Further comments on the PVP system
There's a great discussion going on over at Blessing of Kings about how to improve the PVP system in World of Warcraft. I've chipped in my suggestion; remove the concept of "Honor" from Battlegrounds and shift everything over to a faction-based system. I'm sure that I'm missing something, but the theorycraft makes sense to me. My example was for Warsong Gulch and suggested faction gains for the following:
- Winning the match
- Turning in the flag
- Capturing the flag
- Killing a flag carrier
- Killing an opponent inside your base

2 Comments:
I think that you are looking at PvP ranks slightly differently than I am.
I view the PvP ranks more like a ladder from first-person shooters. The person at the top of the ladder is the most skilled person, and skill goes down from there. People move up and down the ladder as they demonstrate more or less skill than others. The ranks are just incidental to this system. Person at the top is GM, next few are Rank 13, and so on.
For your second idea, while you demonstrate skill to get rank, it's not *relative* skill. It's like the Tier 0.5 quests. Sure it takes skill, but the skill needed is independent of other people. You could have a lot of people complete the quests or you could have few people.
To me, it's the relative ranking that's important, and not so much how you attain the rank. Grand Marshals should be the best players on the server. But the requirement of best player changes. If someone better comes along, the bar is raised. Under a quest system, as long as you meet the minimum for the rank, you get the rank, and the qualifications are static.
As for the first idea, while it would be better than kill counts, it still suffers from the fact that someone who plays more games ends up ahead of someone who plays less. Someone who goes 5-0 is probably more skilled than someone who goes 5-20.
I see what you're saying, someone who's 5-0 may be better than someone who's 5-20, but since Battlegrounds are team-based, how can you take the team-factor into consideration? I may join a WSG game, return the flag twice myself and rack up 100 kills, but if the rest of my team is just terrible, should that really count against me if we lose? In this regard, I see the current system as being more capable of measuring skill.
If your BG ranking was determined by how well your whole group did, games certainly would be more competitive, but I think the queues to get into them would be even longer than they are now. If I'm honestly trying to grind my PVP ranking under this suggested system, I'm not going to waste my time and possibly lose points joining by myself, I'd gather a group of skilled, like-minded people and we'd join as a group, to ensure we'd have a good chance at winning. I'd try to schedule times to play with my preferred PVP group, but if they're not online, I probably wouldn't risk the penalty if I lost.
Trust me, the last thing I would like to see is 500 GMs running around Ironforge, but I also don't think that GM or HW should only be obtainable to someone who plays upwards of 12 hours a day. I most certainly don't want it to be easy to accomplish, but I'd like to see skill be more of a determining factor, rather than time invested.
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