Spvp QoL, Monetization, Barrier of entry

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

I originally made this post in the MLG Denial thread but recently felt that it need to be its own thread

Kline.9561, a lot of the tips/suggestions you make in your post are things that are big focuses for us. The good news is that some of that work is spread out over several different teams, so while it might take a while to develop, we have a lot of great features coming to help with barrier to entry, etc.

As for monetization, that’s a bit more difficult considering we already give a lot of the things that can be monetized away as we don’t want to have a huge barrier to entry in PvP. If you have suggestions for stuff like that, feel free to share!

okay here’s a list of things that you can monetize on for spvP.

1. Video Channels. this is a huge one, teaching players about skills classes and game modes through visual observation is a great way to teach players, all about SPVP. games like League of Legends and dota 2 have quick 5 second videos directly in there video game, straight from YouTube, these quick video showcase the abilities of every hero in their game.

so make a youtube channel completely dedicated 2 SPVP that new players can directly connect to from in game. that showcases the strength and weaknesses of each class. as well as helpful tips on how to play the game.

2. Formatting Hot Join. to prepare new players for competitive formats such as tournaments. meaning that it’s time to set hot join maps at 5 vs 5 games, so as to not confuse and frustrate new players coming into tournaments from hot joins. 16 player matches are wildly different from 10 player matches, and if the community wants 16 player matches that is what custome arena is for.

3. Setting Team Que at Higher Incentives and priorities than solo queue and hot joins. this will help form teams and a stronger community, making people coordinate together to achieve goals.

4. Templates. I personally believe that this is an option that should be sold in the cash shop. this could generate great revenue for both SPVP and PvE. attach templates to the PvP lockers to keep players from switching build mid game or before it starts.

5. Ziashen Keys. simply put make it happen.

6. Glory Boosters. when you change the reward system make glory actually worth something. there’s not enough glory dumps in the game to justify spending any of it. So make glory boosters something people want to buy on the cash shop. rather than passing them out so freely.

7. this of late is a pretty controversial topic. but try attaching a Guild verses Guild Mode into Custom Arenas to give the community more incentive to buy custom arenas.

8. Start Selling Tickets so that players can watch tournament games in game. and compendiums that support their favorite teams.

9. Another way of helping new players is to give Short Cut Scenes of how to play spvp gamemodes when they first enter SPVP. or have the living story team make a short Interactive event, that has a players entering spvp for the first time playing a match with npc’s.

10. make rewards give the player a Feeling of Satisfactory and Accomplishment. presenting a cool reward or item after a match with flashy presentation. is a good way to start. encouraging the player to achieve more rewards.

11. Streams, and replay. new players learning from top tier players, via watching streams and replays. this is an amazing tool to help every player improve their game. coming up with an in game system, that allows players to pull up old replays and save them to their computer. or watch live games. this doesn’t need to be a system tied into hot joints, it needs to be its own thing. there needs to be an NPC in the mist that pulls up all the information players need, to watch live games and replays.(give an option for players to save a replay after a match ends, so they can learn from their mistakes or the enemy team).

I will continue to add to this post when I think of new ideas or concepts
I greatly encourage the community to add to the list with there own ideas on how to make spvp a bigger priority for Anet as a company.

also I understand the current state of the game and the resentment a lot of players feel towards it.
but please do not derail or entice Arguments and refrain from Hyperbole because it does not help the devs or healthy discussion.

thank you.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Oh dear, that sounds expensive…

Ranger//Necro

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

12. Improving the penalty on leavers, 4v5 matches suck. they really do and they waste everyone elses time.
the devs need to set it up to where quiters are sanctioned and penilized for a first time leave.

they need to be sent into a timed penalty state that sets them into a low priority que and keeps them from gaining rewards and MMR after matches. this penalty will stack in duration form repeated offenses

13. A Report System. as easy as right clicking on a players name and reporting them for different offensive subjects. this a I common system found in most MOBA games. repeated reports for bad behavior will cause a punishment to the reported player.

-offensive language gets you a time ban from using the chat system while in matches
-throwing the game on purpose will throw you in low priority, or just a time ban from being able to que.

14. 4v5. if a match starts with not a full roster on both teams, the missing players are given a 5 minuet window of time to reconnect.
if the players do not reconnect with in that time frame the match ends with no affect to there MMR and they are automatically re-qued with hi-priority.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

Oh dear, that sounds expensive…

well in my opinion if Anet is able to get SPVP in a healthier state

they should release a free to play client for just the MISTS

this will give a new wave of players to SPVP which it direly needs,
while also giving the option to “Free2play” players to purchase the full client of the game. or use the cash to purchase pvp items

thus generating more sales and giving more incentives for Anet to forward resources to the spvp team.

another reason that would be a good idea is because. more players mean more people watching tournaments and more Stream/twitch channels which will help the game self promote Spvp. and overall more people to make friends with and to play with(shorter ques)

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Bhawb.7408

Bhawb.7408

I think one of the biggest things they could do is add in far, far more skin-type things into the cash shop. LoL is basically carried by skin and champ sales, I realize that its being worked on, but I think it needs to be more than simply just armor.

For example, you do not understand the amount of money I will throw at you if you made more skins for summoned AIs. Also, I think its smart that if you plan on monetizing PvP better, that at least in the beginning do not make it PvP only. Get the PvE crowd to help carry you while PvP is still significantly lower. Don’t do too many things that only one group will want, but keep making things that everyone has access to, and wants.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: evilapprentice.6379

evilapprentice.6379

In the short term, allow players to spend glory to acquire gems when they are already spending real money. As an example, allow players to spend 10k glory to acquire 800 gems for every 800 gems they purchase with real currency.

Obviously, this suggestion assumes that Anet will introduce something to PvP that will encourage players to spend real money in the first place, but I think its fair to assume that there is a plan in place to eventually reach this goal. Assuming this goal is reached, this grants some real value to glory while also ensuring that Anet gets paid for its time and effort.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: ryston.7640

ryston.7640

I have this idea… It requires other teams and big features but its a stated goal for anet anyways.

Impliment pet mini battles… pokemon, and have some of the pets be available only through pvp.

personally i vote for randrom drop, because the honor system has some flaws to it. grinding is rewarded and so are arena exploits. but if you go with glory buy then fine

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

I think one of the biggest things they could do is add in far, far more skin-type things into the cash shop. LoL is basically carried by skin and champ sales, I realize that its being worked on, but I think it needs to be more than simply just armor.

For example, you do not understand the amount of money I will throw at you if you made more skins for summoned AIs. Also, I think its smart that if you plan on monetizing PvP better, that at least in the beginning do not make it PvP only. Get the PvE crowd to help carry you while PvP is still significantly lower. Don’t do too many things that only one group will want, but keep making things that everyone has access to, and wants.

or add a personal or team rating system into the game. and then have PvP only skins / unique cosmetics that you can acquire once you reach a certain amount of rating

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Lux.7169

Lux.7169

I love ALL of these suggestions. Never even considered some of them (like selling tickets to spectate matches).

[SoF]

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Derps.7421

Derps.7421

But the thing is no one wants to spend money on a game that has well honestly kittenty pvp. If they make pvp more fun to play the people would gladly spend money.

Dr. Professor Evil – Engi
Stunned Girls Can’t Say No <Hawt>

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

But the thing is no one wants to spend money on a game that has well honestly kittenty pvp. If they make pvp more fun to play the people would gladly spend money.

please read the last part of my main post.

and I understand the situation but these are simply ideas that I am coming up with for the long run.

if you have any of your own ideas the increase profit or decrease the barrier of entry for new playersto add them to the thread I encourage it

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

15. Rating system. add a solo and team rating system, so that people have to join teams like they would guilds and there rating would be based off of team tournaments.

this rating system would be affected by win loss ratio as well as winning performance.
meaning: if you win against a team with much higher rating than your own it will increase your rating a lot, if you lose against a team with much lower rating could cause you to lose a bit of rating.

in teams, all players have a personal rating to contribute to an overall rating.

your qued up with players around your own solo and team rating.

the benefits/incentives of rating would drive players to acquire high rating to achieve prizes, cosmetics and novelty items that you can only purchase with glory (another potential glory dump) once you’ve achieved a certain amount of rating.

and once again set higher incentives for team rating (better stuff) to encourage group play and co-operation between players.

Edit: also allow a cool-down before a player can join another team so players don’t team hop. joining a team needs to be an investment, so if a player joins a new team with high rating his own personal contribution is 0 rating until it evens out with the other players on the team

A rating decay needs to be in affect as well

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

The philosophy of A-Net to try make PvP available for everyone (casuals) is the reason why PvP wasn’t such a success as GW1. By making classes even easier to play (warrior, thief, necro) they completely destroy PvP by taking it’s competition away. Without competition PvP doesn’t make sense. Why ppl should invest time into PvP when every idiot can reach a high level of effectiveness in 1 day? Cosmetics won’t solve this problem of cheese, only class-overhauls can.

Read It Backwards [BooN]

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

The philosophy of A-Net to try make PvP available for everyone (casuals) is the reason why PvP wasn’t such a success as GW1. By making classes even easier to play (warrior, thief, necro) they completely destroy PvP by taking it’s competition away. Without competition PvP doesn’t make sense. Why ppl should invest time into PvP when every idiot can reach a high level of effectiveness in 1 day? Cosmetics won’t solve this problem of cheese, only class-overhauls can.

well hopefully Anet will start to change there philosophy on class design
by getting as far away from cast and forget ability’s as they can while toning down AOE and condi applied through AOE.

a past post discussing the prospect of toning down auto attack damage (1 skill)
with jon sharp, is a good start and shows they might be getting it now.

that there needs to be more risk vs reward in combat.

BUT! this thread is not for discussing class balance (lets not derail) its about coming up with ideas to help the pvp team make SPVP more resource worthy and profitable, while encouraging new players to SPVP with easier barrier of entry and fun mechanics.

so if you have an idea that will help the Mists gain or re-gain players through cool ideas or barrier of entry please add to the list.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

16. PVP emotes that can be sold on the cash shop.
these emotes trigger a funny or humiliating emote to the enemy player after a stomp

ill leave it up to the PVP teams imagination but I want to see an emote that makes the players character yell out YOLO ….. somewhere in there

17. A Crafting System with more Depth take the game TeamFortress 2 for example (which is 1Gigabyte game and 8 gigs of hats) you salvage items to get parts and pieces
that you can combine with sets or weapons or equipment to get new gear. this could work with the mystic forge if you made it to where you can only get certain craft items by salvaging specific gear.

thus making a crafting system players can work towards

18.Wrapping paper sell a item on the cash shop that allows you to unbind pvp items and mail them to your friends. this is simply a great idea both sides win when friends are helping each-other out.

19.Advertising SPVP Events In-Game there’s nothing stopping you guys from posting Global messages through the game about future SPvP tournaments/events. ask the community to help you spread the word. by handing out prizes to people when they referral a friend to buy event/turnament ticket or to watch the match.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Xcom.1926

Xcom.1926

To be honest, that is the least of our problems. First, the priority should be to incentivize players to play sPvP. If players are not playing sPvP nothing of this sort matters. You won’t make money on all these great ideas if people aren’t playing the game.

You need to build the foundation before building everything else. The foundation is not build yet. We need more players in sPvP, a lot more.

(edited by Xcom.1926)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

To be honest, that is the least of our problems. First, the priority should be to incentivize players to play sPvP. If players are not playing sPvP nothing of this sort matters. You won’t make money on all these great ideas if people aren’t playing the game.

You need to build the foundation before building everything else. The foundation is not build yet. We need more players in sPvP, a lot more.

then list some ideas that will encourage more players to play or lower the barrier of entry in a constructive format. weather its game modes or new features what would you like to see?

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Xcom.1926

Xcom.1926

To be honest, that is the least of our problems. First, the priority should be to incentivize players to play sPvP. If players are not playing sPvP nothing of this sort matters. You won’t make money on all these great ideas if people aren’t playing the game.

You need to build the foundation before building everything else. The foundation is not build yet. We need more players in sPvP, a lot more.

then list some ideas that will encourage more players to play or lower the barrier of entry in a constructive format. weather its game modes or new features what would you like to see?

Been there done that. Point was monetizing sPvP should be the last thing on their mind right now.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

Um, dont get me wrong, but arent PvP-Players already the only ones spending “real” money in this game, as every PvE Player is able to buy gems via gold, while the only way for PvP-Players to get gems is to buy them with money?

Regarding your #16, arent there already those Gem-Shop-Stomps?
One Thing ANet should add, is a “preview-feature” for the Stomps in the Shop.
I occasionally think about purchasing one, but as there is no way to see, how they actually look, I dont want to spent a lot of gems for a stomp which looks awfull in the end.

Additionally think, that “how to monetize PvP” is some issue which is realy far away from the present day, as PvP needs a much bigger Community then now and much more features.
You probably dont need an infinity amount of ways, how people spend money for PvP, you just need a lot of people, so that the absolute size of money spent increases.

Btw.: If there will ever be a “Yolo-Emote” in this Game, I probaly gonna leave.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: data.4093

data.4093

Point 4…templates should have been in the game from the start- and free.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Volrath.1473

Volrath.1473

wtf is yolo!?

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

Additionally think, that “how to monetize PvP” is some issue which is realy far away from the present day, as PvP needs a much bigger Community then now and much more features.
You probably dont need an infinity amount of ways, how people spend money for PvP, you just need a lot of people, so that the absolute size of money spent increases.

.

I’ve already discussed this in a previous reply

simply put the meta/features in a healthier state. then release a free to play client with the option for f2p players to buy pvp cash shop items and the full client of the game if they enjoy the game.

I’m discussing the long run

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Bhawb.7408

Bhawb.7408

Um, dont get me wrong, but arent PvP-Players already the only ones spending “real” money in this game, as every PvE Player is able to buy gems via gold, while the only way for PvP-Players to get gems is to buy them with money?

No. While you “can” buy gems with gold, it costs 41.7g (with live exchange rates) to get 800 gems. So yeah its possible, but it certainly would be really expensive, and most casual players (the majority of the fanbase) can’t afford it.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

20.Community driven content. let the community be the driving force in your development, release toolkits that allow players/programmers to develop new content for the game, whether it be new maps, gear, weapons or novelty items like Minis or just concept design.

then the developers or players vote on the content/concepts they enjoy the most or want in the game.

21. A first time player might be overwhelmed by all the runes, sigils, amulets and might even grab some of the purple testing gear (i’ve seen this) not knowing what it’s for.

simply put! you need to have an introduction or a cut scene for players that first enter the mists on how to put all this gear together and customize your characters stats and do this cut scene with voice overs.
not an optional NPC that shows you where things are on the map.

22. An Armory System something on the GW2 website that lets you look up other players and there characters, what kind of gear they use with runes, sigils, build the whole deal . while also displaying there place on a leaderboard (a fixed one) or if some sort of rating system comes out, there win/loss ratio there solo and team rating

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

23. This has Been mentioned before but. Map veto system, if the majority vetos a map then it skips to another random one.

this will be nice if anet comes out with diffrent games modes becuase if a team is not built for a certian game mode like conquest they can have a chance to skip it.

A qol change

24. turnament passes. Sell passes in game that lets players join Into tournaments and major events. A cetian percentage of the sales could be used as a cash prize

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: daydream.2938

daydream.2938

Some solid ideas. HOWEVER, the first one would be hard in this game, because unlike league of legends, classes undergo way more changes in this game. So linking to a video on the classes strengths and weaknesses would have to be updated a lot.

Warriors 6 months ago, hardly resemble warriors today.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Brutal Arts.6307

Brutal Arts.6307

2. Formatting Hot Join. to prepare new players for competitive formats such as tournaments. meaning that it’s time to set hot join maps at 5 vs 5 games, so as to not confuse and frustrate new players coming into tournaments from hot joins. 16 player matches are wildly different from 10 player matches, and if the community wants 16 player matches that is what custom arena is for.

I’d go even farther. Losing team gets their glory/rank gain cut in half. Remove points from skirmishes, double points from killing players defending nodes and for defending itself.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: daydream.2938

daydream.2938

attaching glory earning to actual match winning is a great idea. the top player on the losing team should be making as much as the last player on the winning team.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Psychogene.6780

Psychogene.6780

Great list of ideas, if only half of them end up being implemented it would make the pvp experience alot more enjoyable for sure. I like how you touch up on ideas that would improve the playing experience whilst at the same time give back to anet via $$$. I think anet need more solid ideas on how to make pvp profitable (whilst not taking away from players enjoyment) because it would be a win-win for everyone.

Its obvious the game needs more game modes, better balance and better rewards to succeed in the future. I’d like to throw an ideas in the mix:

Weekly Tournament PVP Rewards -
Reward players who play tournaments on a weekly basis. Maybe something like 15 tournament wins a week (max 3 tournament wins a day) = 1 gold or 10 astral diamonds or a chest that is the next tier above their current rank (eg. rank 20-30 will get a rank 30-40 chest) etc. The daily rewards suck and some people only play for the monthly reward and then don’t step into pvp until it resets. PVE players get rewarded EVERYTIME they do combat – pvp players need to get that same luxury. I’d even settle for spending glory to get a weekly pvp reward since after a certain point theres just way too much glory and nothing to spend it on.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: garethh.3518

garethh.3518

There have been like a hundred threads with productive healthy conversation about a point… and Anet has ignored, or commented in and then ignored, every one of them.

Not to burst your bubble, but GW2 needs allot more than caring fans, it’s had those since beta, what it needs are new devs.

The current ones are passionate, don’t get me wrong, but being passionate about something doesn’t necessarily make you good at it…

(edited by garethh.3518)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

Some solid ideas. HOWEVER, the first one would be hard in this game, because unlike league of legends, classes undergo way more changes in this game. So linking to a video on the classes strengths and weaknesses would have to be updated a lot.

Warriors 6 months ago, hardly resemble warriors today.

I don’t mean that they have to go into every single tiny little detail. but just a general overview of the different classes and their strengths and weaknesses. maybe even some common builds players use.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

There have been like a hundred threads with productive healthy conversation about a point… and Anet has ignored, or commented in and then ignored, every one of them.

Not to burst your bubble, but GW2 needs allot more than caring fans, it’s had those since beta, what it needs are new devs.

The current ones are passionate, don’t get me wrong, but being passionate about something doesn’t necessarily make you good at it…

check out my post history. I understand the current state of spvp, so there is no bubble to burst.

I understand a lot of the resentment and feeling players have towards the game currently. I also share those feelings as many posters on the forums do.

but I simply wanted to make a post sharing my ideas, because a community manager recommended that I should. and I will do so without catering into my negative emotions I have towards the game.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

25. gear vendors. make the gear vendors for all ranks one npc. and put him in a simple location. easy for new players to find

26. this one is already on your guys radar. but spectator mode needs a toning down of particle effects, ui cramping, the glaring bloom in the game, ai clutter.

also keep in mind when you decide to attack the tiny asuran model issue.asuran are not the only culprit, tiny human female models are also an issue to. they’re just needs to be a respective standard size for all race models

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Relentliss.2170

Relentliss.2170

I felt that the OP’s post was well thought out and doable.

A shop would be great. Buy skins that can be used anywhere with your glory. The random chest of crap is awful incentive.

Please set hotjoin stanard mode as 6v6 or something. It is incredibly zergy in 8v8 and 10 v10 is practically unplayable.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

I felt that the OP’s post was well thought out and doable.

A shop would be great. Buy skins that can be used anywhere with your glory. The random chest of crap is awful incentive.

Please set hotjoin stanard mode as 6v6 or something. It is incredibly zergy in 8v8 and 10 v10 is practically unplayable.

I think this is a big issue becuase new players are not being set up for competitive format so when they finally do 5v5 tournament’s the get frustrated and give up becuase there tought bad habits from, hot join games

I think hot join shouldent be a server hoping system. Thats a ninche custom arenas are for. And that hot joins should be treated like a practice mode and work just like tpvp with no effect to mmr.

27. Wich also reminds me, its been mentioned a few times here in the forums . But when there is seriously competitive games going on like the mlg there needs to be a puase feature.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: milo.6942

milo.6942

This entire thread is wrong. No one will give a kitten to hear this, but you can’t monetize a bad product. There are lots of conflicting ideologies present in these forums for how to “monetize” pvp, and it’s also pretty clear that anet don’t know what to do either. Here, I will help you guys out:

Firstly, op, selling access to streams is asinine and counterproductive. Streams are the lifeblood of pvp advertizing. Sponsors pay to have more people see them.

Secondly, and most importantly, is the confusion anet has within itself. It wants to be esports, but it also wants to lure pve casuals in and keep them with handouts and an easy to master, low skill ceiling gameplay. You can’t have both. Here is why:

PvP is about competition and public domination of your opponents. It is not, and has never been, about rewards and what you “get” from winning. It is about overcoming great challenges, and recognition of worth from others.

  • If the game does not present a significant challenge
  • or attempts to cater to casual players too much
  • or makes it difficult to immediately realize above-average player skill during a game

the perception of your worth by winning doesn’t rise.

This causes the core pvp player base to not take this game seriously and leave. And so, with them go your hopes of esport, and any meaningful pvp exposure/popularity and monetization. Anet is attempting to monetize pvp casual players. You can’t monetize an audience that isn’t committed.

To summarize: You must focus on your core audience or fail.

(edited by milo.6942)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

This entire thread is wrong. No one will give a kitten to hear this, but you can’t monetize a bad product. There are lots of conflicting ideologies present in these forums for how to “monetize” pvp, and it’s also pretty clear that anet don’t know what to do either. Here, I will help you guys out:

Firstly, op, selling access to streams is asinine and counterproductive. Streams are the lifeblood of pvp advertizing. Sponsors pay to have more people see them.

Secondly, and most importantly, is the confusion anet has within itself. It wants to be esports, but it also wants to lure pve casuals in and keep them with handouts and an easy to master, low skill ceiling gameplay. You can’t have both. Here is why:

PvP is about competition and public domination of your opponents. It is not, and has never been, about rewards and what you “get” from winning. It is about overcoming great challenges, and recognition of worth from others.

  • If the game does not present a significant challenge
  • or attempts to cater to casual players too much
  • or makes it difficult to immediately realize above-average player skill during a game

the perception of your worth by winning doesn’t rise.

This causes the core pvp player base to not take this game seriously and leave. And so, with them go your hopes of esport, and any meaningful pvp exposure/popularity and monetization. Anet is attempting to monetize pvp casual players. You can’t monetize an audience that isn’t committed.

To summarize: You must focus on your core audience or fail.

I must of not been clear enough on that subject of streams what I meant was sell tickets to major events like the MLG to watch In game when they’re happening

other than that all streams should be free to watch.

So Mr grumpy chillax drink a soda

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

2. Formatting Hot Join. to prepare new players for competitive formats such as tournaments. meaning that it’s time to set hot join maps at 5 vs 5 games, so as to not confuse and frustrate new players coming into tournaments from hot joins. 16 player matches are wildly different from 10 player matches, and if the community wants 16 player matches that is what custome arena is for.

no. just no.

8 vs 8 anet public servers must stay.

there are already 5 vs 5 and 8 vs 8 servers.
there is no need to remove 8 vs 8 servers.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: dreztina.4820

dreztina.4820

Honestly, I think the best way to monetize pvp is to just cut the bullkitten. If they put up an option that let us buy gems with the money going towards some more developers so patches didn’t take a quarter of a year to release, I and many others would spend some money on it.

Out of Attunement – D/D Ele
Maguuma

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

so as to not confuse and frustrate new players coming into tournaments from hot joins.

try and look at this issue from another perspective.

if a player requires this much spoon feeding / hand holding in order to play tournament format then perhaps those players do not really belong in the tournament.

please do understand that not everyone is a tournament player.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

so as to not confuse and frustrate new players coming into tournaments from hot joins.

try and look at this issue from another perspective.

if a player requires this much spoon feeding / hand holding in order to play tournament format then perhaps those players do not really belong in the tournament.

please do understand that not everyone is a tournament player.

I don’t think preparing new players to a format most consider competitive hand holding. I just think there needs to be a standard format not a misleading one so that every one knows spvp for Its 5v5 games.

New players need jump into spvp knowing this game is measured by its 5v5 games not 16 player matches which teach players bad habits in the beginning of there spvp career.

I’m talking about the barrier of entry big and small, one of the themes of this thread.and one of the many things that make games like League of Legends, dota 2 and Counter Strike so successful because they don’t hold your hand they simply make all the information you need available.

I find your reply a bit Elitist. I do know people are not always tpvp material but atm spvp needs to be in a position that attracts not just casual players but all kinds of players.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

2. Formatting Hot Join. to prepare new players for competitive formats such as tournaments. meaning that it’s time to set hot join maps at 5 vs 5 games, so as to not confuse and frustrate new players coming into tournaments from hot joins. 16 player matches are wildly different from 10 player matches, and if the community wants 16 player matches that is what custome arena is for.

no. just no.

8 vs 8 anet public servers must stay.

there are already 5 vs 5 and 8 vs 8 servers.
there is no need to remove 8 vs 8 servers.

I think that this is a role custom arena should fill.and I don’t mean that a net should force you to buy Custom arenas just to 8v8 but have a real reason for everyone to have or want one in the first place. Possibly make it to where you can buy one with glory

but as it stands there’s just not a whole lot of reasons for people to want custom arenas, it simply needs more!

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: KarlaGrey.5903

KarlaGrey.5903

4. Templates. I personally believe that this is an option that should be sold in the cash shop.

Totally hit the nail with that one, bud.
Hear that sound? Ye that’s your credibility flying out the window.

/facetable
/headwall

RIP ‘gf left me coz of ladderboard’ Total views: 71,688 Total posts: 363

(edited by KarlaGrey.5903)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

I don’t think preparing new players to a format most consider competitive hand holding. I just think there needs to be a standard format not a misleading one so that every one knows spvp for Its 5v5 games.

it could be easily done by improving the descriptions, not removing the public 8 vs 8 servers.

for example, the join now could have 2 buttons, i.e.
Join Now (5 vs 5 Arena)
Join Now (8 vs 8 Casual)

i enjoy the default rotation of the public 8 vs 8 hot join servers.
you have no right to ask for their removal.

New players need jump into spvp knowing this game is measured by its 5v5 games not 16 player matches which teach players bad habits in the beginning of there spvp career.

very elitist claim there.
teach players bad habits” do you have solid evidence to back up this claim?

please stop blaming the existence of public hotjoin servers for getting team members not up to your expectations in your solo queue arena experiences.

I’m talking about the barrier of entry big and small, one of the themes of this thread. and one of the many things that make games like League of Legends, dota 2 and Counter Strike so successful because they don’t hold your hand they simply make all the information you need available.

counter strike: global offensive have “classic casual 10 vs 10” and “classic competitive 5 vs 5” game modes.
yes, they have lots of official public servers for classic casual game modes.

as for dota 2 / league of legends,
how many people play casual non tournament game modes?
how many people play tournament game modes?

do you have statistics to back up your claims?

the reality is that there are always more casual players than serious tournament players.
for example, a lot of people may play soccer / badminton / basketball for fun, casual work out etc. but how many are on a tournament level?

I find your reply a bit Elitist. I do know people are not always tpvp material but atm spvp needs to be in a position that attracts not just casual players but all kinds of players.

i find your proposal of removing public 8 vs 8 servers very elitist.
you are asking for casual friendly public 8 vs 8 hotjoin servers to be removed.

the problem with solo arena and team arena is not hotjoin servers, but something else.
stop barking up the wrong tree already.

I think that this is a role custom arena should fill.and I don’t mean that a net should force you to buy Custom arenas just to 8v8 but have a real reason for everyone to have or want one in the first place. Possibly make it to where you can buy one with glory

but as it stands there’s just not a whole lot of reasons for people to want custom arenas, it simply needs more!

custom arena are private and not public.
the settings are not default.
the maps are not in default rotation etc.

for your information, i only play on public 8 vs 8 hotjoin servers and not custom servers.

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

8. Start Selling Tickets so that players can watch tournament games in game. and compendiums that support their favorite teams.

nice idea, kinda like dota 2 but unfortunately, gw2 spvp’s hotjoin, solo arena and team arena’s players is around 16k or so i heard.

this 16k is it peak players count? or average? no idea.

http://store.steampowered.com/stats/
Current Players / Peak Today – Game
312,708 / 555,245 – Dota 2 (Free to Play)
26,911 / 76,285 – Team Fortress 2 (Was Paid to Play, converted into Free to Play)
13,609 / 48,331 – Counter-Strike: Global Offensive (Paid to Play)

dota 2 can thrive on ticket sales because there are lots of players playing Dota 2, as well as lots of various tournaments going on.

perhaps they need to consider making sPvP free to play …

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

This entire thread is wrong. No one will give a kitten to hear this, but you can’t monetize a bad product. There are lots of conflicting ideologies present in these forums for how to “monetize” pvp, and it’s also pretty clear that anet don’t know what to do either. Here, I will help you guys out:

Firstly, op, selling access to streams is asinine and counterproductive. Streams are the lifeblood of pvp advertizing. Sponsors pay to have more people see them.

Secondly, and most importantly, is the confusion anet has within itself. It wants to be esports, but it also wants to lure pve casuals in and keep them with handouts and an easy to master, low skill ceiling gameplay. You can’t have both. Here is why:

PvP is about competition and public domination of your opponents. It is not, and has never been, about rewards and what you “get” from winning. It is about overcoming great challenges, and recognition of worth from others.

  • If the game does not present a significant challenge
  • or attempts to cater to casual players too much
  • or makes it difficult to immediately realize above-average player skill during a game

the perception of your worth by winning doesn’t rise.

This causes the core pvp player base to not take this game seriously and leave. And so, with them go your hopes of esport, and any meaningful pvp exposure/popularity and monetization. Anet is attempting to monetize pvp casual players. You can’t monetize an audience that isn’t committed.

To summarize: You must focus on your core audience or fail.

On point! GJ

Read It Backwards [BooN]

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

8. Start Selling Tickets so that players can watch tournament games in game. and compendiums that support their favorite teams.

nice idea, kinda like dota 2 but unfortunately, gw2 spvp’s hotjoin, solo arena and team arena’s players is around 16k or so i heard.

this 16k is it peak players count? or average? no idea.

http://store.steampowered.com/stats/
Current Players / Peak Today – Game
312,708 / 555,245 – Dota 2 (Free to Play)
26,911 / 76,285 – Team Fortress 2 (Was Paid to Play, converted into Free to Play)
13,609 / 48,331 – Counter-Strike: Global Offensive (Paid to Play)

dota 2 can thrive on ticket sales because there are lots of players playing Dota 2, as well as lots of various tournaments going on.

perhaps they need to consider making sPvP free to play …

I agree
as I stated in an earlier reply in this thread I strongly believe the mist should be a free to play Client,once the game is in a better state. This could a financially viable solution to the lack of support the spvp gets.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

4. Templates. I personally believe that this is an option that should be sold in the cash shop.

Totally hit the nail with that one, bud.
Hear that sound? Ye that’s your credibility flying out the window.

/facetable
/headwall

it takes money to make money then you take that money invest it into the game in order to keep players happy so that you continue to make money. I’m sure that all those people who work on this game enjoy a thing called food and gas money. this game is not subscription based so it still has to maintain revenue. This game also maintains a pretty fair cash shop so make it where you can purchase templates with glory, and make them account wide.

most people who work in the game industry do it out of their passion for gaming.especially when there are much higher paying opportunities out there

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Allie Murdock

Allie Murdock

Community Coordinator

Next

Thanks for starting this thread, Kline.9561! I’ll make sure the team sees it.