Quote:
Originally Posted by Random Scrubinator
The different tombs formats aren't that difficult to figure out. The main problem is that the people still playing are insurmountably better than the average person organizing a low rank group.
Sure, you can drag a gigantic carrot into RA to draw PvE players, but the reward inevitably can be bought with enough (PvE) grinding, or PvE players tolerate PvP just long enough to get the item, and leave.
A full matchmaking system would be ideal, seeing as just about every competitive game has one, but it's way too late to implement one. The closest thing to that would be Rank separation. Ranks can't be smurfed without another account, and perhaps by giving incrementally better rewards for higher ranks, there's less incentive to.
This is, of course, if Anet really wanted to try and revitalize organized PvP in a 6 year old game. The game started out with a PvP focus, after all.
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I take dota as an example, as I played a number of years in AT / MM /RT Dota systems
AT
arranged team dota, similiar to todays high-ended gw pvp, organised team bashing non-organised team,
AT players argue bashing is to let newbie learn to organised, but the fact is dedicated newbie may starts to form AT to bash other newbie, they stick with their own AT long enough and when it breaks it take a long time to form and gather another AT again, also some AT will only keep on bashing unorganised newbie, and will never try to compete with other AT, to me there is no improvement, which the current HA situation is kind of forcing it AT vs AT, but the fact is organised AT is hard to find, and when dedicated AT dissolved, is not easy for them to reform another AT, but move on life to another faster pace less rooting system.
to me... AT is not a good pvp system in a sense of maintaining a player base, but is good to create eliteness, which they are not really that elite.
RT
in dota, there is shuffle players into groups, which is similar to random arena in gw, in this system, the skill level of players are random, but the pace is less stressful and causal, sometimes you get good games, while other you get bad games, the factors are random, it is a better system than the AT in the sense of maintaining a player base, because it is less hardcore, players comes and goes without the need to spend time to form their own groups, players can develop their own skill level but lessor the dedication of moving as a group of one in the sense of AT, but it doesn't mean they are not good as moving as a group, just not having the bonding of AT, in the end when all the skill level of players are high enough in the group, that bonding is irrelevant.
MM
there is match making system in dota, some based on elo, that is an equation to calculate how good you are by the number of killing/dying/assisting etc, than just only wining or lossing.
this factor can helps to make 2 groups more balanced, when in the fight the tension is more competitive, however, the level of skills are based on the player base, the artificial competitiveness can help the player base to improve eventually, however a bad mm system can lessen the incentive for a player to become good, as a bad players tend to group with better players, good players want to be less stressful, they don't play with their potential, and the game can still remain competitive....
the skill level will be determined by how dedicated the player base is
mm in my opinion can maintain player base, if there is enough good players, good players refer to understand the game and play with their full potential, however usually that is not the case....good players will tend to like AT because is less stressful for them to bash on newbie than bring up match made newbie who group with them, the reward scheme in this system is more effective to provide incentive for good players to stay and play well.
Conclusion
in the end different systems have it own flaws, however the main factor to sustain a game is not the rt/at/mm system, but more on how easily the game can be played well...
dota do not have many reward system like gw with all these items, but they still have many people to play because of the randomness and balance of the games the players face each day....the pace is fast, it doesn't require too much time to get a game to go.. as 5v5.....the dynamic of dota in an hour of game is more fruitful than an hour of HA/pvp in gw.