Serious issues with hot join SPvP!
I would blame it mainly on the rewards, rather than map design. Players shouldn’t be rewarded glory by killing each other, or by capping nodes which another player is capping. Winning bonuses should be higher and it would encourage players to focus on the objectives. Lastly, the match scoring table describes far too little info, none which teach selfish/ new players to improve their play.
Maps are just nice in size. But I would really love the pinging system, or displaying enemy position on the minimap when they are a few yards away from allies.
I would blame it mainly on the rewards, rather than map design. Players shouldn’t be rewarded glory by killing each other, or by capping nodes which another player is capping. Winning bonuses should be higher and it would encourage players to focus on the objectives. Lastly, the match scoring table describes far too little info, none which teach selfish/ new players to improve their play.
Maps are just nice in size. But I would really love the pinging system, or displaying enemy position on the minimap when they are a few yards away from allies.
Did you play Guild Wars? I guess the exact same pinging system is not possible because you could view all enemy positions on the minimap, but every other aspect of it is better than the system in Guild Wars 2.
What I would like the best is to just introduce a completely new game mode so players could have a choice.
(edited by bacalao.2083)
Personally I think the rewards are a guide to what ANet intended the gameplay to be like.
It’s basically Free-for-all Deathmatch (except you have friendlies and enemies), except it has a minor layer of objectives capping which provides a small bonus if you win.
I think ANet realised that coordination for hotjoin is basically impossible, so they instead made a mode where you log on and tried to kill people, and concentrate on being the best personally, rather than winning the game objectives.
The capture objectives are there to provide a focal point for the combat, rather than an actual goal.
I don’t really have a problem with it. Their mistake is probably one of advertising/communication. Having the same maps as tPVP, and the capture points, made people confused that it was supposed to be played like tPVP. Whereas actually it’s meant to be played like Free for all Deathmatch.
Of course, this means they should consider 1v1 as part of balance, too, so that more classes and builds can be viable in this mode.
Personally I think the rewards are a guide to what ANet intended the gameplay to be like.
It’s basically Free-for-all Deathmatch (except you have friendlies and enemies), except it has a minor layer of objectives capping which provides a small bonus if you win.
I think ANet realised that coordination for hotjoin is basically impossible, so they instead made a mode where you log on and tried to kill people, and concentrate on being the best personally, rather than winning the game objectives.
The capture objectives are there to provide a focal point for the combat, rather than an actual goal.
I don’t really have a problem with it. Their mistake is probably one of advertising/communication. Having the same maps as tPVP, and the capture points, made people confused that it was supposed to be played like tPVP. Whereas actually it’s meant to be played like Free for all Deathmatch.
Of course, this means they should consider 1v1 as part of balance, too, so that more classes and builds can be viable in this mode.
Problem is, that is against the spirit of what Guild Wars was originally all about. I don’t think Anet is that stupid, they know the original fans of Guild Wars were drawn to the the PvP aspect and it had the best PvP of any MMORPG. But maybe you’re right, and they’re just further expanding it to their fanbase. The system they developed in Guild Wars random PvP was much more balanced and this was a change towards the negative.
Some aspects of Guild Wars 2 are actually a step backwards in the progression of RPGs just to cater to a wider audience.
(edited by bacalao.2083)
Personally I think the rewards are a guide to what ANet intended the gameplay to be like.
It’s basically Free-for-all Deathmatch (except you have friendlies and enemies), except it has a minor layer of objectives capping which provides a small bonus if you win.
I think ANet realised that coordination for hotjoin is basically impossible, so they instead made a mode where you log on and tried to kill people, and concentrate on being the best personally, rather than winning the game objectives.
The capture objectives are there to provide a focal point for the combat, rather than an actual goal.
I don’t really have a problem with it. Their mistake is probably one of advertising/communication. Having the same maps as tPVP, and the capture points, made people confused that it was supposed to be played like tPVP. Whereas actually it’s meant to be played like Free for all Deathmatch.
Of course, this means they should consider 1v1 as part of balance, too, so that more classes and builds can be viable in this mode.
Problem is, that is against the spirit of what Guild Wars was originally all about. I don’t think Anet is that stupid, they know the original fans of Guild Wars were drawn to the the PvP aspect and it had the best PvP of any MMORPG. But maybe you’re right, and they’re just further expanding it to their fanbase. The system they developed in Guild Wars random PvP was much more balanced and this was a change towards the negative.
Some aspects of Guild Wars 2 are actually a step backwards in the progression of RPGs just to cater to a wider audience.
It’s a fun style of gameplay but it just doesn’t suit hot join.
They HAVE to make a better form of random PvP. It’s becoming less and less fun.
I think everyone would also benefit from a system similar to the minimap of the current Counter-Strike: Source where you can view all enemy positions of enemies your players can see, as well as a targeted player.
Personally I think the rewards are a guide to what ANet intended the gameplay to be like.
You think they actually intended to create the worst “casual” instanced PvP in an MMORPG and decimate their own PvP population, removing the supply of potential PvPers that will go on to tPvP…