A simple prorposal

A simple prorposal

in PvP

Posted by: PierPiero.9142

PierPiero.9142

This game is heavily based on conquest. Sometimes it seems to me that “fighting is not so important”… i was able to win some match loosing teamfights… only with a smarter rotation or to lose them winning many teamfights for the opposite reason. what do you think about rising up the killing score from 5 pt to 10 pt or so making “killing” more important and rebalancing the score ?

A simple prorposal

in PvP

Posted by: Laserbolt.6731

Laserbolt.6731

Two years ago it used to be higher, I think, and they lowered it to 5 pts, I think.

The game is supposed to be more about strategy and less about dueling.

Scrapper: “Frank from Research”

A simple prorposal

in PvP

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

@ PierPiero.9142
that would be good for another game mode, i think.
but this is conquest, so holding objectives is still important.

@ Laserbolt.6731
i think it was always 5 team points per kill since the first beta weekends test started.
it could be 10 team points during alpha testing phases but that one i dunno since i only participated from the first beta weekends onwards.

A simple prorposal

in PvP

Posted by: Reokie.7809

Reokie.7809

I don’t see how conquest is supposed to be an “exciting spectator e-sport” when the main objective is to stand around on points and run to other points instead of fighting. When you do fight it has to be within a claustrophobic circle that you can’t leave or else you lose those precious points. How thrilling. . .

Gaaxi 80 D/F Ele

A simple prorposal

in PvP

Posted by: WTFProoF.3120

WTFProoF.3120

Ok, before I explain why the Conquest scoring and gametype are perfectly fine as they are and do not need any type of ruleset adjustments I will just make a quick comparison exmaple and hope that this will suffice for most people sharing PierPero’s and Reokie’s points of view.

What you two (Pier and Reokie) are essentially asking for is the same as if somebody would say this: “Wow I really like soccer (or football for you Euro-suckers) and it’s primarily a spectator sport, but man all those complicated running-patterns, passing and stuff is really boring and does not add anything to the core gameplay! Instead it should be just a set ammount of penalty rounds to determine the winner!”

See the point? No? Then read on:

PierPiero you say that (sometimes) it seems to you that fighting is not as important in Conquest gametype as it should be and because of that they should up the kill-score reward by 100% to shift the focus towards fighting and less towards rotations (and indirectly map-awareness and teamplay).
The easy and somewhat rude answer to this is to say “Go watch/play WoW Arenas, or Bloodline Champions, or XAM, or any Game with Arena-Gametype as it’s main Focus”. But I would rather not say that, you obviously have your reasons for playing GW2 PvP and want it to grow and become more interesting for spectators. However upping the kill-score reward is not going to accomplish that, in fact it would actually hurt your goal.
You see, as it is right now there is a (arguably perfect) balance between teamplay and individual play in Conquest. Sure dueling and teamfighting 100% of the game will not bring you the victory in most of your matches (it can though if the enemy team is incredibly bad at backcaping and acting as a team) but both those things are essential to every win. You might loose games where you played your best in terms of teamfight contribution and 1v1s however you lose those games not because teamfighting and dueling has not enough of a priority in the gametypes core design but because you (and your team) failed at other aspects of Conquest that are equally as important. If you lose because you are getting backcaped you should focus on map-awareness and responding to backcaps accordingly.
Doubling the kill-score reward would make zerging from node to node way more lucrative, something completely contradictory to the actual goal of the game and also making it extremely boring to watch since team comps would start to rely heavily on single-target spike. You gain 1 point every 2 seconds from a node, so if your opponent has 3 nodes he would need 7 seconds to generate points equal to a kill, while with a glass-cannon comp you could spike down one enemy in less then 5 then decap the point you were attacking increasing the time your opponents need to gather the points to equal out the kill.

Reokie you seem to have a very strange perception of how fights and spectating in GW2 PvP work.
First of all, an even remotely competent caster will never show you how a person is caping/backcaping a node for the entirety of the process. They might switch to that node for a second to point out he smart play but will immediately switch back to a fight (unless one breaks out at the node they switched to), pretty much all you see during a good tournament-stream is fighting.
Second, fighting on a node becomes so intense and captivating because players have limited room to dodge/maneuver around while fighting. If the space available on a node is bigger (like mid node on Foefire) fights can turn into ranged engagements or Ring Around The Rosey very fast. Also even on those small areas you see people quite often disengaging after (ideally) carefully calculating how much time they can spend off the node before it gets capped just to jump in at the last moment after their skills came of cooldown thus preventing the cap and forcing the enemy to stay on the node instead of helping his teammates.

Edit: Fixed a logic-mistake in the last part.

(edited by WTFProoF.3120)

A simple prorposal

in PvP

Posted by: butch.8136

butch.8136

I’d argue that it does need an overhaul if it wants to cater to viewership. Seeing the timer run out, is not really exciting. Witnessing the snowball, is not really exciting (something which happens often in conquest). Watching a score creep to 500, not that exciting either.

Work can be done on the spectator/caster side of things. Video in video should be used in every tournaments as there’s always action on 2+ points. Camerawork could use work too, but they’re quite limited by the system I’d guess. Secondary objectives should be much more easy to follow (lord kills, boss kills, buffs, etc.).

Pure deathmatch is not good either. It might be fun for the players, 2v2/3v3, but that’s it. For the viewers it isn’t exciting either. Most games have objectives, as it creates depth and more exciting moments. Tangible objectives (opposed to a score) are easier to create tension and are thus more fun to spectate (bomb plants in cs:go, all the objectives in LoL, flag + lord in gw1, etc.).

Conquest creates depth, hence why being mechanically skilled is subpar to being ‘conquest’ skilled (rotations, etc.). It creates fun gameplay, etc. But the endgoal, reaching a 500 score, is just boring from a spectator point of view.

How to fix this? I don’t really know. Secondary objectives try to alleviate the problem a bit, but it’s lacking in that area. A fix for timer ends could be changing the ruleset to first kill or first teamwipe or so? :p It would be more exciting than just ending it right there and then (WTS finals had a timer run out, while TCG was having an epic comeback, if you did the math you could basically know 1 minute beforehand, that the game was over regardless of gameplay).

Razor xxxx (Desolation ; Off)
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!