Hi everyone,
Recent changes have made me wonder about Arenanet’s overall goals for PvP. We saw the introduction of the map vote system and the ready check system, both of which have been great for the game. Queue times are also a bit shorter. However, we also saw the removal of solo queue and the addition of a leaderboard which by any normal standard made the old leaderboard look good. In addition, matchmaking is now frequently pairing teams of solo players against full premades. Class stacking and imbalanced compositions seem to not have changed much either as was initially promised.
I would contend that from a competitive viewpoint, the state of PvP is actually worse off now than it was before the infrastructure patch which made these changes. Unranked queue is definitely great for beginners and people from other areas of the game who want to hop into PvP with friends. Yet, a lot of these people never intend to take the game seriously, gain leaderboard standing, or even watch tournaments. In my opinion, most of the viewership of esports games like LoL or CS:GO comes from solo players who enjoy laddering but who simply don’t have enough time or commitment to join an actual team. They have a very strong understanding of whatever game they play, but don’t belong to a competitive team or organization. Their primary means of competition and improvement for the average player comes from solo queue.
That said, I believe that the same also stands for Guild Wars 2. Sure, the ideal scenario for becoming competitive in this game would be finding a group of 4 great friends and all improving together every day in Team Queue. This just isn’t a reality for the large majority of players. If you look at current teams right now, the top teams have basically been playing together since the game came out. The newer/second tier teams have quite a few players from solo queue in them. I’d be willing to bet that the majority of tournament viewership for this game over the course of its existence was players with some amount of investment in solo queue as well.
In addition to solo queue being a practical necessity for a competitive game, a functioning leaderboard system is also pretty much mandatory. Most people aren’t going to want to take a game seriously if they have literally nothing to show for it in the end. This has always been a big problem for GW2 PvP: how to tell if you’ve actually improved, how to tell who is better/worse than you are, and finding a reason to continue to play hundreds and thousands of games with hardly any rewards or prestige tied to it. The fact is that the current leaderboard system is not a leaderboard. It’s entirely dictated by how much you player (as seen by the 40%-80% win ratio spread in the top 100 players). The only people this is an incentive for are either people who don’t realize the leaderboard is not skill based, or the people hoping to trick people into thinking they are skilled based on a phony leaderboard ranking. Then there are people who just play tons of games and don’t care about the leaderboard at all, which is fine.
Not having a working leaderboard or visible MMR system also incredibly hampers the ability of players to find similarly skilled/like-minded players to form actual teams with. It creates an atmosphere of ambiguity as well which leads to more trash talking and toxicity in general. It is almost a certainty that if the game had visible MMR, you’d see people in HotM using solo q rating/ranking to create pick up groups of similarly skilled players. This in turn would eventually benefit the top echelon of PvP teams when some highly skilled groups of solo players converted to tournament teams.
You should read my post, but tl;dr:
1. Ranked Solo queue is necessary for building a tournament viewership and fostering competition among newer players.
2. A working leaderboard is a must have incentive if the game aims to become competitive.
3. Visible MMR would lead to an increase in the number of actual teams. It would also lead to a less toxic community.