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My reflexes are not as good as they once were and in recent years I have avoided small scale PVP in MMORPGs where gear was a deciding factor, so as I result I have very little fresh PVP experience. What little I have has been in faction vs faction warfare involving large groups of players in fairly large playfields.
I really want to give GW2's sPVP a go since it levels the playing field as far gear and character skills are concerned.
The GW2 the official site describes auto-balancing of hot-join pvp matches. Can anyone expand this description some. The illustration shows a 'remove full servers' check box in the hot-PVP dialog box, but it is not apparent what that is for. Is hot-join PVP and sPVP played accross servers, so that players on any server can join a match with players from any other server?
Is the auto-balancing mentioned simply automatically filling open slots in teams when people leave, or are there more types of balancing going on like the way WvW server match ups are done, with matchups based on rankings?
I suspect that it may take me a while to get to the point of not getting chain killed in sPVP, so I am curious as to how team mechanics work. Can team members kick bad players? Or is everyone stuck untill the match ends or people individually leave?
Comments
Your forum avatar is freaking me out. You're not Tardcore!
Are you?
Basically, the game attempts to ensure that one team is not excessively stronger than the team it faces off against. The game will, on occassion, ask for volunteers from a team to switch sides. In the event that there are no volunteers, I'm not sure what it does... maybe just randomly picks people?
When you look at the matchup servers list, typically it will list all of them. The tick box just pulls the full servers off this list, since you can't join a full server anyway.
This is a good question... I believe the sPvP servers are seperate entities which are shared across all the servers, but I could be wrong.
It does both, though, like WvW, it may need some tweaks to become effective...
I don't recall seeing an option to vote out team members. With the auto-balancing features, it wouldn't be particularly necessary.
First of all, all of the above from WolfynSong's reply applies...
During BWE#1 (I didn't participate in this, but I participated in a short stress test that used the same build)...
It randomly put people in teams and in matches (probably based on rankings). After each match, it'll randomly find you new opponents (and team members too I think, but I don't remember clearly).
Apparently, enough people wanted to play with their friends in the hot-join pvp that Arena Net changed it.
During BWE#2...
There's now rooms that are listed. So anyone can select any room they want to join. There's also a "quick join" button that randomly puts you in a room. So, after each game, you still remain in the room and end up playing with the same people after each match.
Basically, there's additional problems with this. Balance becomes an issue because if there's a bad disparity between players (or if people are playing with their friends or go AFK), then your only bet is to exit the room and find another one. There's also rooms with very few players; again, the only solution now is to exit and join a different one. If you get bored of playing with the exact same people with the exact same build game after game, then the only solution is to exit and pick another room...
Simply said, I hate it greatly compared to the BWE#1 version.
Everyone does bad at PvP until they learn the game no matter what game it is. You can usually follow a stronger player around and end up doing well on 2v1 and 2v2 matchups even if you're not great.
You might also do well in WvW even if you have trouble in sPvP. PvP feels completely different when it's largescale.
Esport PvP in MMO's has always had less to do with skill and more to do with how much you are willing to study. Sure skill matters, but a skilled player won't go far if he doesn't understand and recognize other classes combos, counters, and strategy. It's actually a lot of homework.
This isn't twitch combat so reflexes will only take you so far. Awareness of situational tactics and the ability to adapt on the fly with a plan is what separates good and great.
Yeah, I should mention, like Drakaena sorta said, the required reflex in this game really isn't that bad. It's more about timing.
In Guild Wars 1, if you played the mesmer, you needed to be able to interrupt a .5 or .75 second cast through reflex.
In Guild Wars 2, it's more like interrupting a 1.5 or 2 seconds cast (or at worse 1 second). Most people should be able to react to these.
I dont see it matter that much..
In sPvP you get matched up with other grayhairs mostly because of the ballancing (long term)
In WvWvW you can just follow the zerg and with some tactical play outshine the youth, they will be the cannonfother and you will be the hero
In PvE you´ll be stressed, espescially in the dungeons as they require as much reflexes as PvP. But in the Dynamic events, playing a tactical role will force you to use your reflexes that much.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
The sPvP servers are actually shared within each data center structure. So all the North Americans will play against each other and all the Europeans will play against each other, irrespective of what world server you are one. I think that even means that if you are a European playing on an American server, then you are connected to the American data center.
Ah, okay. That makes more sense.
Tactic and discipline play as big a part as twitch and as long as you are having fun who cares?
As the system rolls on and stats are acquired and accumulated anet will try to match you against others based off your stats meaning that you will be generally playing with and against other players that fall into your skill range..
Great stuff imho...
Playing GW2..