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Future Plans: Competitive


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@Stephane Lo Presti.7258 said:

Getting monthly tournaments back on, is currently our #1 priority for PvP. We’re working on this as fast as we can. (Note: Fixes may already be live by the time this post is up.)

Swiss tournaments remain our top priority for sPvP.

As these are both your top priority, is that an indication that they are being worked on simultaneously with relatively equal allocation of resources?

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I like seeing posts like these and would like to give some humbe feedback:

You have game modes within your IP that you could do a great deal with. Looking back at GW1 you could do Alliance Battle style Front-Line pushing combat as GvG format. I realize Stronghold as a format is largely forgotten, but take Fort Aspenwood and jade quarry from GW1 and maybe transform them into something GW2 could do. There's so much you already have examples of that you could take inspiration from and I want so badly for you all to succeed, but conquest is so staaaaale!

Please believe me!

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All of this is fine and fluffy. It makes very little difference. The different modes need sweeping massive changes with regular at least quarterly balances.My thoughts are more WvW oriented as over the years I have shifted from PvE and PvP more to WvW. But I have enjoyed all modes over time some to lesser degrees.

1: Make the skill separation between all 3 game modes. Keeping skills static across all 3 game modes have been the balance noose around your neck for 7 years now. Players aren't stupid enough to be confused, give us some credit. You can put minimal effort into explaining the Skill splits between game modes. You have done it with Gear in PvP its really not that much of a difference.

2: Do the same thing in WvW that you have done with Gear in PvP. Stop making players who don't want to PvE do so. Masteries and the reward tracks are a HUGE missed opportunity. You could set up the masteries in a tiered system the Novice track and mastery that complement each other, The Veteran Mastery and Reward tack, the Commander mastery and reward track. Put everything you need and want to unlock in there. This only makes sense! It's an opportunity to introduce new players and to teach and guide them in each game mode. You guys have laid the groundwork and missed the opportunity to do this in EVERY GAME MODE IN THE GAME! Novice masteries and reward tracks unlock Veteran and so forth however far you want to take it.

3: A dedicated WvW dev team and a Dedicated PvP dev team. This is their jobs creating and balancing for the game modes. You have to let go of the 1 game format mindset and break them into what they are and let players enjoy what they enjoy! Quit restricting players into certain places. It's not healthy for the game! Let it be fluid. Let each format be what it's going to be. Nurture and help them grow and develop. Make the game players will enjoy, not what you think they want.

4: Eotm vs WvW. There are 2 different play styles in WvW. K-train and Siege. You have 2 venues for WvW now. Use them. Turn Eotm as the K-train map. Give it all of the same rewards and Pips WvW has, Make Eotm provide supply to Standard WvW just like it does now. Also, allow it to provide DEFENSIVE buffs to Keep and towers and such in regular WvW, Everything done in EOTM is for Open field battles and Karma Training keeps and such. They sky is the limit. The winners in EOTM provides buffs to their counterparts in WvW. On the other side of that coin. In Standard WvW set it up to be a proper Siege war format. Harden Keeps and castles. Balance siege properly. Example, Arrow carts only damage players and not siege. Fix the walls so it's just as easy to defend as it is to assault. Fix the LOS off the edge of the walls. Assign specific roles to classes when defending and attacking. Allow small groups special access and attack on towers and keeps. In the same way that Eotm provides defensive buffs to WvW, Standard WvW should contribute Offensive buffs to Eotm. It should be symbiotic in relationship with buffs, materials, supply, rewards etc. In standard WvW the areas directly around keep towers and camps should have extra tiered PK points. Example standard open field battle sin WvW provide a 1-1 PK. Where at a camp its 1-2 pk. Towers 1-3 PK, and Keeps its 1-4 PK. Where its the opposite in Eotm. Open field zones are PK 1-4, Camps 1-3, Towers 1-2 pk, and Keeps 1-1 PK. This is not the perfect answer maybe just one solution out of many. In other words, reward the players who want to participate in a certain style for playing in that style while allowing players playing a different way to be rewarded too.

At times on Each map there should be special buffs put on Keeps that will make enemy teams want to take your keeps. That's where the specific buffs come into play for each mode. Eotm players have an Offensive buff for a set period of time. They can use that buff to hop into WvW and Assault a Keep with extra offense ability for a set period of time, say 15 mins. Vice versa, there is a buff on Eotm keeps that make you want to defend it. That's where your home WvW team comes in with their defensive buff, they can come in and defend and it will provide increased defenses to the keep. This will allow both sets of players to participate in the total war across both sets of maps, doing exactly what they like and it will create a more rewarding dynamic WvW experience for all. The zones are already in WvW for ownership and flying. Assign them PK.

Let's talk about adding siege and balancing siege. Siege each needs to have a rock, paper, scissors effect. New siege needs to be brought into the game. Like SIEGE TOWERS. Some siege should have to be built on-site and then carried to the assault site and reassembled. While other types can be flash built as it is now. Assign a group of NPCs' like we have with Siegrazer and allow the player to assign where to carry the equipment and supplies to, now they have to defend the caravan while it travels. This may be another spot you need your EOTM assault team or your WvW Defensive team.

Pretty much all walls on towers and keeps should be destructible allowing any angle of assault. If defending is fixed with LOS off the walls and classes have buffs it will balance out. Classes being buffed for WvW, each profession and class should be assigned a defensive or offensive role Via buffs. Example. Rangers and Eles casting off of walls get a 15% "high ground" damage buff to made assaulters jobs tougher. While in assault revenants can have a 15% "Low ground" bonus while attacking a wall. Warriors can provide a 15% damage reduction for up to 10 allied players when assaulting a wall. Make party comp matter. Make each class/profession useful.

Remove all NPC enemies from WvW (other than keep guards etc.), Hostile wildlife is ok and should be there. Just no Skritt and Horsemen. There are a lot of innovations being missed, Give each keep a special "Guardian" that can be obtained through advanced upgrades kind of like an ascended upgrade for a keep that is double tier 3 like t6 but it will replace the lord with a very tough legendary champion with special drops, weapons, and armor. This is an opportunity to provide WvW players access to Raid skins and rewards. The incentive to protect and incentive to assault. Reward WvW players for playing WvW instead of punishing them for playing WvW. This would be acknowledging that not all players play all 3 game types, but so what!

In the same respect allow access to the PvP and WvW skins to PvE player though world events that simulate WvW and PvP through combat with NPCs. Share it all with everyone. Yes, it should be harder and more time consuming for WvW people to earn Raid skins, Just as PvE players it should be harder to gain those WvW Skins through PvE play. This would allow a natural progression from the PvE aspect of the game to teach and transition players to competitive formats.

Go ahead and take the leap and make the 3rd borderland map. Yeah people hated the Desert BL. But a lot of people have grown used to it. Make a 3rd Jungle map with its own caveats just like the Desert Bl. Upgrade the keeps and resize the Alpine map as well. Next. War claw. The war claw I think is a great tool, implemented poorly. Make it work more like a glider. In your own areas you can travel twice as fast and have double the HP. In enemy territory no speed boost with only a skill on the bar that provides swiftness like a bungle with a recharge and a lower base health with another skill on the bar that will give a temporary HP boost or a Break Bar. While working on the maps, the Alpine should have some major updates to reflect the newer style of Alpine/snowy maps with higher peaks and such. Same format they are in just more in line with the newer maps to use gliding effective and slow travel on the maps a little bit. People will hate it for a while but will get used to it. It will have to flow more naturally than the Desert BL. Somewhere between desert and Alpine. It should be this way. The 3 WvW maps should reflect the correct defense and assault difficulty for each Tier. The lowest ranking team getting the most easily defendable while the highest-ranking team gets the hardest to defend map.

Tournaments: We need to get back to having tournaments. Not full season tournaments, mini tournaments with special rewards. the rewards are already noted above a lot of the rewards are already in the game. All you simply need to do is what you did before and reward tickets and such for participation. Just something like a quarterly 2-week tournament for each tier of WvW.

Coverage. As much as people cry about night time and off hour coverage and back capping you can't remove or lessen rewards for this. It's not fair to the players who can only participate during these times. They need to matter too and be able to fully participate. Hopefully the alliance system or whatever you have in the works will satisfy coverage to some degree. The fact is the players who play in the off time being invalidated or lessened in any way will drive them away from playing, make them salty, and angry towards Anet and your game. It's up to anet to come up with a night time coverage solution that supplies enough players during NA off time to provide an equal level of coverage and participation. I bring this up because due to my current work schedule I am one of those players. I come on about 10pm eastern and play until about 4 Am eastern time. Its possibly time to Merge EU and NA. We all get along in PvE and PvP why is world V World Segregated? Is it a server only issue? You guys are on Amazon servers now. Is it possible to overcome this now? Even if we have to do a megaserver / Multi-server type situation where there can be multiple instances of a borderland or EBG in a given time to accommodate player population dynamically. It might be time for Megaservers in WvW and Eotm.

This is just thoughts I have had over the years. I have forgotten many, it's enough to start a discussion. We need real sweeping changes that change the mechanics of WvW and the way players think about it. This also comes a little more back in like where everyone's important and contributing to the war cause.

What Anet has with WvW is truly unique and they are missing out on owning the greatest mass battle system in all of MMORPGs currently available. You can't go anywhere else and get the same experience. Some are close, but none are as good or as fun.

5: WvW alliances: Its important how this is implemented. You will still need to provide an overall faction to support. Set up in PvE already is the pact Factions, A good place to start. Who are you fighting for? Create some lore, why is the Pact infighting? Or set it up as the Dragons pacts, create some lore behind that, Jormag Faction, Kralk faction. The alliances have to come together under a banner for a common cause. Just allowing players to create alliances with no common thread or theme is not going to help the game. Can it affect the type of rewards and skins you get? New reward tracks? Different Keep and tower skins? Different siege skins and armor/outfit skins? It has to be tied into the game and the lore to keep it healthy and make sense and most of all for ANET TO MONETIZE WvW and make it PROFITABLE! Anet is missing the boat HUGE on monetizing WvW with WvW orient weapons, and skins, gliders etc.! The point is Anet needs to take some small things and take a chance, then just tell us hey we are discontinuing this item its sales performed very poorly, we will let you keep what you have but moving forward we will be looking at other options. Thanks for your support.

6 Monetizing WvW making its own Viable self-monetizing format. (the same applies to PvP in different application.): First off using the game lore and setting up actual in game lore and factions will allow monetization. Weather is Kurzick and Luzon, or pact, Or Dragons, or Mist wars work WHATEVER you choose. Each faction starts with the base skins. Plain base armor and plain base outfits. (reward tracks to provide) Each tier will provide some visual upgrade to skins (How about new WvW Cultural skin set?) Through tracks and masteries, you can unlock more. Now. This is where you can sell a special Tower "Appearance" upgrades. Special siege "Appearance upgrades" Guild/ alliance uniforms for players. Those dragon Siege skins were amazing! I miss them. Sell Dolyak sinks to represent the guild that owns them etc. Keep selling and making what works and if something doesn't sell then scrap it and try something else. It's not required you represent your in-game faction but if you want to buy the Kurzick appearance pack today for exclusive use in WvW! Or the Order of whispers Appearance pack! Or whatever.

7: Alternate ways to monetize the game not yet explored or barely scratched the surface. Auras. Sell Gem shop auras, Sell them for individual things like mount auras, Mining pick auras, Great sword auras. Make them completely different from Legendary auras. Lesser than Legendary auras. Sell footstep auras, sell dodge auras. Add more hairstyles and more faces. Add lesser make over kits just for faces, skin and eye colors. Anet needs to be a little more adventurous when it comes to monetization. You try it once or twice and if it's a no go you scrap it and try another thing. Players may not want to purchase a total makeover kit so why not give them a smaller change? Combat animation packs for PvE only. If you split the game modes like I said you can take advantage of things like this you have restricted yourself from. You can't sell animation packs when you have WvW and PvP to consider in a game where animation tells define combat. But that doesn't matter in PvE. Lost opportunity. When you sell an appearance pack, for 2000 gems you should throw in a makeover kit free btw, so the consumer can have the opportunity to theme the whole character. Some of your current packages are too pricey. Instead of going for the big bucks break them into smaller bites as well. Give both options. You have done better this but it's something that needs to be done more. Make sure for each holiday there is a new outfit ion the gem shop. Bonus mission packs. Like GW1 had. Go ahead and port some GW1 missions over to GW2 and sell them as a "Historical" Bonus mission pack? Relive the mighty assault on thunderhead keep for $5.00! Relive Master Togo and Mhenlo's battle for Vizunah square! Experience the final battle in Hells precipice with the Evil Litch! Put special weapon or armor skins as rewards. Put them in bundles of 4 for $20$! This game can be monetized to sustain itself for years. I am certain there are tons of things I am missing here! A season pass. Another great Idea! Spend $40.00 for a season pass and for 1 year or 6 months or whatever you want to set it up as, you get all of the New gem shop skins free! Include something like 2 outfits, 1 black lion key a week, 1 appearance pack, one set of mount skins, one set of black lion weapons. Players can still buy them individually, nothing is exclusive. But it's a sub fee without having a real sub. This is a no brainer and a huge missed opportunity. BE GENEROUS with it though. Don't be stingy, Give it real value in exchange for sustained income! I can't justify paying for every Item you drop all year long, but I sure could justify paying 40 or 60 bucks a year for access to all of that new stuff you give a bit more than you would on an item per item basis and you get some sustained income. Its sustained income for anet and a pile of loot and value for the consumer. Break them into smaller chunks by the week or by the month that players can pay a lesser fee, say $10 bucks and they get a small taste of the bundle. You get extra money and players get a little extra value! Does this work Of course, Look at the Borderlands franchise, Fallout, many, many other games. Keep pumping out the living story or Sagas, but make armor, weapon, outfits, mount skins, gliders etc. and put it in that Black lion season pass! Why is Anet missing the boat? What is the marketing team doing? Seriously. WHAT IS YOUR MARKETING TEAM DOING?

9: Guild Wars. The original. Huge missed opportunity. Players are crying for GW remaster or GW 1.5 as some call it. you could resell the whole original game for $60.00. Give it as a free upgrade for people who already own it and slap in the same gem shop stuff you have already made for GW2. Bring GW1 to the GW2 engine. Don't change anything but the textures and models. Keep the engine mechanics EXACTLY the same. Especially with the nostalgia of WOW classic Vanilla. Anet again misses the boat. You might have to hire a whole team to do it and manage it, as long as you monetize it you are good. You can advertise events back and forth. When there is down time in GW2 there could be events in GW remastered. You could probably turn all of GW1 into a mobile game at this point. Again, you would have to hire a team for it. I understand these are likely not possible in the current Anet environment. I just hate to see Anet missing opportunities. Nostalgia in games is a pretty big thing right now.

10: Game mode promotion. Its time anet starts "Hosting" some streamers again. Anet doesn't have to pay streamers, just help support them and promote them along the way. Pick popular WvW commanders and host their fight streams. WvW assaults and big battles. PvE raid teams, and Even Top PvPrs. Create them a little place and showcase, support their websites, videos, blog posts, and streams. Many players are already doing it and have been for a long time. But the Devs could take some time and step in with them and alongside them to help promote the game on social media outlets. The mysterious posters they put out around towns a while back IMO was great! they need to provide them at Gamescons and Comicon's and all kinds of similar outlets. They have clothes, now, they have books, they have sound tracks, they have POPs, get some figures and such out there into the community. Have some models converted to 3D prints etc.? It's easy to get stuff out there today with minimal effort. Heck players are doing it for them!

  • Edit:*I forgot this part.Profession/Class/Elite spec balance team.The profession balance idea was pretty good in the beging, over the years powercreep etc. has muddied the waters. There needs a to be a team for WvW, PvE, and PvP who are dedicated to Balance for that mode. The Rock, Ppaer, Scissors Has fallen into Rock , Paper, Spock instead. I feel it might be a good Idea at this point to have a nonbiased outside entity come in and evaluate the balance in All game modes and make balance suggestions to try and get proper balance back into all of the game modes, making each profession just as valuable in its own way. It might mean drastic overhauls of some professions buit its what is needed in a bad way. The eleite specs should also be a rock paperscisors but it should give a strength agains another class you were previously weak too, but provide weaknes to another profession you were previously strong too. The elite specs have to avoid power creep but keep the chess game moving. The planning I think going into elite specs had more focus on PvE aspects and Lesser on the WvW and PvP sides of things. They filled PvE weakness roles but that created power creep in competative modes.

HEXES: Conditions Vs Power.: This has been a HUGE problem since always, Creeping back and forth in competative modes. What is missing is Hexes. At least in a balance role for Competative modes. Hexes is where the gap between power and condi can be bridged. Hexes could be implimented as debuffs for resistence aganst Condi and resistences agaents power and vice versa, Friendly hexes provide buffs against power/condi, while Malicious hexes increase the effectiveness in various ways, or change them in various ways, or apply different conditions. Cracked armor could be brougght in GW2 it help break the power builds while hexes that cast damage per tick back on the caster can control the condi meta.

Stealth in competitive modes: Stealth is a very powerful tool in GW2. Its kind of OP with very little drawback and very little counter play. There needs to be a huge balance done to stealth and some way to counter it. Stealth has to have a major drawback to its use. a Heafty speed debufff, a heafty armor debuff, a damage debuff something. Reveal must be viable for all professions to some degree, at this point the only way to balance it is include some bit of reveal in traits. STealth needs to have counters to provide that rock paper scissors play. Right now stealth is just flat OP in competitive modes. Whatever is deciced something MUST change with stealth in WvW and PvP. Its simply far too unbalanced. There is just no viable way to deal with it.

  • Second Edit
  • So I would also love to see something Akin to Alliance battles from Guild Wars brought into guild wars 2. Something between WvW and PvP. Some type of a rush/ king of the hill with capture points but on a larger scale than PvP. PvP has the basic layout Alliance battles did it just needs to be like 18vs 10 with defended and held capture points around a much larger map than PvP has. Somthing to bridge the two competative modes. It could contribute to WvW and Contribute to PvP. It would be amazing!

My final thoughts,

7 years in this is one of the best MMOs out there. I am not sure what the block is for Anet, Management, Marketing team, Social team, IDK. They need to step aside from all of that, step away from the way they have done things in the past and become transparent.

Let the players know what is going on. Don't set times and releases on things. But let us know what they are trying, let us know what they are testing, when they announce we are testing this, later down the line when it doesn't work just come right out and say, hey, we tried this and it doesn't work because of X reasons. We will move on to another Idea, here is what we are working on now. Go ahead with a Road map. Not a detailed these are all of the things we will do and when exactly you are getting them, more of a quarterly outline of 2020 Quarter 1: Living world Saga 1! The exciting new Saga step will be released, we will be working to include QOL changes to the crafting system, more information as time goes by! If it doesn't make it into the release. Come out a couple of weeks ahead of time and say. Hey folks, we know how you have been looking forward to the QOL crafting update, unfortunately because of time constraints we were unable to have it completed for this release. Instead of releasing it in a rushed buggy state, we have decided to hold it back for 2 weeks or hold it back until Quarter 2 release. Sorry, but hey we will drop everyone a free celebration booster from the gem shop, thanks for understanding folks! Will players be disappointed? Yup, you bet you. Will they understand, Yup most of them will. Most will say hey Anet, boy we were excited for that, but thanks for letting us know it's not going to make it, and thanks for the booster! We will be looking forward to it in the future. Will some rage and get out torches and pitchforks, you. But forget them those are the unhealthy trolls and they aren't helping the community in any way at all. Just don't feed them and move on.

The GW2 player community has to be just as supportive as it is negative. Anet has to EARN this though. It not a given. Trust is always earned. The way this Saga announcement was framed was terrible, and it's a mistake Anet should not make again. You have to do a whole lot of reading between the lines to see the value in it. It's exciting, but I have many friends who have been really strong GW2 supporters for years who literally told me, yeah forget that game now after this announcement. The story and mechanics and features of the release needed to have been showcased here. The decision to not move forward with paid expansions should have been addressed. If an expansion is even in the concept phase it should have been mentioned. If elite specs are even remotely on the horizon it should have been mentions. If new weapons for professions are on the drawing board it should have been mentioned. We have known for literally a year that LS season 5 would hit about here. A standard blog post and trailer would have been sufficient. To herald Anets success they should have had a Giant internal appreciation party to pat themselves on the back and waited for the content to drop for the players to pat them on the back. It was organized and put together VERY poorly and provided little to get excited about from the players perspective, simple because so little focus was put on the actual content. You can give generalities and small bites of stuff without giving it all away! If you separate the game modes and develop them independently then there will be constant new content, features, items, something going on all of the time, that alone will create natural constant hype and attention for the game.

Anet and NC Soft #1 are businesses and they are here to make money off of us. Separate the individual Devs from that. Just like everyone around you in your ife, some are great and amazing people, some are probably scummy mean people. When criticizing please remember though, separate the devs from the company "A bit" they are employees and have to do what they are told by managers. Agree or disagree, just like all the rest of us. Hold NC Soft and Anet responsible for the short comings and lack of communication and information because the managers and executives are calling the shots. Treat the Devs with respect. This is a business relationship to some degree and it should be treated as such. Respectfully, professionally.

On the flipside of that: Message to the Devs. Every player in this community is your customer, each of us should be treated with the same respect you expect and demand. This is a business relationship. I am your customer you are my customer service representative. It's my job to treat you respectfully, it's your job to treat me as your customer. You aren't better than me and I am not better than you. In every business there are bad customers and good customers, there are bad employees and good employees. You aren't any different than any other representative of any other company in any other industry. If we are at Burger King and I and buying a #1 value meal and my order is wrong, in the same respect If you are a salesman at a Lamborghini dealer and I am buying a new Lamborghini. It's a mutually beneficial business relationship. In this case, you are entertaining me, I am paying for you to entertain me. You are building the product I am buying to be entertained. Let's treat each other with respect. You get to work on this game because my money pays for it. I get to enjoy this game because of your work and dedication. Without each other we have nothing here.

I dont pretend to know all of the answers, I dont pretend to have the soloutions. What I do for a living is Identify problems and provide possible soloutions. Some work some dont, some should get thrown away some should be put to the head of the list. There is some kind of disconnect here at Anet. they need to work that out. We cant do that for them. I hope they are able to take something I have put here and explore it and make it profitable in some way. Only if its one thing. Some times the best thing is not what the players want. I dont look at things nessicarily from the perspoective of exactly what players want, you have to look at whats good for the game that will support the bottom line and keep it going. Often times the players dont really know what they want. If Anet did every little thing players asked for the game would be an unplayable mess that made little sense, had little balance, and little continuity. On the other hand, they HAVE to get players some oo what they want. Its a very hard balance in some cases. Remember that folks.

Thank you for 7 years of Guild Wars 2, Thank you for the 10k+ Hours I have in the first GW game. Thank you for all of that entertainment and fun. You have created a wonderful immersive world that players love, relationships have been built, community's born and died. It's truly a living world in a virtual setting!

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Figured out the Caps issue. Also, sorry that's kind of hard to read, just not feeling well today. I did go through and spell check but It was sloppy. LOL. Apologies! If you read through that wall of text good on ya and thanks for entertaining my Ideas as sloppy and poorly as that was written out.

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2v2 mini seasons would be GREAT. Maybe mini seasons with different rulesets would be very cool as well (only core-specs allowed or something like codex arena from gw1 where random skills would not be equipable)

What PvP really needs however is more guild focus. Why can't a guild have a PvP-Arena thats integrated to the guild hall system? Why are tournaments not about guilds? Why is there no tournament-guild-leaderboard? Why are guild emblems not displayed on the little flags in the maps? Why can't we get cool Guild decorations from playing with our guild? Guilds do not matter in PvP whatsoever and that's bad.

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@Stephane Lo Presti.7258 said:Hello everyone!

During our Live Event today, we dropped some hints about our future plans for the competitive game modes. We wanted to go into a bit more detail here. This list is not all-inclusive, but has some of the bigger things that are currently on our list. Please keep in mind, this list is not carved in stone. Many of these plans could be changed dramatically or outright cancelled depending on changing priorities.

World Vs. World

Scaling Objective Rewards

We’re looking to add some additional rewards to WvW. One of the big ways we’re looking into doing this is added rewards for capturing and defending objectives that scale up based on how big the action was. For example successfully capturing a keep that was defended by 50 players should be a lot more rewarding than capturing a keep that was completely undefended.

World Restructuring

World restructuring, commonly referred to as the Alliance system, remains our top priority for WvW. We’re not going into details on this post, since a lot of detail has been released previously. We are still not in a place where we feel comfortable releasing a target date, but we are still working on it.

There remain big issues in WvW there are not addressed by World Restructuring. The biggest one is finding a means to make winning mean something in WvW without motivating players to burn themselves out trying to maintain 24/7 coverage. We have some early designs built around this and will be investigating them once World Restructuring is finished so it is a bit too early for us to go into details around the ideas, but we’re thinking about them.

sPvP

Monthly Tournaments

Getting monthly tournaments back on, is currently our #1 priority for PvP. We’re working on this as fast as we can. (Note: Fixes may already be live by the time this post is up.)

Swiss Tournaments

Swiss tournaments remain our top priority for sPvP. Our current plan is that once the system is ready, we’ll create some special tournaments using the swiss format. Given the complexity of the automated tournament system, there is almost certainly going to be issues that we cannot discover until the system is stressed with real players and teams. Once we’ve addressed issues coming from there, we will convert all automated tournaments to the swiss format.

Special Tournaments

At this point, we’re holding off on the return of special tournament formats (2v2, 3v3, Tournament of Legends), until after swiss tournaments are complete. But now that some other bugs have been resolved, we’re hoping to get these going on a more regularly cadence.

Mini-Seasons

We are currently planning on experimenting with mini-seasons with alternate game modes (2v2, 3v3, etc.) during what would normally be off-season time. The key tech we’re missing for this is currently getting additional rating types, as we currently only have ranked and unranked. We don’t feel it’s appropriate for your 2v2/3v3 rank to have any bearing on your conquest rank. We don’t have a timeframe for that change, however, it’s something we’re very interested in doing. Having conquest seasons not overlap with ranked queue for other game modes alleviates most of the concerns we have for splitting the population base.

Nothing new ... can go back to sleep, wake me up when it is done, in a few years ...

Do u reconize the change? It was ur last chance ... before it was memene, this time u lost us

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Thanks for the communication. Hope the Alliance system revitalizes WvW.

I am primarily a WvW player (or was when I was more active) but I don't think it's fair for people to compare LW content to updating WvW. There is no design complexity to LW. It's just a case of repeating a proven construction formula of writing story and rendering artwork rather than inventing something new. It is understandable that they churn LW out alot faster than restructuring WvW. The WvW restructure is essentially an attempt re-invent and redesign a whole game mode while trying to balance a ton of different incentive structures of alot of different people. I mean, it's not like there is some other RvR game that has solved all the issues that you can just point Anet towards and say 'do it like them'.

That being said, it is hard to maintain enthusiasm and positivity as a player, given the long time frames involved and lack of any concrete carrot to point to.

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@"Stephane Lo Presti.7258" said:

World Vs. World

Scaling Objective Rewards

We’re looking to add some additional rewards to WvW. One of the big ways we’re looking into doing this is added rewards for capturing and defending objectives that scale up based on how big the action was. For example successfully capturing a keep that was defended by 50 players should be a lot more rewarding than capturing a keep that was completely undefended.

RIP havoc groups.

Seriously though, as some people have pointed out, I hope the lag issue will be resolved before this is implemented, because this just encourages even more massive blob fests over small group/solo skill play. It'll be even more like, "if you're not blobbing WvW, you're doing it wrong."

Something that I think that was very clever was the whole pips thing; it allowed whatever kind of participation you like (solo, small group, scout, zerg, etc.) receive the same reward, so nobody felt like they had to zerg. If anything, it should be the other way around: WvW should be rewarding the smaller groups with bigger rewards for taking/defending stuff because it's harder to do and encourages more WvW participation especially during no-zerg hours. The zergs already get lots of loot from killing anyhow.

Speaking of scaling, can the keep lords be scaled dynamically instead of a flat 10 ppl cap ? As soon as that 11th person shows up, forget getting the defiance bar down at all or health bar down for 10 minutes. I'm guessing on the numbers.

World Restructuring

World restructuring, commonly referred to as the Alliance system, remains our top priority for WvW. We’re not going into details on this post, since a lot of detail has been released previously. We are still not in a place where we feel comfortable releasing a target date, but we are still working on it.

There remain big issues in WvW there are not addressed by World Restructuring. The biggest one is finding a means to make winning mean something in WvW without motivating players to burn themselves out trying to maintain 24/7 coverage. We have some early designs built around this and will be investigating them once World Restructuring is finished so it is a bit too early for us to go into details around the ideas, but we’re thinking about them.

I understand how difficult the balance for this one is, since you don't want to have too much higher of a reward for winning vs. losing, because then everybody will want to be in the One World Order. But then again, if everybody gets the same participation trophy, there isn't much to care about other than honor and fun of fighting/capping. How about a reward based on a required number of skirmishes won? Say, for instance, 15? This way every alliance has a chance for the max reward of the week, but they have to fight for it. Some alliances might game such a system, but it's not that different than a "PvP arena for dailies" thing.

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Just give us a separate full team queue in ranked so we aren't forced to constantly flip coins with random plebs in random team comps. In regards to this: please stop using the "population-is-too-low-so-waiting-time-would-be-too-long"-argument as an excuse before the population is too low to even sustain one ranked queue. You simply can't leave ranked unchange and expect everything to improve once completely different systems are in place (Swiss, Mini-Seasons and stuff, which have nothing to do with ranked queue).Also fix your balance. PvE changes have no place in PvP and vice versa. Also how hard is it to just split the skill effect between game modes? just like in GW1 .. find your roots again Arenanet.Also bring back caps on condition stacks for competitive game modes for example so that you can't just put 15 stacks of burning on a target and watch it die within seconds without any form of counterplay since you just keep reapplying burn and nerf the shit out of literally every spec for PvP since just because everybody can oneshot everyone else unless everybody sustains by spaming iframes and invuls as skill-less counters to instant-death, doesn't mean it's a good balance.

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A new mount the WarYak drags a gate behind it that when you use the siege skill it adds another gate to where the first gate is. A limit of 50 layers of extra gates except for one server who will be allowed to have 175 extra gates to ensure they still give outnumbered buff to the two opposing sides that have a queue of people waiting to get on the map.

So before anymore rewards are given this WarYak has to be in the hands of players ensuring that you need 24/7 coverage to finish one fight. To be serious for possible millisecond the worst problem I can see before anything happens is that besides the red bl all the other maps will run into the same usual problems where its just a bunch of people seiging each other from behind the walls of another objective biggest example is towers to smc or people on third floor trebbing the outer towers. I would just recommend that the basis of what the towers provide become something to encourage less sieging and more fights. Like the red borderland getting around it is not a problem anymore but the purpose for the towers is lacking and the ability to use shrines to your advantage is utmost impossible. What I would recommend is that the towers actually shield the shrines from being attacked so then once the tower falls the shrines can then be attacked. As well also watchtowers are what causes wvw to be dead after resets because it eliminates scouting and strategy out of the game when you just have an ability like this that has no counter play to it. My suggestion on this since no one wants to try to attack something that auto scouts for already hard to take T3 tower in this regard is to make the radius of it dependent on the supply level so its highest amount of supply it would use it until a certain amount and then stop draining it and actually have a smaller radius depending on the supply level from like 0% to 75% or something like that and if your population gives the outnumbered buff to another side that they are immune from detection. Basically some changes that allows the game mode to thrive outside of reset and make people no longer rely on passive abilities like this.

Oh yeah lastly there are players that over time have begun to view wvw for pip farming for rewards where they aren't botting or afking but almost the same exact thing. They just go in with ungeared characters and just throw themselves on the enemy hoping to get a tag in to count for participation and then just sit around clogging up the map queues so you can have an enemy full of serious active players and then these people abusing the system which they are the same players that are saying nerf this nerf that I don't like it so nerf it. Some kind of check internally that points these people to eotm or something until they begin to get serious enough to be something more than a rally bot.

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@Blocki.4931 said:

@"Happy Yes.1453" said:By now we know the only reason why you are not posting a specific timetable is because the majority would uninstall if they knew how long this will take to implement. You have lost all credibility in the PvP community and you rather keep it that way than making a fixed commitment. It really makes you wonder. Is reality even worse than we think at this point?

Posts like this are the reason they never tell us anything in advance. Every time they do it's not fast enough, if they don't then the game is dead and they're incompetent.Also we JUST heard that swiss tournaments are around the corner, is that not enough? Would you rather they never release it now because it wasn't fast enough before? Doesn't make sense to me to complain about nothing being done when the talk about it was that it is almost done.

Homie, Idk how much you PvP but but swiss was "SoonTM" back in 2018.

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It's funny reading this post and the replies, people talk, including anet about how "toxic" the PvP community is when they post something like this. But they fail to understand the responses is because of how rare a posting like this is, we get something like this once a YEAR (maybe). Had posts like this been ongoing, it would be far less toxic. However if you expect to post an "update", which is just more rehashing of past plans made over a year ago with no ACTUAL changes or updates taking place, this is what you can expect. Do this sort of post for PvE, while only giving PvE the amount of updates and content that WvW/PvP have seen and see how toxic they become.

People are tired of nothing, people are mad that nothing was said in the announcement, and people keep on telling them "it was never about PvP, it was always meant to be about LS", which is the whole point you are missing, PvPers DON'T CARE ANYMORE. Put PvE in the back seat for ONCE, we want something NOW, not "soon™".

This is nothing more than a "oh c**p, they have remembered we have not done anything or given any updates for what we promised a year ago, guess we better give them a single post about what might come soon™"

The fact we are over a year in and you are not even ready to TALK about the system, means nothing, not one single thing has been worked on with the system since it was last talked about. Now, please, PROVE ME WRONG.

P.S. Please don't take this the wrong way, we want to see more posts like this. However, until something happens, more than just posts about promises that never come, the response is going to be toxic.

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Chaotic interruption Mirage is still way too strong in WvW roaming and PvP. The penalty of your weapon recharge rate being reduced is absolutely meaningless. The Mirage cloak damage from your illusions critically hitting with Infinite horizon is where all the damage comes from.

You are also introducing a guaranteed interrupt from chaotic storm , which is also used for the chaotic interruption Mirage build by taking staff.

This build is Cancer in WvW roaming and PvP 5vs5 Ranked. Please address this properly. You temporarily disabled it in PvP, until supposedly it could be addressed properly.

From what I can see, it has not been reworked or addressed properly.

I know that Mesmer identity is being able to disrupt, but players should not be immobilized and dazed simultaneously. It’s way too powerful and ruined last season once everyone started using this build.

On another note, all the other changes look like they could improve WvW Zerg fights in general. But this is what stood out immediately after reading these proposed changes.

Now I know people are going to put me in Over Nerf Mirage clan, but that really isn’t the case.

I actually think the most powerful classes in PvP that have not been addressed or toned down is Holosmith and Spellbreaker. Now Spellbreaker has been toned down a couple times, but Holosmith Damage output really should be addressed.

As a Scourge main, this is what I can really comment on. Reducing the barrier output of Sand Flare in WvW will make it easier to zerg bust and probably make it slightly easier to take down a Zerg. However, if this change was also implemented in PvP it would nerf Scourge out of the meta and make it way to easy to kill solo Necros. This is a solid change for WvW and well thought out. However, this should never be implemented in PvP, but is reasonable change to make for WvW.

Reducing Aegis spam from Firebrand looks good too.

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@Stephane Lo Presti.7258 said:

sPvP

Monthly Tournaments

Getting monthly tournaments back on, is currently our #1 priority for PvP. We’re working on this as fast as we can. (Note: Fixes may already be live by the time this post is up.)

Meanwhile people in the next sticky thread still post daily about getting stuck in ATs and Rankeds/Unrankeds. You really have no shame.

Also, top priorities for sPvP are one feature that was introduced 2 years ago, was fucked up and is now disabled and a minor change that was announced 1,5 years ago and was supposed to have gone life in 2018. Enough said, really.

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@Cronos.6532 said:Can you guys also re-poll cannon blueprints? I think that people would be more likely to accept additional blueprints if placeable cannons were balanced by decreasing their damage or range, or increasing their supply and currency costs. They were close to being added to the game, but people voted no as they were too powerful at the time.

Given how weak siege is against players in general I think we need more of it and more powerful. I'm pretty sure if a weapon can blast a hole in a stone wall that it can do far far more damage to a meatbag.

I do see potentials for abuse, but they might be resolved perhaps by requiring cannons to only be placeable on hardpoints? So that means on walls or floors in structures, but not on grassland outside as you are seiging into a building.

But in general siege ought to do far more DPS than character skills.

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about wvw:

the game need to be changed to be less raid and commander dependent, if i enter at wvw and i saw no commander or raid i will just leave, then the next player will do the same and we got a loop there and wvw will be empty.

make a matchmaking to players auto enter in a party/squad when they join wvw, so they can stick together and do something, with the choice to leave and join another one or play solo if they want.

Just give players a stats buff +50 to +500 all stats plus easier building capabilities when outnumbered like the lords has based on how many enemies players are around in a radius (5000 away?), so we can play when there's no commander to zerg, maybe this will force players do more tactical parties and conquest different places and not leave wvw when outnumbered, the game will be way more fun to have more commanders playing at different places, the map is huge but 90% of the time there's only one commander taking one place at a time with a huge raid just spamming skills and one raid defending ,since no one know what they are doing because they can't see anything.

Make worth using sieges weapons :players just stay there launching their aoe skills at the wall, do not let players attack from walls to ground or ground to wall unless they are using a siege weapon( just show a invalid path msg like teleport skills), the players skills will hit way more than sieges so they are useless, if players want to pvp they should go to the ground or enter the place(tower/keep), if players want to attack the sieges they should make others sieges on the ground or above the walls, so make sieges cost less supplies to build so you need only one full supply capacity to finish and don't have to go back to a camp/tower to gather more, this will make players start using it on battles.

Make siege building a skill:give players a interface bar just for siege weapons give it a cooldown and that can be a mastery where players can build better weapons if leveled up, not is more annoying than searching for itens on the inventory in the middle of the combat and taking room from the inventory, i just destroy then all after i leave wvw then i have nothing when i want to play again.

Make worth taking towers/keeps/camps:it's always look that do not worth taking towers and keeps

Give buffs on supply capacity based on how many camps/towers/keep was taken by your wolrd up to +20 plus your normal capacity;Give more pips based on how many camps/towers/keeps was taken by your world, this will force players take more places just to get more pips, like +0,5 per place taken+1 per keep;Give a 5 min pip buff or next tick to players that take camps/towers/keeps/castle +1 to camp +2 to towers +3 to keeps +4 to castle, so they get rewarded for it;Buff the walls of the castle based on how many towers the world has around, this will force players take towers before the castle and force the owner of the castle keep towers to keep the castle;Give a option to hide mercenaries(camps):call help from champions mercenaries to defend or attack towers if you have enough supplies for it;Give a option to hide npc golems(towers):call help from golems to destroy walls/gates if you have enough supplies for it;Give a option to hide legendary heroes(keep):call help from legendary heroes defend the castle or attack the enemy castle if you have enough supplies for it;like if you give them 100-500 supplies they will fight for you;

Does even worth killing or defending caravans?Make a option to caravans follow you with fasters speeds so you can carry more supplies and build more sieges;Give supplies to enemy players that kill caravans and make near players defending it lose supplies if a caravan die;

Give more rewards for the world that win:if a world win everyone from the world will get a buff at pve like +100% magic find +10% dmg/def etc... 2º place get the buff halved and 3º place get nothing or just give the buff if someone finish the wood chest, this will incentive pve players join wvw just to get buffs so they can finish raids/fractals/bosses easier

Lower a bit the requeriments to get the rewards from chests:you need to play like 3 full days to get all chests, that's insane, just halve the time or give more rewards like more 3 shards per chest for ascendedGive chests based on what map you are:that will give a incentive to players play others maps that is always empty, so if you get all the chests on eternal battleground just move to crystal desert or give a parallel chest for every map with vip content's from that map something like Eternal chest/crystal chest...

just some suggetions

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I have been saying this for 6 months and I will say it again.

All the Guild vs Guild mode would need is to utilize the same PvP 5vs5 Ranked Maps and create a separate team ladder to allow 5 man teams to compete. The only game development would be creating a GvsG 5vs5 ladder that is completely separate from the current solo/duo que Ranked ladder system.

On demand tournaments will never be as successful, as implementing a separate GvsG ladder which PvP players have been asking for 7 years.

Now some people will say they want a completely brand new game mode for PvP, but I think this is unrealistic at this point. But creating a separate GvsG ladder for 5vs5 using current maps would be possible if ANET wanted to implement new game modes.

I am honestly, really looking forward to the new Mini-Seasons for 2vs2 or 3vs3. I can’t wait for this season to be over, in order to climb a 2vs2 or 3vs3 ladder as brand new content. I suspect these Mini off-season’s will be the best competition this game has ever seen.

I’m a RTS Warcraft 3 and Starcraft 2 player at heart, and can’t wait to shine in 2vs2 and 3vs3.

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Tbh, I expect GW2 to run its course for the next 2-3 years until GW3 or whatever project ANet is currently working on is announced/released. Sales have been plummeting for a very long time, the lay-offs and the announcement of the Icebrood Saga as well as the vague timeframe in OP show where their focus is.

All I can say is thank you for great gaming in GW2 and even moreso in GW1. GW1 still got my heart (and, personally, is the better game).

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