VALARMORGHULIS.9173 Posted July 18, 2019 Share Posted July 18, 2019 The IssueFact #1: I have played this game for around 7 years now. Many know that I have mained Necromancer for 7 years, and I currently play Necro in the competitive environment (I also have played and understand all of the other classes, their roles, etc...). The only current competitive environment is the Monthly AT. That's the issue; We get one event a month, and then 50% of those people that win the top 4 places log out for 3 weeks. That is all facts. -Fact #2: Players that have played in the ESL or AG before, and/or are in the top 50 on ranked LB get matched with players who don't even know how to dodge (that is just an example that scratches the surface to show their low skill level). These players who can't even dodge are either players that the matchmaking system has gone down to gold to pick up after a plat 2-3 or Legend player has waited in Qeue for 7-8 min OR they are players who just so happen to have been lucky enough to make it into plat 1 and MAYBE even plat 2 (and perhaps this is because they are on a class that happens to be over tuned....or it could just be luck...or the fact that my cat could be in the 250-150 LB range because there aren't a lot of players). Theory that follows from the previous: The population of the spvp community is too small to effectively run a solo or duo ranked season. Theory #2: Arenanet has serious issues in player Acquisition, and retention in all game modes. Their targeted customer segment is a customer segment that is very narrow, and shrinking. This isn't ever going to be fixed unless you get someone with brains that comes in and applies a serious business model overhaul--revamping your value propositions to focus on the customer segment that actually has the most potential ROI, Conversion, or whatever you want to call it. Since this is never going to happen-here is my proposition so that those of us who still enjoy sPvP (and are good at it) can get the most out of it while we can: (please notice how I said "AND ARE GOOD AT IT"--this implies that the following proposition caters not to casuals but MAINLY to the top 10% skilled players that are tearing their hair out of their head in ranked qeue because you, Arenanet, failed to correct your business model after you blew $250,000 USD at the worst possible time). Now that all of that is said, and now that I have explained Entrepreneurship & Marketing Segmentation 101 to you as it applies to the game...Here's what to NOT do:Do away with ranked solo/duo Q and ranked leaderboards. Do away with the Daily or Monthly Automated Tournaments or their rewards. Remove features and rewards for the casuals. Add these features:Add a SEPARATE 5 man only team Qeue where you can only and specifically Qeue as a Guild Team--thus making further use of that feature. Re Add team leaderboards for these 5 man Qeues in ranked that is separate from the solo/duo Q ranked leaderboards and rewards. (I know with this you could possibly run into matchmaking issues, but I think that a team should be within 10 places of each other to be matched against one another. If there is no other team queuing in that range after a certain amount of time, then the system can start looking 10 placements further down, and then after more time it looks another 10 spots down for a team qeueing). Scale up rewards won in the MaT and apply them to the top 10 corresponding places on the team ranked leaderboard as the rewards. (This is obviously a more competitive environment than the MaT).The proposed potential results of such a change:Players in the top 10% skill range are happier and mentally healthier. Disappearing after the MaT for 3 weeks (examples: Toker, Zeromis, Nos, Kat, Olrun, Zorh, Moobs, Jeff) is DE-INCENTIVIZED. (this is because now there is a new competitive environment with better rewards that requires consistent play). --sidenote: these better rewards devalue the rewards won in previous MaTs. Player retention increases in generalPlayer retention increases because now people are playing better teams and learning from their losses more than once a month (in the MaT). Sidenote--players get better at conquest not carrying pugs on meme builds. Player retention increases because rewards are now attainable in more than one way. Player Acquisition increases because now there is a new and potentially educative competitive environment with good rewards. **TLDR; Overall--Fostering a ranked system that encourages players to play conquest the way it was meant to be played and incentivizing that creates a better community as well as a learning environment. This opens up the potential for others to learn how to play conquest properly.This proposed system forces players to learn conquest the way it was meant to be played if they want to be a top team and earn rewards. Create a better system for this. The current system only incentivizes matchfixing, Qeue Dodging, Cheese builds, and playing conquest in a way that it wasn't meant to be played.**-ContraversyP.S. Arenanet: I have seen you advertising on Instagram...a little tip from someone who works in that Industry: If you're going to advertise, then advertise a new sPvP competitive feature such as the one I just proposed before you implement it in game. Hype it up etc. Pivot your target market back to the competitive sPvP scene (this is conditional though--you have to make your game not boring as hell to watch.... aka bunker wars 2... Link to comment Share on other sites More sharing options...
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