Guild Wars 2 -- Current PvP After 8 Months
Honestly I think the conquest game mode is hit or miss with a lot of players. I think I remember hearing they had a whole slew of game types playing in house and found conquest to be so much more fun so they just wanted to focus on making 1 really good game type over a bunch of mediocre ones. Also with deathmatch the problem they had was since there is no trinity it would not function like other mmo arena/deathmatch modes.
Hopefully when they add custom arenas soon they will allow the option to turn off the capture points to simulate a deathmatch type game and maybe if they see enough people playing it they will make it an official game type eventually.
I would love to see more game modes too but I wouldn’t be surprised if conquest is their main focus just like SR is the main game type in LoL.
Honestly I think the conquest game mode is hit or miss with a lot of players. I think I remember hearing they had a whole slew of game types playing in house and found conquest to be so much more fun so they just wanted to focus on making 1 really good game type over a bunch of mediocre ones. Also with deathmatch the problem they had was since there is no trinity it would not function like other mmo arena/deathmatch modes.
Hopefully when they add custom arenas soon they will allow the option to turn off the capture points to simulate a deathmatch type game and maybe if they see enough people playing it they will make it an official game type eventually.
I would love to see more game modes too but I wouldn’t be surprised if conquest is their main focus just like SR is the main game type in LoL.
Let them first fix the bigger problems like keeping the casual solo Q players from leaving.
I hate the fact that they are using the casual solo player as a way to keep the 5man premade groups happy ( by not splitting soloQ and premade Q)
This way they ensuring premades wont cry anymore like they did with paids. ( you know when premade had to face other premades….)
Honestly I think the conquest game mode is hit or miss with a lot of players. I think I remember hearing they had a whole slew of game types playing in house and found conquest to be so much more fun so they just wanted to focus on making 1 really good game type over a bunch of mediocre ones. Also with deathmatch the problem they had was since there is no trinity it would not function like other mmo arena/deathmatch modes.
Hopefully when they add custom arenas soon they will allow the option to turn off the capture points to simulate a deathmatch type game and maybe if they see enough people playing it they will make it an official game type eventually.
I would love to see more game modes too but I wouldn’t be surprised if conquest is their main focus just like SR is the main game type in LoL.
Let them first fix the bigger problems like keeping the casual solo Q players from leaving.
I hate the fact that they are using the casual solo player as a way to keep the 5man premade groups happy ( by not splitting soloQ and premade Q)
This way they ensuring premades wont cry anymore like they did with paids. ( you know when premade had to face other premades….)
100% agree. It doesn’t bother me so much to outright quit the game, but its something that I know that absolutely needs to get implemented asap. Any game that allows teams vs pugs no matter if you boost the pug team rating to compensate (LoL does this in non ranked games) still gets you some messed up matches.
TL:DR – Conquest is great to some, like myself, while others hate it.
This isn’t WoW – No trinity so it’s not revolved around a bunker, healers, and dps; that would make deathmatch incredibly boring and no one would ever die.
Game modes take longer to make than you think. You want to know why WoW can bring out new maps, etc, whenever they want? Because it’s INCREDIBLY unbalanced. You get 1 shotted as a newbie going into any WoW BG just because of heirlooms and the incredible unbalance-ness of the game.
I used to run the Academy Gaming tournaments for GW2.
This isn’t WoW – No trinity so it’s not revolved around a bunker, healers, and dps; that would make deathmatch incredibly boring and no one would ever die.
Yes there are bunkers and dps, or do you not play TPvP?
Just because there aren’t any dedicated healers doesn’t mean deathmatch would be incredibly boring. If anything that means standstills will be less likely…. oh and of course it would be terribly chaotic because of the animation scheme Anet took. But yeah, people would die, I sware, unless of course extremely coordinated premades took a hold of it and managed to come up with an all around ‘perfect’ comp that could rez around any stability/invuln stomp and deal with the ‘takes longer to rez each time’ thing Anet threw in.
I mean at worst allot of specs would be bad since the game is balanced around conquest.
I’m not a large fan of deathmatch but i dislike this “ALL GLORY FOR CONQUEST” a wee bit more.
(edited by garethh.3518)
The scaling of bunker stats is far to broken for deathmatch infact its far too broken for the matches we have now.
Masters in Geek Mythology
YOU ARE NOT THE INVENTOR OF WORDS!!! lol
TL:DR – Conquest is great to some, like myself, while others hate it.
This isn’t WoW – No trinity so it’s not revolved around a bunker, healers, and dps; that would make deathmatch incredibly boring and no one would ever die.
Game modes take longer to make than you think. You want to know why WoW can bring out new maps, etc, whenever they want? Because it’s INCREDIBLY unbalanced. You get 1 shotted as a newbie going into any WoW BG just because of heirlooms and the incredible unbalance-ness of the game.
Rift comes out with new maps and game modes all the time. They have created alternate game modes for almost every map for bonus weeks/special events.
Anet clearly has the ability to do it quickly as seen in some of the “pvp” games they add to their events, they just don’t want to invest any resources into spvp.
Conquest means tactics and coordination in movements, Downed state means to cooperate to make damage and stomp people.
But a lot fo people don’t like conquest and don’t like downed state. Basically they want a brain dead flat game where who has more skill/elite not in CD wins the game.
DM is a good and popular mode but you need to consider the game and the dinamic, probably DM in GW2 (devs have tested this mode) would be not fun like conquest
Conquest means tactics and coordination in movements, Downed state means to cooperate to make damage and stomp people.
But a lot fo people don’t like conquest and don’t like downed state. Basically they want a brain dead flat game where who has more skill/elite not in CD wins the game.
DM is a good and popular mode but you need to consider the game and the dinamic, probably DM in GW2 (devs have tested this mode) would be not fun like conquest
I tend to agree with you.
Also, I think in one of the SOTGs, Jon Peters addressed DM and basically said that in testing, what happened is both teams ran in, blew all of their elites, and then one team won at the end of the elites. Every time. It was dumb. Now I’m sure that certain limitations/game mechanics could be implemented to TRY to prevent that kind of match…but I find it pretty likely that that would happen.
Officer of Warlords of Anvil Rock [WAR]
Well the implementation of only one game mode comes from a lot of esports with fast paced action having game modes centered around a capture the flag type objective and/or a point capture objective, and a few shooters having no-respawn deathmatch/offense-defense objective.
We have point capture (obviously) and one of the maps contains a ctf style objective within it, but I am in full agreement for more game modes (and balancing some of the aspects of the ones we have now, like ride the lightning orb carriers).
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There were a lot of things done right in GW1 to foster competition, that for unknown reasons did not get carried to GW2.
Given the resource limits to PvP I’m a bit surprised the team didn’t just port the GW1 maps and play modes.
Also not a fan of the implementation of hot join, it doesn’t foster good competition.
I think a game like GW2 needs to center around a dynamic game mode.
The problem with conquest, however, is that it is extremely unfriendly to PUGs. Why? Because conquest depends a lot on what you can’t see. It depends on where your opponents are going or are positioning themselves. It depends on last-minute, improvized well-coordenated tactics. And it depends on pre-planning as well. PUGs won’t have any of that by the very nature of being PUGs.
This is the problem with conquest. Because its fun comes from coordination, team chatting, etc. PUGs can’t have them, so PUGs will need support from somwhere else. PUGs need a game mode that is more intuitive or visually expressive at telling them the information they need to know without requiring team chat.
In this way, CTF is a better “dynamic” mode for PUGs, because they’ll intuitively know they need to take the flag, protect the flagger, or disrupt the opposing flagger. Because they know where the flagger needs to go, and so they know how to be in their way, or protecting them at their back.
If Conquest and CTF could talk to PUGs…
CTF would say: “Here’s the flag. It’s moving around the map, which means someone’s carrying them. Here’s the place where they must go, so you know where to go too. And here’s the many things you can do in favor or against that carrier.”
Conquest would say: “Here’s the points. Players are moving around the map, but without team chatting, you won’t know where some of them are. Here’s the places you need to go, but without team chatting, you won’t know how well guarded they might be. Here’s the many things you can do, but without team chatting, you can’t know the consequences for any of them beforehand, so please, pick one at random”.
(edited by DiogoSilva.7089)