They are adding matchmaking, but it will not take into account your group format. If you and 4 other good players queue, you will stay most likely get rolled by premades since the system won’t differentiate between the two.
I definitely think they will add new game types, but currently they have set a plan that outlines some other changes and those apparently aren’t happening until around March or “when it’s ready”. So, if I had to honestly guess when new game types would be in, I would say late summer ’13. Bummer, huh?
I hope you find a team and you seem to play well. Only question I have: you are 23? I’m sure you aren’t lying, but man, you really don’t sound 23.
I think you have many good points. My only counterargument might be about the scoring system, and asking if you’ve considered botting / afk with changes to the glory system that reward standing on points, and also if it would affect the atmosphere of pug games for new players if everyone was really trying to win. Many people may prefer the faster paced system of zerging now. I’m not sure. It’s probably worth it to try a slight increase to win bonus so there is more incentive for teamwork, but not enough that people would get mad if they lost and treat new players badly. Really I’d like to see different ‘flavors’ of hotjoin servers that cater to casual players or players that want to play team games.
The rest of your points, in particular where tutorials and teaching players how to do things in pvp-land I think are essential.
I understand the concern in botting, but the fear of botting should not deter making a good change. Also, botting is done for gold gain. Currently, I can’t imagine too many people botting just to get cosmetic gear that they can’t take anywhere else in the game. I think the design philosophy should be to implement a change because it’s good for the game and then squash the botters with another effective system. A change should never be made or not made just because a select few will use it to gain levels or ranks.
Hello all. I am posting this thread to shed light on something I find to be very important: growing the game and easing new players into SPVP.
Currently, the foundation for this game is outstanding. The combat is fluid and fun and has the core to be a mainstay MMO for a long time. Having said that, there are currently a few issues that are keeping new players from grabbing hold of SPvP. You may find there are other issues in this game, but this thread is not for discussing those issues. If you feel the need to talk about OP classes or other issues not brought up in here, please instead head over to the hundreds of threads dedicated to those issues.
So, on to the concerns I have for retaining new players:
Changing the SPvP scoring system:
- Currently the scoring system does not promote winning and gives a grossly inaccurate picture of how to play conquest
- It promotes heavy burst classes and new player don’t do well against burst. In fact, burst and cheese builds are anti-new-player oriented. If you change the scoring system to actually promote conquest play and point defense it will alleviate the fact that the same 2 or 3 classes are extremely overplayed in hot-join. There will always be cheese builds, but the existence of cheese builds right now are blown out of proportion because the glory gain system promotes that type of play. In tournament play, these builds are played but good players there can handle most of them. In hot-join, if you grant minor rewards for killing, but major rewards for winning and point defense, then players 4 shotting new players will do so only for the thrill of the kill. Currently they do it because it is the best way to gain glory. (point hop, kill, point hop, kill)
- Give points for holding points (the longer you are standing on a point the more glory you get)
- Give larger bonuses for winning. This will promote team play and actually get people communicating in hot-join. Currently nobody talks in hot-join because there is no need. Shouldn’t hot-join be a place where new players meet new people and form allegiances over the taste of a well played victory, or even loss?
Point players to SPVP and teach them once they are there
- Currently, the crossing swords at the top is the only way to get to The Mist but there is nothing (that I know of) that directs new players to this.
- Suggestion: When you leave your starting area, maybe have a quest you get that tells you to go to The Mist and play 1 game. We need something that will ensure they know about it.
- Once a player gets there, do a better job of telling them about sigils, runes and spec. I am a seasoned MMO and PPV vet and even I was a little blown away with this stuff at first.
- Teach players about crafting and let them know there is certain gear obtainable at each rank level. Let them know that Slivers > Crystals > Orbs. These kinds of things will make it less chaotic when a player first joins. I think a quest that tells them to make a piece of gear and explains this would be fantastic.
Let players take something with them into other parts of the game.
- Currently SPVP is completely annexed from the rest of the game. It feels like everything you do here is in vain. Give players something to take with them. Gold, Glory spent elsewhere (which JSharp stated would happen, but by March many many Christmas players will have left), SPVP gear they can wear in the main Cities…something. I don’t have the perfect answer for this, but currently SPVP feels like a waste to many people.
Cut down on the confusion of the game types.
- I’m not 100% what the reason for having 2 vendors for SPVP and TPVP, but this is confusing to new players. Consolidate the vendors and make the options very well explained in the browser. Also, having the glory vendors scattered everywhere is odd too. Wouldn’t 1 vendor with tabs for each rank make more sense?
Make TPVP less difficult to start
- Currently you need 40 players to start one TPVP tournament. Also, the time between games is 3 minutes per round. All of this makes TPVP seem like time poorly spent for new players. Make TPVP something along the lines of 2 teams, best of 3, with the same map rotation – Khylo being used for tie breakers. If not, then reduce the time between rounds. 1.5 minutes should suffice since this is mainly PUGs in here. Keep paids the way they are. If you build the TPVP community and keep them, paids will actually pop.
All of these are my ideas and I post this out of love / need. I love this game, but it needs to get AND KEEP new players in here. Currently, the same flaws that ensured ALL of my friends left still exist today.
What are your thoughts. What do you think would help keep new people in our beloved game?
Thanks,
Felivear, a passionate fan wanting to see this game succeed.
(edited by felivear.1536)
Didn’t see it asked or answered but now I know DEVs read all this stuff. You don’t have to reply but please notice how important SPVP (aka hot-join) is to the game. SPVP should allow for progression for new players, a place to get their feet wet and learn conquest. A new player should jump into a hot-join, get an immediate feel for conquest and understand what will win the game. They should also get to know people that they can then take into TPVP when they are ready.
Currently, just because of a terrible glory gain system, none of that is accomplished. Glory gains give new players the impression that it’s TDM and zerg jumping from point-to-point. Also, since there is 0 incentive to win, nobody talks. I have played 400 hours in almost all SPVP/TPVP and have had less than a dozen conversations in hot-join because there is no need.
Adjust scoring. Doing so will
- Promote team play
- Teach new players the importance of holding points
- Get less people rolling thieves and mesmers because they aren’t too off balance in conquest, but hot-join promotes only roamers. Who are the best roamers? Yep
- Giving people the incentive to win promotes team-play and thus creates community.
Overall SPVP should be the entry point for new players and a quick stress relief / build testing for seasoned players. It does nothing for the former.
Also, although I am not a programmer, I can’t imagine augmentation to the scoring system would take that much resources away from the other “key” features.
Thanks
Edit: You also say things like “dueling is important but not as important as other stuff” then in the same stream you talk about the importance of people learning to play and counter classes. I’m going to guess that 95% of the players don’t jump into empty servers and duel because it’s cumbersome and not readily known to new players. So, how is it a new player is going to learn to counter that 100 blades if the only thing he has to go by is his death breakdown? Dueling is important to a new game that you are trying to build a community around.
He answered that specifically with the spectator mode comment, which he said was higher up the list than dueling, but didn’t say dueling wasn’t going to be implemented. And he agreed with you that dueling was important… you sort of just answered your own argument.
It’s like arguing “yes, we need gas to make the car go but first we need to buy a car” and your response is “but how can you drive without gas?”.
I guess I differ with the priority (doesn’t make me right). Spectator mode is for the large community to watch the top players. Currently there is no large community and I feel small changes like dueling would help to build it. Also, most people learn by doing, not watching. But, agree to disagree I suppose.
some points for those that cant watch:
opinions from top players:
- bunker eles and ele down state needs nerf
- aoe dmg too high
- they play every day 8 hours a day lol
-two people pulled off private servers for ladders/match making
-pvp/wvw patch some time in jan/feb/march ..
-big balance patch dec 14th for pvpCorrection:
- s/d eles "bunkers"are strong but nothing compared to guardians-
- aoe dmg while ressing others it’s a problem, nothing to to with aoe dmg itself-Thank you
I believe they said S/D ele bunkers are the strongest bunker atm but isn’t anything compared to the pre-“nerf” guardian. As in the guardian with block bug.
That’s exactly what was said. They were saying they are THE STRONGEST currently, but not anywhere as bad as guardians were BEFORE the nerfs because they can still deal with s/d ele.
Didn’t see it asked or answered but now I know DEVs read all this stuff. You don’t have to reply but please notice how important SPVP (aka hot-join) is to the game. SPVP should allow for progression for new players, a place to get their feet wet and learn conquest. A new player should jump into a hot-join, get an immediate feel for conquest and understand what will win the game. They should also get to know people that they can then take into TPVP when they are ready.
Currently, just because of a terrible glory gain system, none of that is accomplished. Glory gains give new players the impression that it’s TDM and zerg jumping from point-to-point. Also, since there is 0 incentive to win, nobody talks. I have played 400 hours in almost all SPVP/TPVP and have had less than a dozen conversations in hot-join because there is no need.
Adjust scoring. Doing so will
- Promote team play
- Teach new players the importance of holding points
- Get less people rolling thieves and mesmers because they aren’t too off balance in conquest, but hot-join promotes only roamers. Who are the best roamers? Yep
- Giving people the incentive to win promotes team-play and thus creates community.
Overall SPVP should be the entry point for new players and a quick stress relief / build testing for seasoned players. It does nothing for the former.
Also, although I am not a programmer, I can’t imagine augmentation to the scoring system would take that much resources away from the other “key” features.
Thanks
Edit: You also say things like “dueling is important but not as important as other stuff” then in the same stream you talk about the importance of people learning to play and counter classes. I’m going to guess that 95% of the players don’t jump into empty servers and duel because it’s cumbersome and not readily known to new players. So, how is it a new player is going to learn to counter that 100 blades if the only thing he has to go by is his death breakdown? Dueling is important to a new game that you are trying to build a community around.
(edited by felivear.1536)
Please ask if they plan on changing the scoring system in SPVP to make it reward for winning and actually playing conquest.
Sure, it was cancelled. Did not happen at all. You missed NOTHING.
All of us who were expecting the live stream to happen. Well, it’s been cancelled. I think, I’m sorry to say, I am not surprised.
Yep. I totally agree. A slider would be fantastic.
We’re here, we’re listening. I’m sure a lot of this will come up in tomorrow’s talk. We’ll have to keep it quick though, as I think the talk is slated for an hour.
I hope you will answer some good questions there. I know lot of players is waiting for this as last chance for PvP in near future.
As of yesterday I have stopped playing until I see the results of this QA. If we get the same old fluff and dodging answers or unfulfilled promises then I am done for good.
At that point, it won’t even be about coming back when it’s fixed or “when it’s ready”. I will be to the point where I don’t trust their reliability.
Anyway, here’s to tomorrow and hoping for the best.
Here’s your answer. They are working on some GREAT stuff, but it’s too good to tell you. Just wait and see…
Ohhh…I am so excited to tell you about the HUGE plans we have coming up, but I just can’t tell you right now. When you see them, it will BLOW YOUR EVER LOVING MIND!
change finally comes
Notes: Fixed wolf finisher to make the howl seem more realistic
Maybe I’m not completely getting what you’re saying. Can you explain what you mean? That screenshot doesn’t really make me understand better.
Are you saying you bought 1 gold chest and 1 copper chest and they both contained no items? Sorry if it’s obvious and I’m just being dense.
the whole hot join/auto balance system just sucks, period. This is not a FPS and does not play like one. Why people are making comparisons to TF2 and BF is just laughable. Matches take a short period of time and the glory grind is endless so crying about potentially losing out on a minuscule amount of glory because you may get DC’d is quite funny.
Nobody, other than Evan pointing out to consider that as a possible issue, is complaining about losing glory due to DC. So, not sure where you are deriving such comedic pleasure.
I love that they are not used in SPvP and TPvP. I really hate choosing a race in order to get the most out of my character. In WoW, you are at a disadvantage right from the start if you are not a human (or undead before the WotF nerf).
In a game mode that tries to put each player on equal footing, having even small imbalances with racials = a bad thing (imho)
Not being a designer, I’m not sure what the best call is, but I like your suggestions! Here are some things to keep in mind:
Minimum win bonus could help, but encourages AFK (need to solve that as well).
Better win multiplier could work as long as the scoring system gives incentive for conquest play.
Nothing made me more angry in BF2142 than when the game or my computer crashed and I lost all my progress from that match.
Indeed, there are definitely draw backs to a system that doesn’t reward you until the end, but how many times did that actually occur? When it does happen, it’s a large pain, but it doesn’t happen often. On the other hand in GW2, almost every match is effected by people leaving the game. Also, in battlefield2142, the matches spanned quite a long time. In GW2, we’re talking about losing out on a couple hundred glory and maybe 3-7 minutes of work for a not-so-often computer crash.
So, I’m glad you like the idea and hopefully some simple solution can be implemented that will cause people to a) stay in the game and b) actually try to play conquest instead of team death match (which is mostly how hotjoins are played currently).
Edit: Another side-effect of having no real incentive for winning is that communication is moot in hot-join. Hot-join should serve a few main purposes in my opinion (in no order):
a) Get new players acclimated to the PvP experience and understanding the rules and strategies of conquest
b) Give players a place to quickly get into the rush of battle
c) Provide a place where people can form communities and allegiances that they can then take into tournaments
d) A place to gain glory
I think as currently implemented, hot-join does well at b & d, but does not even remotely tackle a&c. Again, I think adding larger incentives for winning organically cause a&c to be addressed.
(edited by felivear.1536)
I do not like the downed state. But if I had to revise it while still keeping it in the game, that is what I would remove first. I think rallying is the biggest cheese move in all PvP games.
You take the time to down 1, heck even 2 players, you’re getting ready to stomp 1 and some random guy they happened to do 100 damage on with their aoe moves dies. Boom, they are both up. Trolled.
I had the same question here in this thread
https://forum-en.gw2archive.eu/forum/pvp/pvp/All-conditions-lost-when-downed/first#post852675
These screenshots are all at the end of a game. Players don’t get autobalanced towards the end of matches so that people don’t get forced onto a losing team. Of course this doesn’t do anything for afk players. Maybe the afk timer needs to be shortened?
The same results of those screen shots can be captured at the beginning or middle of the game.
Then autobalance would/should have kicked in. Are you saying there is a bug with autobalance? Is it possible you checked the scoreboard after someone left, and before the autobalance happened?
I don’t know if there is a bug, I know that when people get auto balanced out they leave the game and then people join back in and the teams aren’t balanced (just as in the above) Some people leave when they’re auto’d off of their friends team and try to rejoin again.
It may just be an unfortunate result of the volatility of pugs
I disagree, it’s the unfortunate result of there not being any penalty for leaving. People who are auto balanced to the losing side and then leaving only to requeue somewhere else is what is causing this whole issue.
Maybe we need to call out better the fact that you still get the win bonus. And hot-join games aren’t meant to have penalties for things like leaving in the same way you don’t get a penalty for leaving a TF2 match.
Do you agree or disagree that hotjoin is currently in a state where winning is not incentivised? So, don’t you agree that putting a higher premium on winning would cause people to stay more?
Currently, since it’s only about personal glory gain, people leave with no care at all for the score screen. If people had a large incentive to win (big glory gain for winning or significant multiplier for winning) then people wouldn’t be so care-free about leaving. Currently, if I need 100 glory for a chest or token or whatever, I hop in a hot-join, I get my 100 and I leave. There should be a system in place that makes me think twice about that. If a leaving penalty isn’t that incentive, then a staying bonus should be.
I hope you and the devs can see why many of us find this an issue. Currently, from what I’ve gathered, your reason for making hotjoin a “hop-in/hop-out, no real need to be concerned with winning” game mode is you want new players to be eased in the game, I feel that this does the exact opposite. Many new players try this game mode out and then get the feeling that winning is of no importance in this game. Many leave before even wetting their palate with tournaments.
Sincerely,
Felivear.
Edit: Why not also consider making your glory gain pool up but not actually distribute until the game is over? If you have to leave a game, it’s totally understandable, but your 120 glory that you’ve accumulated doesn’t go with you until you stay until the end. These all seem like logical solutions to me, but maybe I am missing some big barrier that you have that stands in the way of you implementing them.
(edited by felivear.1536)
I can’t help to think that you didn’t even try on your top MMO blunders. SWG didn’t make the list but nerfing windfury did?
Nerfing Windfury was one of the top blunder in the history of MMOs? Mind=blown.
You just assume I’ve played SWG? Mind=blown. LOL, some people…
I guess I assumed you had played it since the title of the thread was “Top Blunders in MMO history” and not “Top Blunders in MMOs I’ve played”
So, in development (the point where I bought into Anet hook, line, and sinker) Anet made some claims. I can’t speak directly to PvE because I play in sparingly, but here are my observations:
Then: GW2 Will be an e-sport:
Now: One of the least feature-rich PvP experiences out there. 1 game type, no players to play it.
Then: We want to make the most social game out there. We don’t want to punish you for meeting new people and playing with them.
Now: I can tell you, you definitely don’t get punished for playing with people, but there is no incentive to meet new people. I think what they’ve done is remove the need to ever speak with anyone (outside of dungeons, but I can’t speak to those since I don’t do them). HoTM is linked only to your server and there is nobody really to communicate with. DEs allow you to never even meet or speak with anyone in order to complete large party objectives. I find this to be very solo friendly, but one of the least “social” games I’ve played. Since Hotjoin has no incentive for winning, there isn’t even communication in there other than “you just got merked chump”. Winning = coordination = meeting new people.
Then: We want combat to be about making creative choices, and it needs to feel immediate, active, and visceral
Now: Combat is super fun to me and many others. It feels immediately, and visceral. It does not however give a ton of creative choices (IMO). I feel the game is early, so hopefully balance and tweaking will allow for more unique customization, but at least in PvP, you find the same few builds on each profession with little variation.
Then: We do not want the game to be a grind. We don’t think repetitive gameplay is fun gameplay
Now: I don’t know about the Ascended gear because PvE isn’t my cup of tea, but I hear people screaming that it is very grindy. As far as PvP goes: 1 game mode that you grind for insane amounts of times to get to each tier = grindy. It was very very fun up to level 15. Now…it definitely feels grindy. The fun of combat is placating me for the time being, which is a huge praise to its fluidity.
Then: In PvE, we want questing to be organic and dynamic and have everlasting effects. If you save a town, it will stay saved and remain saved.
Now: Again, maybe someone else can correct me, but I’m level 30 in PvE(400 hours played 95% in PvP) and I have yet to see a town saved permanently. I see it saved…for around 10 minutes, until the event starts over. The questing system is basically the same questing system in every other MMO except you don’t speak to a quest giver, when you get close, he just throws it into your questlog (essentially).
What are some of your thoughts on things that were idealized in development? I hope my post doesn’t come out as a downer. I am a little bit jaded at the moment and this is my way of venting. Obviously, this game has an amazing foundation, because even with these issues, I still find myself logging in daily. So, it’s not all doom and gloom, just some frustrations.
(edited by felivear.1536)
Wow didn’t have arenas 6 months into the game. We have to give this game time. Once everything balances out you at least have skill based pvp. I agree with you though, cosmetic rewards sound nice.
Doac didn’t have full loot but the adrenaline was there. I won’t speak too much of doac because I didn’t play it forever, but uo and shadowbane I did. I think if the new generation of gamers had a chance to play games like that they would fall in love with the best reward possible for killing another player…THEIR items.
WoW was a PvE game. The game evolved from PvE into PvP, BGs, and Arenas. They were things that weren’t initially planned but after launch decided to add it. That’s WAY different than pounding the drums screaming “this game will be e-sport, all hail the great e-sport!” And then when it launches, it’s as bare-bones as WoW was, which tacked PvP onto their PvE game.
That argument does not even come close to working as correlation to GW2.
@Timebomb – that is blocked by my works proxy.
@Fuz – says that doesn’t exist.
I can’t help to think that you didn’t even try on your top MMO blunders. SWG didn’t make the list but nerfing windfury did?
Nerfing Windfury was one of the top blunder in the history of MMOs? Mind=blown.
I am trying to read the reddit AMA but that site is literally giving me a headache. I may be getting old (not even 30 yet) but that site blows my mind. It feels as if there is no rhyme or reason to the structure. /shrug
Anyway, I would be forever in debt to someone that can take it and make it readable for people like me.
Example:
Question: Do you like pie?
Answer from Anet: Pie is gross.
Thanks! Also, if this already exists, point me in the right direction!
If a subscription fee translated to active content then I would agree but I don’t think PVPers are worth much so I doubt it would have been any beter. Ultimately this game has made me realize PVPers like many of us are a highly demanding minority who may never find a suitable home for competitive PVP with any level of depth and active development.
I hope you are wrong there, but you may be correct. I just want that MMO that ACTUALLY caters to PvP and develops a fun PvP experience that is feature rich. I think as long as PvE is tethered to it, PvP will always be an afterthought because of what yous stated “PvPers are the highly demanding minority”. We are few, but we are loud. Easier to brush us aside than to cave to our demands.
I don’t know how else to say this. It is EXTREMELY apparent that PvP is not getting the attention it needs. From DEV posts and using my own two eyes, it appears staffing allocation is the issue.
I love that this is free to play(after initial purchase). I bought this game only for PvP because it was touted as an e-sport and a PvP-first game. If the reason they can’t roll things out at the speed they want is because of lack of funds or manpower, then I really regret this being a B2P game.
It reminds me of PS3 vs Xbox360 debate. I own each and I like each for its own things. I have a friend who is a die-hard PS3 fan and is offended when I buy games on xbox360. I tell him the online is better. He then says “well what do you expect, PS3 doesn’t charge”. My only reply is “well they should then, because it’s terrible. I would rather pay a yearly fee for something that works than to get a free paperweight.”
I believe the same thing applies here. I would much rather pay a fee for something that actually gets the developer attention it deserves. That is all.
Listen up. I have an urgent and horrifying news story I need to share with everyone……
CANNONBALL!
for example does holding keep give more points then henge or mine?
Should be all the same. If you noticed a difference, it may have been during a time where the other team had the boss kill buff?
Link to your build and sigils and runes? I am quite impressed by this damage output.
lol nice. So, was that earthquake, portal in, use to arcane moves, switch to fire and fire grab..and that’s all?
1) No. You can leave whenever you want though, your accumulated glory goes with you. If you want the win bonus, then yes, as soon as the score screen pops up.
2) Yes, I have mine hotkeyed to mouse button 5, but i think it’s B by default.
3) There is none. You get no glory of any kind for fighting. It’s just wasted time.
Pretty sure it’s to prevent killing players in one swoop.
Having stacks of bleeds on you when you go down doesn’t kill you in one swoop. It hastens your death, which it should.
If a HS thief or HB warrior downs you with burst, then they can just continue to burst losing no damage output in the process.
If a condition dealer downs you with dots, if they then want to down you without stomping, they have to go back through their entire rotation of dot application just to get them back up.
I don’t like it.
ContentK (quote is broken)———————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
If you dont feel is enough reward just by winning, you have a selfish vision of teamplay!!
as i said before, you dont see EVERYBODY on a, succesfull, Dota/LoL match being a carry or supports getting all the farm and kills (wich could translate to points here)
every team member has a role, supportive/defensive roles tend to be less rewarded all the time, but it doesnt make them any less important! yeah, it might look that way on the scoreboard, but keep in mind that that support is what makes the Carry strong on early game, in order to be able to win the game for the team late game
on a Football soccer game,
you see 1 goalkeeper, who could be something like a Bunker defending a point!
you see X amount of Defenders, who would be like bunkers defending points if there was more than just 1 Goal in the football game
then there is midfielders, that would be like roamers that go up and down (usually the ones with most stamina) to help either defend or attack!
You dont see 11 Forwards on a match just because they all want to score Goals!
Is all about the teamplay sacrifice!!
if you dont like to be a defender/bunker or if you wanna get more points (“reward”), i suggest u change ur build/class to something more offensive, or play only PUGs where nobody cares what you do and you see 5 people capping 1 point, or 5 people trying to finish 1 downed enemy!!
I hate this response.
I went to college but they didn’t give me a degree. “your reward should be learning!”
I went to my job but I didn’t get paid. “Your reward should be a job well done”
I completed the dungeon but I didn’t get a chest. “your reward should just be the fun you had”
I was robbed at gunpoint and they took my wallet. “you should just be glad you live in a country where we can own wallets!”
Back on topic, the reward system promotes the LACK of team play. So, all of those people that play for REWARDS are doing so at the cost of team play, making those who want to win have to struggle because they are the only ones trying to accomplish that goal. Stop looking at life as though the sun is a lollipop and the grass is cotton candy.
Also, your soccer analogy doesn’t work because the goalkeeper is trying to win, but so are the other players. The correct analogy would be if the goalkeeper was getting paid to win, but all the other players on his team were getting paid by how many open field jukes and tricks they could do, meanwhile not trying to get the ball in the goal.
Anyone know why it is that when a player is downed, all of their conditions are lost? Also, why is it they go invulnerable for .5 seconds while the animations completes for them to fall?
Also, why is it in the water when a player is downed they are nearly impossible to finish?
I feel as though downed state should be considered a buff.
You’ve gotten your response from Anet already about the ideas on the forums:
“We are considering these ideas but right now our focus is on X thing that won’t help the game at all.”
That’s because you have a selfish vision of the game thinking personal score is more important that team score!
1. Killing people, capping points = large reward
2. Defending points, support, winning a game = unrewardedWouldn’t it be even more fun if it were:
1. Killing people, capping points = small reward
2. Defending points, support = small reward
3. Winning a game = large reward
This is exactly how the score system should work. No question and no debate (imo) about it.
Just out of curiosity, what glory rank are you? That question isn’t meant to be derogatory, it’s to point out something: I felt the exact same way when I started playing SPvP. I still find the combat to be the most fun and fluid in any MMO I’ve played. The problem I, and many others have, is stagnation. There is only so long that you can play 1 game mode against the same people(this game is cross-server but I still run into mostly the same people due to the small player-pool in SPvP).
Once this game has all of the additions in the game, it will be a masterpiece. Currently, IMO, it’s the best foundation of any MMO with a lot to be desired. Either way, good post. I’m glad you enjoy it. Now, go tell all your friends to come enjoy it too so I have more people to battle
I wasn’t sure if this forum or the account forum was the correct one, but anyway:
The authenticator is back to asking me every time I log in from areas I’ve already approved. This website and my home computer continuously ask me again to use my authenticator.
Thanks.
The devs listen to us about the same way that I listen to my daughter giving me advice on how to drive. It may be sound advice but a simple nod and “hands at 10 and 2 on the wheel is great advice baby, I’ll consider it” is what she gets in return. Meanwhile, I stay thuggin’ with 1 hand on da wheel.
Unfortunately, this simple but absolutely needed change will be implemented…in a few months. The speed at which changes (even basic and fundamental ones) roll out in this game are the worst I have ever seen in an MMO. So, take solace in the fact that, one day, it will come. But if you believe the Mayans, then you’ll never see this change.
Hot-join tends to be void of any interaction or emotion. It is a mindless zergfest. Winning isn’t even secondary, it’s a non-factor.
I think something that would help casuals and new players, heck even me, would be to add a much much larger incentive to win. Lower the glory for everything and add a large multiplier for winning. x3 or x4 for winning the match.
Currently, a new player will pick up the game, hop into Hot-Join and do everything to win. Then they will quickly realize that was a bad decision. Nobody cares that you won, and you’ve actually been penalized in the glory gain.
It may seem minuscule in the overall-scheme of things, but to me, it should be an easy and meaningful fix.
Edit: I already foresee some people chiming in with “do TPvP then”. That’s not the point. New players won’t do TPvP and due to queue times during off-peak, even I don’t do them as often.
So, I may be completely off-base with my numbers but, the rentable servers seems like a big priority for Anet at this time. One must assume, since this is a business, that potential revenue is what has leapfrogged it over other features, such as ladders.
The only thing I am wondering is this: by my calculations, there are less than 20 serious PvP teams. Let’s say that each team rents a server. Now lets say that the servers will go for around 5-10 a month. Am I insane, or will this generate 200 bucks a month with the current amount of players? Should the features that will bring players in be implemented first, then they can start worrying about the features that will bring in revenue?
Again, this is complete conjecture on my part, but it seems legit.
This is the logical first step before adding a suicide button. Many of the early complaints were that if you added a suicide button people would just release right before the wave timer.
Also, many of the complaints of the bleeding out time + rez time can be quelled with a suicide button.
I love low levels in WvW. Just tab target and burn them down.
Total leeches when they are on your team.
So, you’re saying that you would look down on me for joining your WvW? Am I going to be a pariah for joining?
I definitely appreciate this level of openness. It is refreshing. I still think that some of the fixes take an odd amount of time (which gave legs to the whole 2 people argument). Again, these kinds of posts are a delight. It’s nice to get a feel for what’s going on. We may not agree with some of the directions but at least there is transparency. I, for one, welcome that. I do however realize that you all are incredibly busy and posting is not always possible. I wish there were just someone actively on the SPvP boards whose entire job was to post here. He could speak for you guys more often and quell the fear of the masses and update us on things going on.
I personally love the individual spawn timer. It keeps people from playing recklessly (or it should) since you have a static 15 seconds you’ll be out of the fight added to the down time of being, well, downed.
+1 for me.
Edit: With the old system, I’ve seen where you kill a guy near Henge, then by the time he rezzes and is back in the fight, you’ve barely decapped the point because he happened to release at the same time the wave spawn happened. Not sure why people like the wave system, but I’m open to be swayed.
(edited by felivear.1536)