The Integration of TDM into sPvP

The Integration of TDM into sPvP

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Posted by: Cheri Wolf.3056

Cheri Wolf.3056

There is a TLDR at the bottom of the second post

I would first like to say that I am so pleased to see the development of Team Death Match into this game which already has a great foundation of combat mechanics. I’ve been lurking around for a great while waiting for the next big thing for GW2 sPvP since release, and it’s been a long time coming. Unfortunately I’ll be gone for training for 6 months while this release goes live, so hopefully I can get back into the action of a well-developed game mode /fingers crossed! And maybe instead of TDM, Annihilation.

From watching the live stream about how to possibly make this a game mode with official support in the current rotation I have a few ideas I’d like to bring up, as well as many other members in the community as well.

1) Rather than just placing the game into the rotation, or having a vote on whether or not the team wants to play that map, have a separate queue for the players who want to play. This seems pretty standard and I’m sure most of the community who supports this game mode would like to see this as a ranked queue separate from capture points.

2) Some things that I worry, and many others worry about is how long these matches can/may/will take. Picturing two teams of bunkers whether it is 2v2, 3v3, or 5v5 makes me want to slam my head against a desk. With that, maybe have a timer and at the end of the timer, the team with the most stomps wins, if it’s a tie, the team with the most downs wins, if that’s a tie, the team with the most damage dealt wins (or something among that nature). Or another idea is to have enraged timers; this could be like after a set amount of time, each minute after that increases damage output by 10% and lowers defensive traits by 10%. Thus a full bunk banner warrior would have the damage to kill burst class or be killed by a burst class pretty easily. Just some food for thought when it comes to balancing stalemate matchups.

3) I think most the sPvP community in GW2 would like to see this be part of a ranked system, keeping it completely separate from the established capture points and ratings. It would be wild to see solo-queues, literally 1v1s for the players want to have the claim to fame of being the best mechanical player in the game. Players could literally have bragging rights about being the best Warrior in the game (NA/EU). Rather than it being account bound on the leaderboards, have it character bound, this way, you guys could have an idea of what is over powered in a 1v1 environment and see that, “Oh, look at that. 75% of all Mesmer’s beat Guardians. What is going on here, do we need to balance this, or that?” or “Wow the top 20 players in solo queue are all Warriors, is there something wrong here?” Things that help you with checks and balances to the individual classes.

4) As for the 2v2s, 3v3s, 5v5s, or XvX, set up a registration for teams. A while back I was playing on a mule account with some friends and got to the top 25 for Team Queues after playing 10 or so games. This shouldn’t happen, people legitimately earned those rankings in the team queue, my rank should be associated with my team not myself. I know this is something you guys already know about, but it really is unfair for the players that work so hard to get up there, just to have some mule named, “Your Mom Irl” or “America F T W” on EU to get up on the front page. A way to make the registration somewhat serious, is to have a charge for the team make up, “x” amount of gold/gems per player, an account may only be attached to “n” amount of teams at a time. Then the team will have its own MMR, where you can only have “y” amount of players on the roster at a time.

(edited by Cheri Wolf.3056)

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Posted by: Cheri Wolf.3056

Cheri Wolf.3056

5) That really covers my super serious idea stuff. I have another idea that I think would be cool/fun for the game mode, which could be like an underground gambling ring, similar to a fight club and what not. Have players sign up for a hardcore mode where they must place an entry fee to fight, you could choose to play for gems @ 100, 200, 300, “Y” gems or gold @ 5, 10, 20, or “X” gold. Each player whether it’s 1v1 or XvX would have to front that amount to enter the queue. It would find another team/player that has chosen the same amount not based off MMR. Obviously whoever wins gets the purse or a partial amount of the purse if ANET wanted to take a cut. This game mode would obviously be just for fun and a way for sPvP players to circulate their currency, also innovative for PvP players to use the cash shop once they reach rock bottom, buy some gems and play again!

6) Along with that, give spectator mode a purpose. Have spectators be able to open a window which shows the premier game that is about to be played out. Only reveal the classes and give them a window of time to place their bets. This idea comes from Salty Bet. The wagers would work like a normal gambling ring, where if you put in 50% of the purse on your team’s side, and you win, you would get 50% of the winnings. Say you placed 50g out of the 100g for team A and team B had placed 100g for their team, and Team A won, you would get 100g over all. That would be so much fun. I know I would be trying to make heaps of gold in the ring. Of course, ANET too could take a slice of the pie here as well.

Anyways those are my ideas that I have going on in my dream land. I know they will probably not ever get implemented, but holy kitten they seem cool to me.
If you other guys have any additional ideas, post ‘em up, I want to see ‘em!

TLDR?
I’ve numbered the paragraphs to correspond with the list if you want to see what I thought.

1) Completely separate queues for this game mode
2) Enrage timers for stalemate games, wins based off of kills/damage done
3) Ranked leaderboards for solo/team queues
4) Registration for teams. Teams get their own MMR and not the individual player
5) Hardcore mode. Have players pay an entrance fee for a chance of winning the purse
6) Spectator mode gambling ring

(edited by Cheri Wolf.3056)

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Posted by: Lux.7169

Lux.7169

Wow, some really great suggestions here. I hope the devs take a look.

[SoF]

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Posted by: Jaxom.7310

Jaxom.7310

snip

TLDR?
I’ve numbered the paragraphs to correspond with the list if you want to see what I thought.

1) Completely separate queues for this game mode
2) Enrage timers for stalemate games, wins based off of kills/damage done
3) Ranked leaderboards for solo/team queues
4) Registration for teams. Teams get their own MMR and not the individual player
5) Hardcore mode. Have players pay an entrance fee for a chance of winning the purse
6) Spectator mode gambling ring

Dare to dream sir, dare to dream…

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Posted by: Cheri Wolf.3056

Cheri Wolf.3056

Dare to dream sir, dare to dream…

They asked, I delivered. hahaha

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Posted by: Lux.7169

Lux.7169

I just don’t understand how they honestly expect the format to develop without proper support. At least create a Queu system for it and incentive to win (it doesn’t even need LB to get rolling).

[SoF]

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Posted by: Marcos.3690

Marcos.3690

1) Implement separate queue with leaderboard

2) All matches should be spectable

3) I loved the enrage timers you described. Since they should only punish bunkers I think they should lower the amount of toughness instead (after a long time)

4) Registration for teams is important, but if it’s not developed yet we could use the current system.

5) Each player should have 1 life. Once they die they cannot respawn. If Anet internally tests it and the matches are too short a system like wildstar’s would be acceptable (3 Lifes)

6) Copy wow’s system to prevent invisibility & hiding: After a period of time there’s an eye-buff that you can grab to see invisible enemies.

7) Thiefs could be a problem here because they are impossible to chase when they are using the shortbow. This will be quite hard to adress. I suggest adding a debuff that deals damage if you are not in the center of the map.

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Posted by: Cheri Wolf.3056

Cheri Wolf.3056

Yeah, the enrage timers were always something that I wanted to see in annihilation game modes.
I kind of forgot that TDM=/=Annihilation, for this to be a good game mode, I’d say it would need to be annihilation :\

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Posted by: Josh Davis.6015

Josh Davis.6015

The idea about the enrage timers is fairly interesting. This map is going to play a lot differently than the 2v2 or 3v3s you see in Forest/Foefire. There is a lot of terrain to LoS on, and it’s fairly easy to disengage and reset. Tyler Chapman and I have had some extended duels on the map, but there’s definitely more flavor in it than just going head-to-head on a flat plane.

When it comes to feedback (after you guys have had a chance to play it), I think the scoring is going to be an interesting subject. Is this going to be a one-life type of deal, or solely based on timer? First option gives you much more of an arena feel, second is more deathmatch. Good news is you can replicate a lot of these options with the existing custom arena settings.

Anyways, I look forward to seeing what you guys think once you get into the map. I’m sorry to hear that you’ll be gone for training, Cheri. We’ll see you when you get back.

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Posted by: Marcos.3690

Marcos.3690

I have high hopes for this map because it’s the only way to get rid of stupid builds like decap engi ( since anet is not going to nerf them)

Id love the idea of implementing a rater queue with 1 Life/player

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Posted by: Lord Kuru.3685

Lord Kuru.3685

Deathmatch will really show off how unbalanced/OP some of the professions are.

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Posted by: Muchacho.2390

Muchacho.2390

There is a lot of terrain to LoS on, and it’s fairly easy to disengage and reset.

Actually this is, what could could become problematic. Reseting a fight is far to easy for some professions.
I fear for the professions which will not be able to run away, though LoS may help those professions. So i guess we will have to wait and see how it will work out.

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Posted by: kapOow.3780

kapOow.3780

This thread brought me to an idea, dunno if it has been discussed yet:

Keep one/two tpvp queues (5on5) BUT with RANDOM game modes and only 1 map per gamemode:

I. Conquest (Forest of Nifl.,)
II. CTF (some variation of Spirit Watch)
III. KingoftheHill (Khylo without outer points?)
IV. Kill/Protect the Lord (Forefire)
V. TDM (new map)

So, you could keep the old maps, just adjust them and voila, 5 new gamemodes in 5 different maps – people have to use the right build for each gamemode – stuff like decap engi wont be op/used only anymore since there is only 1 conquest map, etc.
Now people have to adapt – more interesting matches, greater build diversity, better competition since some teams might be better in some gamemodes/maps while others rock othters.

Ka Pow (Rank 4x Engineer)

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Posted by: Thedenofsin.7340

Thedenofsin.7340

It is an unsupported game mode style.
It will highlight how broken thieves are.
ANet will not balance around team deathmatch.

No good will come of this.

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Posted by: Spooko.5436

Spooko.5436

No more leaderboards, get rid of leaderboards and have brackets/leagues

leaderboards are complete rubbish

I do like the idea of having a mode to spectate/gamble that would be great

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Posted by: style.6173

style.6173

It is an unsupported game mode style.
It will highlight how broken thieves are.
ANet will not balance around team deathmatch.

No good will come of this.

You need to wait to see how the scoring works, how many people play on each side, and what’s considered a win.

The more people, the more the meta revolves around bunker (look to WvW for an example).

The smaller the number of people, the meta revolves around 1v1 duelers.

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Posted by: Ice of Dragons.1637

Ice of Dragons.1637

Is this a hint that we will get death matches and duels in the near future ?

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Posted by: Rym.1469

Rym.1469

Enrage timer that increases the damage when lowering defense is pure crap IMO. After certain amount of time, hiding D/P Thief will be able to 1-shot anyone and blind-stomp him. It also hits the most in Necromancers since we’re built around taking damage.
Classes with high amount of Stealth/Evade/Block spam would just dominate with Enrage like this.

As I said almost half a year ago, if we’re serious about arena deathmatches 2v2, 3v3 we have to have some more advanced mechanics around the arena. Without them, meta for those matches will be terribly stale because of superior duelling/2v2 capability of some classes like Mesmer or a Thief/Spirit Ranger.

This is a thread I’ve made some time ago. Should give you general idea of what I mean. Something similar with less RNG could be pretty fun, even as most competitive mode.

https://forum-en.gw2archive.eu/forum/pvp/pvp/PvP-3v3-Arenas-Concept-Idea-for-GW2/first#post3063243

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

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Posted by: Iason Evan.3806

Iason Evan.3806

I like the idea. I really like the idea of TDM getting its own ladder. I adore that idea.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

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Posted by: kapOow.3780

kapOow.3780

I like the idea. I really like the idea of TDM getting its own ladder. I adore that idea.

I wouldnt give it its own ladder because it further separates the “low” pvp playerbase. Just random gamemode when tpvping

Ka Pow (Rank 4x Engineer)

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Posted by: Phadde.7362

Phadde.7362

snip

Love the map design. Love the game mode; I think that the combat in this game is very well suited for this.

Vote for/against <dueling>: http://strawpoll.me/1650018/
Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…

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Posted by: Marcos.3690

Marcos.3690

The idea about the enrage timers is fairly interesting. This map is going to play a lot differently than the 2v2 or 3v3s you see in Forest/Foefire. There is a lot of terrain to LoS on, and it’s fairly easy to disengage and reset. Tyler Chapman and I have had some extended duels on the map, but there’s definitely more flavor in it than just going head-to-head on a flat plane.

When it comes to feedback (after you guys have had a chance to play it), I think the scoring is going to be an interesting subject. Is this going to be a one-life type of deal, or solely based on timer? First option gives you much more of an arena feel, second is more deathmatch. Good news is you can replicate a lot of these options with the existing custom arena settings.

Anyways, I look forward to seeing what you guys think once you get into the map. I’m sorry to hear that you’ll be gone for training, Cheri. We’ll see you when you get back.

Dont you think thieves might abuse the size of the map?

I know that we all hate capture points but maybe if the inner circle in the map was a capture point as big as foefire’S we could prevent stealth abusing and thiefs kiting all around the map.

The team that wins the fight (there is no respawn) will cap the node and win the game

(edited by Marcos.3690)