Players need more incentive to play, it has been said before but for a lot of players it is becoming less of a request and more of a necessity without which is game breaking. This is going to be a long post and most of it you may either know or not care about at all, throwing in headers so you can hop to what part concerns you particularly.
Where are the Tourney Teams:
The problem is cyclical. Right now tourney pops are slower than they were without match making, but we need MMR to make sure that top teams aren’t stomping lower skilled players. So we wait a little longer and that is not terribly bad. Do we end up facing many of the same teams over and over again? Usually. This is bad.
Solution: More Teams!
Short of attracting more players to the game (which is unlikely if players who PvP check on forums or ask friends before buying) we simply need players who log consistently to group up so we can see meta changes and competition. But why don’t we seem to build more teams? Well once a newly formed team loses 5-10 matches they split as opposed to working until they are skilled enough to beat the teams they are being placed against. Why don’t teams feel any need to stick together? Well for one, losing all the time isn’t fun, but there is more than that. It is because winning is not all that important and it is even less fun losing knowing you wouldn’t really have been better off winning.
So Why Keep Playing?
The rewards are either cosmetic, more tickets, or qualifying points. Even as a casual player with relatively small amount of paid matches played compared to teams who play every day, I have all the cosmetic gear I want from paids. Why would I want more tickets? So I can Q with a pug again? Even with what I have to guess is a low MMR, I find myself 60% of the time facing a guild/premade probably because of either low amount of other teams in Q or a cumulative MMR between members of the pug that is a terrible representation of our team ability against anything other than a pug.
Solo Q!
What is the fix for this? People have said it before but the answer hasn’t changed. Solo Q would alleviate a lot of issues with players facing groups that have much higher coordination. For a game balanced around 5v5 and team fights it is very odd to see Anet so lax in its stance on this. They know how well classes can coordinate. We all know what a difference voice communication can have in team fights. Pugs do not have access. Generally teams do. You put them together and neither party, the stompers or stompees, are going to be having much fun.
Not if but when…
Longterm, or even short term for players with less patience, this is a major issue. It will be nice being able to play teams of the same skill and avoid people who are consistently grouping together. But this won’t last us forever, eventually even solo Q will become stale if it is the only change to the current system. Considering in the time sPvP has been out the significant updates since launch have been MMR and paids (same as free’s just with gems and QP…and now just QP). Casual players are the foundation of games. Pro players draw audiences and are awesome and contribute a lot. But they are ‘pro’ for a reason. If 90% of players were pro and topping the QP charts and revolutionizing the meta I could be entertained with what we have for ages. But that is not the case. Approx 70% are going to be casual, 10% pro, and 20% being competitive skilled teams who play regularly but have not reached a skill cap.
So we see the need for solo Q. Anet is watching this, hopefully they see sooner than later that no MMR system will make up for the gap between players who have history and voice access and those who don’t.
Dead Reward System:
That leaves us with QP. Currently all it does is allow us to check the forums to see who is playing the most. Pro players already have more than they will ever need. Casual players have far fewer. But why is this important? It isn’t…and that is the problem. It currently has 0 use. When they implement whatever we are ‘qualifying’ for I see another problem arising. Lets say my rough approximation of player percentages is even remotely correct. At best 30% of players will see any benefit from this. Those with QP will go on to play the same conquest mode against the same teams for a reward that is, more or less, inaccessible to casual players.
Sound familiar? It should, because it is the exact same boat we are in now. By then we may have spectator mode, which will allow us to watch those on top stay on top. Without more incentive for more teams to form no one will really every challenge their current dominance. Not to mention the ability to watch better players should get people excited about playing, as opposed to showing them something they have no reasonable access to.
Awesome Gameplay and no reason to play it…
(edited by reedju.5786)