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"Competitive Casual" Gameplay Options

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Great discussion guys. There were some particularly good points made. Regarding building the base, Pixels, infintrydiv and a couple of others are really right on. It’s important to the game as a whole to bring new players into it. Even if someone starts off in PvP just getting their dailies, at least they are playing PvP, learning the basics and seeing the differences between how to play in PvP vs. PvE and even WvW. It’s a different skill set and takes some getting used to.

Hotjoins were meant to be the starting point to get your feet wet. They are chaotic and they don’t really teach you very much about teamwork but they do provide a way to experiment with your skills, and learn the layout and mechanics of the maps without thrusting players into an environment where the other players have a lot of expectations of your ability. It’s also a great place to chill out and let off some steam without too much pressure.

As garethh pointed out though, the end goal is to play as a team. This is something we don’t really get out of Hotjoin. The question was whether Solo Arena takes players a meaningful step closer to Team Arena or not?

Solo Arena was not part of our original plan, it is something we added directly due to feedback from the community. There were a couple of big reasons for it, one is that matchmaking doesn’t take into account the size of the groups involved. The other is that a lot of players asked for a format closer to Team Arena than Hotjoin that they could do when the rest of their team is offline.

What seems to have happened is that for a lot of players Solo Arena became a way to never have to think about making a team. This is in large part because a player could gain some fame from the SA leaderboard. As a result, a lot of highly competitive players did not move on to Team Arena and as teams inevitably broke apart many of those players drifted back to SA and made it their thing. So this area that was meant to be the next step for potential new hardcore players became the end goal for many existing hard core players.

This leads to infintrydiv’s post. The competitive casual group is a very important, and very large, part of the PvP ecosystem. They are the people who have taken or want to take that step out of Hotjoins but are not ready to be running the meta builds, to be looking for animation ques, or take on specific roles on a cohesive team comp, etc.. Most of them want a more competitive atmosphere but really want to keep it just for fun. Some of them will develop further and will become the next group of top tier players.

The problem is that they step out of Hotjoins and enter a highly competitive SA environment or they solo queue into TA to potentially face premades. From my experiences as a player, the latter option tends to be a better choice. I have often found groups grateful to pick up a fifth, willing to offer guidance on what they want me to do given my build and accepting that I’m a pug and probably not very good anyway. The attitude I often see in SA is that if everyone in this random group of pugs isn’t top notch then RAGE!.

There needs to be a safe place for the competitive casuals to develop by playing the game. I think infintrydiv and the rest of you have provided some really excellent suggestions on this.

One question I have for you as a discussion topic, if the system did better at matching similar sized teams with each other, would there be a need for SA at all? We couldn’t guarantee perfect matchups all the time so let’s also say that if it was detected that the matchup wasn’t good enough that the team at a disadvantage got a bonus for trying or at the very least was not penalized for trying? Keep in mind that we are just kicking around ideas here.

There was also some really great feedback on the topic of communication in the game. This discussion is big enough that it deserves its own thread. I’ll start that up shortly so we can brainstorm on that for a bit. Thanks to you guys who provided such great feedback on the topic of communication.

gemstore skins after pvp/pve patch

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We are not yet ready to discuss the details of the system but when we said that you can carry your looks across all game types we did mean all looks. So you should be ok to do what you are saying.

Thanks for the question!

Collaborative Development: Ladders & Seasons

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This is some pretty incredible feedback thank you for taking the time to post. There were a couple of items that struck me and I was interested in exploring a little more.

Also, I prefer to avoid guild-based rewards, because it will happen what happened in GW1: people selling slots in gold-caped guilds.

Do you think this is alleviated by temporary rewards? Like a travelling trophy. What if everyone in your guild got something like a finisher that lasted until the end of the next season? Another thought is if the season reward was strongly themed, for example the “map star” that was suggested could be the very specific Season 1 star and we have a different one for Season 2. Basically, what if the big forward facing, public, reward was something that you had to earn from season to season to continue to show off that your guild is the best.

…In order to let player have a sense of progression I would implement certan badge sistem into each league,as players hidden MMR improves he is awarded with badges (let`s say there are 5 or ten of those).When he gets max badges he is promoted to the higher league.As an option I would also suggest to have 3 red badges that player gets by leaving games or by droping his hidden MMR dramaticly.When he gets 3 of those he gets moved to the lower league … Leaving two games in short period of time would grant a player that red badge…

This was an interesting thought that I wanted to riff on a little bit. I like the idea of having badges that you earn as you play to progress to the next tier and that you can lose to go back down. Tying it to hidden MMR is a little tricky because of how algorithms like Glicko2 work but incorporating it into the points used for progressing on the ladder would be much more straightforward. It would basically mean you could earn badges based on your performance especially against stronger opponents. It would almost be like tying it to hidden MMR but more manageable for players to understand and for the game to present. That was an interesting thought Credo. Wanted to see if anyone else wanted to riff on it a bit more?

Again, thanks a ton guys for an excellent discussion. Sorry for the span of a few days since my last post but things got a little crazy this week. Its been fun kicking around ideas with you all. Please feel free to discuss anything related to this topic or to riff on some of the great ideas in this discussion.

To let you all know, I’m probably going to close out this thread in a couple of days. I think we got some really great stuff here so it’s been a fantastic CDI.

Thanks again guys!
John

"Competitive Casual" Gameplay Options

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Thanks for the post infantrydiv. Your take on the situation is incredibly insightful and well thought out. I really appreciate your constructive feedback on where the game is and where it should go to accomodate players at all levels.

Do you feel that Solo Arena has any benefit to a player for learning how to play as a team?

Collaborative Development: Ladders & Seasons

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Ah ha, you brought me to my next question xantosnightwish, when should balance patches come in relation to the season? If we had our perfect world, how often would balance patches happen and how would that affect the duration of a season? Some people have suggested fairly lengthy seasons which is at odds with more frequent balance patches. If a balance patch comes out should there be a waiting period before the season begins? If so, how long?

Collaborative Development: Ladders & Seasons

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Excellent feedback on guild participation. I especially like the “map star” icon that Vamp Rock suggested and I really think that Phaeton hit it on the head when he talked about getting players outside of PvP involved through guild wide rewards.

The idea of an end of season tournament has popped up a couple of times. I wanted to get you guys to touch on that a bit. What would the structure for this be? How many teams? Is this where the top end rewards for the season come from or should these have a completely different rewards structure. For example, it could be that the top of ladder simply qualifies you for the end of season tournament and the true champions of the season are the tournament winners. Or, the ladder just ensures that we have the very best teams for a tournament that is apart from the season.

I’m also curious about how much time do you think you will need between the end of the season and the tournament start. For example, Let’s say the season goes for 8 weeks. Would you need a week from the end of the season to get ready for the tournament? Two weeks? A couple of days?

Collaborative Development: Ladders & Seasons

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A few of you guys have mentioned better incorporating guilds into the ladders. I’m curious what your thoughts are on how to achieve this? Would you let any member of your guild affect guild standing? If so how would you track ladder standing for the guild? Would you create one or more guild teams? If you could create teams within your guild what sort of functionality would you want or need to manage those teams? How many members would need to be present to represent? Would you allow alternates?

Do you envision any sort of guild wide reward for fielding a winning team or should only the team be rewarded? For example, if your guild has a PvP team and they come out on top of the ladder maybe they get some special reward for being the top team but the whole guild gets something for having the number one team. What could a reward like that be?

Collaborative Development: Ladders & Seasons

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Hey guys, below are notes summarizing ideas put forth from Merkator’s awesome summary up to now.

Thanks for your continued input and amazing ideas!

  • Structure
    • 1-week sprints leading for points
    • WvW League style
    • Solo
    • Individual
    • Team
    • Guild based teams
    • Automated Tournaments
    • 1v1, 2v2, 3v3, 8v8, and bigger
  • Rewards
    • Rewards unlocked as you climb the ladder.
    • Things that PvPers missed out on
    • Titles
    • Unique items
      • skins, weapons, armors
      • Specific item for achievements
    • Gems
    • Gold
    • Mats
    • Capes
    • Finishers
    • Rank Points
    • Ascended items
    • Legendaries
    • Precursors
    • Laurels
    • Boosters
    • Account bonuses
    • Cash
  • Earning Rewards
    • Reaching a ladder threshold
      • For straight up rewards
      • For the ability to purchase rewards
    • Complete achievements
    • Being at a certain ladder position at the end of the season
    • Winning a post season tournament
    • Winning tournaments
  • Season Duration
    • 2 weeks
    • 8 weeks
    • 2 months
    • 3 months
    • 4 months
  • Personal Motivations
    • Finding a good group
    • Rewards
    • Just love playing on a ladder
    • To improve skills
  • All Skill Level Motivations
    • Rewards
    • Matchmaking
    • Ease players into it
  • Other
    • Balance Patch Mid-season?
    • Reduce wait time for matches
    • Pre-match player confirmation
    • Include new game modes in the random selection
    • Need ways to judge skill and player improvement
      • Stats
    • Ranking per character rather than account
    • Map selection
    • Can’t be on leaderboards until X games have been played
    • Live events
    • Sell items that contribute to cash prize pool
    • Templates
    • Give each person a Solo and a Team rating
      • Average decides team tier

Also I want to give special thanks to Phantaram’s incredibly insightful post about the importance of the competitive casual group of players. It is inspiring to us to see one of the very best players in GW2 looking out for the up and coming top tier players. Looking for ways to get this group involved in league play is an important goal of this discussion.

Thanks!
John

Balance Patch confirmed for June 24th

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John Corpening.9847

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This information is entirely incorrect.

Collaborative Development: Ladders & Seasons

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Lots of great ideas. Thank you all for some excellent proposals so far.

Thanks a ton merkator for the summary post, you did a fantastic job summarizing this thread!

Alissah, no experience is necessary to participate in the discussion. You have some great ideas and we love hearing from less experienced players. Often something that sounds crazy offers a fresh new twist on an old idea.

To everyone else, thanks again for a great thread. What you are posting is becoming part of our discussions and conversations in the studio. The CDI is still open so please continue with your very constructive posts.

Thanks!
John

Collaborative Development: Ladders & Seasons

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Just checking in and saying thanks for all the great feedback! There are a lot of posts that are on the same wavelength and quite a few interesting ideas.

Thanks for a great discussion so far!

Collaborative Development: Ladders & Seasons

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Topic Goal:

As we mentioned in the PvP Rewards Roadmap one of our major long term goals for PvP is to introduce ladders, leagues and seasons.

What we would like from this discussion is to hear from you about what you would like to see from this system.

Here are some questions to get things started but feel free to discuss other relevant ideas as well:

What type of structure would you find interesting for leagues and ladders?

How long should a season last?

What would motivate you to play in one?

What types of rewards would you like to see?

How would a player earn these rewards?

How would you encourage players of all skill levels to participate?

Below are some suggested formatting tools that will make the CDI more accessible if followed.


Suggested Idea Proposal Format

Proposal Overview
<A short description of the proposal that is being put forward>

Goal of Proposal
<What problem are you trying to solve with your proposal>

Proposal Functionality
<How does your proposal work in regard in relation to the current design of GW2>

Associated Risks
<What risks or problems can you foresee with this proposal which you would like to have assistance on from other members of the CDI>

Please try to be as concise as feasible with your proposal. This however no suggested word count for proposal posts.


Suggested Discussion Approach

No suggested format.
Suggested Post Word Count: 200

CDI Rules:
1: This initiative is all about discussion.
2: We will not be disclosing information pertaining to what is currently in development.
3: Anger and emotion will have less impact than intelligent discussion.
4: Together we will share and evolve design philosophies which will impact how we develop the game moving forward.
5: Aggression and disrespect to a fellow community member or developer will not be tolerated, and in the extreme could lead to the shutting down of the initiative.
6: The teams primary focus is work toward the development of GW2 and therefore posting of discussion and commentary may not be as frequent as you like. Please do understand that the initiative is taken very seriously by us all and that we will be reading the discussions and joining in as often as it is possible to do so.
Please note this is not a competition, either between yourselves or the developers in regard to one up man ship. The point of this Initiative is to work together to make the game better.
Note: We will disclose the ideas we do or don’t like as a group but we will not discuss schedules or timing around implementation. If there is still concern surrounding how seriously we take community collaboration then please do take the time to think about how much impact the community has had on the working of this game over the year.

Thank you in advance for your participation!

John

Compensate won Solo/TeamQ with RankPoints?

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John Corpening.9847

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Hey Guys,

A week ago we were ready to cut ranks. Last week, due to our discussion on the CDI thread, we decided to keep them.

Right now we are trying to determine in what form we are going to keep ranks and how they should be balanced so attaining the rank of dragon is something that you have a reasonable chance of achieving and not a quest that you pass on to your children and your children’s children.

Because we agree with most of you that ranks are too difficult to attain and because it was a very easy change for us we also decided to give players a bonus to players in Solo and Team Arenas.

I’m sorry you didn’t get a response sooner but we didn’t want to jump the gun and say yes or no to this thread. What you are asking isn’t something that we can just turn on so it would have to come in a build later if we decide to do it. At the moment we don’t have a plan to retroactively award points for wins but many of you have brought up some interesting reasons for it so it is something we will take into consideration when we are discussing how to adjust ranks.

Thanks again for your feedback.

John

CDI Topic: Rewards in PvP

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Thanks again for all the great feedback. We heard a lot about what rewards you would like to see, what motivates different types of players and some concerns about some of the changes.

As a result of this discussion we have already decided to keep ranks in some form to represent a player’s long term investment in the game. This discussion has factored heavily into our internal discussion as to what that form will be and adjustments that need to be made. We do agree with most of you that changes need to be made especially with the attainability of the ranks towards the end.

Thanks again for the great discussion!

John

CDI Topic: Rewards in PvP

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Thanks a ton for all the feedback. I wanted to let you all know that I’m going to close this thread out tomorrow.

Also wanted to say that I’ve been having a great time playing PvP with many of you today.

Thanks for the rank boost/Gold rates

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Yep, sorry for the confusion. It’s when you accept the chest. That’s the time you get the bonus rank points and rewards.

You should now get 450 bonus points for a Solo Arena Win and 1000 bonus points for a Team Arena win. This is in addition to the the regular match rewards.

Thanks for the rank boost/Gold rates

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Just to clarify, we boosting the rank points for win chests in SA and TA the end of match rewards will be the same for now.

Also, to clarify, this went live a few minutes ago.

18 slot bags for rank 40

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No those will stay for now.

CDI Topic: Rewards in PvP

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Hey All,

Thank you very much for your participation. I’ve just spent the past couple of hours reading through every post on this thread. There is a ton of great discussion going on.

The point of the CDI is not for us to talk about specifics about what we are working on but to open discussion with and between all of you. That said there are some pretty big misconceptions that are going around that I’d like to clear up.

First off, on Dec. 10th we are adding a new vendor that sells items for both glory and gold. Players will not be able to simply buy all the rewards with gold but will also need to use glory which amounts to time spent in PvP. This vendor is temporary until the next phase rolls out. It will be there so you can spend your glory before the new system comes into play. The new system inherently factors in time. We will discuss that system more when we are ready. As soon as we are able, we will let you know when the glory vendor will be removed.

Regarding new skills, PvP will continue to have all existing skills unlocked for players. Only new skills will require unlocks. The number of skills currently in the game can be intimidating for new players. We would like to allow them some time to learn the base set while they work towards unlocking the new skills.

Regarding gold rate, the rates chosen are based on what players can expect from average play in other areas of the game, not on farming rates. It is not our intent to make PvP a better place to farm but to make it about on par with what a typical player can expect in other areas of the game. Some of you have correctly noted that time spent in PvP doesn’t contain many of the gold sinks that PvE players experience and this has been factored in. We do want to encourage players who haven’t tried PvP to come give it a shot because they will continue to earn the rewards they get in other parts of the game. We don’t want people to feel this is where they must to go to maximize their rewards. We will adjust rates if we feel it is necessary.

Regarding exclusivity of skins. Since skins will be shared across the game PvP will be getting exclusive skins that require participation in PvP to obtain. These will be able to be carried over into all other areas of the game. I think this was a little unclear in the blog post.

There was some confusion about the achievement rebalancing. We split up some of the pools of points into additional tiers and we added more tiers on top of that. This is to allow players to get more regular achievement rewards. Your total achievement points may go up, they won’t go down and you should hit tiers more frequently than before.

This has been a great discussion thus far, thanks a bunch for your feedback. By far the most discussed topic on this thread has been the plan to remove ranks. So here are some questions for you.

Would you keep rank acquisition the same as it is now?

If not, what would you do to improve rank acquisition?

Thanks again!

John

CDI Topic: Rewards in PvP

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Hello Tyria,

Today we released a blog post covering our road map for PvP rewards. At a high level, these are our long term plans that will take us a good way into next year. Some of the phases have already been put into place and some are coming next week.

If you haven’t done so yet, please take a look at the blog post:

https://www.guildwars2.com/en/news/player-vs-player-rewards-roadmap/

Knowing what our high level plans are, what we would love to hear from you is what you would like to see from rewards in PvP?

Here are the general CDI ground rules:
1: This initiative is all about discussion.
2: We will not be disclosing information pertaining to what is currently in development.
3: Anger and emotion will have less impact than intelligent discussion.
4: Together we will share and evolve design philosophies which will impact how we develop the game moving forward.
5: Aggression and disrespect to a fellow community member or developer will not be tolerated, and in the extreme could lead to the shutting down of the initiative.
6: The teams primary focus is work toward the development of GW2 and therefore posting of discussion and commentary may not be as frequent as you like. Please do understand that the initiative is taken very seriously by us all and that we will be reading the discussions and joining in as often as it is possible to do so.

Thanks,
John

(edited by Moderator)

CDI- Process Evolution

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Thanks for your feedback. Chris did a nice job summarizing steps going forward so I will leave it at that.

The blog post on rewards is coming out today so once that is up we can start up a new topic to discuss rewards in PvP.

John

[NA] Learning Resource: Mentors of the Mists

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This is a great idea! Thanks a ton for putting it together.

Sensotix Goes Solo Q (HD) Gameplays

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This is really awesome Sensotix. Thanks for putting it together!

Collaborative Development Topic- Game Modes

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Thank you all for the tremendous amount of good ideas and friendly open discussion. This feedback will be of great value to us as we continue to explore new game modes for Guild Wars 2.

There were a number of discussions about team sizes both larger and smaller than the game currently supports. A few of you hit on important issues with splitting the player base by adopting varying sizes of acceptable teams. That is a very real concern that we also share. But, some of you have also provided good solutions on how to address those concerns and we have been discussing additional ways to handle this as well.

A number of you have suggested drawing on GW1 for inspiration. Many have also shown their understanding of the differences between GW1 and GW2 and have made some great suggestions on how to draw from the past while maintaining what sets GW2 apart.

There were some fantastic ideas for new game modes proposed. Some of these we have tried and liked in the past which was exciting to see that we are on the same wavelength. Others definitely bring something new to the table and will give us more to think about as we go forward.

There was some great discussion about MOBA style games and how it could, should or should not be applied to Guild Wars 2. In that same vein were discussions about WvW influenced mechanics and more RPG themed objectives. These are all great elements for us to consider.

Finally, there are quite a few of you who live for the joy of pure combat and are looking to test your skills against other opponents in a more pure TDM/Arena format.

We have always believed that game modes are important to the growth and development of GW2. We have begun a new phase of prototyping for game modes and the feedback, ideas, concerns and suggestions you all have provided here will help give us perspective as we proceed. Thank you very much for your participation! We are looking forward to future Collaborative Development Initiative discussions with the PvP community.

Thanks,
John

"PvP Glory and Rank Rewards Revised"

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What was meant is that both Glory and Rank Points follow this method. The wording on that wasn’t clear.

Collaborative Development Topic- Game Modes

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Just wanted to let you know that we are reading this thread but we want to keep the free flow of ideas going before chiming in. Thanks for all the great ideas and feedback!

"PvP Glory and Rank Rewards Revised"

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Today there were some changes to how glory and rank points are handed out at the end of a match. First off, instead of being based on personal score they are now based on win or loss. Secondly, rewards are now interpolated based on the duration of the match up to a time we have determined to be a little shorter than the typical match.

Laying the Groundwork for New Game Types
There are several reasons for these changes. The biggest reason is to lay the groundwork for new game types and map mechanics. By normalizing rewards we can be much more flexible with map layouts, game types and mechanics. Game modes will need to reward players equally without directing players to one mode or another based on perceived differences in rewards or encouraging players to play a specific way in order to maximize rewards. As an added benefit, we can also begin to be more flexible with Custom Arena settings.

Time interpolation falls into this category as well. If we introduce a mechanic that leaves the potential for the match to be over very quickly, such as regicide, we need to ensure that doesn’t lead to collaboration to farm rewards or encourage players to play this mode simply to maximize their rewards.

Team Based Rewards
The second big reason for this change is that we have seen that certain builds are much more effective at scoring points than other builds. For example, we see that typical bunker builds score lower than all other types of builds because they serve a vital role of point defense. All members of a team should share in the rewards equally. Again, this lays the foundation for new game modes. We don’t want to limit ideas for new modes because it creates one role that is potentially more or less lucrative than another role.

The numbers chosen for the rewards are based on the data we have collected. On average players who earn the most glory earn about 120 glory per match. We therefore set the minimum numbers to be on par with this number and scaled up from there. Along with this change you will see that Solo Arena and Team Arena both reward significantly more glory and rank points for winning. This is both to compensate for the queue times as well as to reward the higher risk that is taken in these areas.

As an added anti-AFK and botting measure players will need to score at least some points to get rewards. The standard AFK detection continues to be in place and players detected as AFK will receive no rewards.

Also, as before, players will continue to earn a small bonus for having the highest score personal score in each of the game stats.

Discussion : What Rewards you want for PvP?

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Thanks this is really helpful feedback.

PVP rewards bug?

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Trick or Treat bags are a temporary reward during the Mad King festivities. We agree that it would have been better to give both Trick or Treat bags and reward chests but the system involved can, at this time, only reward one type of item at a time. We therefore made the decision to allow PvP players to participate in the game wide festivities because it is only a couple of weeks. There is an achievement that you can earn by opening Trick or Treat bags and if you take a look at this page:

https://www.guildwars2.com/en/news/a-guide-to-blood-and-madness/

You will see that the contents of trick or treat bags can be used to work towards bigger rewards. Rather than give PvP players no option to work towards these rewards we decided to temporarily give out trick or treat bags.

This is by no means the final reward update to PvP. There are many things in the works regarding PvP rewards that will be rolled out over the course of several months.

I do however understand your complaints and concerns. So I’d like to offer this to you guys, if you accept Trick or Treat bags until the Mad King festivities are over, would you be happy to have double PvP reward chests for the two weeks after the festivities are over? This way those players who would like to spend their time in PvP to earn their holiday rewards can continue to spend their time in PvP and those of you who don’t want the holiday rewards can sell them on the trading post and then collect double PvP reward chests for a couple of weeks to make up for it.

Does this sound like a reasonable solution?

My Experience from 20% to Top100 in Solo Q

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There is some great info here and you guys have all been really constructive. Thanks!

We understand there are flaws in matchmaking and we are testing some changes for Solo Arena.

Thanks again for the helpful and constructive feedback.

Rank at match end only: bug or feature?

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Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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This was to stop an exploit players were using to farm glory and rank points. You will still get all the glory and RP you earned during the match when the match concludes.

Devs play GW2 Stream

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Posted by: John Corpening.9847

John Corpening.9847

Associate Game Director

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Recently we have had Hugh, Roy, Karl and others on livestreams. We are working to bring you more livestreams along the lines of what you are asking.

Also, if you haven’t seen it yet, you should check out GW2PvPTV:
http://www.twitch.tv/guildwars2pvptv

Tyler and Josh stream there as well.

SoloQ is so stressful!!!

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Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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Most of you guys have this dead on. It will take some time for ratings to settle and MMR to improve.

Many players from our community asked us to create SoloQ to give players from hot join a next step up into how competitive PvP plays. For many people who only know the less structured mode of hot join this will be a training ground to develop them into competitive team players.

The best thing that you guys can do as our more advanced players is to help coach and guide these raw recruits with some strategy tips in team chat. Have patience with them. I’ve been playing this morning and have seen some amazing players really step up and do this. Our community never ceases to impress me with how awesome you all can be.

sPvP Improvements!

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Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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Thank you for the balanced and constructive feedback. I especially like some of your thoughts on the Heart of the Mists. Regarding rewards, this is an area where we would like to make improvements so we appreciate the feedback you have posted.

Thanks!

Pax Prime and Guild Wars 2

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Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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Hey guys, we are very excited to be able to bring you this tournament just in time for PAX. Most of all we are excited for the opportunity to get the chance to meet some of you in person.

Regarding the age and region requirements, the restrictions are primarily for legal reasons. There are many more legal hurdles you have to go through with respect to prizes, travel and lodging when it comes to minors.

For regions, not only does every country have their own laws regarding competitions of this sort but every state, province, territory etc. also have their own laws regarding tournaments with prizes on this scale as well as their own laws regarding participation by minors in these events. Each of these areas should have a legal check or review when putting together a tournament like this. It takes significant time and legal resources to perform those checks.

We very much want to include as many people as possible and we hope to widen our age and region scope with future events but we have to start somewhere. We understand the burden this places on teams and I am truly sorry that some great talent and some good friends of ours in our community will have to sit this one out. But, let’s have a great time with this tournament series, cheer on those that can participate and work towards a day when every person on planet Earth can come together in the Mists.

Custom arena not working.

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Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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Thanks for the report. It should be working again now.

PvP 3 wishes -what do you want most in PvP?

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Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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Thanks for the feedback. Top three lists like this have always been a really constructive way to get an overview of what players are looking for. We look forward to hearing your thoughts. Thanks again for posting!

ETA on custom arena public release?

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Posted by: John Corpening.9847

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John Corpening.9847

Associate Game Director

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Hey guys, thanks for the question. There are a few issues and updates we want to address before we make Custom Arenas available to everyone. At this time there is no announced date for the end of the beta period. We are eager to get these out to you but we want to make sure known issues are addressed first.