(edited by Acandis.3250)
Why No-Regression League System is Bad Idea!
All that being said,
My prediction for average player skill distribution along the Divisions, when Leagues come out, is the following:
- Divisions 1-3:
- These are the casual divisions, players that don’t play that much, will be among these 3, with trashcan players being stuck in D1, and much better players being in D3.
- It is entirely possible some D3 players will be much better than higher division players, but they just don’t spam nearly as many games.
- Division 4:
- This is going to be the trash tier division. Anyone that plays all day will easily make it into this division. If you are skilled, you’ll advance to D5+, if you are not, you’ll stay here forever, as you can’t decay.
- Do not be surprised when you notice that players in this division will be noticeably worse than players in D1-3.
- Division 5:
- This will be the 40-50% winrate division that have the time (and patience) to spam games all day. Most, if not all of these players are considerably better than D4 players.
- Most of these players will eventually make it to D6+.
- Division 6:
- I’d like to say, this is were the best of the best are going to be, but for obvious reasons not all the top players will be in this division.
- This is the division that will be inhabited predominantly by those who farm Team Queue during the graveyard shift. Willing to wait 20+ minutes for a match that will take ~5 minutes, just so they can get that easy win and make it to the top of the League.
With that in mind, I expect at least 50% of the playerbase will be D5+.
So, yea, I really don’t think Leagues will hold any prestige whatsoever. Just another grindfest.
I want to show you an easy prediction:
1- Team leaderboard. It will be a skill leaderboard. Elo system + fixed decay = skill. If you have the best team, you will be in the higher spot.
2- PvP leagues: basically farming. Main issue is that Full premade team and soloers have the same queue. This will be a nightmare for soloers and an easy farming if you have a good team.
So best way to climb quickly the division and team leaderboard is to have a good full team.
There is no alternative.
Honestly a farming system with soloqueue (only soloers or duo max) + skill team leaderboard i think it would be the best system.
Anet is very close to do this, they only should apply filter to matchmaking forcing full premade to always face other full premade.
(edited by Phil.8901)
Split the queues and you solve quite a bit.
Yes, you could open up your team to boost some players but you’ll only meet teams in that queue so it should be harder to boost someone.
And stronghold/conquest doesn’t seem to be split either from a league/guild leaderboard perspective. You’ll have options to farm stronghold or conquest and get to the top.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
I want to show you an easy prediction:
1- Team leaderboard. It will be a skill leaderboard. Elo system + fixed decay = skill. If you have the best team, you will be in the higher spot.
2- PvP leagues: basically farming. Main issue is that Full premade team and soloers have the same queue. This will be a nightmare for soloers and an easy farming if you have a good team.
So best way to climb quickly the division and team leaderboard is to have a good full team.
There is no alternative.
Honestly a farming system with soloqueue (only soloers or duo max) + skill team leaderboard i think it would be the best system.
Anet is very close to do this, they only should apply filter to matchmaking forcing full premade to always face other full premade.
^^^
This.
PMs should go only against PMs. This issue is also found in other games in this genre where it causes a lot of problems and a lot of players to leave the games entirely.
Yeah and you don’t need to split the queue, you can do this in the matchmaking formula.
Same shared queue is possible if some combination NEVER meets each other (like Full premade vs everything different)
it should not come as a shock to any of you when you see a player with 10% winrate walking around with that PvP exclusive legendary backpiece.
I’m fine with this, skins and such should be earn able by anyone who puts in the effort, it’s a PvP exclusive because you need to do PvP to get it. Give leaderboards/titles/badges to those who care about win rates.
PvE legendaries also don’t require skill, just playing enough.
(edited by Shinzan.2908)
it should not come as a shock to any of you when you see a player with 10% winrate walking around with that PvP exclusive legendary backpiece.
I’m fine with this, skins and such should be earn able by anyone who puts in the effort, it’s a PvP exclusive because you need to do PvP to get it. Give leaderboards/titles/badges to those who care about win rates.
PvE legendaries also don’t require skill, just playing enough.
No sry. Time is rewarded enough already. Needs more emphasis on ‘skill’.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
it should not come as a shock to any of you when you see a player with 10% winrate walking around with that PvP exclusive legendary backpiece.
I’m fine with this, skins and such should be earn able by anyone who puts in the effort, it’s a PvP exclusive because you need to do PvP to get it. Give leaderboards/titles/badges to those who care about win rates.
PvE legendaries also don’t require skill, just playing enough.
I agree if they put Lengedary items in pvp a time effort is required but probably soloer will prefer farm the pve version instead of suffering against premade in queue if they don’t solve the problem.
Follow the pain:
6+ min in queue without doing nothing + umbalanced match soloer vs premade = 15min.+ wasted
Rinse & repeat x2/3 + quit at the end
They really need to solve these 2 issues before HoT (queue time in Hotm + premades)
it should not come as a shock to any of you when you see a player with 10% winrate walking around with that PvP exclusive legendary backpiece.
I’m fine with this, skins and such should be earn able by anyone who puts in the effort, it’s a PvP exclusive because you need to do PvP to get it. Give leaderboards/titles/badges to those who care about win rates.
PvE legendaries also don’t require skill, just playing enough.
I honestly wouldn’t have a problem with a skin being awarded just for putting time to grind, IF (seriously don’t just stop reading after 1st clause) and only if leaderboards & badges showed skill and not grind to acquire.
I couldn’t care less about a legendary backpiece.
Unless it was a really nice looking cape hint hint, anet pls.
(edited by Acandis.3250)
it should not come as a shock to any of you when you see a player with 10% winrate walking around with that PvP exclusive legendary backpiece.
I’m fine with this, skins and such should be earn able by anyone who puts in the effort, it’s a PvP exclusive because you need to do PvP to get it. Give leaderboards/titles/badges to those who care about win rates.
PvE legendaries also don’t require skill, just playing enough.
I honestly wouldn’t have a problem with a skin being awarded just for putting time to grind, IF (seriously don’t just stop reading after 1st clause) and only IF lboards & badges showed skill and not grind to acquire.
I couldn’t care less about a legendary backpiece.
Unless it was a really nice looking cape hint hint, anet pls.
You are not the first person to ask for capes. Arena net isn’t adding capes because they think it is a bad idea, they probably want it more than you guys since they can monetize it and score easy short term points. The issue with cape seems to do with the havoc and how it will interact with weapons and our model.
The DFTC supports this thread
i think there are 2 ways to make leagues interesting and less farmable, 1. add division regression, not having it is the most care-bear thing i’ve ever seen. 2. make leagues MMR based, one of the only true way to see player skill. this would require them to make MMR visible though and they don’t want to do that because they’re afraid people will get cyber bullied.
I would be fine if there were Division Regression across the board.
There probably should be Division Regression for the 4th and onward Divisions. And adjust rewards accordingly for the first three tiers so those who have a modest interest in SPvP but are not committed enough can run at the very highest between Divisions 3 and 4, while the 4th, 5th and Legendary Divisions are where the concentration of pure SPvPers lie.
If Division regression is not an option, than make the cost of loss in the highest division outside of Legendary (since you can’t technically drop out of the division when you arrive) extremely painful. Talking like making up 10 wins to cover the lost match.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
I seem to remember you making an improved mmr system.
Why aren’t they listening to you yet?
How do you pronounce your name?
The first thing I recognized is the excellent use of formatting. I appreciate the bold headlines, bulleted points and mindful use of space to separate paragraphs.
Further, the OP’s twitch comments made NA ESL far more entertaining because I spend more time reading them than observing the matches.
All that being said,
My prediction for average player skill distribution along the Divisions, when Leagues come out, is the following:
- Divisions 1-3:
- These are the casual divisions, players that don’t play that much, will be among these 3, with trashcan players being stuck in D1, and much better players being in D3.
- It is entirely possible some D3 players will be much better than higher division players, but they just don’t spam nearly as many games.
- Division 4:
- This is going to be the trash tier division. Anyone that plays all day will easily make it into this division. If you are skilled, you’ll advance to D5+, if you are not, you’ll stay here forever, as you can’t decay.
- Do not be surprised when you notice that players in this division will be noticeably worse than players in D1-3.
- Division 5:
- This will be the 40-50% winrate division that have the time (and patience) to spam games all day. Most, if not all of these players are considerably better than D4 players.
- Most of these players will eventually make it to D6+.
- Division 6:
- I’d like to say, this is were the best of the best are going to be, but for obvious reasons not all the top players will be in this division.
- This is the division that will be inhabited predominantly by those who farm Team Queue during the graveyard shift. Willing to wait 20+ minutes for a match that will take ~5 minutes, just so they can get that easy win and make it to the top of the League.
With that in mind, I expect at least 50% of the playerbase will be D5+.
So, yea, I really don’t think Leagues will hold any prestige whatsoever. Just another grindfest.
Excellent post. You assessments seem valid and make sense. It’s a testament to how horrible the League system design really is when you put a little thought into the patterns and habits of the community. I think ArenaNet needs to hire better people to put in charge of PvP. The stated intent for Leagues was to have a system of progression and to make PvP more fun for the casual types. Largely, I would equate casual to solo queue player. On those terms I would say the League system is a catastrophic failure when it comes to making the game more inviting to casual PvP types. Will it properly reward the more hardcore types? Time will tell.
As for predictions, I’ll add my own to this thread.
- Team builds for PvP will become a thing. Do love it when you have 17.000+ health, one hit lands on you and then you are immobilized and interrupted unable to pop any skills or move you just watch in horror as any skill you might have to bring to fight is made void. You go down within about 4 second… then are stomped… Re spawn and repeat.. Better get use to those scenarios. That sort of thing will become the norm and players maximize team builds and point capture pairing for most optimal wins. This is where good balance would save a game like GW2, but GW2 doesn’t have it. GW2 balance is reduced to a small set of Elite Spec meta builds.
- More PvP players will leave sPvP. They will go to other games or focusing on Raids or WvW. We will see a sharp decline in sPvP by end of the January
- ESL Pro League will continue to get much hype, but viewership will continue to drop. It’s horrible to watch. I have been a huge sPvP GW2 fan for years and I struggle to watch it. The announcers struggle to announce over the action. Camera angles are not good. Key “plays” aren’t called…. It’s appalling to watch and considering all that’s broken/missing and unbalanced in terms of ArenaNet taking care of the non-pro PvPers I would say he whole ESL Pro League is a facade designed to promote a level of achievement the game honestly hasn’t earned just yet.
The League Play is not for those who solo queue. Solo queue players are completely getting the shaft once again. Either ArenaNet does not care about well designed queuing or they don’t have the talent on board to build a proper system. I am not sure which scenario it is. I just know what players are calling for here and what I have experienced. It’s just downright horrible.
(edited by SamTheGuardian.2938)