(edited by Revelc.4253)
Suggestion: tPVP Needs Requirements for Entry
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.
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.
There’s already barriers coming.
Paid tournaments.
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.
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.
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.
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.
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!
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