(edited by Deimos Tel Arin.7391)
remove 20 pvp wins monthly achievement
replace it with 50 pvp games played monthly achievement
It’s a good idea, but then people would just /afk during the matches. Why not “gain 10’000 rank points”?
20 wins, assuming Hot Join and 500 XP per win are 10’000 rank points.
50 matches played, assuming Hot Join, 50 loss (worst scenario) and 200 XP per match are 10’000 rank points.
It’s exactly the same, but this way people need to accomplish something during matches. It’s still not 100% effective, but it surely is better than what we have now.
I’d like to see the 20 wins changed as well. I suggest one of the following:
1. 40 points captured
2. 50 player kills
and now think on the other side
currently people can do their monthly in pvp in a whole day and the wvw/pve guys never enter pvp again for the month
but suddenly when you need a lot more work to do, they will stay longer in pvp which means even more (excuse this) idiots in soloQ that dont know anything about pvp
do you really want this?
Frenk,
but there’s already a 6,000 rank points that is quite easy and fast to achieve.
style,
player kills is a good alternative, i will put that up.
points captured i think is not good.
maybe points neutralized?
Lukas,
hmmm you have a good point.
but, selfishly, i dun play in solo arena, only hotjoin nowadays.
though hotjoin is plagued with 5 vs 4 uneven matches everyday as well.
i suspect this may be one of the causes.
the pvp Conqueror title may be another culprit but i think that one may be less likely to be actively farmed. i think.
yeah 50 pvp games played does not seems very suitable.
let me change that.
do you have any other alternatives?
how about: complete one pvp path?
2. 50 player kills
That would work.
Alternatively, “10 tournament wins”? (Team or solo queue)
Lukas,
that sounds good! i’ll write it as 40 since 40/40 is a full path.
manveruppd,
since launch, they used to have 3 tournament wins as monthly achievements but they removed it though.
anyway, i have added your proposal.
thanks everyone for the feedback!
however, i think we still need to normalize hotjoin rewards though.
but that’s another topic.
Yeah, 3 was too easy, which I think is why they removed it (same with dailies – it was too fast to do it in pvp)
How about 20 rated PvP win in a month? There is no spectating in solo/ teamQ and those actually doing PvP still get achieves.
“…let us eat and drink, for tomorrow we shall die;.”
This... won’t solve the autobalance/4v5 issue in hotjoin. People force AB when they’re outnumbered and losing because it’s not fun to be permanently outnumbered and get terrible rewards just for having been outnumbered (which usually happens because folks deliberately join the team already most likely to win anyway).
A couple of things that could help:
1) Stop perma-4v5 from happening altogether, by not letting team numbers ever bee imbalanced. This is rather difficult, since it involves locking people out of play when team numbers aren’t even.
2) Stop folks from getting to choose teams when scores aren’t even. If you wish to play with/against a friend, you can do this by joining teams at the start of the match when score is 0; if score is 150-50 and there are 4 players on each team, you don’t get to join the team with 50 score.
3) I really like this one, wish I could remember who I first saw suggest it - just remove the idea of win/lose rewards from hotjoin and make a single, base reward of something like 350 rank, 10 silver for each match played.
Would be good to keep autobalance volunteer bonus in, so that 5v3s that happen aren’t so bad - and scaling for time-in-match would definitely still need to be applied so folks can’t just join games that are nearly done, cap a point, then get full rewards.
Winning team would still ’win’, and get a non-ranked win on their tally... but people trying to get farm their track progress wouldn’t feel the need to rank-stack or force AB, so these issues would affect other players less too.
I think of these, I’d like to see 2) and 3) implemented. 3) is a particularly easy change to apply, since it only involves tweaking the numbers for rank/coin gain currently associated with win/loss.