Don’t forget the overall pvp picture.
When you take a step back, the real question you want to answer is:
what is the ideal pvp infrastructure for both casual and competitive players that enables them to play with 0 to 4 friends and has a smooth learning curve?
Wall of text incoming, brace yourself. It is pretty cool and super robust because it covers the overall system.(very modestly:p :p)
1/ revisit the pvp initiation.
This one is a major overhaul and the answer to the learning curve. I’ll just throw in some guidelines:
- teach players about builds: stun breaker, condition removal, gap closers and cc used both offensively and defensively, stats thresholds.
- teach players about pvp combat: duel every class with slow motion animation of each skill with explanations as to what it does and how to counter it (including downed fights).
- teach players about game mode mechanics: no need to be 2 to cap, mini map awareness, when is the best time to kill bosses…
Ideally all of the above can happen on demand:
- when you visit the mists for the first time
- whenever you are in the mists and want to train
- when you are in a real fight and want to understand what happened. ( this third part is crucial and probably the hardest the implement)
2/ casual play
The current hot join system is cool and it can only get better if you integrate the above initiation phase into the fight itself.
3/ competitive play: solo players
After players hit pvp rank 20, if they only played hot joins before, prompt them if they want to join arenas with explanation on the reward and the matchmaking.
Repeat every 5 rank gained if they still never tried arenas.
Apart from that keep the current solo arena system and keep working on what you mentioned already: more intelligent matchmaking, adjusted MMR depending on how experienced you are with a class, leavers penalty… Don’t forget to integrate the initiation phase to solo arenas as well.
4/ competitive play: groups
Groups can be 1-5 players playing together or real teams. Real teams are registered as such for each season while groups are just players grouping together.
Simple groups function as they do now in team arenas.
To register a team you need to fill in:
- team name
- team tag
- nationality (country, continent, region)
- at least 5 players accounts. One of them being the captain.
Team system:
- 1 account can only belong to one team at a time
- team hierarchy in terms of rights: sponsor>manager>captain>Member
- you can only swap teams a fixed number of time during each season (once or twice if you leave on your own, a bit more if you get kicked or disband the team)
- disbanded teams disappear from the ladder and reset the count of match participation to the season.
- only players who played a certain amount of matches during the season get rewarded.
- the reward depends on the team’s position on the ladder when the season ends.
Matchmaking system:
- real teams and simple groups are in the same pool, meaning they can face each other (in order not to split the player base even further)
- the system prefers to have teams face each other and groups face each other though.
- the matchmaking for teams is based on their ranking in the ladder
- the matchmaking for groups is based on the average personal MMR of each member of the group.
- teams gain and lose more rankings on the team ladder when facing another team.
- each participant in the team also gain and lose personal MMR
- if three players or more belong to the same team, they automatically play as this team.
- if three players or more play 15-20 matches per week under no tag team at all, then they cannot play again unless they form a team or they wait the next week.
5/ competitive play: tournaments
- every month, there is a tournament for teams only.
- Specific rewards for top 16. From top 16 onward, matches have a greater impact on the team ranking than normal season. Not too drastically though so that regular season matches are not insignificant.
- any team that is 1 week old can enter the tournament.
- if there are too many teams, split the tournaments into leagues (based on teams’ ranks in the ladder)
(edited by Hugs.1856)