Guild Wars: File This Under This I Don't Understand
Why is it that when you win ten matches in a row you're transported from the Random Arena to Team Arena? If I wanted to play TA, I'd map to TA and find a group. If I want to mess around in the shallow end of the PvP pool, I can only spend so long before it's time for the adult swim?
And, there's this: A tale of two glad point teams.
One, gets their point, knows they're headed to the Team Arena but they're having fun so they each decide to keep going if everyone else does. They press on and barely miss out getting another glad point in the TA.
The other, as so as that tenth win is in the books, one of the members says their ggs and maps out. It's not long before everyone else follows suit.
Which team do you tend to end up on?
2 comments:
Why is it that when you win ten matches in a row you're transported from the Random Arena to Team Arena?
To split the good team up. Part of why RA is sometimes so frustrating and why it feels like it takes forever to get a good team is that the people joining over and over are losing. If you let the good teams play forever then they never get mixed back into the pool.
And to avoid having sync teams griefing forever, I get that. But I question whether there aren't more effective ways of doing so - more intelligent matching/grouping, say, which might also help to combat the botting in places like the Snowball fights or Aspenwood. Or giving out lower faction rewards in the RA to encourage players to travel elsewhere. I get the reasoning behind it but I don't understand why better, more effective measures are used instead of the quick and dirty solution.
One thing I don't like about it is that 10 wins is too short a time frame (One of the things that happened that night on the way to those streaks was that not all of those matches were actual matches. There were any number of leavers because their team wasn't to their liking or they missed a sync or cascade drops that resulted in a win before the doors even opened. So, to get a glad point, I actually played an average of maybe seven games.). If the RA is supposed to be a training ground then, while splitting teams up so good players get mixed in is a goal, so is keeping good teams together so players can get better before moving to different formats. Perhaps in the game's initial stages, a streak of 10 wins in RA was enough to prepare you for TA but it's not any longer and if there needs to be an arbitrary breakpoint (Rather than, as I'd prefer, you hit a certain number and the TA unlocks for you and maybe your team gets an option to travel there.) then the number could be set higher.
It's part of the reason why there's such an impersonal nature to the game at times - matches in the RA are so fast and there's so much turnover that you don't really get to know anyone there. Keep good teams together longer and there's a chance people start talking and buddylisting and forming the connections that might serve them well later on in addition to learning the basic skills of working in a team. As it is now, you just start to settle in and its time to get nubstomped by teams that actually know what they're doing.
But if, say, good teams were allowed to stay together longer that also means that the chances two of them will bump into each other gets higher the longer they go along. One of those teams loses and gets bounced out (Along with all the other reasons someone might drop from a run) so I don't think that teams will really survive overly long. And those tough matches are the ones players need to have in order to win. In other words, the constant turnover not only recycles the good players into bad teams but it also lowers the overall competition level.
Post a Comment