dragonkain.3984 Posted October 19, 2017 Share Posted October 19, 2017 Very few people like this silly Conquest mode that you are trying to force down people's throats over all these years, judging by constantly deminishing sPvP player population, so may be it's finally time to give players what they wanted since day 1 of guild wars 2, aka a proper deathmatch mode?And yes, I want to note it shouldn't force players into a clustering in a tiny spot, which promotes only classes like scourge or dragon hunter or full counter spam, making literally 100% of other melle builds in game unplayable, creating this meta that people hate so much lately. Link to comment Share on other sites More sharing options...
Reaper Alim.4176 Posted October 19, 2017 Share Posted October 19, 2017 You surely can. Just not here in GW2. Unsupported Circle Dancing or GTFO. That's been the devs motto in this game. Link to comment Share on other sites More sharing options...
Ithilwen.1529 Posted October 19, 2017 Share Posted October 19, 2017 In the NCsoft sister game, Star Trek Online, ( and if you think GW2 is grindy you've seen nothing yet,) There is death match PvP. It has a reputation so ugly that players are sometimes reduced to challenging random people on the pve maps.In GW2, Courtyard was extremely toxic and finally removed. If you want death matches, I'd suggest WvW. It's very clear from history that this is not a good game mode. Link to comment Share on other sites More sharing options...
dragonkain.3984 Posted October 19, 2017 Author Share Posted October 19, 2017 @Ithilwen.1529 said:In the NCsoft sister game, Star Trek Online, ( and if you think GW2 is grindy you've seen nothing yet,) There is death match PvP. It has a reputation so ugly that players are sometimes reduced to challenging random people on the pve maps.In GW2, Courtyard was extremely toxic and finally removed. If you want death matches, I'd suggest WvW. It's very clear from history that this is not a good game mode.Hah, toxicity is not a problem of deathmatch, its a problem of developers of all team games valuing wins losses over personal players performance, making everyone hate each others because they realize that their win/loss contribution is only roughly 20%, and roughly 80% of that contribution to a loss is thanks to 4 other players, which creates this toxicity.If devs valued personal performance and not win/loss in a fkn 5v5 game, no toxicity would exist and everyone would blame only themselves for their own bad personal performance. Link to comment Share on other sites More sharing options...
coro.3176 Posted October 19, 2017 Share Posted October 19, 2017 Pure Deathmatch would be a tough gamemode for gw2. First, how would you score it?If everyone who dealt some damage gets a point, it'd favour mobile classes with aoe that can tag everyone then escape.If only the person who deals the last hit / stomps gets a point, it favours classes with invulns or cheesy 'kill stealing' gameplay. Link to comment Share on other sites More sharing options...
dragonkain.3984 Posted October 19, 2017 Author Share Posted October 19, 2017 @coro.3176 said:Pure Deathmatch would be a tough gamemode for gw2. First, how would you score it?If everyone who dealt some damage gets a point, it'd favour mobile classes with aoe that can tag everyone then escape.If only the person who deals the last hit / stomps gets a point, it favours classes with invulns or cheesy 'kill stealing' gameplay.We already have Top Stats system, lol. Dmg/Kills/Healing are enough for deathmatch alone, but like conquest maps have additional map-specific objectives, deathmatch can have them too, so securing those objectives can be added to the stats tracking list. Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted October 19, 2017 Share Posted October 19, 2017 bring back Courtyard, best map ever since the old 8v8.... Just bring back 8v8 hotjoin actually... Link to comment Share on other sites More sharing options...
Allarius.5670 Posted October 19, 2017 Share Posted October 19, 2017 I was a fan of courtyard, but there were/are legitimate complaints about the alternative sPvP gamemodes of GW2:Stronghold suffered/suffers from a double resource focus, requiring resources to gain npcs and requiring npcs to progress the game. Players intimidated by PvP continued to be despite alternative roles available. The gamemode also generally received complaints from PvP players due to the focus on npcs and the ability to focus on that aspect of the game to the general exclusion of player combat, further exacerbated by the ability to channel without damage interruption.Courtyard suffered from a lack of easy build swapping in a singular shared queue with conquest and the gamemode's inherent hindrances to effective regrouping.Keep in mind the context surrounding each gamemode when they were primarily active. Stronghold was a major focus during the release of HOT when elite specs were insanely overtuned; and, courtyard saw most of its play pre-HOT when there were fewer effective tools available to deal with bunkers and turtling. Additionally, both modes were active when 5 team queues could be matched against full teams of soloers, much to the ire of many players.I've also seen a common complaint regarding courtyard's map design. The map had a good mix of line of site to prevent ranged superiority, choke points to prevent melee superiority, and general open ground. However, chokepoints needed to be surrounded by multiple access points and open ground to give melee more room to approach and maneuver while helping to prevent turtling and AOE superiority without inhibiting its ability to use for area denial.Based on the above, a team deathmatch gamemode would need to address these issues to be successful:(1) unique queue,(2) queue rules to address team queue advantage, and(3) revisting the gamemode's mechanicsThere are three major ways that I can see to address the gamemode's mechanics:[A] limit/prevent respawns, score in rounds, and/or[C] allow immediate respawns. [A] suffers from players dying off early and being unable to play/contribute until other team members are killed. and [C] do not address the slugfest suffered by the losing side that cannot regain momentum.I think the best approach may be a combination of all three: rounds with limited respawns that do not suffer delay. Immediate respawn would minimize hindrances to regrouping and give advantage to teams forced back to their spawn. Limited respawns minimizes the duration of slugfests when losing teams cannot regain momentum. Rounds of limited and relatively short duration prevent long slugfests and a kind of forced regroup to reset momentum. Rounds could be awarded based on first team to suffer a death with 0 respawns available loses and then going to number of kills, number of downs, or outgoing damage in descending order in the case of ties.They added an Altar of Doom mechanic to the map, but I do not exactly understand why they felt it was needed. With the above suggestions, I feel the gamemode would have greater appeal but would require some amount of fanfare to encourage players to try it out and work past any initial growing pains as they adapt to the alternative playstyle from conquest. Splitting a limited player population into different queues is certainly a concern, but could also be addressed by non-overlapping seasons that add much needed variety. Link to comment Share on other sites More sharing options...
Ziggityzog.7389 Posted October 20, 2017 Share Posted October 20, 2017 Anything I mean anything but the constant circle dancing in the maps right now. I'm so bored of having a slow class then having a fast class against me in a speed map.If maybe thiefs couldn't just cross any map in 15 seconds while the rest take 45 seconds. Conq might be competitive. But when you have a super speed class in a game about time and nothing more. Then the game becomes stale. Link to comment Share on other sites More sharing options...
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