TY for the kind comments folks <3
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Originally Posted by Akathrielah
I'm not sure why this is problem. People are there to win, not to teach.
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The problem is in the way I phrased it; rank is only an
estimate of competence/experience. I've seen r2 players who's awareness and smart play put a good number of r6+ players to shame. Besides, wouldn't a group benefit more from a r2 trapper who knows to bring mantra of resolve than a r6 trapper who's trying to rely on serpant's quickness to get his traps down?
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Originally Posted by Akathrielah
If the players aren't patient enough to have a trial run or two to allow the players to get accustomed to one another, that is their own problem.
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What you're saying is only a half-truth. Any person here, incredibly patient or not, would likely get frustrated by waiting around for an hour for the sake of winning no more than one or two maps. True, some people will stick it out, but I'm sure I'm not the only one who would be thinking "eff this" in the back of their head at that point (and I'm
very patient with groups/people). Because of how the system works, long organizing times reap little to no benefits, and
that's what gets people.
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Originally Posted by Akathrielah
How would the leader know if the player understand's how to play the build? Granted I love your idea for a LFG/GLF system (and its been suggested many times in the past, but ANet insists that they are leaving it to Chapter 2), and it definately will facilitate group finding/player finding, but this system cannot convey how experienced a player is with a particular build.
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I have no retort for that, as it is completely true. The system I have suggested is by no means perfect, it's simply - in my estimation - a large step up. The best I can suggest is that virtually anyone in GW, once given the correct build down to every last detail, can put it together and have a reasonably firm grip on what to do. As I'm sure a lot of people have stated already, many "experienced" players are hampering their team's effectiveness by using inferior builds, even as we speak. Meanwhile, some newer players who have a firm grasp on PvP are designing their own builds that will give the team an edge, and are simply unable to find a group based on numbers which, again, do not give an altogether accurate representation of competence or skill. Keep in mind that the system I am suggesting would not eliminate rank - I'm sure people will continue to resort to checking that for a broad idea of that person's experience-level; this would simply reduce rank's meaningfulness, not eliminate it.
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Originally Posted by Akathrielah
Copying a build doesn't inform you how to best play it, nor does it impart the experience needed to handle high pressure situations
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True, but it gives you a great basis for easy improvement. Just having a list of skills will give you an idea of how those skills are applied. Having the correct build will likewise make it easier for your team to give you a quick pointer or two that
will teach you how best to play it. The reason new players are shunned from competent groups right now is very simple: when faced with an inexperienced player, groups have the choice between a) kicking and replacing them, or b) spending 15 minutes explaining how to reroll their build before even being able to give them those one or two pointers that would increase their effectiveness exponentially.
A lot of people will tell you that, especially in today's fame-farming world, rank means very little. The people who are new to PvP aren't stupid, aren't new to Guild Wars and aren't unable to learn from experience. The problem is that GW fosters an environment that gives you a choice between playing or helping that person out - it simply doesn't allow you to do both at once.
Most of you have played with a Guild or a set of friends and have been in a situation where they've given you a very precise build you've never played before. I challenge you to honestly tell me that, once you had that build made, a few quick comments and suggestions over the course of your match didn't allow you to play that position as if you had been hammering away at it for a week. Hell, I myself was recently in a position where I was playing a
very specific build in GvG I hadn't seen before - but just knowing what to bring let me play that position competently. Within minutes of our first match starting, our group's leader had dropped one or two quick comments on when I should be emphasizing what skill and I was already making clutch plays that were saving the team when healing was an issue, shutting down spikes virtually on my own, ensuring that adren spikes were getting kills instead of just damaging players and generally playing the build as if I had been researching and experimenting with it on my own for
far longer than 15 minutes.
The point is that PvP's little specifics are very easy to teach and to learn
once you have a solid basis (i.e. the appropriate build) to allow that type of quick help without having to teach the essentials.
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Originally Posted by Gaile Gray
Certainly we could include more mechanics that support players getting into the game. Some updates to party forming are on the to-do list, I'm sure. But maybe at least a few of the barriers are in players' heads, too, and we might want to take a look at those, too.
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Please don't take this the wrong way Gaile, but what's being discussed here has been a problem that smart and high-level PvP players have been seeing and complaining about with few results since GW was first released. The position that it's a problem with the people is naive at best, a justification for ignoring the problem at worst.
The only reason we're seeing PvP polarizing the way it has been so quickly and drastically (only 1-2 builds being played, people relying so heavily on rank) is because this problem with the game's framework has remained unchecked for so long. Unless you folks choose to face rather than explain away the problem, PvP will only become more unbalanced as time goes on. There are possible fixes out there and, while it will cost you time and effort, addressing the issue is the only way to stop and eventually reverse the game's current downslide.
Don't believe me? Ask any of the top-rated guilds you guys interview about what they think about PvP's current woes. I guarantee you they will tell you it's not just a problem with people being in the wrong mindset when trying to put together a quick build to just have some fun.