Feedback:User/Pantsman/My Grand Idea for Structured PvP

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Keep GvG. It is "Guild wars" after all and it's just the highest form of competitive play.

You really only need 1 or 2 modes of play in structured pvp instead ra,ta,ha,gvg,hb,and ab. Too many formats only spreads your player base too thin and if you think for the future you don't want to have the current problem that you are having now: not enough players playing anyone format except maybe ab.

Here's what you should do for GvG: -6v6 GvG where you need 4 guild members to GvG. -Maps should be about the size of TA maps in GW1 but a little bigger. -Flagstand held 1 minute for moral boost -Backpassage way for splits. -Guild base should be about the size of the grotto (where the lord and bodyguard is).This will significantly reduce the time it takes to run. -Matches should be 10 minutes tops. -Balanced in a way that 1 monk is better. -Ladder and Obs mode come back.

Then have an outpost where you can pug gvg. Obviously not gvg since it's not guild based but it'd be the same maps, the same mode and everything. This will help people gain experience in a gvg format before they actually gvg. Essentially this outpost would be for people graduating from world pvp and going to structured pvp. This would also discourage pugging in ladder play. Titles can be given in this outpost play as well and titles should be given in GvG based on monthly tournaments. Also teams can be paired based on their total faction (or equivalent in GW2) so less experienced people go against less experienced people. This would help them not get discouraged.

6v6 would mean that it is easier to get a group together and especially for the pugs. Also if matches are ten minutes is not as long of a time commitment which is also good for pugs. It should be balanced in a way that 1 monk and 1 runner is the best option. So if you had two monks the three other people at stand won't be enough to kill. This is also good because very few people like to monk and it is one of the hardest positions to find. The rest of the team can have passive defense like blinds, snares, and warhate hexs to aid the 1 monk. However you don't want fullteam passive defense like paragons, it is a well disliked part of the game and doesn't take very much talent.


I think if you create the game good enough from the beginning like counterstrike and starcraft you can have a player base for ten years to come. Also if you have a way of easing newer players into more competitive player because in the original it is quite daunting.

Another suggestion I have is to check teamquitter.com forums. That's where anybody who is anybody in the GvG community go to discuss things. It can be immature but these are the people who know what the game needs on the competitive side.

EDITED:

Another thing that is important for the competitive health of GW2 is upstream. In Gw1 it was very difficult to break into the competitive scene after the first year because everyone was established and experienced and only wanted other established and experienced player. Then when those people started quitting not enough people were around to take their place. Basically we need to get new players to be able to compete at high levels (with time of course). What that means is experience, which the gvg outpost should provide. However what I suggest is creating a beginner, intermediate, and pro district at the outpost. This will make it easier for people to find other players of their skill level to play with.

Give money at the end of each match. It's not fair that pvpers can't make money. Then you don't need reward points or anything because they can just buy fancy armor and weapons with the money they get from winning.

GvG titles: I think gvg titles should be given out on how well your guild does in the monthly. This will prevent champ point farming. For example, say your guild gets into the top 16 that should get you a title. Then you can add a number to that title to show how much that person has gotten into the top 16. I.E: fierce champion 3. Here's a more detailed look

-top 32=champion -top 16=fierce champion -top 8=deadly champion -2nd place=???? -1st place=Ultimate champion

This would make titles way more meaningful. Oh and cape trims should definitely make a come back.

The second title should also be GvG only, no outpost. Titles given at the outpost would only discourage people from actually GvGing. I think the second title should be based on consecutive wins like RA and TA is. This will give people who are not on the higher level something to strive for.