How about changing the whole system?

How about changing the whole system?

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Posted by: Detharos.3157

Detharos.3157

I know this is gonna come off as extreme, especially in the eyes of a conservative group like ArenaNet. But in my opinion, the whole WvWvW system is broken. Furthermore at the rate its going, its not going to fix itself. Again IMO, Glicko2 is NEVER going to produce a majority of balanced tiers ever again. Furthermore, this idea that new players joining the game and participating in WvW will eventually outweigh the number of people tiring out and transferring servers/quitting the game entirely in massively imbalanced tiers is WRONG. It sounds good in theory, but I’ve been in tier 8 for long enough to see that in practice it does not work. For any given tier, this factor will remain the same; people are human and this is a game, and people are looking to enjoy it. In other words, people are not going to WAIT weeks, much more the months it takes, for Glicko 2 to balance a match up, something I don’t even think its capable of all with its design to lock tiers. So this idea that we will have balanced tiers in every tier or a majority of tiers seems to be a mere pipe dream.

In WvWvW participation, it seems to me that the number of players quitting WvWvW, or transferring off servers to find better balance in WvWvW, or quitting the game entirely drastically outnumbers the increase in WvWvW participation gained from new players. In Ferguson’s Crossing for example, from my observations over the past 4 months; for approximately every 15 regular NA primetime WvWvW participants we gain in the form of new players rolling on the server, we LOSE about 18-20. I fear many other servers have this issue also. And with more leaving WvWvW than people joining, in an game MMORPG game that will eventually start selling far less copies as time goes on, WvWvW on certain servers is positioned to die out fast.

Furthermore with an increasing amount of major competitor companies boasting their own simulated war systems, ArenaNet will find need to be concerned with how its World vs. World. Vs. World system is enjoyed by its players. That enjoyment IS dropping over time, and those competitors and rivals of ArenaNet have games out there and in production that are going to become more and more attractive to WvWvW regulars. That means, this company is probably going to lose potential income in the form of gem purchases, Guilds Wars 2 and possible future Guilds Wars 2 expansion purchases if its WvWvW system remains unchanged. So really, it only makes sense to be open improving this portion of the game from all perspectives; be it economical on ArenaNet’s part, enjoyment on the player’s part, and a passion for high quality online gaming experiences on the part of both ArenaNet and the players.

Dathaul, 80 Melee Ranger
Ferguson’s Crossing server.

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Posted by: Detharos.3157

Detharos.3157

Now that I have your ears, I outlined roughly a major problem that is unfolding, but I didn’t highlight some of the mechanics that are causing it. Let me start for one thing; Glicko 2 is locking tiers. The longer a tier’s situation remains unchanged, the more difficult it is for that lock to be broken. Glicko2 may be working as intended when it does this, but the problem is that other mechanics in place are not working as intended, which is causing Glicko 2 to lock servers with drastically different WvWvW showings within the same tier, for weeks to months on end.

Here are some of these mechanics that are not working as intended, which are causing Glicko2 problems in providing a balanced tier:

Freedom of movement. Players, guilds still CAN and ARE transferring. Paid transfers has not changed all that much. ArenaNet has given players far too much freedom to move between the various servers, and far too little incentive to stay on a server that is challenged in WvWvW. Here’s the crazy part. Eliminating transfers wouldn’t solve the problem either, because the damage is already done. Instead of having 3 servers of approximately close balance in every tier with every higher tier being more number heavy than the last, situations are coming about all to often where you can for example(the following is hypothetical) have “Four Tier one servers, two tier two servers, five tier three servers” and so on. Unfortunately if you eliminated transfers completely now, you’d just be locking the places where they are and not solving the problem of WvWvW participant distribution.

The other problem, which I already touched on a bit is that there’s always a higher ratio of regular WvWvW participants leaving the field than new players buying Guild Wars 2 and joining WvWvW servers in an imbalanced match-up. I point this again to highlight the inevitable reality which is that, while the majority of tiers have become imbalanced due to population trends, waiting for new players is not going to solve the problem. Glicko 2 cannot account for these issues either, which causes it to become completely enable of shifting servers between tiers as fast as it needs to, especially in certain tiers.

Another issue is that the problem Glicko 2 with locking imbalanced tiers has in turn caused players in “unfortunate tiers” to become more inclined to shift into a different server in a different tiers or quitting WvWvW/the game entirely, which creates a vicious cycle where in the current system Glicko 2 actually promotes the problem that causes itself problems, which creates.. the problem. A vicious cycle is starting to establish out of this trend, and if left unchecked I daresay the damage to WvWvW as a whole will be enormous.

So here’s a whole lot of problems, how about some solutions? Well first let me warn you: The way I see it, the solutions are major not minor. I know ArenaNet likes to solve problems in a slow manner so as to avoid the risk of breaking the game. Small patches and fixes building up and working together for a large end over time. My idea is the opposite. I think its going to take a whole lot of changes to be applied simultaneously TOGETHER in one massive system upgrade to make WvWvW more viable for everyone.

Dathaul, 80 Melee Ranger
Ferguson’s Crossing server.

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Posted by: Anvil Pants.3426

Anvil Pants.3426

Won’t happen.

ANet is too busy with new PvE maps, group events, and jumping puzzles.

Anvil’s Last Stand [ALS]
Grand Progressive Arch Battle Pope of Anvil Rock Defenders Alliance [TARD]

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Posted by: Detharos.3157

Detharos.3157

Here’s my idea of a solution in parts:

1) Make WvW a viable alternative to PvE; More WvW gear; MORE BALANCED GEAR ACQUISITION METHODS

Let’s face it, in WvWvW you’ve gotta work harder for a lot less. I don’t have the options of stats, or looks, in gear obtained from WvWvW that I do elsewhere which means I cannot operate independently of PvE if I desire to have a certain stat-set or certain look. That’s a problem. People who want to spend all their time in WvWvW should find gearing up easier, they should not have to run dungeons or grind Karkas/gift cards/grab their credit cards to obtain the gear and fine transmutation stones to make their character what they want it to be.

I think this gear option in WvWvW should be executed like this: Have the full arrangements of gear options, at least stat-wise added into WvWvW gear. Ideally include the full arrangement of “skin” options if its possible as well. First, create some kind of token currency for WvWvW gear, separate from badges. Siege is expensive, and I should not feel hurt to spend badges meant for gear on siege, or vice versa. Also, make obtaining these tokens used for gearing up happen at a viable rate, and not operate on a system resembling dungeons. I daresay the system for these “WvWvW gear tokens” should not be identical to badges either, because in reality some classes obtain badges in WvW far easier than others when we’re talking about those obtained from kills. A full berserker elementalist for example is gonna get a lot more badges daily than a berserker ranger, or probably any ranger for that matter. All people should be able to gear up in WvWvW, and to do so at a rate equal to the EFFORT they put in yet in a manner fair for players both hardcore and casual, and to be able to use that gear when we do choose to PvE also, or vice versa. As is the current system but* I am expressing my desire to outline that an equal arrangement of exotic gear of various stat combinations and looks/design usable in PvE should be obtainable in WvW, just as those obtained in PvE can be used in WvWvW. The basic idea works, but gear acquisition for WvWvW needs to be adjusted. I am not asking for things to be handled like Structured PvP, because Structured PvP gear has some signifcant stats lacking,*

2) Seperate WvW from PvE. Establish WvWvW Servers.

I hate to say it, but when we’re on WvWvW even in my server of Ferguson’s Crossing, its generally a completely different community with completely different standards and mindsets than what makes up PvE. When we’re in WvWvW, its not PvE carebears, its WvWvW participants even if the server population as a whole has a preference to PvE. And its like that for any given server. WvW populations and distribution IMO need to be balanced seperately from server population, and done so more forcibly in a new system. No free transfers, no paid transfers, NO TRANSFERS PERIOD.

Just as a player has the option of selecting a “Home server” they should have the option of selecting a “WvW server”. These WvW servers should contain a waiting room map and the WvW maps only. Population caps should be in place in addition to caps on “currently playing in the map” + a queue system should still be in place just as it is now. These numbers however would be freely adjusted by ArenaNet to whatever numbers they feel are ideal to be contained within the WvWvW maps at any given time. Furthermore “Timezone” populations should either be made more clearly visible/managed or forcibly placed on to Timezone specified WvWvW servers. Night capping disadvantages sucks for everyone when it happens, it offers nothing to the experience at all. If you ask me, South Americans, Asians and whatever other groups contribute to night capping issues should also get their own balanced servers to play on against active members of their own community.

Dathaul, 80 Melee Ranger
Ferguson’s Crossing server.

(edited by Detharos.3157)

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Posted by: Detharos.3157

Detharos.3157

3) A new guild system should be provided

In a hypothetical situation where WvWvW servers are provided; There should be WvWvW server guilds on these servers, and PvE guilds on the PvE servers. Completely separate from each other. Guilds created in PvE servers should not be functional or capable of being represented in WvWvW and vice versa. WvWvW guilds should be able to provide more benefits to WvWvW communities with its influence, and likewise PvE guilds should be able provide unique benefits to its PvE community. PvE guilds should have influence purchasable upgrades/events/quests or even maybe stories that affect their entire PvE world as a whole and WvWvW guilds should have more options of upgrades/benefits/events/stories than are currently present purchasable/accessible with influence that affect their respective WvWvW server only.

WvW map completion and world map completion functions to be completely seperated, new options for obtaining legendaries should be included in WvWvW

Obviously, there’s already problems with people needing certain keeps to complete their PvE objectives, and it would be even worse in this new system. That would have to be changed entirely. No PvE map completion in WvWvW maps. Seriously.

Seperate methods should be available for PvE and WvWvW players to obtain the same things if possible, and that includes legendaries. Obtaining legendary precursor exotics, the legendary ingredients, and ultimately the complete legendary item in WvWvW should operate differently in WvWvW from how it is pulled off in a PvE environment.

Removal of the tier system, establishment of named battle groups

Hate to sound like a WoW nerd here but instead of tiers, in this new system establish named battle groups. People in general don’t like to have a number on their forehead if it isn’t number 1, if you catch my drift. Battle groups would be three WvW servers permanently paired within that battle group unless manually adjusted by ArenaNet/some possible shuffling system if a system was found to be capable to provide new match ups without breaking population balances, something that would have to be based in weekly averages and such. In this new system the goal is to have a bunch of WvW servers that have their own unique identity yet are much more closely matched to each other in terms of numbers, a more equal population distribution of Guild Wars 2 players if you will.

Ideally whatever the system, match-ups of the three servers would be based specifically on players number averages detected in weekly showings, and would also include timezone coverage calculations if timezone specific WvWvW servers were not created.

Dathaul, 80 Melee Ranger
Ferguson’s Crossing server.

(edited by Detharos.3157)

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Posted by: Detharos.3157

Detharos.3157

Challenges of this proposal

I’m not naive; I know there are a whole lot of complications and things I may not see at the moment to consider, and feel free to drop a post containing some of those concerns.

For one thing, let be the first to say, such an endeavor would be costly. Obviously, ArenaNet has a budget to consider. This idea of mine would have a certain dollar value attached to it, and no matter how you look at it it would be an INVESTMENT for ArenaNet to make. When you make an $ investment, you expect RETURNS and you want those returns to be predictable if possible. I know this will be a major issue. With this proposal, I’d be looking to attract A LOT more $ to ArenaNet in the form of new players trying out Guild Wars 2 for this unique WvWvW system, in theory. If this system was executed, it would naturally have to have to be advertised across the gaming/MMORPG Gaming world which costs money. Not only that, it would have to be clear in the advertisement what’s different from before to bring back “Those old WvWvW players” who quit GW2 or those who turned it down for other games after analyzing the system, and to turn it into viable income.

Another idea I have to increase $ returns to ArenaNet would be to make some of the theoretical new WvWvW guild upgrades be purchasable with gems, you can still do a whole lot with gems actually.

I want to note when I say “WvW server” I use it interchangably with “WvWvW community.” The idea I’m proposing would be splitting up the current WvWvW population distribution into a lot of seperate populations/communities. If buying more servers/finding the space for those servers is not viable, if you could establish “micro servers” within servers however that would work, you could establish the same thing without buying a whole lot of new hardware, at least in theory.

As per another issue, I know there are TONS of mechanics and specifics involved that would be changed/need to be changed/could be changed with the implementation of a new system. For example, I like others want commander icons in WvWvW to be purchased from WvWvW specifically and for the commander system to offer more mechanics to make it easier for commanders to.. command. Better UI like someone suggested earlier today, namely. There’s A LOT that would be of concern.

So, feel free to post your concerns with such a system, I’d love to cover more but not everything comes to mind at this time, and for the things I have no idea how to make viable, it would always be nice to have help brainstorming with someone else.

Dathaul, 80 Melee Ranger
Ferguson’s Crossing server.

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Posted by: Wraithdagger.6910

Wraithdagger.6910

^ All of this. And more.

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Posted by: elderan.2638

elderan.2638

My eyes hurt from that many walls of text.

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Posted by: ghtchill.7613

ghtchill.7613

Come on man! Spend the text on filling out your Anet employment app!

TC

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Posted by: Master of Timespace.2548

Master of Timespace.2548

Many of these ideas are quite boring tbh, and would make me quit for good. Especially the idea of separating wvw completly from pve. What wvw needs the most is more content, such as new maps for example. Artificial tricks that don’t truly add anything new aren’t going to help.

? <(^-^><)>^-^)> <(^-^)> ?

(edited by Master of Timespace.2548)

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Posted by: Ungood.3054

Ungood.3054

I’ve said the same things, just not as verbose as you.

TL;DR:

  • WvWvW should have it’s own Servers that are made of teams.

In simple terms, it is called “Guild Wars” not World Wars, so WvWvW and large team make up should be just that, guild owned and run, or alliance type of deals, where several guilds can purchase a “Server Team” and then name it.

That way, we can go from 24 teams, to potentially hundreds of teams. Which would result in better match ups. It would also require the people who wanted to be on teams to be part of the guild that hosted the world. While easier then World Transfers, it would put a human (The Guild Leader and Officers) in charge of how their team is handled, so it would be a bit more controlled. Nor could large groups just jump between teams.

  • WvWvW Needs Better Gear Options.

My idea was for each point on the map to reward a unique token to it’s type, IE: Camp Token, Keep Token, Tower Token, Etc.

And then those tokens could be turned in for better, exotic, armors that looked more “World vs World” styled, a bit more “hard core” Siege style. With both Level Appropriate Styles (camp-20, Tower-40, Keep-60) and an “Exotic” option.

Not to mention weapons should be put in as well, same system as above, with levels, and styles.

Also have the tokens be able to be turned in for siege items and other gear.

  • WvWvW Should offer varying maps as opposed to the same old same old. So even if you have the same teams, at least Something changes each week.

Not much to say here. Just make additional theme maps, or whatever.

Every Lifelong Journey Ends With a Gravestone.
Born and Raised in Eredon Terrace