Showing Posts For Revelc.4253:
Also, this is triggering on auto balance.
I can confirm. I used the in game but report / screenshot for this a while back but it’s still not fixed. Seems there is at least a few bugs while carrying the repair kit (hint hint =D).
This happens with the pistol whip animation as well except your rooted without the evade. Fun times =/
Playing tournaments = “tPVP”. Joining random games = “z(erg)PVP” =(
You are in a competitive game. Both an opposing warrior and thief are downed. Who do you stomp?
Blind and stomp the warrior, let the thief bleed and give him a full death later.
You down a mesmer and there are two phantasms up. What is your course of action?
Zap the phantasms, let him bleed if he’s off the point.
*edit
(edited by Revelc.4253)
Anyone else read this in the voice of that Group X – I Just Want (BANG BANG BANG) singer?
Good list.
It doesn’t have to be 20, but it would have to be high enough that players would be exposed to all the game mechanics. tPVP is here to take PVP to a more competitive level. Learning tPVP tactics in tPVP? That’s expected. Learning that warriors can crit your for 16k? Go do that in sPVP.
TL;DR: Players unfamiliar with the game are making solo/partial tPVP play more frustrating than it needs to be. I suggest implementing barriers to tPVP play to raise the baseline skill set for the tPVP population, especially if solo/duo/partial queues are not going to be separated from full groups.
Solution 2 – Implement a required event chain to teach intermediate skills
The current PVP tutorial is designed to teach very basic mechanics of GW2 PVP. Additionally, the tutorial is exceptionally easy to bypass resulting in many players joining games and learning as they play. While this is acceptable for sPVP, tPVP should require a higher bar. An instanced chain of events could be implemented to refine player decision making and teach intermediate skills. For those of you familiar with the GranTurismo series, think of these as license challenges required to drive the faster circuits and classes. An in game source for higher level knowledge would be preferred, as casual players may not go to 3rd party sources (replays, streams, forums/blogs) to better their gameplay.
Example Decision Scenario – Win a close game
The player is entered into Foefire solo where the enemy team has captured all 3 points. Current score is 4XX – 4XX with no bosses up. 25 seconds into the instance (enough to neutralize the closest one and start to leave), Svanir spawns. By spawning the boss, the player is then presented with the choice of capping the remaining points, or killing Svanir to get ahead and win. This would highlight the fact that bosses, especially those that spawn multiple times, can make or break games. This would also highlight the need to be aware that bosses have spawned.
Example Intermediate Skill Scenario – Stomp a Downed Guardian in a Short Time
The player is entered into a practice zone in front of a downed (invulnerable to normal damage) Guardian NPC with only a few seconds left in the exercise. The Guardian is configured to knock back players just before a stomp is executed. The player would be instructed that blinding the Guardian or using stability allows the stomp to be completed.
Example Intermediate Skill Scenario – 2v2 with Teammate Down
The player is entered into a 2v2 skirmish with a teammate down. The 2 enemy NPCs damage output and skills are configured to make a 2v1 excessively difficult. The player would be instructed that reviving the teammate using a clever (but intended by the devs) combination of skills (mist form rez, stability rez, stealth/haste rez, etc.) to even the fight presents the easiest path to completing the scenario.
Better prepared teammates and enemies provide a richer experience for all. And let’s be honest, the tPVP population needs some education. By implementing mild restrictions on tPVP play, ANet has the ability to create a smooth transition from casual sPVP gameplay to a more competition oriented tPVP experience for both the players already competing and the players entering the scene.
Warning – lots of text here. Read the bolded lines and TL;DR if you have better things to do. Read the whole thing if you’re going to respond. Also, comments of ‘play with friends’ or ‘go play sPVP if you’re going to solo’ aren’t constructive. I do enjoy facerolling 200+ glory games, or trebing the zerg for 300+ a game, but tPVP should be a different experience. Double also, I know the game is new, and players are new, but tPVP is probably not where they belong.
As I understand it, ANet’s intention for tPVP was to be a step up from sPVP in terms of competition, reward, and game play. A problem I’ve been noticing lately in tPVP is a large lack of familiarity with the game shown by tPVP players. This is less of a problem when queuing with a full group, however when doing solo or partial queues, you are partially reliant on the skills of another player. This is compounded by the lack of real time communication (instead relying on vent, TS, mumble, etc.), meaning that you are relying on teammates to make correct decisions largely by themselves. This is even further compounded when the queuing system does not separate pugs from premades or match based on a rating system.
I propose 2 possible solutions to dramatically increase the average skill level for the tPVP population.
Solution 1 – Raise the required PVP rank to 20 for tPVP play
While PVP rank is not an accurate measure of player skill, we can use it as a benchmark for a player’s familiarity with PVP maps/objectives, his/her own professions capabilities, and enemy profession capabilities. This restriction would have several beneficial effects:
- Provide “PVP Progression” since players would have an objective to work towards (being able to participate in tPVP) other than simply new skins
- Substantially reduce queues with players who are unfamiliar with objectives, map layouts, capabilities
- Substantially increase the likelihood that sPVP bad habits will be self identified and corrected. For example, from PVP rank 1-10, players may find that 8 man zerging around a map nets more glory and less deaths regardless of the win. By rank 20, that same player will probably have realized that, while effective for glory, this is not an effective way to win a round against competent opponents.
(edited by Revelc.4253)
In PVP (and I assume in PVE) when your character is killed finally, the chat window loses focus. If you’re in the middle of typing, this opens all kinds of random windows.
Elementalist mist form still takes condition damage when activated, from conditions on you prior to activating that haven’t expired. It is possible to die from bleeds/poison/etc while still in the form.
Tooltip for Mist Form Reads “Morph into an invulnerable, vaporous mist for a brief time.”
I think this is an error. As I understand it, the intent was not to remove conditions, just prevent the application of damage. Please fix.