Suggestion: tPVP Needs Requirements for Entry

Suggestion: tPVP Needs Requirements for Entry

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Posted by: Revelc.4253

Revelc.4253

Warning – lots of text here. Read the bolded lines and TL;DR if you have better things to do. Read the whole thing if you’re going to respond. Also, comments of ‘play with friends’ or ‘go play sPVP if you’re going to solo’ aren’t constructive. I do enjoy facerolling 200+ glory games, or trebing the zerg for 300+ a game, but tPVP should be a different experience. Double also, I know the game is new, and players are new, but tPVP is probably not where they belong.

As I understand it, ANet’s intention for tPVP was to be a step up from sPVP in terms of competition, reward, and game play. A problem I’ve been noticing lately in tPVP is a large lack of familiarity with the game shown by tPVP players. This is less of a problem when queuing with a full group, however when doing solo or partial queues, you are partially reliant on the skills of another player. This is compounded by the lack of real time communication (instead relying on vent, TS, mumble, etc.), meaning that you are relying on teammates to make correct decisions largely by themselves. This is even further compounded when the queuing system does not separate pugs from premades or match based on a rating system.

I propose 2 possible solutions to dramatically increase the average skill level for the tPVP population.

Solution 1 – Raise the required PVP rank to 20 for tPVP play
While PVP rank is not an accurate measure of player skill, we can use it as a benchmark for a player’s familiarity with PVP maps/objectives, his/her own professions capabilities, and enemy profession capabilities. This restriction would have several beneficial effects:
- Provide “PVP Progression” since players would have an objective to work towards (being able to participate in tPVP) other than simply new skins
- Substantially reduce queues with players who are unfamiliar with objectives, map layouts, capabilities
- Substantially increase the likelihood that sPVP bad habits will be self identified and corrected. For example, from PVP rank 1-10, players may find that 8 man zerging around a map nets more glory and less deaths regardless of the win. By rank 20, that same player will probably have realized that, while effective for glory, this is not an effective way to win a round against competent opponents.

(edited by Revelc.4253)

Suggestion: tPVP Needs Requirements for Entry

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Posted by: Revelc.4253

Revelc.4253

Solution 2 – Implement a required event chain to teach intermediate skills
The current PVP tutorial is designed to teach very basic mechanics of GW2 PVP. Additionally, the tutorial is exceptionally easy to bypass resulting in many players joining games and learning as they play. While this is acceptable for sPVP, tPVP should require a higher bar. An instanced chain of events could be implemented to refine player decision making and teach intermediate skills. For those of you familiar with the GranTurismo series, think of these as license challenges required to drive the faster circuits and classes. An in game source for higher level knowledge would be preferred, as casual players may not go to 3rd party sources (replays, streams, forums/blogs) to better their gameplay.

Example Decision Scenario – Win a close game
The player is entered into Foefire solo where the enemy team has captured all 3 points. Current score is 4XX – 4XX with no bosses up. 25 seconds into the instance (enough to neutralize the closest one and start to leave), Svanir spawns. By spawning the boss, the player is then presented with the choice of capping the remaining points, or killing Svanir to get ahead and win. This would highlight the fact that bosses, especially those that spawn multiple times, can make or break games. This would also highlight the need to be aware that bosses have spawned.

Example Intermediate Skill Scenario – Stomp a Downed Guardian in a Short Time
The player is entered into a practice zone in front of a downed (invulnerable to normal damage) Guardian NPC with only a few seconds left in the exercise. The Guardian is configured to knock back players just before a stomp is executed. The player would be instructed that blinding the Guardian or using stability allows the stomp to be completed.

Example Intermediate Skill Scenario – 2v2 with Teammate Down
The player is entered into a 2v2 skirmish with a teammate down. The 2 enemy NPCs damage output and skills are configured to make a 2v1 excessively difficult. The player would be instructed that reviving the teammate using a clever (but intended by the devs) combination of skills (mist form rez, stability rez, stealth/haste rez, etc.) to even the fight presents the easiest path to completing the scenario.

Better prepared teammates and enemies provide a richer experience for all. And let’s be honest, the tPVP population needs some education. By implementing mild restrictions on tPVP play, ANet has the ability to create a smooth transition from casual sPVP gameplay to a more competition oriented tPVP experience for both the players already competing and the players entering the scene.

Suggestion: tPVP Needs Requirements for Entry

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Posted by: Revelc.4253

Revelc.4253

TL;DR: Players unfamiliar with the game are making solo/partial tPVP play more frustrating than it needs to be. I suggest implementing barriers to tPVP play to raise the baseline skill set for the tPVP population, especially if solo/duo/partial queues are not going to be separated from full groups.

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Posted by: Apathy.6430

Apathy.6430

There’s already barriers coming.

Paid tournaments.

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Posted by: milo.6942

milo.6942

I thought those were great scenarios for tutoring newer players, and I hate to say this after all the effort you put in, but I’m with Apathy. The paid tournaments will hopefully alleviate these concerns. If they don’t I hope we revisit your idea.

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Posted by: Rose.1924

Rose.1924

Im not sure what you are talking about to be honest. I played with a random group of 5 people in the free tournaments the other night and won 1st place easily. There is always going to be “less skilled” players. If i had to wait till rank 20 to do a free tournament i would just not play at all . Im not saying glory is hard to get its just a silly time consuming process and by no means would mean i learned how to do anything in the hot join matches.

They like the ability to just jump into matches. It is very fun and that is by far the best way in my opinion to learn about the game.

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Posted by: stof.9341

stof.9341

Free tournaments are here to learn about tPvP. Forcing people to grind the sPvP zerg based 8v8 with 0 coordination possible for 20 levels to even participate is the MOST stupid idea ever posted in this forums.

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Posted by: Revelc.4253

Revelc.4253

It doesn’t have to be 20, but it would have to be high enough that players would be exposed to all the game mechanics. tPVP is here to take PVP to a more competitive level. Learning tPVP tactics in tPVP? That’s expected. Learning that warriors can crit your for 16k? Go do that in sPVP.

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Posted by: Abeneezer.6547

Abeneezer.6547

I understand your complaint, but I don’t think tPvP is the problem. I presume that what you like in tourneys is that it is much more win and objective oriented, and in so being it requires ‘anti-zerg’ tactics. So do I, that is why i play tournaments.
What i think should be done is to make normal PUG sPvP players much more interested in winning. What I suggest is increasing the 30 points bonus to a 50% or maybe even a whooping 100% bonus of earned glory, ranks or glory earns should be adapted accordingly, to make everyone into tacticians who wanna win!

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Posted by: Killthehealersffs.8940

Killthehealersffs.8940

There is the auto-balance Abeneezer. , that throw u into the loosing team , and willkitten even more the ppl
But i love ur idea :P