Suggestions and Constructive Criticism.

Suggestions and Constructive Criticism.

in PvP

Posted by: Nightshade.2570

Nightshade.2570

Okay, so I have been posting here more then I normally do and I want to state first off this is not typical for me in the past. I am pretty passionate about PvP.

I have played PvP in alot of games and I really enjoy it in GW2. You guys did a great job with season 5 and I really liked your changes. Placement matches is great! The new UI’s, the improvement to matchmaking it was all there. There were of course issues but the good far outweighed the bad. It was really all just growing pains.

Then six hit, and I can’t blame you for what happened with the Poll. The voters on these boards voted against something that I think alot of them didnt understand. Sadly I saw some of your streamers posting blind links to it telling everyone to go here and vote no Not accusing anyone it just creates this mentality of people not paying attention to what they are actually voting for.

Anyhow moving on. I wanted to start a thread that involved some constructive criticism and suggestions, or even creative ideas so that people here could maybe give some sound ideas that might or might not hit home with the Devs that are in PvP.

1. All polls should be advertised much like they were in WvW. Players that logged into WvW were sent mails encouraging them to vote. Players that log into the PvP lobby or, queue up for matches recently should also get a notice.

2. In Ranked-During Seasons-Matches that are scored super close as in the losing team hits something above 400 should not cause Match Making rating loss(preferably they do not gain or lose) or at the very least minimally, Higher Reward should still be given to the winning team but this is very much an even draw match. It would encourage players to keep playing even when thier team is losing.

3. A new concept for new players should be explored, this is to big of a concept to put in a thread about many things it needs its own thread. This discussion should involve a way for incentivising new players to take part in a more rigorous tutorial, or even a buddy system where players witha certain amount of games buddy up with players that are new to teach them, both parties getting a reward (unranked only).

4. Ascended armor tokens should not cost us gold and in fact you should bring it back to where we get to pick out a piece and not craft it. To keep it from being a farm of ascended armor Limit the number of pieces you get per season. You see I don’t mind just getting two pieces a season, building a suit slowly is no big deal to a PvPer. However I was inches from trying other aspects of the game because i could put a suit together from PvP when it was taken away. I have no interest in spending gold, crafting and gathering ingredients to make ascended armor from PvP. I can do it ten times easier in PvE.

5. Class MMR-I know we voted against locking your class upon queue. I know that makes it difficult to do the Class specific MMR and the leaderboards for classes but this would of been so much fun! Please consider locking the matchmaker to at teh very least not allow more then two of something on a team. Or, have the system warn people queueing up on a class that it has alot of players queuing on with a message that their wait time will be longer. I don’t know how possible it is, and I know I may be way off base but I still want to see this.

6. Consider a game format, for dailies where classes fought each other. IE five v five with necros on both teams to alleviate the system when there are to many of one thing. Let players opt into proving who is the best! Use the same maps, just restrict it to a necro only match or a guard only match. Lock these from switching from queue up! Give it a leaderboard!

Theres alot more I hope others will follow the spirit of my thread and give some good ideas. I Hope some of this or even a small fragment hits home.

Thank you for your time,
Respectfully yours,
Aggie Se’leraun

Suggestions and Constructive Criticism.

in PvP

Posted by: Shaogin.2679

Shaogin.2679

  1. This should definitely happen.
  2. The losing team should always lose rating regardless of the score (disregarding special scenarios such as disconnects though). It would make sense though to adjust rating gains/losses based on how close the score is. If they did this, it would have to apply to both teams. If the losing team only lost a few points in rating, then it only makes sense for the winning team to only gain a few points in rating.
  3. The buddy system doesn’t seem like something that can be reasonably implemented, but PvP definitely needs a better tutorial system. I’m hoping this is something they are already working on in the background.
  4. The changes were necessary and were implemented in every game mode. The old system made crafting ascended gear worthless. However, they really should increase the amount of shards you earn per chest. They really went overboard nerfing the shard aquisition.
  5. Class-specific mmr is never going to be a thing until they restrict class swapping, and at this point I’m not sure if that is ever going to be a thing.
  6. That seems like an overly complicated and unecessary way of dealing with PvP dailies. The simplest solution is to just remove dailies from ranked PvP.
Doc Von Doom – Asuran Necromancer
Gate of Madness
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Suggestions and Constructive Criticism.

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Posted by: Exedore.6320

Exedore.6320

1. Design by poll is a terrible idea. They should do away with it altogether. The WvW polls are less problematic because they’re mostly “which do you want first”. The PvP ones have been of the form “one or the other”.

2. No reason for this. It’s too much work to get right for no benefit. If you’re at your correct rating, you’ll bounce up and down a bit, which perfectly fine. Players have to understand that rating is not an absolute; it’s better viewed as a range.

3. A way to teach players would help, but a long, in-depth tutorial won’t work. There used to be a mini tutorial (cap a point, stomp an NPC), but I think they disabled. You can’t force map rotations and teamwork.

4. Disagree. Number of tokens should be unlimited, but require continual play with bonuses for higher skill players. Like it is now. The problem is that the cost right now is too high. If you cap the major reward, players stop as soon as they reach the cap.

5. Class-based MMR will do nothing. People who play something they aren’t proficient with will drop. That’s fine. The argument that they drag down other players is bunk. There aren’t that many, and your opponents have just as much of a chance of getting them as you did. In the end it averages out and isn’t consequential.

6. Now that stronghold is relegated to the dust-bin, we can bring back conquest-specific dailies for a better rotation. Make ranked/unranked game a permanent major reward daily. That fixes the profession daily issue.

Kirrena Rosenkreutz

Suggestions and Constructive Criticism.

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Posted by: Nightshade.2570

Nightshade.2570

While some of your ideas are totally contrary, thankyou for even caring