Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…
We’ve been researching/developing other stuff for a while now (which I’ve stated in other posts, the SOTG, etc.). We just don’t talk about things until they’re ready.
I feel that just being transparent will help you guys to calm down a bit.
So:
We wanted to have a solid set of conquest maps our first half a year after ship, so we did that. We have tweaks to do for conquest maps, but overall we like a lot of them (and some of them we’re still not 100% happy with – so they may never make it into the tournament rotation).
But, as we’ve said, the other game types commonly tossed around actually have some MAJOR issues that need to be fixed for MMO-style combat (which is what Jon is speaking about). Those are the places we’re pushing now – trying to find ways to take those game-types and get them to be FUN and FUNCTIONAL in GW2’s combat system.
We’ll keep you posted as more happens.
Also yolo.
^This is a bit reassuring. It seems like you had dropped the ball completely on sPvP. I love the PvP in MMOs, but when the only game mode is so heavily focused around roaming and, in reality, quite little about actual PvP combat, I just don’t find any enjoyment in PvP.
Deathmatch also could help to get the “Deathmatch players” away from the conquest maps. There are people in tPvP trying to play it like Deathmatch not helping the team because they only want their fun and it is fun to them to play it like Deathmach becaus they like to kill and be the strongest.
And, to think all this time…I thought people didn’t enjoy being zerged.
What’ll those fruit roll up kids come up with next…..
Sry, but I think Deathmatch is a BAD idea. Just imo
And, to think all this time…I thought people didn’t enjoy being zerged.
What’ll those fruit roll up kids come up with next…..
Sry, but I think Deathmatch is a BAD idea. Just imo
It can be a horrible idea if it’s just a big Zerg.
It can be great fun and really competitive if you make it without respawns and a Team Deathmatch. I’ve said it before and I will say it again: World of Warcraft pulled it off with combat mechanics that’s far inferior to Guildwars 2’s.
As we have stated many times we have tried many modes and there is a reason we ended up where we did. This is not to say we will not introduce new modes at some point, however a few notes on death match.
1) You can obviously have it without a healer.
2) Even games people consider to be DM have tons of secondary objectives (Quake 3, counter strike, Starcraft, etc.)
3) Objective based games tend to be both more total noob friendly AND more esport observer friendly as players/watchers can go/look at where the action will likely be.Deathmatch without other objectives lacks things like a reason to engage, a way to break stalemates, and a tie breaker. It also creates much wider blowouts when someone on your team doesn’t know what they are doing (does this ever happen to you that you get a clueless teammate? Heh)
Hopefully that clears up some of our reasoning for future discussions.
Jon
Maybe if the observers could choose what objective to watch, or if the game was observable at all actually.
We could copy the Counter Strike Bomb idea .
For example the game starts .
After 2 min a ’’Red’’ clock will start ticking > the Red Team has 30 sec and he must sent 1 of his team member at the middle of the map – exposed to everything , to simply right click the ‘’Bomb-Objective’’ (istant-no cast time) (the Enemy-Blue Team can w8 for them at that spot) .
Then the ’’Blue’’ Clock will start ticking .
Edi: on the 5th min , the ’’Bomb’’ clock is reduced to 15 sec
Edit 2: Or the bomb is a King of the Hill mechanic . When the ‘’red clock’’ shows up , the the Blue Team will get 1 points per sec .
If the Red team stalls to right click it , then the Blue Team will pilled up alol of muchos grandes Points . And the game ends at the 6th min , with the team that won mosrt points of managed to kill the oponent , wins
(edited by Killthehealersffs.8940)
We’ve been researching/developing other stuff for a while now (which I’ve stated in other posts, the SOTG, etc.). We just don’t talk about things until they’re ready.
I feel that just being transparent will help you guys to calm down a bit.
So:
We wanted to have a solid set of conquest maps our first half a year after ship, so we did that. We have tweaks to do for conquest maps, but overall we like a lot of them (and some of them we’re still not 100% happy with – so they may never make it into the tournament rotation).
But, as we’ve said, the other game types commonly tossed around actually have some MAJOR issues that need to be fixed for MMO-style combat (which is what Jon is speaking about). Those are the places we’re pushing now – trying to find ways to take those game-types and get them to be FUN and FUNCTIONAL in GW2’s combat system.
We’ll keep you posted as more happens.
Also yolo.
The player base has already given you the answer.
In fact it’s be right in front of your face for a year and a half now.
Normally this is where I would encourage you to make the right decision, but it’s too late now
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