Hello again GW2 pvpers. This’ll be another long, but exciting topic on how ANet can improve sPvP outside of balance. This is a subject I haven’t seen anywhere on the sPvP forum but I think that it’s incredibly important for maintaining a healthy playerbase.
To start off I’ll define an important key term.
Habituality
You can probably get the definition off of the this word through google, but the context important so I’ll define it myself anyway. Habituality is the state where a person is controlled by habits. In the context is of MMOs its the state at which a person is willing to keep coming back and playing a certain way given reward mechanics. The rate at which they come back and the time increment being very important factors. Good examples of this are WoW and those awful (but effective) strategy browser games (Warning: I don’t recommend getting invested in these browser games; they will use every trick in the book to hook you and get you to pay).
Habituality has often been used for nefarious purposes in free to play videogames, but that doesn’t mean that mental tricks done through reward systems are inherently evil. In fact, I think that if done right it can greatly benefit the abysmal state of sPvP.
The Problem With Rewards in GW2 sPvP
One of the many suggestions in the sPvP forums is to add reward incentives in order to get players into sPvP again. I, however, posit that the necessary rewards are already there. They’re just implemented in a haphazard mix of pure grind and lottery.
The freedom for players to gain credit whenever they want might sound like a good thing, but players are humans. Without the correct checks and restrictions, they will resort to methods that provide quickest and most efficient path to their rewards. If this means doing things that are not necessarily fun for them or other players, they will do it. Without proper pacing they will blaze through content, get burnt out and lose reason for player.
The inclusion of lottery boxes as a reward system only exacerbates the problem. Without set goals due to implementation of lottery boxes, players will not know how pace themselves. When and if they do receive their desired rewards from these boxes, they will either be satisfied or frustrated they didn’t get the item earlier rather than simply being satisfied they earned the items if they have the option of purchasing it straight up.
The results of careless implementation of rewards has been apparent in the farming meta of hotjoin. I don’t think I need to explain the situation there, because if I do, this topic will quickly turn into a rant.
Solution! Get ‘em while they’re hot!
Get rid of glory farming. Gonezo. Piff! Pretend it never existed in the first place, because it was a terrible system. Who created such a system anyway? I’m sure their mother would be ashamed of them. Pure farming without proper pacing or constant addition of rewards leads to burnout. Furthermore, the rewards lie in players playing for the wrong reasons and in the absolute worse manner possible for a competitive team based eSport. That not only leads to burnout, but it leads to burnout done through a system that wasn’t engaging or enjoyable for the players involved.
Replace Glory farming with something more involved and risky. An MMR system for example, would not only force players to not farm, but it would encourage them to play in a manner conducive to their team’s success.
To make up for the removal of glory farming and promote healthy player habituality, figure out the optimal time increment players play the game before getting bored and then use that to work on controlled rewards to get players to come back and to also play in a manner more healthy to the game. Dailies are a perfect example and they’re already in the game, although I think they could use a bit more depth to be more than a simple workaround to a flawed tournament system.
Also, get rid of lottery box vendors. This game’s demographic isn’t teenage Maplestory players, so it should not be expected to act as such. Instead, tie lottery boxes to dailies. These boxes are only frustrating if players have to invest in them, but if they’re an infrequent bonus they’re all the better.
(edited by TwoBit.5903)