Apr 17, 2005, 04:30 PM // 16:30
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#1
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Frost Gate Guardian
Join Date: Mar 2005
Location: Atlanta,GA
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GW Must Have Individual Stats
This game is good, real good on a guild level. It's so good that I've lost an entire lexicon of vocabulary words for good.
However, after trying out various builds in the Gladiator arenas (all the new ones are cool by the way) I began to feel as if the gameplay was a bit shallow. Furthermore, I am a bit worried about guild recruitment come retail. Surely there will be new players, but how will I know the skilled ones vs the unskilled unless I get out into the arena or the Tombs to battle beside them.
Of course, all guilds should have some sort of pre-requisite and some sort of trial by fire, (that is if they are to be a "good" guild), however, it's hard to pick from the IamNoobs and the IR BADs out there. If there was some running stats for individual players then there would at least be a measuring stick. I think this would open the door for some very creative data collection.
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Apr 17, 2005, 06:44 PM // 18:44
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#2
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Ascalonian Squire
Join Date: Apr 2005
Location: Belgium
Profession: E/
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Yes, that would be very interesting to see
I myself love stats, the more the better
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Apr 18, 2005, 12:10 AM // 00:10
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#3
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Ascalonian Squire
Join Date: Apr 2005
Location: Meditating on the wonders of life...
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I agree but unless they change this the best idea may be just to take them out with you on quests and see if they are good or not.
~Sky
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Apr 18, 2005, 04:37 AM // 04:37
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#4
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Krytan Explorer
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I'd like to see something like this, but I'd also like the option to make my stats private if I choose, or have it so that people must send me a request to see them.
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Apr 18, 2005, 10:19 AM // 10:19
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#5
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Lion's Arch Merchant
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Or perhaps have a player ladder that shows how they rank in some areas, such as money, level (general or class/subclass specific), and date the account was made. This way, even if it doesn't show specifics, you can get general ideas on the situations of players.
You could also try my method of Guild Recruiting: If they want to join, let them. If you don't like them, kick and laugh.
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Apr 19, 2005, 07:56 PM // 19:56
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#6
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Frost Gate Guardian
Join Date: Mar 2005
Location: Atlanta,GA
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Stats would only assist in Guild Recruiting, there are numerous other reasons why individual stats would be helpful and there are plenty of reasons or ways they could be abused.
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Apr 19, 2005, 08:35 PM // 20:35
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#7
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Frost Gate Guardian
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Quote:
Originally Posted by Flame
Or perhaps have a player ladder that shows how they rank in some areas, such as money, level (general or class/subclass specific), and date the account was made. This way, even if it doesn't show specifics, you can get general ideas on the situations of players.
You could also try my method of Guild Recruiting: If they want to join, let them. If you don't like them, kick and laugh.
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Rank in money will be a disaster.
date when the character was made should be good, and it shoudl show average # of hours playing GW, as it helps in some guild to determine the availability of that player.
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Apr 19, 2005, 08:51 PM // 20:51
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#8
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Banned
Join Date: Mar 2005
Location: The Joint :p
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I'm against individual stats entirely. The game is called "GuildWars," bodies of people who compete against each other. Individual stats start promoting the 1v1 thinking that GuildWars isn't built for or around.
If there were any, first and foremost the player should be able to not publish their stats if they dont' want to. Players who choose to publish would then have to realize they give up a major element of surprise. The reason is that this game isn't based on time played, or grind=gosu. This game is based on skills. Stats would have to be revealing the skills that person uses and how often along with what guilds they've been in, what battles, and how well they did.
To me this defeats the GVG competition because a primary element that makes the competition so interesting is not knowing what skills the other person has, and once you know, not knowing how well they know how to use them. So a real stat system would be to destroy that element of surprise. Most other stats, especially time based ones, would really be worthless.
Last edited by Sin; Apr 19, 2005 at 08:55 PM // 20:55..
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Apr 19, 2005, 10:26 PM // 22:26
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#9
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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if your on a pvp based guild, then just invite the ones that can carry out the
/rank
emote.
~superj24
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Apr 20, 2005, 03:16 AM // 03:16
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#10
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Krytan Explorer
Join Date: Feb 2005
Location: wherever the winds take me
Profession: R/Mo
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Quote:
Originally Posted by SuperJ24
if your on a pvp based guild, then just invite the ones that can carry out the
/rank
emote.
~superj24
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And with that you are getting into a notion of "elitist separatism". Not a desirable notion in the community either. The best way to get good players? Recruit both good and bad and help the bad ones learn through experience and GOOD (not badgering) analytical advise as to what ways they can improve upon with what they are doing to date. This way nobody gets put out or left behind because somebody feels they aren't "good" enough to compete. If you find ways to alienate them, they will eventually find ways to alienate you; and possibly perpetuate that belief to others they come upon themselves.
As for individual stats in its entirety? Probably not viable. Too easily abusive and invasive. Can't out-fox anybody if you are all foxes.
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Apr 20, 2005, 03:30 AM // 03:30
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#11
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Lion's Arch Merchant
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I think a simple window you could open up would be fine. For instance, if you alt+click a person, a window shows up and looks something like this
~~~~~~~~~~~~Player Stats~~~~~~~~~~~~~~
Date Created:
Hours Played:
Arena Wins:
Arena Losses:
Deaths:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With a Checkbox in your Skills window showing:
***
*~* Hide Stats? (Checkbox)
***
So, You can chose to show your stats or not.
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Apr 20, 2005, 10:54 AM // 10:54
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#12
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Banned
Join Date: Mar 2005
Location: The Joint :p
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Quote:
Originally Posted by Auh
I think a simple window you could open up would be fine. For instance, if you alt+click a person, a window shows up and looks something like this
~~~~~~~~~~~~Player Stats~~~~~~~~~~~~~~
Date Created:
Hours Played:
Arena Wins:
Arena Losses:
Deaths:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With a Checkbox in your Skills window showing:
***
*~* Hide Stats? (Checkbox)
***
So, You can chose to show your stats or not.
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Of course the check box is a great idea!
Seriously though look at the information, is this really necessary? More importantly will that information be any more than a "psych" if another player has had some insane amount of plays and wins? What about the guy that has alot of deaths because he is a necro who used rend enchantments and other similar damage causing skills to sacrifice himself for the team to win the battles? Is GuildWars really about hours played? Returning to the necro example, he's got high deaths and his wins are maybe 100 more, does that make him a good or bad player, or opponent to you? Isn't he really a component of a team and the teams stats in balance to your team as far as actual skill playing is all that is important? Please don't take this in a negative light, it is an honest inquiry as to how useful it would be to have individual game stats, like you have suggested, in a game where competition is a team effort and where strategies in that regard include some sacrifice, and this is in conjunction with GuildWars lack-of-grind perspective--i.e. no "time played=uber leet" reward system.
The statistical information would have to be the core of what the game is centered around: Skill use. This would be deterimental to the surprise element as well as reveal complete strategies, sure it could lead to some interesting gaming if many assumptions are wrong, but it surely reveals almost everything about that character, team, and/or guild.
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Apr 20, 2005, 11:21 AM // 11:21
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#13
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Munchking
Join Date: Mar 2005
Location: Russian Federation, Moscow
Guild: Ladder to Hell (ATM playing with Rus Corp)
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Quote:
Originally Posted by Davion
The best way to get good players? Recruit both good and bad and help the bad ones learn through experience and GOOD (not badgering) analytical advise as to what ways they can improve upon with what they are doing to date. This way nobody gets put out or left behind because somebody feels they aren't "good" enough to compete. If you find ways to alienate them, they will eventually find ways to alienate you; and possibly perpetuate that belief to others they come upon themselves.
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No,no,no! It's a pink fluffy Carebear way. And, most importantly, it doesn't work.
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Apr 20, 2005, 08:55 PM // 20:55
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#14
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Frost Gate Guardian
Join Date: Apr 2005
Location: Currently AFK at the moment...
Guild: Badmoon's Militia
Profession: Me/E
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*Blinks* You realize a charcter gains fame as they compete in the Tombs and certain other areas. Also the only way for someone to become good is to have help from others, who can give suggestions and such. My idea, and what I might even do, is to have two guilds. One for PvP/GvG, and one to help those in general with quests and such. Of course both will still be doing everything GW has to offer, but one would be geared more towards PvP/GvG.
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Apr 21, 2005, 01:27 AM // 01:27
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#15
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Lion's Arch Merchant
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Quote:
Originally Posted by Ellestar
No,no,no! It's a pink fluffy Carebear way. And, most importantly, it doesn't work.
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Aww.. thats not a very fair statement. I taught many people how to play tribes I. When there the ladder didnt crash every few months we were always in the top 25 ish... which wasnt bad. Many of the people I taught to play went on to be my opponents and did very well. Your almost telling people not to invite people to guild unless they can pass some rigorous testing. That is totally unfair to the new people and something I do not think GuildWars is about. Coming from a ' a sister forum ' as an admin, I think that is a pretty sad comment.
Last edited by Darkmane; Apr 21, 2005 at 01:28 AM // 01:28..
Reason: spelling
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