League Reward Structure
Plus +1 to OP.
I have no recommendations as to what rewards should be, but I like OPs idea and his suggestions are good.
I just wanted to comment that the current system for earning The Ascension however should never be touched.
Good Ideas +1 to the OP
“Buff my main class, nerf everything else. "
First of all, idk why we lost our diamond/legend icon when the new pvp season was out, this is not logic !!
If the main goal was forcing us to get back to pvp quickly, this is the opposite, it’s forcing me to stop when i hit Ruby, going ahead of ruby is very time-consuming and actually …….. :
Rewards for getting emerald : 5 gold, 20 tickets
Rewards for getting diamond : 5 gold 20 tickets
????????????????????
#TeamAmber
This is a great topic and I’d like to hear what other ideas people have that could incentive league play in a system where division matches skill level.
allowing more item to be purchase by shard of glory will help pvper a lot. and will increase pvp players in making some gold and also getting some exclusive pvp items. honestly i think the gw2 reward stracture must be overhauled. if pve players have access to legendary weapon and armor, dedicated pvp or wvw players should be able to make one also. ( better if this legendary weapons and armor have unique skins depend what mode they got acquired. ) increase prestige.
Black Gate
Ruthless Legend
@ Evan Lesh
First, Division != ( is not equal to for non scripters ) to skill level and here’s why:
Teams distort skill level.
Profession stacking distorts skill level.
Unbalanced classes distort skill level.
High level players alting in order to get matches distort skill level.
Inherently and deliberately unfair matchmaking distorts skill level.
The current system has very little to do with skill level. It has to do with social skills and networking to get good teams. It also has to do with playing one of 4 OP professions.
As evidence I point to the large number of complaints about poor quality play in ruby and diamond. If in fact those divisions reflected playing skillfully, the bad play wouldn’t be happening there.
If it were really your goal to test player skills, everyone should solo queue with anti syncing measures.
Having said that; The main reward that the vast majority are going for is the wings. Since that is pretty much out of reach for many people, population falls.
Inherently and deliberately unfair matches are not competitive. Nor are they likely to promote goodwill among the majority of players.
A privileged minority like them, but they are the only ones.
The reward I want is quality gameplay. I want to feel that I have a reasonable chance every match, regardless of the class I am playing.
Gonna quote myself from the other thread that’s already derailing in order to answer Evan Lesh since it also answers his question or responds to his remark here:
-snip-
Should average players stay in the middle divisions because that’s where they belong at their skill level? This retains prestige and only improving skill will allow climbing, but rewards and progression stop at some point through the season.
Is there an incentive that could be added to league games for players who have reached their appropriate division and can no longer climb?
Here’s a question; why are the reward system and the division system the same system?
What essentially happens is that you entice people to play PvP to earn rewards, but then when their MMR settles, they can no longer climb, and no longer receive rewards, and it creates a limbo for players where they lack any sort of incentive to play because they can’t climb divisions and are now receiving no reward for continuing to play.
The PvP currency system, which was once Glory and is now tickets or whatever you want to call it, should be able to be earned regardless of the division (aka winning within the division or bracket), so that people have an incentive to continue to play and can continue to receive rewards for playing. They would then use their currency at the existing vendor or a new vendor in transaction for rewards (cosmetics, tonics, crafting materials maybe, weapon/armor boxes, loot bags, etc etc etc).
Then, the divisions will be just for the prestige.
If you want to reward players with additional rewards beyond the prestige of showing of their division, you then create items (cosmetic only, NOT LEGENDARIES, Legendaries are part of GW2s casual audience appeal that are a time investment rather than a skill tier and you can make awesome cosmetic items without calling them legendary) that can only be purchased with the PvP currency and only if you are within a certain division or higher.
Now, you’ll have your MMR and league system working, you’ll have players who still want to play because they aren’t being punished for not being good enough (or not having friends, since we’ll apparently never see solo queue again) and they still have an incentive to do so, and you’ll have your top tier players able to show off their prestigious status and possibly even double reward them with exclusive cosmetic items that are exclusive but not part of the casual incentive (the legendary) for playing.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
(edited by jcbroe.4329)
I strongly suspect that the reason this is being asked is the following:
Population is too low to support casual and maximum competition. So, the idea is to throw everyone into the competition pot to minimize queue times.
The problem is that doing so alienates casuals and lowers the population still further. I’m not sure that any reward is worth 30+ loss streaks.
I’m still banging my head at it and losing 80+ % of my matches because I’m too stubborn to back off.. but I don’t think many feel that way.
This is a great topic and I’d like to hear what other ideas people have that could incentive league play in a system where division matches skill level.
Best incentive to actually play leagues would be a matchmaking system that works instead of the ridiculously broken POS that is currently in place. Except it’s probably too late for that now.
I do not care for rewards! Just do a normal matchmaking, that would be fun to play, and not so that 70% 500 to 50 score!
1. Shards need more usage. Probably just one mystic forge gamble recipe with a miniscule chance for something awesome and some mediocre low end loot tables would be fine, or a mawdrey/princess equivalent. Just so if you feel like Tradingpost prices are crap, you can gamble on something cool.
2. Put more focus on the reward tracks. A lot of the stuff the OP poster said was great for that. Currently the only outlet people have to spend pvp currencies is a backpack made to say “you’re super elite”. Dedicated players that aren’t super elite (not everyone can be) should have other ways to spend them that support other things they like. The more people playing pvp the healthier it is.
I would agree take the legendary back pack out and put in a reward track not as it is now – I dint think there should be rewards for ranked pvp maybe a title but the badge says it all – its the competition the players should want and not any reward – that’s not the right incentive to play ranked pvp – pve rewards should not be any incentive