded for winning the match
- monthly and yearly tournaments
(edited by Demosthene.2195)
No wonder I wasn’t getting many glory points.
I think you get bonus glory based on a certain percent. It appears that the more glory you have to more bonus you get in the end. Again the main emphasis is put on getting glory. If you are doing your job and not getting glory then you are not being rewarded. I’m sure there are many players who score low on the boards, but impact the game in a significant way. The concept of the game isn’t that hard to learn, but they aren’t promoting good PvP. Certain actions aren’t being rewarded and others are rewarded too heavily.
Dove into sPvP this weekend hard — achieved rank 10. I have to say this topic is still accurate (even though it’s 6-months old).
It’s a shame because there should be some incentive to guard a capture point, or occupy a zerg Many-vs-Me.