Making SPvP Profitable
Totally accept with Emphatetic.
@Empathetic Fighter
register a team for the week. That team would have 7 days to play 10 games.
They would have 7 days to complete the 10 games, not play on all 7 days
Warrior – Teined
Guardian – Nomoreroomformyname
The solution is simple:
Add gem costing pvp skins.
gg.
Add gem costing ‘save spec feature’ So you can goto your pvp locker, click a tab and change spec, gear, sigils, traits, utilities etc.
Add gem costing ‘save spec feature’ So you can goto your pvp locker, click a tab and change spec, gear, sigils, traits, utilities etc.
I have 4x Char warrior with different build/gear. When i need other build i just relog…
Clearly, the answer to the fact that this game’s PvP is dying is making players pay in order to get PvP features.
The solution is simple:
Add gem costing pvp skins.
gg.
Where only the top-teams can buy the things… Because the rest is wasting the gems for tickets.
Or you buy the gems. With money. Which is what people would do to get year skins…
@DXIEdge on twitter.
The way to make pvp profitable is to make it so fun and interesting to play that people buy the box like Starcraft.
GW2 actually accomplished this, it just didn’t retain very many people because:
1) The game was missing all of the features a competitive crowd is looking for
2) Microtransactions that essentially charge money for losses drove away a lot of players who were bored with pub-stomping in frees
What we have are a few teams who are getting a free ride because they win. Their competition is forced to pay if they want to keep playing which drives them away and results in all these threads by people with QPs trying to build a community even though they indirectly killed it by making the cost to high for average people to compete.
(edited by Jacobin.8509)