There is a very interesting post from Turk (I believe) who describe their experience about veterans afking for pip rewards. [snip]
The paragraph you quoted was more tied into my first paragraph about the kinds of players who come into WvW solely in pursuit of some shiny that, more often than not, tend to muck things up for those of us who actually enjoy the game mode for its inherent qualities. Players who are there in good faith and make an effort to learn and contribute are fine. The issue that I see is bringing in the latter over the former and encouraging them to stay, but I do not for a moment believe that the new rewards system was ever intended to do that. According to the Guild Chat episode about the update, my impression is that they designed the system to primarily reward current WvW veterans. If it brings in new players willing to work on the rewards, great. We’ll help them get caught up as best we can. If others are so far behind in ranks and pip bonuses that they instantly give up, then the rewards simply aren’t meant for them and the system, in my opinion, is working as intended — rewarding those committed to playing the mode while dissuading those who want quick/easy shinies.
I haven’t personally seen many people AFKing for pips. If I do, it’s usually post-primetime and they’re waiting for their participation to decay before logging out. Nor have I seen much bitterness or antagonism in map or team chat about new players in WvW (aside from a few trolls) or baseless accusations about AFK pip farmers. I’ll be more alert for it from here on, but outside of that first week or two post-patch, I haven’t noticed anything particularly egregious on my server.
No matter what, a new player will need to rank if they want the armor. They will need 2k, a rank that will require devotion to the mode. […] But by using timegating tokens and locking them behind quite a lot of hours every week, you are also leaving out players who could be interested by this mode, who could gear up for it (pve players, raiders, would likely have the money) but are seeing a conscient effort from Anet to not give them a fair start.
By the time a newer player (rank 150 or lower, let’s say) reaches rank 2000 (roughly ~1-1.5 years for the sake of this argument, assuming they play consistently), they will have more than enough tickets and other WvW currencies to purchase at least one set of T2 armor and the corresponding T3, even if they’re only able to complete Gold each week (70 tickets per week). However, as we know, the more you play, the easier it will be to progress. I’m currently rank 1037 and have no problem reaching Diamond 6 by Monday or Tuesday, sometimes Wednesday/Thursday if I’m being slow and lazy about it. My average this week was about 4-6 pips per tick, occasionally 9-10 during off-hours when we have Outnumbered. The first two weeks, I was averaging between 3-4 pips per tick and rarely had the Outnumbered bonus. I’m not opposed to improving pip-gain overall, and I fully expect there will be an update to it in the future, but it’s wise of them to leave it for now while they gather data and evaluate the current system.
There has to be limitation, and this limitation is ranking. Ranking can be done at your own speed.
Rank alone is not a good way to gate these particular rewards. We know that they wanted the rewards (the prestige rewards especially) to be long-term goals for dedicated players. Even if you tie tickets to rank-gain (as rank-up rewards or something), ranks are far too easy to farm, so rank-gating fails to serve as a limiting factor. It also turns tickets into yet another useless WvW currency (badges are still worthless and PoH semi-worthless). To offset the ease of farming ranks, they would have to set new requirements for rewards that currently have none and dramatically increase the current rank requirements on others, which would lead to the same complaints we have now. Not to mention, it would leave the system wide open for the hit-and-run reward hunters who would grind out ranks/rewards as quickly as possible and then abandon WvW after a few months when they’re done. That’s not healthy for our game mode.
That is what PVP does with asking you to do 3 match a day for 60 days, and what fractals wants you to do with pages. Both are doable in an hour a day. And that’s what is reasonable to ask for WvW.
Reasonable based on what? A comparison against two completely different and unrelated game modes? Are you saying that a player who only puts in an hour a night should have a “reasonable” expectation of maxing out his tickets every week? I’d re-read older posts for more clarity on the argument but the thread merge has unfortunately made it extremely cumbersome to do so.
I reiterate, based on the Guild Chat interview, the skirmish track/pip system was balanced with varying degrees of participation in mind, from super casual (Silver/Gold) to super hardcore (Mithril/Diamond). It was not designed for everyone, least of all a new or super casual player, to reach Diamond 6 every week. There’s some room for improvement, but overall, I don’t see anything wrong with the system given the kind of game mode that WvW is. In a game where new content is zerged down and abandoned within 3-4 weeks (like nearly all of LS3’s new zones), followed by months of complaining about the lack of goals/content, I don’t see how a system that directly counters this could be anything less than beneficial.