AFTER-MATCH STAT COMPARISONS

AFTER-MATCH STAT COMPARISONS

in PvP

Posted by: official.7362

official.7362

The ability to compare stats at the end of the game with people on your team and even on the other team would be a great way for players to optimize their builds, gameplay, and knowledge of how they stack up vs others in their MMR range.

This would create a much better pvp environment to learn and grow as players and see themselves progress over time

I know your afraid to show skill in this game anet but this is a pvp game ppl need to learn to accept that showing skill is a major part of player vs player games and especially a game you want to go esports.

On top of that id like to see more of an effort on anets part creating a better easier way to create teams and keep teams together if your going in that direction otherwise make a soloq with leaderboards and maybe even a prize pool every season for the top 1 / 5/ 10/25/50/150/and 300 to give more players incentive to even play the game without a team

(edited by official.7362)

AFTER-MATCH STAT COMPARISONS

in PvP

Posted by: Ihales.3820

Ihales.3820

Apart from the fact that those stats are mostly affected by the size of team fights you are in Anet will never do this. It could hurt feelings of people that are not on top. Why do you think you have awards after match for stuff like most damage taken? So even if you suck there is a good chance you will be top in something.

AFTER-MATCH STAT COMPARISONS

in PvP

Posted by: rennlc.7346

rennlc.7346

Having more in-depth stats would reveal more about the effectiveness and strengths of builds. Some players play sub-optimal builds by thinking they’re holding their own consistently when we aren’t. Statistics could make this apparent and help encourage players to pursue builds with higher skill caps and longer-term effectiveness.

However, it also seems so likely that it would also change the way people play. For example, a player on a losing team might alter his play to pad his damage stats rather than attempting to make a comeback by playing the objectives. Players might zerg even more unnecessarily to obtain a higher kill stat to make it appeared they carried a team.

If this were to be implemented optimally, players would need to understand that statistics are empowering for knowledge and helping illuminate instances where our opinion doesn’t match reality. We would also need to understand they’re a very corrupting incentive for those who are still more concerned with appearing effective and skilled rather than being effective and skilled.

In my opinion, the game might be better off with more ambiguity about individual performance. GW2 works as a PvP game because it’s so heavily about rotations and teamwork. With fewer statistics, we’re more motivated to focus on winning through rotation, teamwork, and performing duties which won’t make us look incredible on a stat sheet but are so important to winning nonetheless, like stalling out a 1v2 on a node. With more stats, the concern would probably shift slightly toward looking good individually and this would promote a future gaming culture even more about personal ego than teamwork.

(edited by rennlc.7346)