Zergwars
So this post is specifically focusing on sPVP and hotjoin.
It seems that the way the point system is currently the person/persons who zerg around the most get the most points. Hitting as many people as possible and running off. I would personally like to see the point system amended to allow for more points to be awarded for winning or strategic game play in hot join. Defending, neutralizing, and objectives should be more heavily weighted. I think the win bonus for simply winning the match is like 10 pts or something tiny (im not referring to all the other win bonuses u get for doing other things). As it is there is almost zero purpose in getting nodes or holding them.
In this instance i realize it could be argued that defensive play style like bunker would be more prevalent than they are already. I agree, and that i think is a topic for another post.
I know there will be posts saying that is what tPVP is for. I don’t play tPVP. I think the two, aside from the player base, should be very similar.
Does anyone know if there is potential for this to happen. Anet post or nething?
that is what tPVP is for! (joking)
sPvP other than tPvP have both players that are learning to play as some who already know how to. It’s normal to players that are newbies to follow others. You can’t expect other way. Now, it’s a matter of trying to make your team not to. If a zerg finds a zerg, thats bad playstyle. If zerg finds one player, the other players may cap other points/Lords/Trebuchets. So it’s a matter of mentalities, not system problem.
But i recommend you to move to tPvP if you are tired of this kind of playing style!
Do you play to win? Or do you play to get the most glory? You’d think that they would be one and the same, but they aren’t sadly enough.
The teams that win tend to have people spread out and take multiple objectives, and the teams that lose are the teams that zerg (ie they have like the entire team stand the entire time to cap also) Zerging however, is a VASTLY superior way to gain glory in sPvP since you’re more likely to get kills/killcredit when your side runs into a smaller amount of enemies, and you will be present for the majority of your teams point caps as well.
The easiest fix is to increase the win bonus….. drastically. At the moment the win bonus is like 20% of your glory gain that match; and honestly if your on the “winning” team, you more likely than no have less karma gain than the team that lost using zerg tactics even with the win bonus factored in.
Do you play to win? Or do you play to get the most glory? You’d think that they would be one and the same, but they aren’t sadly enough.
The teams that win tend to have people spread out and take multiple objectives, and the teams that lose are the teams that zerg (ie they have like the entire team stand the entire time to cap also) Zerging however, is a VASTLY superior way to gain glory in sPvP since you’re more likely to get kills/killcredit when your side runs into a smaller amount of enemies, and you will be present for the majority of your teams point caps as well.
The easiest fix is to increase the win bonus….. drastically. At the moment the win bonus is like 20% of your glory gain that match; and honestly if your on the “winning” team, you more likely than no have less karma gain than the team that lost using zerg tactics even with the win bonus factored in.
I agree. I often get a chuckle watching people zerg around point to point, and most of the time we win against the team doing that, but then I look at the scoreboard and think “did I really win”?
It’s easier to play to win once you’re past rank 30 because you already have most of the swag you want by then, but still, I’ve been preaching a change in the points system since early on. The win bonus should be higher… if the current system is in place to discourage AFK and botting, I don’t see how, as none of the gear can be traded or sold, and none of it gives you an advantage.
Anyway, yes the glory reward system needs some work. The other problem is that people start free tournaments with this same mentality, so it becomes even worse then. You can tell when you’re the bunker and you’ve got 2 other guys standing on your node at the beginning of the match and you’re like “um…what are you guys doing here?”… you know it’s a loss, and they are taught this through current hotjoin playstyle.
I’ve been popping into these threads recently, mostly to agree that hotjoin is not a good “standard” PvP experience, especially for players trying it out for the first time.
I also feel it’s necessary to continue pointing out that tournament players pop into hotjoins for 1-2 minutes between matches regularly to farm glory. Good premades win the first two (or three) matches of most free tourneys 500-100ish, and have several minutes to go wreck in a hotjoin.
This is further intensifying all the bad things about hotjoin, and making it even less of a fun experience for people wanting to get their feet wet in PvP. I don’t have a problem with a “farming” game mode per say, but let’s not call it “hotjoin” and let it continue being the standard PvP experience for players trying it out for the first time.
They did mention this here.
http://www.guildwars2guru.com/news/919-state-of-the-game-discussion-now-available/
Basically they said they know the point system isn’t great and they are working on it. I wouldn’t expect to see it till their big PvP patch coming early next year.
The zerg mentality needs to go or at least be not so rewarding. You can spend the entire match trying to cap points (and the zerg immediatly rush into you) and win with 30 glory points or you can join the zerg but lose, with 200+ glory. Solution? Reward kills for team points but not for yourself. Increase dramatically the winning points.
I’m not sure it’s as simple as just increasing glory for the winning team. That would help a little, but I think the main problems are that it just doesn’t feel like team vs team, both trying to win. When a new PvPer joins a hotjoin match, he’ll probably be facing completely different “teams” every few minutes. If he’s watching the scoreboard closely and trying to make a difference for his “team,” he’ll be rewarded by getting crushed by 8 tournament players zerging the point he’s trying to defend. After that, half of them will leave the “match” and his “team” will take control of all three points. Then it will autobalance and he’ll be on the other “team” again.
This is why anyone who enjoys PvP—whether casual or serious—does tourneys, and only does hotjoins for glory farming. No-strings-attached PvP was an interesting idea, and may still have a place. But I think we’re going to need a new “standard” or “first-time” PvP experience in order to see the population grow much.
I’m usually not so critical, as GW2 is a great game overall. Hotjoin PvP is probably the only part of it that is just bad.
People will always try to score as high as possible if score is available. Its a simple part of human nature. The flipside is if defending points was more rewarding, people would bunker more.
I think the “skirmisher” points need to go. I’m not sure why they were added to begin with, but they encourage people to fight off the point, rather than on it.
Or do this instead: display all of the stat information for each player at the end of the match, rather than score. Then you can see who was defending, ect. Global Agenda did this. Bringing up the score board didn’t have a single score metric but showed: heals, damage, objective (points for being on point, point capture), support (buffs and team boost), kills, deaths, and devices destroyed, for all the players.
I would love to see things like "npcs kills, buffed secured, boons given, conditions removed, heals, damage, points captured/defended/ contested, and so on on the score board for other players.
(edited by Numot.3965)
I like the idea of getting rid of skirmisher, or if anything make it more of a defending stat. For example, you only get skirmisher points within the confines of a cap spot.
I also really like the idea that Numot put out with the score board. I think that could be pretty epic towards promoting a group playstyle.
I also think that to promote more 1v1 they should increase the size of the bgs. I know that this is probably not at all what arena wants is more 1v1, but thats the stuff i love. When i get to fight one person and the victor gets the cap. I feel like the bgs now are just a bit too small and you almost never get a 1v1. Since most times your gonna lose a 1v2 or at least have to run away. Meh, not a huge concern, just something i think about.
Overall, i suppose we can just hope that the big pvp patch next year will bring us more varied gameplay in spvp. Other than the zergwars that currently reign king. Glad im not alone on this thought.
I don’t support nerfing glory gains at all, skirmisher included. People play to farm glory and gain rank since there’s no real other goals for sPvP. Glory req’s to level up increase dramatically the higher you go, nerfing existing gains is just gonna make people pissed.
Just buff glory gains for winning (or other incentives for winning)