The Rock and the Hard Place

The Rock and the Hard Place

in PvP

Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Revival of not only the PvP scene of GW2, but of competitive play as a function of the population pool, is in a precarious place – as most can agree. Without seeing the number for our original spvp population, the exodus, and where we are now, most of our comments about population are purely speculative and based on the “feeling” one has when entering the HotM.

Time and time again, numerous players have touched on, expanded on, extrapolated from, many issues in the game and how they are negatively detrimental to the players of PvP, how these issues effect game play, balance, et cetera. There are a literal ton of suggestions – some viable, creative, possible, outlandish, and ridiculous – but a ton nonethekitten

th the player base and the developers each have a vision for where PvP is at, where it is going, and where it should ultimately be. Between both of our visions rests where PvP would probably thrive at – albeit with much negotiation of the path to get there. Moreover, the line between accessibility and revenue is often blurred but requires consideration for E-Sports potential, population growth, and providing a stable revenue stream.

For any of the aforementioned to be remotely possible, it is time to completely separate Hotm/sPvP/tPvP from the rest of the game. This precedent was already set in GW1 by offering PvP only packs that possessed only PvP content. The separate balancing of PvE and PvP skills had its precedent also set in GW1 and reinforced a number of times within GW2 already. It’s time to jump ahead in time and start offering the content in similar avenues as previously utilized. This was seen most recently by offering a digital version of the game via the main website and within the BLTP. This content separation profitable for a number of reasons: 1)at a reduced cost, new players can access either the PvE/WvW side of the game or the tPvP side of the game – this opens the game to more players from all predilections; 2) the flip side of the content could be purchasable either on the website or in the BLTP – the price of new customer acquisition is reduced on account of tailored content, getting a player to first step foot in a game is the hardest part; 3) content development can be fined tuned to either aspect of the game, without influencing other aspects. This course can serve to increase the foot traffic in all 3 areas of the game.

There currently exists two Solo Ladders – one for a form of solo que, the other for a team que but solo ratings. To stabilize the team environment, for NA in particular, a guild ladder ranking system is necessary. Guild Wars 1 had such great team stability because it played to that point – everything you want to do is with your team or guild, the guild is ranked rather than the individual – as a measure of teamwork, skill, coordination, and progression of individual skill was far easier to measure, gauge, and help other improve upon. The system, as it is currently, favors player swapping far more than group stability.

Not to mention the lengthy list of issues that have accumulated over the past year: the power of AoE vs DD, core game issues, build diversity, animation/particle clutter, FoV/animation perspectives from the different races, perceived jenga-balance, general balance issues, persistent bugs, incorrect/vague tool tips, high barrier to entry for t/sPvP, issues with counter play, downed-state mechanics – and probably a number of other things I haven’t even touched on. Balance is an on-going process and each topic mentioned in the previous sentence surely has many attributes underneath the specific umbrellas.

Perhaps it is time to delve deeper into the collective vision that the developers have for the PvP side of the game? Additionally, it could also be time for the community to focus on the most detrimental variables currently effecting PvP?

If I had to pick the three most influential categories effecting PvP, I would say core game issues, the power of AoE vs. DD, and incorrect/vague tool tips.

This is an awesome game, spectacular game play – but I want to see this succeed the same way GW1 did (eventually).

The Rock and the Hard Place

in PvP

Posted by: DoYourBestBear.6810

DoYourBestBear.6810

$40 for PvE/WvW; $5-10 for PvP only

The Rock and the Hard Place

in PvP

Posted by: Blimm.5028

Blimm.5028

Make pvp f2p. Not worth more.
Sarcasm
You can still sell professions and utilities in the cash hop.s

Think With Portals [TWP]: 4th of 16 at Guildnews.de cup
Liane Frostfire – Elementalist [TWP] Ilona Frostfire – Mesmer [TWP]
Enya Frostfire – Mesmer [OMFG]

The Rock and the Hard Place

in PvP

Posted by: DoYourBestBear.6810

DoYourBestBear.6810

The space they are trying to compete in, for tPvP, is mostly F2P, this is true.

The Rock and the Hard Place

in PvP

Posted by: TGSlasher.1458

TGSlasher.1458

Make pvp f2p. Not worth more.
Sarcasm
You can still sell professions and utilities in the cash hop.s

That would be interesting.
Load up gw2 pvp, on first login you can choose 1 Warrior, Ele or Ranger (for example) if you want to play another class you have to unlock it and you only have 1 character slot to start with.

Slasher Sladorian – Charr Warrior – [DECM] | Sea of Sorrows
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows