Feedback:User/AidanTaylor/Sweeping PvP Changes Needed
Sweeping PvP Changes Needed | |
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User | AidanTaylor |
Categories | Player vs. Player → General |
Anyone still playing Guild Wars can see a lack of any PvP outside of Random Arenas. Codex is empty; Heroes Ascent is empty; Alliance Battle is empty. Surprisingly, there is still a healthy population in-game. It's not uncommon to encounter players out gathering items for Nick the Traveler, or see people selling various items in Kamadan. What would it take to generate serious interest in PvP, and reviving what has become essentially a dead half of the game? By looking at basic reward principles, the Dev team (what's left of them here in GW 1) could make this part of the game popular once again.
Cost/Reward Ratio It's important to understand that a lot of players still here are farming for their Hall of Monuments. This means they want to obtain title points, mini pets, and special weapon skins as quickly as possible. PvP facilitates this, but slowly. There are far more effective methods of obtaining the much-desired 30 HoM points than PvP'ing for them. First, the developers need to take a look at the rewards for PvP. Adjust the fame scale in HA(potentially change the multiplier), and add a balthazar faction bonus for winning streaks. Won 3 maps in a row? excellent, here's an extra 2k balth faction. 6 maps? doing great, here's a 5k bonus... and so on. This in turn means additional Zaishen keys, which equates to title points. This makes HA a viable location to farm two of your titles for HoM, and might entice players new and old to come back to HA combat.
Heroes in HA As a long-time HA player, I hate putting this suggestion in here... but quite frankly, while the population of GW 1 can be described as healthy, it cannot be called robust or thriving. Sometimes you just need an extra body or two. While I understand the concept that having heroes in HA influences the meta (yuck sway-type builds), unless there are a few thousand new players, it's unlikely that we'll see a major population jump, making the task of fielding a full team of 8 a serious chore.
Alliance Battle While I love the original concept of Alliance Battle, and what it represented to the storyline of Cantha, I think it's time for this arena to be melted into a simple 'Red vs. Blue' style, allowing the server to generate mixed teams of players. Winners simply get faction of their "home team". This facilitates faster match creation, which in turn equals more faction being gained overall toward titles. Also, in the interests of speeding up the queue times, the leave/replace system from RA should be introduced to AB, and matches should play consecutively, just like RA. This means no more going back to an outpost after each match; you simply get a timer (something like 1:30 until next match begins) and then your team of four heads to the next map. If someone leaves, the server pulls from the players in queue back at the AB outpost to fill.
Codex Arena I would love to comment on this feature... but it was dead when I came back, and I took a hiatus from GW shortly after its creation. I understand the concept of 'sealed deck'-type playstyle, and again, all I can suggest is to make PvP more enticing by increasing rewards.
PvP has to become a viable way to farm HoM title points before anyone is going to give it serious consideration again.