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Originally Posted by Gaile Gray
So we have a Catch 22, it's true: You can't get Rank if you don't participate, and you can't participate if you don't have Rank.
In my naivete, I thought "Oh, nice, cute little emotes to show that people have been playing a lot and doing well." Yep, I wasn't seeing it clearly. I must have forgotten the days of the SC ladder and how numbers were "the be all and end all" of getting onto a competitive team.
It seems many agree there's good in having Rank -- well deserved recognition for one thing -- but also a drawback. What could we do to encourage people to, I don't know, reach out, include, help train the next batch of competitive players? Maybe to engage those of "lowly rank"  by offering a place as a guest on their team?
Any time you have exclusivity, you risk long-term negative consequences. If we don't all play a role in training the upcoming and possibly brilliant new PvP players, who are we going to play against? Or play with? Isn't it our responsibility as a community to not slip into insular "in crowd" thinking, and then complain that there aren't enough matches worthy of our time?
Do you have ideas on how to be more inclusive while maintaining high standards of play?
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I wrote what amounted to a massive and vague post on the subject, then decided to delete it in favor of a quicker "proposal-style" rundown of how Anet could recognize and cope with these issues.
Gaile or any other member of the Anet staff, please take a moment to at least read through this. If nothing else, it'll give you a slightly deeper understanding into GW's real issues and some ideas on how to fix them:
The Problem(s)
-Experienced PvP players commonly discriminate in player selection based on an estimate of that player's HA experience
-Inexperienced PvP players have difficulty finding groups and getting the experience necessary to be effective
-The groups inexperienced PvP players are able to join - often after a significant amount of time spent searching for one - are largely inexperienced themselves, causing a "blind leading the blind" type scenario which serves to further frustrate these players and further hampers their ability to learn from the short playtime they do get
The Source of These Problems
-GW lacks an effective means of organizing groups short of spamming one district at a time in the hopes of finding what you're looking for - and that you're lucky enough to beat the 1/5 or 1/7 or whatever odds of finding it in that particular district. This is evidenced by the fact that groups requiring a large variety of individual builds are rare and nigh-impossible to organize (Balanced, Mixed Spike, Hex-Oriented, etc) while groups that are composed of many similar individual builds (IWAY, Ranger Spike, etc) are exceedingly and increasingly popular.
-Most inexperienced players have no way of knowing what the requirements of the build they want to play are. They may know the general idea behind a "heal monk", but will they know what healing spells to bring? Will they know that they are also responsible for hex removal? Will they know that using Holy Veil - a rather un-obvious choice - is the most effective means of performing that same hex removal?
-The wait time to play one of these more "complex" team builds is nothing short of ludicrous. Before IWAY became the status quo (i.e. at the start of GW's life, when players usually played a large variety of individual builds) groups would usually take at least half an hour just to organize (sometimes well over an hour depending on the build and number of people playing at the time). Furthermore, once these groups finally did play, they usually won no more than two or three rounds on their first "warmup" attempt, frustrating most of these players into quitting PvP altogether.
Approach To Dealing with These Problems
Because of the nature of these problems, it is clear that there are two distinct aspects of the issue that must be addressed:
-The simplification of the group-finding system into a logical, efficient and intuitive one, preferably by means of an in-game framework that actively supports these ends.
-A means by which players can easily see and understand a group's needs in terms of individual builds and, likewise, a method by which groups can "browse" available players in order to rapidly find what they need.
Proposed Solution
An in-game system that actively maintains a voluntary list of information that spans ALL districts in a given geographical zone. This would be reminiscent of a "bulletin board" approach wherein the system would be broken down into two disctinct halves:
1) A "Looking for Group" list that allows players to submit one entry in which the following fields would be filled out. Manually: Build name and possibly a short description (i.e. Boon Healing Monk w/OOB). Automatically: Their entire skillbar, attribute allocation, armor types and weapons used (i.e. [Set of healing skills], OOB, Boon, Holy Veil; Divine Favor: 16, Healing: 10, Blood: 9; Tatoo Armor; Healing Rod/Healing Ankh.) This way, a group leader in ANY district, could rapidly scroll through a list of players (possibly broken down by primary class to make the lists shorter) and contact any player that would meet his or her requirements simply by selecting that individual's entry. Furthermore, they would know -
without resorting to checking rank - that the player in question has a reasonably firm grip on his build and how to play it.
2) A "Group Looking for" list where a group leader could post a list of player builds needed to complete his or her group. This would, of course, include all Manually and Automatically inputed information as listed in part 1, only it would be directed towards un-joined players who could choose to browse through this list at their leisure until they found a request they could meet. At that point, they would simply select the entry, whisper the group's leader to find out district info, inform them they are rerolling (or are already playing the appropriate build) and allow that group to remove the entry since it has been filled. This would also have the double-benefit of helping newer players tremendously by telling them
everything they need to know about the build they want to play. They will know what skills are needed, what armor to use, what weapons, how to distribute their attribute points, their runes - everything. I, for one, would have
killed to have a fraction of that information at my finger tips when I first started playing PvP, and I'm certain that I'm not alone.
With this approach, Anet could: drastically reduce group-organizing times, increase the amount of playtime vs organizing time several times over for newer and experienced players alike, make a wider variety of builds practical to run in a "pickup" fashion, allow newer players to learn a wealth of fundamental information before they even joined their first group, encourage groups to "coach" new players rather than being practically forced to boot them (e.g. it is MUCH simpler to tell a player how/when to use a skill best as opposed to being faced with the impractical necessity of spending half an hour telling them how to even make their build before you can even begin to help them learn to play it), reduce rank-discimination, intermix newer players with experienced vets, and generally improve the PvP system by leaps and bounds.
Anet, I beg you, please start addressing GW's biggest and most fundamental problems. The fixes are incredibly simple and obvious once you think about them. I'm sure anyone here would gladly sacrifice the next tweak or PvE area to see these things fixed.
Thanks,
Cel