It can be hard to carry some games. That’s a fact that has a lot to do with the meta. In a game where all of the players are closely skilled, the meta is balanced and fun. The more skilled players will win, and clutch plays win the game. However, things are muddled at the moment because of the reset and duo queuing. Players in a match aren’t the same skill level, and the skillful things you can do rarely have the impact that a bad teammates mistake does. It’s easier to throw than to carry. That’s fine in team events or with five queues, but it’s insanely frustrating in solo queue.
However, if you’re stuck in Bronze, you don’t belong much higher. The player skill there is so low that everything I said goes out the window. You think you learned how to rotate through experience? I say you’re wrong. Most of Platinum still rotates like hotjoin. However, they still think they’re playing right. They throw and they don’t realize it. They refuse to believe it. You’ll get better at the mechanics of the game through experience, but you’re more likely to learn bad habits in queues than to actually improve.
With the soft reset, and the automatic assigning of mid-range MMR to new players, Silver was filled with mixed skill players. Gold and above had a majority of the knowledgeable players. Losing a game due to being outplayed is acceptable. Losing because your teammates are scared of Svanir, don’t know that you need to stand in point circles to cap, or 4 people decide to chase one Thief across the map for 2 minutes is not acceptable.
Sure kiddo its all rng.
Bingo.
TC and Mag have some of the best WvW guilds. BG is basically an omniblob, so it trumps skill.
So you are saying:
1 – You played well . Got bad teammates. Lose.
2 – You played really bad. Got good teammate. Win.
So those player were good enough to carry you the bad player
But the first game you couldnt carry. So i think you are not good as you think you are. And you just proved it.
Not sure you understand your own post.
Case 1 – I played well, but have 4 lower quality teammates = Lose. You can’t carry 4 other people.
Case 2 – I played bad, but have 4 higher quality teammates = Win. 4 people carried me.
Case 2a – Other team had 5 lower quality players, so my play had no effect on the outcome.
So basically, you agree with me that it’s all RNG.
I like checking people’s ratings who talk big on the forums. Seeing people calling for nerfs who are 15w 25l in t1 silver reassures me that such players shouldn’t be listened to.
I think you missed the whole idea about this thread. Players are punished by being teamed with newer players, and then get dragged down because of them. How do you win games that’s impossible to win? And on the same note, how to you win games you’re supposed to easily win, but your teammates make poor decisions that ruin it for the other 4 players. It’s luck of the draw, mate.
The other day I played a class that I don’t really understand. I mashed buttons and camped on a point. Seriously. I don’t even know what skills I was pressing. Swap to Fire, press buttons. Swap to Air, press buttons. We won, and it wasn’t because of my skill. It’s because of RNG gave me teammates who knew the game mode..
I’d much rather RP it with another player, than have it pre-scripted by an NPC.
The problem here is that if the other player isn’t online at the same time, you can’t RP. With a Home Instanced sim, you can visit your wife and kids whenever you want. According to the core Guild Wars 2 philosophy by Colin himself, you should be able to play the game the way you want to in order to get rewards. And being married to my charr waifu is all the reward I want.
I have read similar comments before but last time I checked you need to be rank 20 to join ranked games. Ergo there is already a barrier.
When I suggested strict barriers to entry, rank 20 is not even close. Perhaps Anet needs to increase the minimum rank to 80 before they can get in Ranked. That would force players to invest time into the game mode, and hopefully learn.
there’s just one reason players are unhappy with pvp: they think they belong to higher rank than what they actually deserve
I’m under no illusion that I’m god-like. The highest I’ve gotten was Diamond, and I’m happy with that. Now I’m stuck in Silver, and teaming players who only have a slight idea of how to play.
But Time doesn’t automatically make you better if you do something wrong for ever doesn’t mean you will improve. Time=/= skill never has never will.
While time doesn’t mean you get skill, if you invest enough time into competitive PvP, you’re forced to learn and understand mechanics of maps. If we can get the new players to at least have this, it would be a giant leap up in terms of match quality.
Having said that, Ranked should not be an open training ground or a place to get dailies.
This last point is wrong. All you need to do is watch any Legendary players stream on twitch to know that it is wrong.
The rest of the stuff you’ve got should definitely be considered but that last one…. nope. Just wrong.
After watching some streams, I believe those bad teammates are just trolling and losing on purpose. No one in Gold tier and above is clueless.
What if we had the option to have cross racial NPC spouses. Your human character could have the option to go to his home instance and be greeted by his Charr wife and their litter of cute half human/half Charr kiddies.
Yes. My human Thief still wants to marry the female charr of his dreams. It could all happen within my Home Instance, so there’d be no breaking of the cannon storyline. And I would love to have hybrid children with my charr spouse. In real life, the closest I can get to this lifestyle is wearing a costume. If I could get this in game, it would be my new second life!
Part of me doesn’t think Anet management plays as much Ranked PvP as us players, so they’re probably oblivious as to why a lot of people are unhappy. So here’s my list of possible reasons why PvP players are not happy with the new Ranked season.
- 1) What Anet thinks works doesn’t actually work. Meaning, allowing a game mode that’s supposed to be competitive shouldn’t reward losing. You effectively have two different types of players being combined into the same game mode: Those who don’t care about the competition, and those that do. Rewarding losses keeps the players who don’t care about competition around, and that causes problems.
- 2) Matchmaking algorithm still doesn’t work well. There should be no reason why 3 or 4 of the same class should be randomly spawned on the same team. A proper team made of random Solo queuers should have some type of balance. No more than 2 heavy/medium/light classes, no more than 2 of the same class. Things like that.
- 3) Players are punished for things out of their control. You win as a team, and lose as a team. This motto would be true, if Ranked PvP were an actual team game. As it stands, being on a team with up to 4 random strangers of various skill level truly makes winning more of a coin flip than based on skill and strategy. Case in point, my last match had 3 Eles, so I swapped to my Ele, and fooled around. We won. But not because of my skill. I was just mashing buttons since I don’t know how to play Ele well. We won because the other team had players who aren’t experienced in PvP. Matchmaking punished someone on the other team who really tried hard to win, but couldn’t because his teammates couldn’t keep up. MMR should be based on individual skill, not the win/loss record.
- 4) No barriers to entry for Ranked. A lot of people will attest that there are players who don’t understand strategy of PvP maps. You can’t take what you learn from PvE or WvW, and expect to play out the same. Unless you can create a learning simulation for players new to PvP to practice on before entering Ranked queues, there needs to be stricter qualifications for entry.
- 5) PvP needs more reporting functions for AFKers and trolls. If someone is intentionally throwing Ranked matches, they shouldn’t be allowed to play anymore.
- 6) High rated players treated differently than mid/low tier players. This is unintentional on Anet’s part, but their matchmaking system protects the higher rated players. They never have to worry about their teammates not understanding strategy, rotations, etc. Mid to low tier players are grouped together with new players, and they’re trapped on these tiers because getting out depends on the luck of the draw for teammates. Anet should be fair to all players, and have a hard reset of MMR.
You’re correct on one point Platinum. Anet is trying to reward a majority of the playerbase, and that is the main problem. It’s not a smart thing to artificially inflate the PvP population by bringing in cannon fodder for more skill players to roll. There needs to be an incentive to be good.
Now onto the other point you made about losing. When you give away rewards for losing, you create Entitlement. You reinforce the mindset that if you don’t do good, oh well, I’ll still get stuff. If your team is behind, and there are no longer rewards for losing, these players try a lot harder to win. More so if you introduce punishing mechanics for the losing team.
I can’t think of any reason why someone would hold onto 20k MCs other than for their value on the TP. Perhaps the non-TP players would hold a couple thousand max.
You only remove rewards for losing. If AFKing and abandoning becomes a problem again, then it’s on Anet to have GMs ready to block these players from joining Ranked matches.
GM Chris used to kick AFK players out of PvE maps during the Scarlet Invasion events. Why can’t that be done in PvP?
An alternative idea would be to have a hard reset of everyone, and sell server slots in the Gem Store.
You obviously didn’t think this all through…
Look beyond “making loot” and you’ll find how poor this idea, and the original idea, are.
It was connected to my original idea, but not properly explained. Sell server slots in the Gem Store, then allow players to resell the slots on an Auction House. That way, players who were unable to get into the server of their choice would then pay a lot of gold for the chance.
Not that I’m necessarily advocating this approach. But Anet could flood the market and cause hoarders to dump out of fear of losing out on their investment. I don’t see this action as being any more unethical than hoarding tens of thousands of MC to make gold off of other players.
Outside of increasing supply or drastically reducing demand though, there isn’t much that ANet can do to encourage players to dump their hoards onto the market.
Actually, when I talk about unethical methods, it would be something like leaking false information that causes a panic sell. I’m certain John would never allow this to happen, but that’s the only way I can think of that would release the death grip hoarders have on their MC stacks.
im really enjoying this newfound animosity the new leaderboards have created… its almost like this is a real PvP game now!
This is what WvW was like until they stopped allowing matchup discussions.
I don’t think there is a problem with the rewards in PvP, or that you still get pips if you lose. The problem is that the rewards in other game modes are bad. For instance, many people are basically farming the same fractal or meta event over and over, which seems like an indicator of a bad reward system. So some people come to PvP, even if they don’t want to, to make progress.
Also the rating system should be designed to handle an influx of new players without causing too much disruption for established players. I don’t think it does that currently, but the fix should be for the rating system, not discourage new players from trying the game mode. More placement matches and a lower initial rating for new players might help the situation.
This is true. There are WvW players doing PvP simply to get free Ascended gear rewards.
A simple solution would be to release a GW2 app that you can monitor, play with, and feed Aurene on your smartphone.
If you have a smartphone…
Also release it as a browser mini-game so you can play at work?
I want whatever job you have where it’s okay to just kitten off and play games
Welcome to the US Government!
They should replace the lords with veteran pocket raptor mob packs.
But you saw what happened in Jurassic Park. People would complain that the new lord raptor is OP.
A simple solution would be to release a GW2 app that you can monitor, play with, and feed Aurene on your smartphone.
If you have a smartphone…
Also release it as a browser mini-game so you can play at work?
A simple solution would be to release a GW2 app that you can monitor, play with, and feed Aurene on your smartphone.
An alternative idea would be to have a hard reset of everyone, and sell server slots in the Gem Store.
I like the idea of punishing AFKers or trolls who throw matches. But leaving it to the AI of the system to make that determination is problematic. You need an actual GM to view what’s going on so that there are no false positives.
As for avoiding lower quality players, that’s something Anet would have a harder time with. Some players had an artificially too high MMR at the beginning of this season. Lose a few matches, and not play a few days, and their MMR is still higher than it should be. Maybe something like a decay of -100 MMR each day you don’t play, regardless of your tier?
For rewards, I really do think that this needs to be looked at further. Losing matches should not gain you anything.
I think a fun mini-game mechanic that Anet could introduce is the ability to create relationships with NPCs. Fighting evil dragons all day long can be taxing on one’s mind. As an escape from your virtual world, players could pursue relationships within your home instance.
We already see what Anet can do with all the cats that you can unlock for your home instance. Why not allow that for NPCs? You can take what RPers are doing in Divinity’s Reach back rooms, and combine it with unique dialogue options. This would allow you to bond with others, and even start families. Upon entering your instance, you could be greeted by your wife/husband that you so happened to marry.
I know of players with over 100 stacks of Mystic Coins. The key here isn’t increasing output. It’s to encourage hoarders to unload to the market. I’m not sure that can be done without using unethical means.
but who is actually dumber the theif trying to 3v1? or the 2 cappers?
It’s like you’re asking which came first, the chicken or the egg.
Can’t really agree this season is so competitive so many high quality matches as never before and on top of that we have fitting rewards nowhere too much or easy to get for pure pvp players like me it’s perfect to make even some gold with pvp. If you don’t get competitive matches that’s not cause of ‘pvp gold farmers’ but because you’re just not good enough to get competitive matches no offense but that’s the reason then. Please stop complaining about to high rewards makes no sense at all…
Gold is where the competition begins. At least at that tier, everyone understands how PvP works. I was half way there until a string of RNG losses dropped my MMR. But that leads to another problem some players brought up. When you win, you get way less points than when you lose. Example: +13, -17, +11, – 14, -14, -12, -14, -11. It’s like you only get +80% of the rating for each win, and lose the full amount for each loss.
I get that some players feel that if you don’t belong in your current level, that means you should be able to carry 2 or 3 lower quality teammates. That’s unrealistic. Some pugs don’t read Team Chat. Even pinging or drawing on the mini map to show rotations doesn’t help. So if they keep making bad decisions, that guarantees losses. And with rewards coming so easily, a loss doesn’t affect them mentally. So then they won’t get better the next time around. It’s a vicious cycle of repeated mistakes for each team they land on.
I think this thread is crap. It’s not all that fast getting ascended armor if you only lose, and I think people SHOULD be rewarded for playing pvp. Let them try something new. Increase the player pool. Some might be good, some bad. Some will like it and keep playing. Other’s won’t. There’s still more incentive to win, so people are going to try. The people who suck will drop down in rating. The people who don’t won’t.
If new players want to try PvP, there’s Unranked and Hotjoin. Right now, new or lower quality players are populating the mid to lower tiers. When they join my team, it makes it so much harder to climb the ladder. That has pushed me and countless others to a lower MMR than we should be.
To be clear, I’m ok with losing if my team was outplayed. But because of the rewards in PvP being rewarded regardless, it creates no incentive to give 100% effort in matches. Some losses end up being guaranteed due to this. So I’m not ok with losing due to bad decisions by pugs.
I have a better idea… Make wvw more rewarding.
You’re welcome!
But my idea isn’t as complicated. Plus it puts “rewards” into the hands of the player willing to sell their slot.
If there aren’t enough players to make separate queues, do what they did in GW1 HoH – NPC teammates to fill the void on teams. I think NPC AI would be a step up over players who don’t understand PvP strategy.
Ya, I’m leader board 26 and can confirm everyone up here is bad. I wished I placed bronze so I could have a challenge,I hear the guys down there are monsters.
The real monsters are the players who 2-man cap an empty Home while your glass Thief attempts to solo 2 Warrs and an Ele at mid.
It already existed that way with reward tracks. More progress for winning, less for losing. This is just an extension of that philosophy. The thing is, you are not rewarding losing, you are rewarding for playing. Losing has a negative punishment (if we are sticking with Skinnerian behaviorism) in the form of 7 lost pips, and winning has a positive reinforcement.
Actually, losing is just a smaller positive reinforcement than winning. As I said, you get less pips, but the pips still move win or lose. A true negative reinforcement would be “losing” 7 pips, not losing 7 out of +10.
Having an entirely separate queue for rewards is highly unnecessary. All that needs to happen is remove rewards from losing matches. That never should of been a thing to start with.
Anet won’t do this. Their current focus is to be inclusive to all players. That alone is commendable, since MO is thinking of rewarding everyone. But I think they failed to realize that Ranked PvP is supposed to be competitive. We’ll have to see what happens with season 2.0 in a few months.
I just came up with a brilliant idea. Because a lot of players complain about not being able to get much gold and higher end gear in WvW, how about a potential money generating option? If you’re willing to swap to a lower tier server, and your server is currently full, why not give players the ability to put their slots up for sale? There could be a Buy Out option, or set a timeframe for the slot to be bid on, and the highest bidder automatically swaps with the player. Evon would get his 15% cut, and the rest goes to the player.
Rules
- You can only swap to a lower tier than your own.
- You cannot decide where you want to go. Once you place your slot up for sale, you swap with where the winning bidder is.
- Server swapping is locked for 3 months for both swapping players
- Minimum rank to sell slot is 1,000. This is to prevent alt account abuse.
A norn controlled by a 4 year old
You realize that she didn’t have a giant charr or norn blocking her way.
I could suggest an even better idea. Force players to have to care for Aurene. If you don’t play with her, she hates you. If you don’t feed her, then she dies. Sort of like a modern day Tamagochi (for those of you from the 90’s). This would open the door to a true Living World, where your choices could actually turn her into an evil dragon in your personal story.
I believe that Anet implemented way too many rewards in Ranked PvP, and that feels like the main cause of so many problems for this season. Rewards are supposed to given to recognize achievements or hard work. Thanks to the fact that rewards are given even when you lose, this leads to two separate problems.
- 1) There are no real incentives to play hard to win. Sure you get a lot of chest pips if you win, but when you lose, pips are given anyway. If a player only cares about getting chest pips, then chests can be farmed as long as the person has spare time. In addition to this, some lower quality players would have no incentive to get better. In psychology, we’re taught that positive outcomes need to be reinforced to produce results. I think it was B.F. Skinner who concluded that behavior is a consequence of reinforcement. So if you reinforce negative outcomes, the subject won’t be able to unlearn bad behaviors. Map strategies like proper rotations, whole teams standing in DH traps, or the need for 2+ people to stand around and cap an uncontested point will persist.
- 2) Ranked PvP is no longer a true competition. If you have low skilled players, or players who don’t care about winning, this is detrimental to the others on the random teams they’re placed. Players who do want to do good are at the mercy of the RNG gods should the lower quality teammate cause a loss. I’ve lost over 100 MMR in Silver due to one or two poor players turning guaranteed wins into heartbreaking losses.
My solution to the current problems would be to separate the queues. One for Rewards and one for MMR. The first would keep the idea that everyone will be rewarded regardless of effort. If MO wants all players to feel like winners, then this queue is for them. The second would act as a true competition. Rewards are only for the winners, and losing is severely punished by negative reward pips. If you’ve reached a reward tier, losing will push you backwards, and reward progress is frozen until you win enough to get back to your previous level. This will effectively weed out players who only care about rewards.
There is one, it’s just to the left of the ranked button. It’s called unranked
But that’s actually not fair. If you force players to win 10 Unranked matches before they can queue for Ranked, that means they’re at the mercy of 4 other human teammates. You can’t control the quality of your team, so if you roll bad players, then you’re blocked from Ranked. At least with NPC teammates, their skill level is always the same, and you then have a chance to learn properly.
It’s not a nerf. Damage stays the same. The recharge mechanic would just be balanced to where it’s fair.
Hello PvP Devs. I think more attention should be put on PvP skill split balance on DH traps. Daze was removed, but the traps are still a powerful bunker tool. Instead of nerfing damage (which would make DH useless), I think a new mechanic should be introduced. When a DH lays traps, the skill shouldn’t begin recharging until the trap is triggered. To make up for this, the recharge rate should then be reduced a little.
The reasoning for this is that a DH can plant multiple traps on a cap point and just wait. Once someone triggers them, the DH instantly begin laying more traps. This leads to a mega 8-trap spike (with double Elite) if the opponent doesn’t have any Stability.
Heck, we could make it more fair, and force all players to pass an NPC training test before they can queue. New players and rusty players alike would benefit from an in-game guide.
I think there should be some type of separate queue for players new to PvP to learn the basics before they’re allowed into Ranked. Maybe even a personal instance where NPC teammates can teach strategy? I understand there are guides online and helpful players in the forums, but not everyone seeks enlightenment outside of the game.
I truly believe that the quality of PvP matches would improve if the game had competitive barriers to entry. Win 10 simulated NPC training PvP matches, then you can queue Ranked.
Anet, I would like to make a suggestion. Please force players using their norn or charr toons to shrink down to human size, or make them semi-transparent. Doing the JP with these two races close by is very distracting, because they’re so HUGE. If they happen to be right on you, you can’t see the snowflake pads or the candycane bars. Worst part is when we’re all waiting for the 2nd part of the JP. When the present ladder appears, norn/charr players block the view of the edge of the platform.
If you don’t like the way a commander plays, may I suggest that you can buy your own tag, tag up, and be the commander you want to see on the map?
I do, I say I do believe that’s where the idea for this thread came from.
After the disappointment with how the Strange Rock scavenger hunt flopped in player minds, I think we as players should give some helpful feedback to the Devs. Writing content for players to enjoy, and players actually enjoying the content can sometimes be disconnected. Here’s my take on what happened, and how it could be improved.
Pros
The idea behind the Strange Rock journey was nice. It was a short mystery that rewarded players with an item once it was solved. And it brought in a tiny bit of GW1 lore. Overall, there should be more items and journeys integrated into the game.
Cons
Where to begin. I guess I’ll start off with how you get the Strange Rock. This is an item locked behind low rate RNG. Being a rare item drop isn’t bad, as there are many items that have much lower drop rates. But the fact that you actually had to pay map currency to have a chance at the item made the rarity artificially greater. One could argue that it was meant as a currency sink for Petrified Wood and Karma, but if you’re gonna do that, at least make sure the end reward justifies the cost of the journey.
Onto the journey itself. If you’re gonna have a mysterious journey, drop a hint or two so we know how to start it. “Humming with magic” it like saying “waffles are crunchy”. I’m not asking for a linear bread crumb trail like Tigris for Chuka and Champawat. But you just had to be lucky enough to be in the right spot with the rock in your inventory.
The end reward was an Ascended Ring with selectable stats. The rarity of this item drop for just a ring doesn’t seem to match, since rings are the most common Ascended drop.
Suggestions
The Strange Rock could have had a hint that connects it with Althea. If we players dig into her lore, and we discover that she died in a lava pool (actually burned alive by charr), then that alone could be enough of a hint to start the journey. Someone would think “maybe if we somehow burned it”.
For the reward aspect, I think that the end should justify the means. If the “precursor item” has a very low drop rate, and costs money to play, the final reward should have been something more special than a simple ring. A step up could have been an Ascended Accessory or Amulet. A better step up would have been something with an aura or title that shows you completed the journey. Personally, I went through the grind of wood farming and stash opening for weeks before I got the rock. If I knew that it was all for just a simple ring, I wouldn’t have done it.
Conclusion
Overall, the idea for the journey was spot on. It’s an optional treasure hunt that adds a new dimension to the game, and it didn’t rely on massive groups of players killing a Champ boss or anything. But the execution and reward of the journey could have been better.
All those things make her a great community liaison, but not necessarily a good game director. That’s like saying because someone is an entertaining TV presenter they would also be a great financial advisor, it’s a completely different skill set.
For all I know Gaile might be qualified to be the game director, but not because of the reasons you gave.
We just elected an entertainer to be president. So it can work.
All I want for Christmas this year is for Gaile Gray to be promoted to Game Director. As someone who loves this game, I think this is the best suggestion MO will ever hear. Allow me to list the pros and cons of this request.
Pros
- Communicates with players. Gaile has a long track record of knowing the pulse of the community. She is trusted by the players. This trait is sorely needed in today’s MMO world.
- Loyalty to GW2. Frog approved. No one has been around longer, save for MO himself.
- Let’s MO have more time to run Anet.
- Intelligent. She knows what works and what doesn’t.
- Mistress of Hype. Inheriting the Hype Train from Colin is no small task. Gaile would be up for the job.
Cons
- None. Just promote her already.
If you’re an Aussie, I know of a server that needs your help. But that would require you to move up tiers.
Yeah that skill not activating and blinking for a minute is just server side skill lag that you can’t avoid.
So the consensus is that having a good CPU is good, but nothing will fix a T1 blob fight? If that’s the case, wouldn’t Anet have upgraded their server farms by now? In any case, I appreciate the feedback. I’ll cancel my order and request a much much cheaper gaming laptop.
When I talk about my game slowing down, I’m actually referring to me bashing my heal button for a minute, and it just blinks at me. I guess that would be extreme skill lag, rather than a 2 or 3 second delay in a skill popping.
But just from these quick responses, you guys are saying that I’m spending close to $4k for nothing? I mean, a Skylake i7 6820HK was supposed to have superior single core processing.