Preview of 2nd half of 2013.

Preview of 2nd half of 2013.

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Posted by: BakiSaN.9281

BakiSaN.9281

Wow This Got Long—What About PvP?
The addition of custom arenas, rated play, leaderboards, and spectator mode have already been big steps for Guild Wars 2 PvP in 2013. Going forward, we’ll continue to work with and support the rapidly growing competitive PvP community with our eyes towards an extremely exciting future as we work towards solidifying the base. We know we have a lot of work to do to continue that momentum and ensure our PvP experience is everything we ever wanted it to be, so what are some of the things we have coming to get there?
The major focus of the PvP team for the second half of the year will be tied to improving the sense of reward in PvP. In the spirit of the high-level strategy listed above for PvE/WvW rewards that ensure players feel rewarded for their time, we’ll need to build systems that achieve the same goals in PvP. Our PvP team will go into more details on these systems once they are further along.
The addition of new skills and traits on a regular basis will of course mean expanded variety of abilities, builds, and tactics in PvP as well. As these additional skills and traits are added, they’ll be automatically unlocked and available for competitive PvP just like all existing skills/traits work today
We’ll also expand the competitive options for game play: providing a queue and leaderboards for solo rated play separate from team rated play, adding new map types, adding the ability to gain legendary weapon skins in PvP, providing additional rewards; and growth to our major competitive PvP tournaments, hosting our own Year One PvP Championship at PAX, and more!

Sta ce biti s’ kucom!?

Preview of 2nd half of 2013.

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Posted by: Vol.7601

Vol.7601

What’s your point?

How convenient you forgot this line at the bottom:

“As always, the content above is subject to change as we test and iterate on these systems.”

Preview of 2nd half of 2013.

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Posted by: Whit.2385

Whit.2385

Wow This Got Long—What About PvP?
The addition of custom arenas, rated play, leaderboards, and spectator mode have already been big steps for Guild Wars 2 PvP in 2013. Going forward, we’ll continue to work with and support the rapidly growing competitive PvP community with our eyes towards an extremely exciting future as we work towards solidifying the base. We know we have a lot of work to do to continue that momentum and ensure our PvP experience is everything we ever wanted it to be, so what are some of the things we have coming to get there?
The major focus of the PvP team for the second half of the year will be tied to improving the sense of reward in PvP. In the spirit of the high-level strategy listed above for PvE/WvW rewards that ensure players feel rewarded for their time, we’ll need to build systems that achieve the same goals in PvP. Our PvP team will go into more details on these systems once they are further along.
The addition of new skills and traits on a regular basis will of course mean expanded variety of abilities, builds, and tactics in PvP as well. As these additional skills and traits are added, they’ll be automatically unlocked and available for competitive PvP just like all existing skills/traits work today
We’ll also expand the competitive options for game play: providing a queue and leaderboards for solo rated play separate from team rated play, adding new map types, adding the ability to gain legendary weapon skins in PvP, providing additional rewards; and growth to our major competitive PvP tournaments, hosting our own Year One PvP Championship at PAX, and more!

Personally I like “Our PvP team will go into more details on these systems once they are further along.” - apparently half a year later, they still are not further along.

Another great gem: “As these additional skills and traits are added, they’ll be automatically unlocked and available for competitive PvP just like all existing skills/traits work today” - so much for that idea, guess it got kittencanned somewhere in the last few months as they determined this would overwhelm and confuse us.

Of course, this is exactly why they prefer the “say nothing” strategy – prevents us from bringing any ideas they’d mentioned later on and shoving it back at them. It’s the old, “ask no questions, I will tell you no lies” adage.

Secrecy is the best policy here.

Preview of 2nd half of 2013.

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Posted by: lordkrall.7241

lordkrall.7241

Personally I like “Our PvP team will go into more details on these systems once they are further along.” - apparently half a year later, they still are not further along.

Did you miss: https://www.guildwars2.com/en/news/player-vs-player-rewards-roadmap/ ?

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Preview of 2nd half of 2013.

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Posted by: Whit.2385

Whit.2385

Only missed that that was meant to be the new system – didn’t seem like substantial changes to me. Although I do like the following:

“With gear unification we will also introduce a system that allows players to set goals for rewards in PvP and work towards them. We are not ready to discuss this system in detail yet, as it is still being developed, but more information will come as we get closer to being able to release this system.
Once this new system is in place, glory will be retired as a currency, and gold will be the standard currency across the game. All existing glory vendors will be removed at this time.”

Guess they decided doing it backwards would be better.

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Posted by: Dahkeus.8243

Dahkeus.8243

Plans change as conditions change, so some variance from the projected is expected. Overall, I think they did pretty well on meeting what they set out to do.

Preview of 2nd half of 2013.

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Posted by: ukuni.8745

ukuni.8745

rapidly growing PvP community? if only opposite land existed.

Still Winning And Grinning (Swag)
Ukune – Engineer of Maguuma
Check me out on YouTube

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Posted by: Lord Kuru.3685

Lord Kuru.3685

LOL always the white knights with their “subject to change.”

Practically nothing from that preview was accomplished.

And I’m pretty sure they rushed out the new healing skills just so they could say new skills were introduced — that’s why they’re all terrible: because if you’re going to rush out skills, you better make them bad lest they unbalance everything (even more).