Quote:
Originally Posted by Nerel
l.
Assuming the more structured PvP is still the mainstay of the game, particularly if Heroes Ascent / HoH is pretty much as it is now, do you think having tiers would help? Having districts only available to people of a certain rank or lower, say 0-3, 4-6, 7+, and players forming a team from those districts will only be facing similarly ranked opponents.
This way lower ranked players will be able to get a group, and to a lesser extent the experience needed, they still have the option of playing in a higher ranked game, assuming they can find a group willing to take them.
The only down sides I see are that they will miss out on playing against far higher ranked (and presumably much more skilled) players, losing is a learning experience after all. Also the possible fragmentation of the player base, not that I think that would be a problem given how entrenched rank discrimination is.
Or, as has been mentioned by more than a few astute Gurus, that some intermediary form of PvP needs to exist between the 4v4 RA/TA arenas and the big boys 8v8 in HA?
edit: Just a quick note for the people who have said that some people just like PvE and have no interest in stepping up to the more competitive game play PvP offers... Sure, this is true for some players, many even... but I think a surprisingly large number of the current PvE player base (those who rarely venture beyond AB/JQ/FA) do want more from the game, but find the entry obstacles for PvP too high.
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Yes,
Yes,
and Yes.
Arenas capped at certain rank levels would allow, I think, interested but self-conscious players to join groups of people like themselves.
Here's what this would need, however: A fast way to reduce waiting times for forming and matching groups.
People have lives, and the changes in the SIZE and availability of the game's community has altered the ease of forming groups and matches. (By availability I mean both that people are spread into 4 campaigns, and that they're in different time zones, feeding the kids, going to class, etc.). To fix this, either ANet needs to get crackin' on the PvP henchmen (since heroes...create lotsa problems in PvP), especially healer/protter hench, or design the arenas to allow groups to roll in with key slots unfilled. We know monks are always in demand. No one wants to wait an eternity for one in a casual match. AB largely neutralizes the need for monks (although a good monk in your 4-some is great). So, can a group of 8 Rank 1 players stroll in, form up with...one monk? and get going in a fair, competitive match, in a couple of minutes? And hope to have at least a slim chance of success?
As another poster pointed out, a "public notice" system to match unranked' casual guilds looking for unranked' casual PvP would also be great. Some public movement towards PvP would be a benefit to the community.
However, let's consider...how many guilds would REALLY move to that? How many PvX guilds are there that are looking for those kinds of matches?
The PvP "gap" is itself daunting--there's a huge difference, as several here pointed out, between RA, AB, JQ, FA, and then TA, and then HA and GvG. The biggest step, I think, is between the first four, and Team Arenas. The levels of coordination change dramatically, and part of the problem is in getting players to coordinate well. Ventrilo and Teamspeak go a long way to easing that, but how do you coordinate in a mid level arena, with people of multiple guilds and alliances? Consider a 5-minute staging area and map preview, so people can talk tactics?
Sure, people should join the 21st century and talk live while gaming...but there are limits. Players WILL need to find ways to coordinate (and I think coordination should be an element of the game here), but not be overly penalized (i.e kicked in the ass by every other team) by a lack of it.
What if the arena featured some kind of five minute limit to matches, with a 3-match round robin of some kind? So players NEED to commit for, say, 20-30 minutes at a time (for team formation and transition). they would play some kind of 5-minute match, then transition out, play a 2nd team, and then a 3rd team? Each map could be of a different variety, and include a walk-through (like AB's got)... dunno, just thinking here of ways to get from low to high.
People won't keep it up if they don't experience some success, however they define it...victory, learning, some kills and balthy faction, so whatever happens needs to really find ways to reward players for their efforts, and move them towards highly competitive games over time. I don't think we need a kindergarten-style "everyone's a winner" nonsense, but without positive reinforcement, people won't move. There's a reason people are following the z-coins....