And the Perception of tPvP
I applaud ANet’s (Chaplan’s especially) recent community-facing posts in addressing current PvP issues in a more upfront manner. PvP is a competitive activity; tensions and emotions can quickly escalate. Simple corrections in the perception of your product/service can avert increasing discontent in the community. Chaplan’s posts especially acknowledged the community voice, identified the points with due effort, and responded about how they are addressing them. Relatively, what he did was a simple fix to the perception of the product.
Below, I wanted to present what my gaming session looks like and list the common frustration points. Then below that, I suggest a few simple fixes that could address these points and imo, help the daily perception of the product.
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My daily gaming tPvP session looks something like this:
- I log on, go to HotM and apply a PvP booster. Many of my friends are not on at the time (or no longer play) and well… meeting players through forums/chat is a hassle and hit&miss. No pre-mades for now.
Hurdle #1: Finding Pre-Made Players
- I jump in YoloQ instead. While waiting, I open up the leaderboards. Hmm… so many of those Spirit Rangers at the top haven’t played since they got nerfed. What’s worse the same 14-3 or 11-2 guys ranked in the top 50.
Minor annoyance #2: Leaderboard Rating Decay
- I’m looking at the leaderboard and half the guys never play or have played under 30 games. How am I supposed to get an accurate perception of my ability from a leaderboard like this? Whatever. Queue pop.
Annoyance #3: Leaderboard Effectiveness and Minimum Games.
- I random’ed Skyhammer. I don’t mind the map, but kitten , I have to switch chars or do the two minute hustle to change my build. I’d actually change builds according to each map, but I usually don’t bother.
Annoyance #4: Build Swap
- I play a few matches but WTH!! A guy on my team left in this match when the score was 80-180. Do meditation and youtube “cute kitten plays piano” to relax.
Major frustration #5: Dishonour and Uneven Matches
- While waiting for next queue pop, I think I’ll make some dyes from the winner chests as it’s my only reward for PvPing. If I want AP, I have to hop outside HotM. My fingers start to go numb from the amount of clicking and I stop.
#6: Simple Easy Rewards
- In the next match, a guy disconnects again. Looking at the Leaderboards, I’ve actually managed to lose some ranking even though I’ve won more matches today. I log off.
#7: More of #5
- I head to the forums so that I may take comfort in the tears of my fellow PvPers. Chaplan has posted some good bandaid threads – a major plus. But how come it seems there’s always only bandaids and no Open Alpha?
#8: Prevention is Less Costly and More Efficient than Bandaids
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By the end of the gaming session, I’m probably a bit frustrated and doubting ANet’s claim towards the tPvP scene. I reckon this cycle describes a good percentage of tPvP’ers.
Let’s quickly address them, with what I think are the easiest and most important on top.
#8: What happened to Open Alpha?
This is one of the most basic tenets and popular concepts in software engineering. We always hear, “we’re planning on giving necros a type of burning next patch” or “we’re going to be shaving the beards of necros next.” How about, “We’re considering adding a trait called Dhuumfire, 100% chance to inflict burning for 4 seconds on critical hits (2 in PvP) that is a GM trait in the Spite line. It’s basically the equivalent of Engineer’s Incendiary Powder as a GM trait. We’ve also provided a sandbox server for you guys to come and test it and give us feedback before we launch it.”
Clearly the focus groups have been hit and miss thus far.
A healthy lifestyle is less expensive than doctor visits. Investing in insulation will save you money compared to utility costs. This is the most cost-efficient, patch time-saving thing you can do for yourself and your players. If it is ANet policy not to reveal, you should go to your bosses and argue with them and show them this post. When software companies don’t do this, it boggles my mind as it is easily one of the most time-effective development resources (and it’s not like you have some IP or content privacy needed here).
#2, #3: Leaderboard Effectiveness, Decay, and Min Games
As is the theme of this entire post, how things are perceived are key. As it is, a player questions the value of the Leaderboard and has to use a fine comb to analyze it. Make decay occur at a faster, accelerating rate and increase the number of Min Games to 30 or higher. Both are fixes that can be done fast and will not affect the base rating algorithm.
…cont