Originally Posted by Siren
You're screaming bloody murder about how unlocking skills violates every principle of serious competition...but you're screaming bloody murder about something that is very clearly designed in a way as to adhere to the principles of an actual RPG, principles including character development, stat-building, skill/ability acquisition, etc.
I've been disregarding your main point (that unlocking defeats serious competition) because in the context of Guild Wars...that main point is irrelevant. It doesn't even have bearing here. You've been repeating this mantra of "unlocking is inappropriate for competitive play," and in any other game genre, I'd be more inclined to agree with you. But not in this genre. |
The point of the discussion here is that the more they force competition into grinding endurance exercises (as it pertains to access to gear), the worse off PvP becomes as a serious competitive activity. You can not have it both ways. There is no perfect middle that you seem to insist is there. The reason why NO serious competitive activity or sport does this nonsense is because it is the antithesis of pure skillful play. THAT is what competition is about.
And there's a reason for that, one that makes perfect sense: Guild Wars is an RPG, a video game. Real life sports are real life sports. You're "made to jump through hoops" in GW because largely, that's what RPGs are: working on a scale to achieve greater abilities and skills. You created this thread to voice concern. Fine. But the new PvP unlocking system does take skill--in fact, it requires skill--for the player to unlock what they want for PvP. There are variables in play, for sure. Only a fool would deny that. And sometimes, a match just doesn't go your way due to a crappy team, or something as simple as an off-night. Sometimes the other team may be better equipped--although, with the PvP unlock system, I doubt an opposing team would all be maxxed out...why else would they be playing if they were also trying to unlock items and such? That's now the only point for the competitive arenas, after all. No xp is being granted or anything, only faction points...so...you get the idea. But sometimes, you do just get outplayed. It does happen...and getting outplayed by better strategies, better organization, etc., is a loss based on skill, and a win in that situation is a win based on skill. Winning and losing in the arenas and GvG is still largely dependent on skill, with a few variables thrown in. |
However, you tried to define GW PvP at the start of this section. You point out that the escape clause for the way this is set up is due to the catch-all "it's an RPG" comment. First and foremost, they have ALWAYS emphasized that the focus of this game is competiton. I refer you to Arena.net's own Game Synopsis page:
The game is designed to reward player skill and teamwork, not time spent playing... |
- If you want RPG as the focus, it has it's game flow... exploration, steady progression towards a goal, unlocking, and tangible rewards at the END. That is PvE.
- If you want COMPETITION as the focus, it has IT'S game flow.... setting up with appropriate gear at the START, review and fine tuning of strategy, on field execution of tactics and abilities, with the goal of out playing your opponents. That is PvP.
This problem exists in GW PvP because what PvE offers at the end of a goal is available in all competitive contests at the very start. You seem to feel there is a comfortable melding of the two vastly different play mechanics. But when you take the mechanics of one and squeeze it into the other, it will always be an uncomfortable fit. Sure, you can attempt it, but it diminishes the playability and quality of the side being forced to submit to the style of the other.
What have we been seeing in these drastic update changes in recent weeks? It is Arena.net's slow recognition and attempt to fix a BROXEN SYSTEM. Not broke as in unplayable, but broke as in frustrating their otherwise excited players who wish to play the style they wish to play. If it's so perfect of a system, how come the rush to overhaul it every week?
Lastly, you answer a question of mine please. I say it is a square peg in a round hole everytime they force PvE mechanics (i.e. slow unlocking) into PvP. I loved PvE for what it was, but I can't stand how it infects the fun and freedom a lot of us want for PvP. My question to you is, how would you feel if it were reversed? What if the game emphasized shoehorning the PvP game into the pure enjoyment of PvE?
Examples... What if we did have a purely skill based PvP system as we are asking for. Full UAS/UAR from the second you install (like EVERY other game, sport, competitive contest, etc.). We can have all our fun and concentrate on strategy and tactics for hours on end.
But some people want to play PvE. Well to leave Pre-Ascalon, you have to win 100 Arena matches. Ready to go to the next town? Win another 50 arena matches please. Do you have to unlock skills along the way? Of course not, we're forcing competitive play mechanics on you whether you like it or not. ALL skills are unlocked from the start except elites... you have to hold Hall of Heroes for 10 straight games to get an elite.
You will be FORCED to slowly for through PvE under the uncomfortable fit of a competitive play mechanic system. People who love PvE fuss at us complainers because they can play their game the way it is meant to be played. It IS called a COMPETITIVE online RPG, right? Then why can PvE people play with NO PvP influence on their side, but pure PvP players have to jump therough hundreds of hours of friggin' PvE style hoops just to start with the right gear?!