Feedback:User/4thVariety/Shorter Scoring Cycles in Structured
Shorter Scoring Cycles in Structured | |
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User | 4thVariety |
Categories | Player vs. Player |
In current GvG there is no scoring really. The game ends with the first team scoring a point. As a result, GvG teams are driven to play rather defensively. This is quite the opposite to most popular team sports. Be it Football, Basketball, Tennis, Hockey or any other team sport, they all have very short scoring cycles and then reset the game while tracking the score. When a game is tied, both teams will take larger risks knowing that they have a chance to come back should the other team score first. Therefore the focus in real sports is primarily on scoring.
In GW-GvG the first team scoring wins. Capturing the flag does nothing to win directly, it only increases the chances. Killing an enemy team member or NPC does nothing directly to win you the game. Again, it only increases the chance. The only way to definitely score is to kill the guild lord and you do not recover from that like a Tennis player would after loosing the first set. As a direct result, the main focus of the game shifts from scoring to “not allowing the other team to score”.
This focus on “not allowing the other team to score” is what determines how many offensive and defensive skills enter the build. Adapting GW2's structured PvP to follow the rules of regular sports, the attractiveness of the GW2 “eSport” experience could be increased dramatically. Not only for the player but also for the viewer, who would now get to see more match-determining “score events”, instead of not knowing what the hell those 16 guys are doing for 20 minutes, but now some NPC died and it is over. The features of structured PvP would then be:
(1) Fixed Match length: Either one 15 Minute round, or three five minute rounds with a chance for both teams to alter the builds. Most real sports fix the length of a game and allow both teams to change players and tactics during the match.
(2) Fast Scoring: Each scoring event is a positive reward, not only for the player, but also for the viewer. Any popular game played with a ball offers the opportunity to score within seconds. Structured PvP also requires fast paced scoring conditions. With a high chance of both team scoring during most matches, loosing is less of a deal, since even the loosing team had their positive scoring event.
(3) Reset Gameplay: Once more this is how all TV sports do it. After one team scores, the game resets. No team is at a disadvantage, except for the score. During tournaments, high level guilds already play multiple matches to determine the winner in a best of three series. This improvement of tournament play needs to find its way inside a single match between any two guilds on a random ladder encounter.--4thvariety 10:35, 22 September 2009 (UTC)