Spvp QoL, Monetization, Barrier of entry

#1 - Oct. 4, 2013, 11:53 p.m.
Blizzard Post

I originally made this post in the MLG Denial thread but recently felt that it need to be its own thread

Kline.9561, a lot of the tips/suggestions you make in your post are things that are big focuses for us. The good news is that some of that work is spread out over several different teams, so while it might take a while to develop, we have a lot of great features coming to help with barrier to entry, etc.

As for monetization, that’s a bit more difficult considering we already give a lot of the things that can be monetized away as we don’t want to have a huge barrier to entry in PvP. If you have suggestions for stuff like that, feel free to share!

okay here’s a list of things that you can monetize on for spvP.

1. Video Channels. this is a huge one, teaching players about skills classes and game modes through visual observation is a great way to teach players, all about SPVP. games like League of Legends and dota 2 have quick 5 second videos directly in there video game, straight from YouTube, these quick video showcase the abilities of every hero in their game.

so make a youtube channel completely dedicated 2 SPVP that new players can directly connect to from in game. that showcases the strength and weaknesses of each class. as well as helpful tips on how to play the game.

2. Formatting Hot Join. to prepare new players for competitive formats such as tournaments. meaning that it’s time to set hot join maps at 5 vs 5 games, so as to not confuse and frustrate new players coming into tournaments from hot joins. 16 player matches are wildly different from 10 player matches, and if the community wants 16 player matches that is what custome arena is for.

3. Setting Team Que at Higher Incentives and priorities than solo queue and hot joins. this will help form teams and a stronger community, making people coordinate together to achieve goals.

4. Templates. I personally believe that this is an option that should be sold in the cash shop. this could generate great revenue for both SPVP and PvE. attach templates to the PvP lockers to keep players from switching build mid game or before it starts.

5. Ziashen Keys. simply put make it happen.

6. Glory Boosters. when you change the reward system make glory actually worth something. there’s not enough glory dumps in the game to justify spending any of it. So make glory boosters something people want to buy on the cash shop. rather than passing them out so freely.

7. this of late is a pretty controversial topic. but try attaching a Guild verses Guild Mode into Custom Arenas to give the community more incentive to buy custom arenas.

8. Start Selling Tickets so that players can watch tournament games in game. and compendiums that support their favorite teams.

9. Another way of helping new players is to give Short Cut Scenes of how to play spvp gamemodes when they first enter SPVP. or have the living story team make a short Interactive event, that has a players entering spvp for the first time playing a match with npc’s.

10. make rewards give the player a Feeling of Satisfactory and Accomplishment. presenting a cool reward or item after a match with flashy presentation. is a good way to start. encouraging the player to achieve more rewards.

11. Streams, and replay. new players learning from top tier players, via watching streams and replays. this is an amazing tool to help every player improve their game. coming up with an in game system, that allows players to pull up old replays and save them to their computer. or watch live games. this doesn’t need to be a system tied into hot joints, it needs to be its own thing. there needs to be an NPC in the mist that pulls up all the information players need, to watch live games and replays.(give an option for players to save a replay after a match ends, so they can learn from their mistakes or the enemy team).

I will continue to add to this post when I think of new ideas or concepts
I greatly encourage the community to add to the list with there own ideas on how to make spvp a bigger priority for Anet as a company.

also I understand the current state of the game and the resentment a lot of players feel towards it.
but please do not derail or entice Arguments and refrain from Hyperbole because it does not help the devs or healthy discussion.

thank you.

#50 - Oct. 7, 2013, 2:15 p.m.
Blizzard Post

Thanks for starting this thread, Kline.9561! I’ll make sure the team sees it.

#112 - Oct. 10, 2013, 11:04 a.m.
Blizzard Post

Thanks guys and gals, some great suggestions and ideas in here, keep them coming!

Above all else, I think the most common thread we see feedback wise, and the view we share as well towards things we need to resolve for PvP is the game is so heavily separated from PvE/WvW that the core systems don’t incentive you to feel motivated to be interested in them. This goes for both MTX and rewards, and I think given how strongly gold is tied to being able to buy gems in Gw2, the two go even more hand in hand.

We really want to get to the heart of resolving the issue of making PvP feel rewarding, and tying those rewards back into the core of the game itself rather than as a totally separate game where it feels like you’re simply losing rewards/progress you could have made playing elsewhere. In doing this, a lot of the current MTX items available suddenly become more interesting and exciting as well.

We don’t want to lose the core of PvP balance wise where you can just jump in and play and be on equal footing stat/build wise, but just about every other aspect of where PvP and the rest of the game diverges are the areas we’re discussing as we look to fix reward systems, and general systems in PvP.

Feel free to continue to brainstorm and suggest in this vein as well, since this is in the long run where we are headed.

#114 - Oct. 10, 2013, 11:15 a.m.
Blizzard Post

Colin, feel free to take a look at my thread with several ideas on how to improve rewards and more etc.
https://forum-en.guildwars2.com/forum/pvp/pvp/Problems-and-Solutions-1-0

I didn’t post it here cause it’s pretty long and felt it deserved its own thread.

Already read it, and there was some great stuff in there we’ve discussed as part of our brainstorms =)