So, I’ve been thinking about the SOTG lately, and had a few thoughts I wanted to share of in-house sPvP promotion. I am going to ignore class balance here, and assume all things turning out well with future features (custom arenas, spectator mode, Solo Que etc). With that out of the way, here’s my thoughts.
GW2 has a very sizeable population spread over PvE and WvW. There’s more people in WvW from one server, sometimes individual guilds then there are in sPvP & tPvP at any given time. These players are currently an untapped resource. But how to tap into this resource of players without breaking the separation and by extension, the robust economy?
I believe the answer lies in Cross Pollination. I think, Arena Net, with a few simple changes, that have a very minimal impact on their respective areas of play are the shining light in increasing sPvP traffic. I’m going to do this by using methods that avoid the currency “glory” because we can agree that the last thing we need is a “glory farming” epidemic in the game more so than we have now.
I’ll start of by addressing the PvE daily quest. Keep it as it is, but use it to promote sPvP. I suggest that adding 1 x Glory Booster and 1 x Copper sPvP chest to the rewards PvE players already get (chest is dependant on the sPvP rank of the PvE player). This literally has no impact on the economy, and gives PvE players a leg up on some cosmetic gear to entice them to the HOTM to potentially collect more.
Next, I want to address the sPvP daily quest. I think 1 x Laurel and 3 x Badges of Battle are a fair addition to the daily reward. This should be able to entice both PvE & WvW players to complete thier daily pvp quest, and once again, is minor enough to have minimal impact on PvE or WvW progression.
Next, I want to address Tournament chests. This is the meat of my address. I think these can be overhauled a little bit to provide not only a sizeable incentive to the PvE & WvW players to participate in tournaments, thus adding to the pool of players, but also encourage those sPvP players that are inclined to enjoy other aspects of the game, meaning PvE & WvW.
Firstly, making these rewards specific from tournament WIN Chests ensures no AFK farming or glory farming is the quickest way to gaining these rewards.
The first reward I suggest adding is an experience vial, similar to Karma jugs in PvE. Quick maths, max amounts of tournaments that can be done in an hour is around 4 (1 min que, 2 min standby and an average of 10-12 minutes per game). I think a vial for 25% of the players current PvE level is a fair reward.
Speaking of karma jugs, I think adding one of the small karma vials to the tPvP win chest is a good incentive also, these are earnt in small events. There’s 2 very easy options, that impact very minimally on the PvE realm.
I also think adding 5 gems per chest, but 30 for the 3 round tournament chest is the best way to monetize it slightly. 5 gems is so negligible, but will build up over time and allow a sPvP player to have some in game gold, or purchase something from the gem store. 100 games, or 15 hours of tPvP = 500 gems, or approx. 4 -5 gold.
Lastly, add 5 x Badges of Battle to the win chest. This will encourage more and more WvW players to come in, but won’t be a substitute for even a small skirmish in WvW badge rewards.
So what does the pure sPvP player get out of this? Well, gems for a starters but hopefully a significantly healthier and larger pool of active tournament players, not just hotjoin Heroes.
If we can incentive just 10% of the active PvE and WvW players into sPvP daily, the population has grown tenfold. This will build the population pyramid from the ground up, and provide Arena Net with justifiable reasons to continue working on more features and monetization strategies.
Thoughts?
TLDR: I wrote this on an iPad, took me forever…….. At least read the whole thing.