PVP game types - a problem and solution
I actually like a lot the good solution as a “placeholder” until we get build templates.
Having one build that activates when you play a certain gamemode is something I’ve never thought on! Really interesting.
On a side note, people don’t like “Courtyard”, the map, because it has a lot of things to LoS and well, people don’t like it (+everyone seems to be obsessed with 3v3/2v2 arenas).
Finally, I think whether or not separate queues is a really TOUGH decision. On one part, people may want to fully play one game mode, but they may be stuck playing a game mode they don’t like. On the other hand, separating queues would mean a worse matchmaking and longer queues.
The later part can be minimized because they would add this with Stronghold, on the expansion, where a lot of people would come and try the game and, therefore, the sPvP.
So yeah, I liked a lot the idea on the good solution, nice suggestion!
Thanks for the kind words and interesting points.
IOn a side note, people don’t like “Courtyard”, the map, because it has a lot of things to LoS and well, people don’t like it (+everyone seems to be obsessed with 3v3/2v2 arenas).
I was under the impression that people didn’t like Courtyard because it is too reliant on team composition and has too much of a snowball potential. Never heard anyone complain about LoS. In fact, I would bet that most players don’t like to just press skills in front of each other. Even Conquest looks like a jumping puzzle sometimes.
The Death Match game type gets a lot of hate. ONE of the reasons for this is that players build and trait their characters for Conquest. Players then have to configure their build differently in the short time before the match starts or risk being at a disadvantage.
With the inclusion of Stronghold the same problem arises.
Where is the problem? You have at least 5 Toons. Configure one for DM and another for Stronghold.
(edited by Magira.6390)
the problem with the current deathmatch map is that its so small and there is only one respawn point, EVERY match will go the same way.
1.both teams move as a zerg
2. both teams fight, there may be respawns but at some point one team will dominate.
3. the dominant team camps the enemy spawn point.
firstly, the map should be bigger so a jumbled zerg mess is less likely.
secondly, there should be multiple spawn points that players spawn from, either by choosing or by random.
side note, courtyard is nowhere near as bad as the gimmicky junk that is Skyhammer, how that map is still in unranked rotation i do not know…
the easiest solution would be removing these gimmick maps from rotation, there may be a small handful of people who are disappointed by the change,
but the vast majority will be throwing a celebratory party that they no longer need to worry about seeing campyard or suckhammer pop up in the wheel
(knowing that one idiot will always pick it, and it will always get picked by the not-so-random wheel.)
(edited by Liewec.2896)
Instead, we can have something like GW1, where you could save lists of pre-made builds and simply switch between them in seconds.
Even better, those builds will have codes that others can put up on the Internet. Copy/paste the codes and voila! You now have the same build.
(knowing that one idiot will always pick it, and it will always get picked by the not-so-random wheel.)
Drop the tinfoil hat mate. I don’t like Skyhammer, and I never vote for it, but with this weighted dice roll, the map gets played at the exact measure of its popularity. Just because you and I don’t like it doesn’t mean other players who do have no say in the matter, and their opinion is just as valid as ours. You’re being a bit entitled.
Furthermore, more maps also mean that we can actually play on some cools maps (Khylo, Temple, even Spirit Watch for those who like it), instead of ALWAYS getting Foefire and Niflhel (which are fun, but only for a time).
The Death Match game type gets a lot of hate. ONE of the reasons for this is that players build and trait their characters for Conquest. Players then have to configure their build differently in the short time before the match starts or risk being at a disadvantage.
With the inclusion of Stronghold the same problem arises.
Where is the problem? You have at least 5 Toons. Configure one for DM and another for Stronghold.
I have 8 Characters (one per profession) and it took a fair bit of work to earn the gems to unlock the slots.
The idea of having 3 slots for every character (a total of 24 character slots) just to be able to alt if a death match or strong hold map is chosen is a worse solution than simply rushing to change traits/weapons/skills in the short time before the match starts.
The solution I have mentioned would make this change almost instant. It’s a convienience rather than a necessity but to my amateur eyes, it wouldn’t appear to be that hard to code and implement.
Instead, we can have something like GW1, where you could save lists of pre-made builds and simply switch between them in seconds.
Even better, those builds will have codes that others can put up on the Internet. Copy/paste the codes and voila! You now have the same build.
I never played GW1 but this would be an amazing feature to have in GW2.
The Death Match game type gets a lot of hate. ONE of the reasons for this is that players build and trait their characters for Conquest. Players then have to configure their build differently in the short time before the match starts or risk being at a disadvantage.
With the inclusion of Stronghold the same problem arises.
Where is the problem? You have at least 5 Toons. Configure one for DM and another for Stronghold.
I have 8 Characters (one per profession) and it took a fair bit of work to earn the gems to unlock the slots.
The idea of having 3 slots for every character (a total of 24 character slots) just to be able to alt if a death match or strong hold map is chosen is a worse solution than simply rushing to change traits/weapons/skills in the short time before the match starts.
The solution I have mentioned would make this change almost instant. It’s a convienience rather than a necessity but to my amateur eyes, it wouldn’t appear to be that hard to code and implement.
While this desperately needs build tab with the ability to save and load them, this is not the reason people do not like the map. It’s just badly designed in general. The idea of a DM where people just keep respawning is wrong. It’s very difficult to come back in a courtyard game where your whole team wipes. In conquest it’s not really rare at all. It also depends too much on a team composition, which is pretty bad for soloq as the classes are not adjusted and often are matched with premades.
The Death Match game type gets a lot of hate. ONE of the reasons for this is that players build and trait their characters for Conquest. Players then have to configure their build differently in the short time before the match starts or risk being at a disadvantage.
With the inclusion of Stronghold the same problem arises.
Where is the problem? You have at least 5 Toons. Configure one for DM and another for Stronghold.
The idea of having 3 slots for every character (a total of 24 character slots) just to be able to alt if a death match or strong hold map is chosen is a worse solution than simply rushing to change traits/weapons/skills in the short time before the match starts.
I did not mean that. Each class has strengths and weaknesses and for each map is a different class with a different build meaningful. If you have eight, you can therefore also serve 8 maps, more than the game has.