Hello Devs,
I've started playing NWO almost 8 months ago and I'm still far from BIS but not anymore a pug (hope so
).
NWO PvP is not in a good shape and you don't need seasonal players to notice this sad truth.
There are clear issues on match-making, class balancing, lack of players, queue time.
All the above-mentioned and also other issues are strictly linked in an amplification loop which has to be broken in some way, if you don't want to lose all the PvP players (it's already happening).
I don't know what was done in the past to break the loop and if it was better or worse than before, but I'd like to state some very little refinements, which could help to improve the status without a huge implementation effort.
- Match-Making before the match is started: Set some thresholds to prevent 8k IL ppl to play against 15k IL ppl. This rule is alredy in use for PvE queues and it makes much more sense in pvp since it's more equip-based than skill-based (this is the worst issue of NWO pvp).
Proposal: What about dividing ppl in X ranges? i.e. 13k+/10k+/NoLowLim
- Match-making after the match is started: It is really frustrating to enter a match when your team is 30 and the enemy team is 450. I know that you can read 0/1 on the top of the screen but it happens many time to prompt click w/o reading.
Proposal: What about ending the match if the difference overcomes a threshold? This would avoid to look for other ppl who will join the 99,999% of the times an already compromised match. I know comebacks are always possible but I don't think that 400 points with GG ppl will ever lead to a comeback.
- PvP rewards: The more the rewards, the more the players. So far, Glory is not a good reason to play PvP
I don't wanna start discussion about how much TRs rotations and skills are broken; how much GFs rotations are broken (less than TRs); how much frustrating is to play as DC with 1 CW, 2 HRs and 1 SW against 2 OPs, 1 DC, 1GF and 1 GWF; how much frustrating is to wait 25 minutes to play with 7k IT ppl against BIS ppl; etc... Even if they are real issues which should be addressed as soon as possible.
PvP ppl are very disangaged and the current status will only push ppl to quit the game, not only PvP!
Any kind of feedback will be very appreciated,
Best regards
Comments
IL is a terrible measurement of effectiveness, especially in PvP.
To me, the quickest and easiest way to help PvP is to add AWESOME rewards to it. Rewards you can only get from PvP. People will play it then. I have stated before my thoughts on how they can do it and I'm sire everyone has their own great ideas.
Then they can work on all of the balancing, adding maps, queue structures, so on.
To me, PvP is the only really challenging and most fun thing in the game. It would be a shame if they let it die.
I would say, increase better rewards but limit pvp to item level like pve dungeons.
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