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Regional FlagSpvp destiny. An important messageSource
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Dsquaredcri.9421
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#1 -

Dear Jonathan Sharp,

We really want to know some news from you to the near spvp future features.

We really want to stop play paid tournaments where only 100 players ( eu ) play it every evening ( thats embarassing for a new game, paid tournm should be played by thousands of thousands people ), starting a paid means 5people x 8 teams= 40 people so you can start 1 tourny or max 2 per time ( every time against same people )

We really want to play a single 5v5 premade matchmaking game with an elorating ladder (cmon, 40 mins for a tournament is too much time )

I dont know if you’ve thought yet about it, i dont care.

Tell us why u won’t do this or yes do it! Cmon!

Edited – Discussion of moderation is not allowed. ~Dalmarus


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ArenaNet Poster
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#35 -

Jonathan is out until Monday but I’ll try and get him to respond. Short answer is we are listening to you and you will hear more soon.

Jon


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ArenaNet Poster
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#40 -

Because Jonathan knows more about what we are doing with PvP, and because we don’t say we are doing X until we are 100% doing it or else we get a lot of you said X, I wants it NOW!!!


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ArenaNet Poster
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#154 -

Hey all, hope you guys had a great break!

There are so many things to talk about, so instead of quoting individual people, I’ll just make a post outlining things that people have mentioned.

New features: As I said in the Guru state of the game, January won’t see any big updates. Everyone is getting back from vacation, so it’s a small patch. We’ll see bigger updates in later patches, etc.

I plan to write out a full blog for these features as they’re closer to being ready. But I can give a few details now:

  • Custom Arenas. This is still our top priority for the time being, as it allows the playerbase to do so many things. You guys can set maps up in the ways that you want, and it you can set up your own servers to allow you to practice with your friends. It also allows custom tournaments, etc. It just gives you guys a lot of control over the game, so we’re pushing hard on it.
  • Ratings/matchmaking/leaderboards. These are being worked on. I’ll give more details on this later, but quickly: We will be using our MM (matchmaking) system to match teams up against one another. Each player has their own rating, and these ratings are used when 2 teams are fighting one another. MM obviously won’t be used in public matches (because people are jumping in/out all the time), and instead will be used in tournament formats. We will be using the MM system in the background as you play, and then we will be showing player ranks via our official leaderboards. These leaderboards will show things like player ranks, wins, losses, qualyfing points, etc.
  • New player experience/teaching the game better. We want players of all experience levels to enjoy the game, not just the hardcore. We’ll talk more about this stuff later, but we want to make sure all players enjoy the game. Custom Arenas will help here as well, because players can find arenas where they feel comfortable, and play the game with the same players every day while they learn the game, etc.
  • 1 team vs. 1 team. Like with other things, I was going to do a more robust blog on this later, but we are doing this. We will be testing out Temple of the Silent Storm for tournament rotation play by doing a 1 team vs. 1 team setup (as opposed to the 8 team setup we use in tournaments). This will mean only two teams play, one wins, one loses. It will cost less to enter these 1on1 matchups than tournaments, but rewards will also be scaled down. You won’t have to go multiple rounds, and once a match is over, both teams can jump right back into the pool. So overall, compared to tournaments, it will have less rewards, but it’s quicker to play and easier to get into/out of. We’ll be testing this system in the near future to see how it works, and if feedback is positive, we may look at trying to incorporate the 1on1 format into PvP. We know that free tournaments are going almost all the time, but we recognize that paid tournaments are having some issues right now, so have been listening to you and have made plans to improve the experience. You guys have made some great suggestions, and a lot of your ideas are in alignment with the things propounded in our internal meetings. So thank you for all your passion and suggestions!

That’s all I can say for now on that stuff for now. I’ll try to jump back in this thread during the week as time allows.

Cheers,

-J


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ArenaNet Poster
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#376 -

^Conquest will be here to stay. ‘cus they want it newb friendly, spectator friendly, ’easy to understand, hard to master’,etc.

But I do think they can work on the secondary objectives or make some more ‘complex’ twists.

They could do a king of the hill at mid point, if that’s capped it opens up the two side points or something catchy like that.

They can incorporate a flag into the three-point stuff.

I don’t mind for the conquest mode, they should just shake up things a bit more.
I find Kyhlo the most ‘complex’ one to play, foefire most ‘boring/easy’ one.

I agree. We’ve done some of the core stuff we wanted to nail w/ the conquest format, so now we’ll start getting into different secondaries that provide new types of gameplay.

Also, I think it’s ok to have some “just for fun” maps and “competitive/serious/tournament” maps. So let’s say we come up with a secondary that may appeal to more casual players, but not as much to hardcore players. I think that’s ok. It will just be known (and other games do this), that some maps are more for casual audiences, and others are for the hard core players.


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ArenaNet Poster
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#385 -

Thanks for all the feedback guys. We’re looking forward to the 1 team vs 1 team test coming up and seeing your feedback.

We plan to do other tests down the road, depending on how it goes. So that’ll be a great place for us to try some new ideas! And as I said, once we feel we have a strong core of “normal” conquest maps, I think it’s totally fine for us to branch off and try some other things that may not make it into tournament play.


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ArenaNet Poster
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#387 -

And as I said, once we feel we have a strong core of “normal” conquest maps, I think it’s totally fine for us to branch off and try some other things that may not make it into tournament play.

I think you have a very very stroong core of “normal” conquest maps.

I really love your sPvP, especially the fact that you have such a great training-area for new players (the Mists lobby); It’s great to create a new profession and almost immediately are able to try out gameplay with all skills and traits against NPC-bots of each profession. Thanks for that! No more starting as a clueless player in sPvP.

Thanks! I still feel like there is improvement to be made there though! I’d like to help new players and casual players even more than we do now, which is something we’re planning to improve down the road.


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ArenaNet Poster
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#401 -

@People asking about 1on1’s: For now it’ll function like the current tourney system, but instead of 3 rounds, it will be 1. So both teams join, go in, play a game, come back out.

We also toyed w/ the idea of the “winner stays, loser pays” mentality, so it’s something that has been tossed around. As this will be a “beta” test of the system we’re going to be open to iteration and listening to player feedback on it very closely.