This thread appeared on Reddit and I thought it discuss a foundamental problem of the current PvP status, so here it is:
So there was an article I’m sure everyone is aware of explaining the experimental process arenanet tends to release items, updates and content. When I read it I got pretty worried because I feel like we are still stuck in this endless loop where the infastructure is never actually reaching an acceptable standard.
I definitely agree with the concern that arenanet tends to take a system, implement it hap-hazardly and then forget about it, only to constantly remake it, repeating the same process.
Something that I want to clarify before I go any further is that I love this game. I have 5177 hours across all my characters and 7003 PVP games on my mesmer and I’ve been playing competitively in it since the beta with absolutely no monetary rewards for doing so half along the way. Only recently did we actually get paid for being top end players and we’ve still stuck around because we love the combat and the gameplay.
I believe the entire infastructure for PVP is the best example of the lack of a clear goal in development. If you have not been around in pvp since the get go you really wouldnt believe the amount of insane reworks that have occured.
Here is the rundown of all the changes and systems. I should add that some of the details of when and exactly how everything worked might be a bit skewed because A LOT of changes have occured and it’s been a while ago.
The beginning: In the very start of PVP there were only ‘’free tournament’’ and hotjoin. There was no other form of matchmaking other than free tournament which had absolutely no rating system, no leaderbords, no nothing. When you won a free tournament you unlocked a paid tournament token. IIRC, you could either buy these from the gemstore or save up 5 of them to enter the matchmaking of the paid tournament system which was introduced a few months later.
This system gave you better loot and gems if you placed in the top. You actually got a crapload of gems and people that farmed it consistently could basically get any item they wanted to. Additionally, you also got a ‘’Qualification point’‘. There was a leaderboard tracking the people with the top QPs. (you only got 1 for winning). This was the birth of the competitive scene in GW2, competitive teams would join the same teamspeak at a set time and all q for the tournament together, guaranteeing a competitive enviroment.
I should add that the map system was always forest, legacy, kyhlo. The paid tournaments worked in the way that 8 teams that paid got in the que and it would basically be an automated tournament in the game.
Eventually, the gems were removed because it was too lucerative and didnt really provide any goldsink. Moreover, the map system changed. Every week (or two weeks, cant remember), one map was selected which was the ONLY map for tournament play, free or paid. Needless to say, it got old, quick.
Somewhere during this time they also changed qualification points from 1 to top placers to 5 for top placers and 2 for 2nd place. The whole ticket system was also completely scrapped.
The system kind of broke down when a bounch of players would wait until ~00:00 to go into matches just to farm QPs. It did not matter if you beat the best team or a compilation of randoms, you’d still get +5 QPs. The leaderboard of QPs (which was not automatically updated but rather a forumpost) got a little ridicilous with certain players having around 2k QPs vs other players who might have been better players having somewhere in the likes of 700.
The idea behind the QPS werent fully revealed, but it seems like everyone had a tournament in mind for it. This never happened, instead of that they announced that they’d scrap the QP system, give titles to the top.. 20? placements (I’m a master of the arena which IIRC was given to top 10 placements)
This is when the first iteration of leaderboards were released. With rating and stuff. It was extremely confusing as I remember Denshee being rank 1 by only solqueing while having a 50% winratio, meanwhile his teammate at the time battosai had a 90% winratio having only played with his team. The only difference was the amount of games.
There were a couple of problems with the leaderboards. Mainly the fact that being rated at the lowest rating in the world and winning a game gave the exact same rewards as being rank 1 and doing so. No real incentive to climb. Furhermore, there was no soloque. The worst problem of all was when people realized there was absolutely no decay. Meaning that after you became rank 1 you were rank 1 for basically forever. If anyone ever overtook you all you had to do was play one game, win or lose, and you’d be back at r1.