Guild Wars 2 sPVP - The Death Spiral of Competitive Play (Analysis/Rant)
#1
Posted 08 November 2012 - 02:54 PM
Paid tournaments are seeing long queue times even during peak hours, and there seems to be a dwindling number of teams that are taking the game seriously anymore.
There are several reasons for this:
- Stagnant, uninteresting play (bunker guardian, tp mesmer in every comp, few viable builds overall)
- Limited options for solo players
- New or pickup teams have no consistent way to play against other evenly skilled opponents
- The ticket system is placing a barrier in front of people who may actually want to try to find consistent arranged opponents
- tPvP is missing many basic features that even GW1 released with 7 years ago
I elaborate on these points in the following video.
The actual combat mechanics and gameplay are very good, but this system currently in place is not fostering a healthy growing competitive community.
It is my hope that posts and videos like this will spur Anet to take immediate action to save the competitive side of their game as we are dangerously close to losing the critical mass of players that is necessary to sustain competitive sPvP.
QPs Post:
Based on the qualifier point post made yesterday there are ~70 players with 5 points or more which equals 14 teams that have had any sort of consistency if the list is accurate.
That isn’t enough to run 2 fully competitive tournaments at once. If you look at the number of people who have more than 20 points and probably win / farm newer teams consistently, it looks like around 4 teams which can even run 1.
These are Anets own numbers, and should in my view be a red flag for people who would like to see a healthy scene.
#2
Posted 08 November 2012 - 03:51 PM
One solid point we can take away from your rant is that Anet's plans to monetize sPvP are likely going to blow up in their face. The game can hardly get enough players to play sPvP for free, let alone make them pay for servers and competitive tournaments. They'd be better off providing those things for free now and focus on adding aesthetic pay options down the road (a la LoL.)
Edited by FoxBat, 08 November 2012 - 03:53 PM.
#3
Posted 08 November 2012 - 04:04 PM
And I just cannot agree with this statement:
Quote
Edited by Veles, 08 November 2012 - 04:04 PM.
#4
Posted 08 November 2012 - 06:54 PM
#5
Posted 08 November 2012 - 07:04 PM
Some of the things GW2 needs to add asap or it will die:
-rankings/ladders
-solo queue random matches for 5v5
-duo queue random matches for 5v5 weighted based on rankings
-team 5v5 only
-solo queue tournament matches for 5v5
-duo queue tournament matches for 5v5 weighted based on rankings
-better ways to hook up with a team while waiting in the mists
#6
Posted 08 November 2012 - 08:22 PM
#7
Posted 08 November 2012 - 08:29 PM
I do agree that the base combat mechanics are good, and that how ANet tried to monetize sPvP (via paid tourney) has so far fallen flat on its face.
#8
Posted 08 November 2012 - 11:16 PM
FoxBat, on 08 November 2012 - 03:51 PM, said:
One solid point we can take away from your rant is that Anet's plans to monetize sPvP are likely going to blow up in their face. The game can hardly get enough players to play sPvP for free, let alone make them pay for servers and competitive tournaments. They'd be better off providing those things for free now and focus on adding aesthetic pay options down the road (a la LoL.)
Hey I appreciate the response, I guess we differ in that despite the problems I don't want spvp to simply just die off because I do believe the innovative mechanics do make the combat itself fun and enjoyable.
Conquest mode is not ideal at all, and i would prefer something closer to GvG, but I don't see new game modes coming in any time soon if the current mode dies.
That said, I really don't blame people for packing up and leaving, and I pretty much have done so myself at this point.
Veles, on 08 November 2012 - 04:04 PM, said:
And I just cannot agree with this statement:
Well they didn't even get to anything close to a MOBA because they have no solo system, have no ladder or MMR and are asking for currency to play an incredibly bare bones arranged team system.
When I refer to good mechanics I am talking about no trinity, no auto targeting for most skills, dodging which are new innovations for the genre. I do see how people may not like things like down state or conquest mode however.
ArcherHenchman, on 08 November 2012 - 06:54 PM, said:
Agreed. Once the newer teams ran out of tickets after being farmed by the small number of hardcore people a lot of them simply left rather than spend time farming frees or spending money.
Odinson, on 08 November 2012 - 07:04 PM, said:
Some of the things GW2 needs to add asap or it will die:
-rankings/ladders
-solo queue random matches for 5v5
-duo queue random matches for 5v5 weighted based on rankings
-team 5v5 only
-solo queue tournament matches for 5v5
-duo queue tournament matches for 5v5 weighted based on rankings
-better ways to hook up with a team while waiting in the mists
Yes all solid points and things that are needed to maintain a sustainable community.
Skyro, on 08 November 2012 - 08:29 PM, said:
I do agree that the base combat mechanics are good, and that how ANet tried to monetize sPvP (via paid tourney) has so far fallen flat on its face.
Yes asking new people for money to get stomped by hardcore players who already have unlimited tickets is incredibly stupid. This isn't poker where a noob can get lucky and win. They will just get farmed and leave which means the community cannibalizes itself to death.
And getting people to come back after they were basically duped by Anet into thinking the game had Esport potential is incredibly difficult with so much competition out there these days.
#9
Posted 09 November 2012 - 12:18 AM
I hope they can introduce features to save this game in the long run.
#10
Posted 09 November 2012 - 02:10 AM
#11
Posted 09 November 2012 - 04:12 AM
1) High barrier to entry, especially compared to either Tombs or random areas. No real way to effectively solo or duo queue with people to face similarly ranked players. Included with this is no real way effective way to find groups. In GW1 the entire population was located within a few zones, making in easy to find people for pug groups. In GW2 it is just your lone server in Heart of the Mists, so I hope you are in an active pvp one.
2) Stomp or be stomped gameplay, mostly caused by no real match making system. You can face players with 1000 tourney wins in your first tourney, and conversely you can face people that have never played a tourney before, while you have 1000 wins. Neither option is fun. The travesty that is paid tournaments I don't even want to get into.
3) No sense of continuity between your pve character and pvp character. Why shouldn't you be able to use your PvE skins in PvP, and your PvP skins in PvE. If I farm a legendary I should be able to use that skin in PvP, and conversely if someone else farms a legendary, I want to be able to curb stomp them while they are wearing it. On the other side if I unlock cool skins via PvP, I should be able to transmute them onto my PvE gear.
Edited by Zauric, 09 November 2012 - 04:13 AM.
#12
Posted 09 November 2012 - 04:29 AM
However, with that said, PvP is way too barebones and I can see why people have stopped playing it. It's taken them two months to add basic features like paid tournaments, leaderboards (not even fully implemented yet), and another map. They still need to add an observer mode, voice chat, private servers, and possibly additional game modes.
I also agree that the current metagame is terrible. They need to find a way to limit either the effectiveness of bunkers, or to limit how many bunkers a team can bring into a game. They keep talking about how they don't want defence to win games, but they have yet to do something about it.
Clearly the PvP was only an afterthought when designing this game. MMO developers should really consider releasing PvE and PvP versions of their games separately, each with their own development team.
Edited by UssjTrunks, 09 November 2012 - 04:33 AM.
#13
Posted 09 November 2012 - 04:45 AM
Competitive play as far as publicly hasn't really started until now. There is a Ladder for QPs and hopefully shortly custom arena.
Players/teams will probably come back if not now but when custom arena comes and players are able to host/make tournaments outside of automated ingame.
The fact that there are still very strong competitive teams in the game with only 3-4 having a strong pressence on QP ladder actually proves the game isn't on a death spiral. What the QP ladder simply means if not whats mentioned before, that many players have either:
1. Not qued up for Paid
2. Many don't have the required skill yet to compete with some of the top teams.
I for one have not been on/played with a strong team yet in paid that is at the level of cohesive/competitive play like that of those in the Top 10-20
UssjTrunks, on 09 November 2012 - 04:29 AM, said:
Defense doesn't win the games but it creates a ton of map control that allows for their roamers to effectively deal with the other team. Even with JL and other teams that compete against RC/PTC/PZ they use a combination in comps to both play bunkerish while coutering it (2grd with 3 roamers or close variants)
The issue with Grds atm is 1. Runes of Savnir and Mercy 2. Simply superior boon application + retal 3. Invul capabilities to break burst (Shelter + Savnir + RF) esp now with RF being mobile.
Apart from this is the issue of Symbols healing effectiveness coupled many times with a good roaming ele = strong cleanse and point healing that can foil any good burst if focus isn't on point.
Edited by Aodan, 09 November 2012 - 04:49 AM.
#14
Posted 09 November 2012 - 08:36 AM
A good thread...
Spilled my 2 cents there
Edited by Garethh, 09 November 2012 - 05:23 PM.
#15
Posted 09 November 2012 - 08:42 AM
Condiments7, on 09 November 2012 - 12:18 AM, said:
I hope they can introduce features to save this game in the long run.
There have just been fail after fail when it comes to MMOs.. and GW2 would have been there for a glorious change of pace...
But I guess hopes don't solve problems...
Edited by Garethh, 09 November 2012 - 08:43 AM.
#16
Posted 09 November 2012 - 11:01 AM
#17
Posted 09 November 2012 - 03:50 PM
UssjTrunks, on 09 November 2012 - 04:29 AM, said:
However, with that said, PvP is way too barebones and I can see why people have stopped playing it. It's taken them two months to add basic features like paid tournaments, leaderboards (not even fully implemented yet), and another map. They still need to add an observer mode, voice chat, private servers, and possibly additional game modes.
I also agree that the current metagame is terrible. They need to find a way to limit either the effectiveness of bunkers, or to limit how many bunkers a team can bring into a game. They keep talking about how they don't want defence to win games, but they have yet to do something about it.
Yes the innovations in the actual combat mechanics are very good which is why this game needs to survive. A lot of people want to play competitively in an rpg format, and GW2 has done combat better than anyone else. Its just such a shame the competitive systems in place are so barebone and completely unsustainable.
Zauric, on 09 November 2012 - 04:12 AM, said:
1) High barrier to entry, especially compared to either Tombs or random areas. No real way to effectively solo or duo queue with people to face similarly ranked players. Included with this is no real way effective way to find groups. In GW1 the entire population was located within a few zones, making in easy to find people for pug groups. In GW2 it is just your lone server in Heart of the Mists, so I hope you are in an active pvp one.
2) Stomp or be stomped gameplay, mostly caused by no real match making system. You can face players with 1000 tourney wins in your first tourney, and conversely you can face people that have never played a tourney before, while you have 1000 wins. Neither option is fun. The travesty that is paid tournaments I don't even want to get into.
3) No sense of continuity between your pve character and pvp character. Why shouldn't you be able to use your PvE skins in PvP, and your PvP skins in PvE. If I farm a legendary I should be able to use that skin in PvP, and conversely if someone else farms a legendary, I want to be able to curb stomp them while they are wearing it. On the other side if I unlock cool skins via PvP, I should be able to transmute them onto my PvE gear.
1) Very good point I hadn't even thought about. Stratifying the spvp crowd across 50 or whatever servers is yet another thing that hurts new people and new/pickup teams forming.
2) Yes no ladder or MMR leads to a situation that is completely non-competitive. Even further is that the less experienced people who get stomped have all for the most part left, leaving about 30 players who are 'competitive' which is a joke.
3) I agree this is a design flaw because people from other areas of the game are not interested in sPvP. This means that the competitive development gets put on the back burner and nothing changes before everyone is gone.
Psikerlord, on 09 November 2012 - 02:10 AM, said:
I highly doubt there are going to be any fundamental changes to the system. Its just going to be some balance and bug fixes.
Garethh, on 09 November 2012 - 08:42 AM, said:
There have just been fail after fail when it comes to MMOs.. and GW2 would have been there for a glorious change of pace...
But I guess hopes don't solve problems...
Yep, they slapped an e-sports sticker on the game as a marketing to sell more boxes at release even though the game isn't anywhere close to having a functioning competitive system let alone Esport potential.
Garethh, on 09 November 2012 - 08:36 AM, said:
A good thread...
Spilled my 2 cents there
Yes the threads on the main forum made by Pray and myself got merged and the titles changed to 'PvP feedback'. It honestly looks like an attempt to bury legitimate criticism.
#18
Posted 09 November 2012 - 03:57 PM
Draecor, on 09 November 2012 - 11:01 AM, said:
From all indications, Anet focused on the pve side of things with minimal pvp scraps in this patch. Burning ship right now in all forms of pvp in the game.
#19
Posted 09 November 2012 - 04:26 PM
GammaWolf, on 08 November 2012 - 02:54 PM, said:
(...)
The actual combat mechanics and gameplay are very good
#20
Posted 09 November 2012 - 04:46 PM
raspberry jam, on 09 November 2012 - 04:26 PM, said:
What made GW1 special was the metagame with hundreds of skills etc. Period. It wasn't perfect and you often got periods of stagnant play, yet due to there always being a ton of unused skills, fresh gameplay was only a rebalance away. GW2 doesn't have the same system and therefore you don't get anything that make it stand out, and no way to refresh itself. Despite the hype, there is no emergent gameplay and certainly no emergent mechanics in GW2.
The good gameplay I am referring to is the combat mechanics like no trinity, no auto targeting on skills, dodging, and other things.
The stagnant play is due to the overall lack of builds that see consistent play, especially bunker guard and tp/time warp mesmer which make up 2 out of 5 on most comps. A guardian is fun to play, but when every guard is running and doing the exact same thing it gets boring over the long term.
And yes this was also a major problem in GW1.
#21
Posted 09 November 2012 - 05:33 PM
GammaWolf, on 09 November 2012 - 04:46 PM, said:
The stagnant play is due to the overall lack of builds that see consistent play, especially bunker guard and tp/time warp mesmer which make up 2 out of 5 on most comps. A guardian is fun to play, but when every guard is running and doing the exact same thing it gets boring over the long term.
And yes this was also a major problem in GW1.
If you mean PvP, the thread topic (so that's why I thought you meant in PvP), there never was a trinity anyway. The reason why it was not a problem in GW1 for large periods of time was, as I said, the wealth of skills. This caused a system of emergent mechanics. Even when some builds were dominant, the rest were right there, simmering under the surface.
Look at this post, from GWO:
Quote
Anet has absolutely fantastic coders, but I've always been under the impression that they sort of lucked into making a really cool game, and they don't quite understand what makes it cool.
Uh, one question. What do you mean by "no autotargeting on skills"?
#22
Posted 09 November 2012 - 05:44 PM
No auto-targeting skills means you can activate skills when the target in not in range and end-up whiffing.
A lot of games in the past only allow you to activate a skill when the target is in range, or its like GW1 where activating some skills will auto run your character to the target.
This stuff has already been debated over and over for months. The hot button topic right now is the dwindling competitive community and the lack of interest in sPvP in general.
Edited by GammaWolf, 09 November 2012 - 05:48 PM.
#23
Posted 09 November 2012 - 05:51 PM
raspberry jam, on 09 November 2012 - 05:33 PM, said:
If you mean PvP, the thread topic (so that's why I thought you meant in PvP), there never was a trinity anyway. The reason why it was not a problem in GW1 for large periods of time was, as I said, the wealth of skills. This caused a system of emergent mechanics. Even when some builds were dominant, the rest were right there, simmering under the surface.
Look at this post, from GWO:He is absolutely right. They didn't understand what made GW1's PvP so successful, and therefore they could not replicate it. GW2 does not have a system of emergent mechanics, does not have self-refreshing system, a rebalance would just result in the same problem as right now but with slightly different builds... If even that.
Uh, one question. What do you mean by "no autotargeting on skills"?
Do you still think Arenanet has such great coders? Compare Guild Wars 1 with Guild Wars 2. The latter has ALOT more bugs than the first game ever had. I think the loss of three of their best coders, Jeff Strain, James Phinney and Patrick Wyatt really hurt Arenanet in that area. Their replacements aren't nearly as good.
#24
Posted 09 November 2012 - 05:55 PM
GammaWolf, on 09 November 2012 - 05:44 PM, said:
No auto-targeting skills means you can activate skills when the target in not in range and end-up whiffing.
A lot of games in the past only allow you to activate a skill when the target is in range, or its like GW1 where activating some skills will auto run your character to the target.
This stuff has already been debated over and over for months. The hot button topic right now is the dwindling competitive community and the lack of interest in sPvP in general.
And when you say no auto-targeting, what you mean is really no auto-follow. IMO, that, and the fact that you can use non-instant skills while moving, is extremely bad for the game since it causes input overload (consider the effect of Chiizu dancing in GW1).
I know what the topic is, and I'm telling you exactly why the competitive community is dwindling. It's because GW2 has fundamentally uninteresting mechanics.
#25
Posted 09 November 2012 - 05:56 PM
Zauric, on 09 November 2012 - 04:12 AM, said:
1) High barrier to entry, especially compared to either Tombs or random areas. No real way to effectively solo or duo queue with people to face similarly ranked players. Included with this is no real way effective way to find groups. In GW1 the entire population was located within a few zones, making in easy to find people for pug groups. In GW2 it is just your lone server in Heart of the Mists, so I hope you are in an active pvp one.
2) Stomp or be stomped gameplay, mostly caused by no real match making system. You can face players with 1000 tourney wins in your first tourney, and conversely you can face people that have never played a tourney before, while you have 1000 wins. Neither option is fun. The travesty that is paid tournaments I don't even want to get into.
3) No sense of continuity between your pve character and pvp character. Why shouldn't you be able to use your PvE skins in PvP, and your PvP skins in PvE. If I farm a legendary I should be able to use that skin in PvP, and conversely if someone else farms a legendary, I want to be able to curb stomp them while they are wearing it. On the other side if I unlock cool skins via PvP, I should be able to transmute them onto my PvE gear.
#3! Seriously, I wish this were true so bad. GW2 said they were going to be about customization of your character looks and this is one of the main reasons I started this game. I'm not about tiered armor to show off to everyone, I'm all about does my character look cool to me at the end of the day. A lot of times, I mix and match my armor to make this happen.
And why should anet not do this? Does it matter? It doesn't. We have the same stats in PvP already, so you should be able to look like you want based on PvP or PvE. It doesn't have any affect on your play at all and you've spent the time already in the game, allow us to choose.
Also, it is really frustrating to start the game and know that I can't look at my PvP skins when picking what character to be. I PvP, that's what I like to do, but all my characters look like homeless hobos because they are in their level teens or lower PvE gear. Disgusting.
#26
Posted 09 November 2012 - 05:56 PM
Diablo85, on 09 November 2012 - 05:51 PM, said:
Edited by raspberry jam, 09 November 2012 - 05:58 PM.
#27
Posted 09 November 2012 - 06:53 PM
raspberry jam, on 09 November 2012 - 05:55 PM, said:
Well what can I say, that hasn't been my experience. While I have no doubt there are people who dislike the mechanics, a lot of spvp players did like the combat and spent a ton of time playing initially. Most have left mainly because the current competitive system is so bare bones, they didn't dislike the game at its core.
Edited by GammaWolf, 09 November 2012 - 06:55 PM.
#28
Posted 09 November 2012 - 07:58 PM
GammaWolf, on 09 November 2012 - 06:53 PM, said:
Meanwhile, a ton of multiplayer games have horrible competition support systems around them but people still play them because they are fun. Just like they would play GW2 no matter what if they liked the game.
#29
Posted 09 November 2012 - 08:29 PM
#30
Posted 09 November 2012 - 08:37 PM
Not to mention there's no diversity in teams, everyone's running the same build, same skills, using same tactic and strategy., Personally, fint that boring. I
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