Showing Posts For ZeroLC.7893:
But you aren’t the majority of players, but at this point you’re splitting hairs.
The point being, that’s what you’re clicking on the WvW button for: To WvW against a lot of other people
Isn’t that what you want, regardless of the intention/motivation behind it? Can’t the same be said for people who join casual pvp servers, to farm for pvp titles? If it gets the people out there, and keeps them going out there and competing, why do you care how or why they earn their points? How does that ruin your personal gameplay?
There are titles based on every PvE action, and most of the titles in WvW are PvE related. The only title purely based on kills is the first one and it caps out after 5,000 kills and it’s one title.
I’m not sticking around for years killing dolyak’s just to earn a ‘Yakslapper’ title, and neither will most people who have come here for RvR. They’re cutesy titles that are based on trivial PvE actions. Why would it be bad to want a ranking/tracking system for WvW?
I’m sorry, assaulting stonemist is a ‘trivial PvE action’? and if all you care about is th kills, I’m not sure if I want you an your RvR fans. killing people is incidental to what WVW is about. WVW is about taking and holding objectives.
How many times have you assaulted Stonemist ? With already long queues for Eternal (mostly for the jumping puzzle), how often do you really get to assault Stonemist or let alone have a chance to defend it as most of the times when it switches hands, it’s during odd hours when normal people who have jobs and lives have to sleep? Why must I be relegated to WvW a specific way to earn titles that you can only select one at a time and really isn’t visible to anyone else, as opposed to some type of point system that can allow me to take Stonemist and earn some type of point system that goes towards my ranking and displayed title above my name that every opposing enemy can see? Why do you have an issue with players requesting a title/tracking system that only goes to serve to create additional competition between servers and players for a long period of time? Isn’t that what this game was designed around, and at it’s essence is what it’s supposed to be about?
There are titles based on every PvE action, and most of the titles in WvW are PvE related. The only title purely based on kills is the first one and it caps out after 5,000 kills and it’s one title.
I’m not sticking around for years killing dolyak’s just to earn a ‘Yakslapper’ title, and neither will most people who have come here for RvR. They’re cutesy titles that are based on trivial PvE actions. Why would it be bad to want a ranking/tracking system for WvW?
That’s the point, you make the ceiling very high for progression, so that by the time people reach it, you’re already months down the road and they can raise the ceiling again. eg; daoc went to rr (realm rank)10, which took people years to achieve, and after it got to be more of a commonplace, they expanded to rr12, I believe, and currently (although I haven’t played in years) the cap is now rr13. Hence, the carrot on a stick.
http://camelotvault.ign.com/wiki/index.php/Realm_Ranks_and_Titles
but if the progression curve is infinite, then eventually power creep will make it mandatory. and mandatory grind is something areanet was specifically against.
But it’s simply a title progression curve, nothing more, nothing less. It’s not mandatory by any means, it just gives people who want to WvW more incentive to work towards something. If GW2 is the equivalent of an FPS mentality type of mmo, even the most successful FPS games have ranking systems and unlocks. BF3, CoD, MoH…they all have it. The gun unlocks make games slightly unbalanced until you’ve put enough time in, but the ranks themselves don’t affect the gameplay or make you better outside of the weapon unlocks. Skill still prevails.
but doesn’t every acheivment track in WVW already have titles? why aren’t you working for those?
They have a single achievement title, which happens after 5,000 WvW kills, and shows up only if you select it as a title, as you get titles for most everything. Combat healer for healing a certain amount of people. Been there, done that for people who did 100% map completion. There are actually titles designated for PvP (ie; Gladiator, Mercenary, Avenger, Ransacker, etc), but not for WvW, we only get Realm Avenger. But again, it only shows up if you click on the person, and look at the title underneath their character bar. Titles should show up as names of the invaders. So instead of just ‘invader from xyz server’, it’d be nice to get something like the PvP titles/ranks to appear above your head so it says something like ‘Mercenary from xyz server’ or whatever title GW2 decides to designate for each rank.
At least that way, you have an idea of who and what you’re going up against.
That’s the point, you make the ceiling very high for progression, so that by the time people reach it, you’re already months down the road and they can raise the ceiling again. eg; daoc went to rr (realm rank)10, which took people years to achieve, and after it got to be more of a commonplace, they expanded to rr12, I believe, and currently (although I haven’t played in years) the cap is now rr13. Hence, the carrot on a stick.
http://camelotvault.ign.com/wiki/index.php/Realm_Ranks_and_Titles
but if the progression curve is infinite, then eventually power creep will make it mandatory. and mandatory grind is something areanet was specifically against.
But it’s simply a title progression curve, nothing more, nothing less. It’s not mandatory by any means, it just gives people who want to WvW more incentive to work towards something. If GW2 is the equivalent of an FPS mentality type of mmo, even the most successful FPS games have ranking systems and unlocks. BF3, CoD, MoH…they all have it. The gun unlocks make games slightly unbalanced until you’ve put enough time in, but the ranks themselves don’t affect the gameplay or make you better outside of the weapon unlocks. Skill still prevails.
That’s the point, you make the ceiling very high for progression, so that by the time people reach it, you’re already months down the road and they can raise the ceiling again. eg; daoc went to rr (realm rank)10, which took people years to achieve, and after it got to be more of a commonplace, they expanded to rr12, I believe, and currently (although I haven’t played in years) the cap is now rr13. Hence, the carrot on a stick.
http://camelotvault.ign.com/wiki/index.php/Realm_Ranks_and_Titles
Ah, well in that case, I think the dynamic of that should change. Limiting the ability to communicate with anyone outside of your server.
Kyzen – you can’t communicate with other servers regardless, or at least to my knowledge you can’t. I’m not sure, I’ve never tried. Providing names but still being unable to communicate via in-game messaging is the concept that I think people would push for.
People that WvW and came to the game for this aspect alone, for the most part, aren’t here for special looking gear. Yes, the ego fluff is viable, why else get legendary gear? It doesn’t make you stronger, it’s all about looks and what is that but fluff?
I don’t think ‘drops’ are the answer, but for those who are gear-centric, you can have realm points be a similar system to the way we had badges now, but it just seems redundant.
Unfortunately, because of the dynamic of WvW, there will be no way to tell, and even if you did have a way to tell, it would hardly matter as numbers, situations, etc will play heavily into considerations when fighting, whereas structured pvp is a much better indicator for those who are looking to play on an even playing field and winning.
But chances are, the more kills that someone has, means the longer they’ve played their class, means that they’ve put in a lot more hours than most, and from all experiences in games that I’ve had…playing time is one of the biggest factors of someone being skilled, simply because they’ve been doing it longer. While titles will be a good way to indicate the level of playing someone has done in WvW on that character, it won’t always equate to skill. But it does give them something to work towards.
Shameless bump in the hopes of some feedback!
I want to preface this suggestion with my background. I played DAoC when it first came out, spent countless amounts of hours RvRing, was part of one of the premiere 8-man groups in the game during it’s hay day, and felt the RvR system in place was the best there ever was. I note this, because there will be suggestions from myself that were part of the system in DAoC. I know people who will disagree with me will tend to focus on the fact that Guild Wars 2 isn’t DAoC 2 and never will be. I would agree to that sentiment, and I’m not looking to make major changes to the system already in place. I am not a typical Guild Wars player. I played the first GW game for about a month before I got bored and quit. I have played almost every major title mmo that had some aspect of RvR/PvP combat and have quit due to lack of a good RvR system/end game.
I feel that the WvW system in GW2 is a fresh take on PvP combat that involves more than two factions and pushes the idea of seige warfare. All the server realms are exactly the same, and as such, can be a bit tedious, but I understand the undertaking of having to entire zones different from one another.
With that being said, there is little incentive for WvW combat outside of “server pride”, which I do not say mockingly because I do feel it is important to have that. But to have to play day in and day out for something so intangible, so fluid, and so fleeting with no real gain for your personal self or character is not a good, long-term, sustainable model.
People mock the concept of MMO’s using the ‘carrot on a stick’, something that WoW has done incredibly well (and I hate WoW), and it’s hard to mock when the model is so effective. When you keep players coming back and playing because they can continually achieve something or make their character better, or more renown in some fashion, they tend not to leave or quit. The only thing remotely like this in GW2 is your achievement system, and beyond the point of small titles, I don’t see any use in it. But I’m dancing around the point, which is: With WvW, there is no ‘carrot on a stick’. There is no individual incentive, and at best, you are part of a collective with no discernible traits or differences from anyone else.
I understand that your model has been to keep the playing field level, so that a person who started playing a month ago has a chance to compete with someone who has been playing for far longer. In DAoC realm ranks mattered as they gave you realm skill points, which led to realm abilities, which as you progressed your character made you that much harder to kill and much more of an effective killer. I understand why you can’t follow that model, but there were other aspects of that system that could be used that has no impact on the character ability itself that I would like to suggest:
Realm point system – You tie numerical worth to killing individuals in WvW combat depending on how much damage you did to them. These points have no value, but you provide a website for servers to look up individual characters/classes/servers/weekly/monthly/overall numbers to see who has the most “rps”. People can be prideful of their character, compete against others, move up and down in the rankings.
Title system – Much like a realm rank system of daoc, you can argue how you would like to have it set up, and how much you need for each of the ranks, but having these ranks not only show up in a characters hero bar, but when that said character is WvWing, his enemies can see what his title is as well.
Name Display – Players should be able to click on enemies in WvW combat and see what the player’s character name is. This, over time, develops recognition with other servers and makes it more competitive when you come up against a foe that you recognize and have fought many times before.
Rewards – Can be simply cosmetic in nature, but like legendary weapons, when you achieve a certain level of WvW rank/title/etc, having the ability to purchase special WvW skins that can be applied to each class.
I feel all of these things could be added to the game without it affecting balance at all, and would be good incentives for people to play long term. Because, frankly, I’ve been playing GW2 since release and I’m rapidly getting to the point of not wanting to do WvW anymore, and since that was the major reason I came to play GW2 in the first place, my reason to stay is rapidly disappearing. I understand that this is strictly my own opinion and others may not feel the same way, but I would rather provide helpful suggestions, than for myself and thousands of others to simply disappear without reason.
I apologize if this has been brought up before in previous discussions, but from my quick glancing, I had not seem the topic and I don’t post to the boards frequently. I certainly welcome any input/feedback/suggestions and hope that this finds it’s way to someone in GW2!
~Guudx