Our current GvG system has several flaws that serve only to discourage participation rather than promote it. In Klaipeda/Orsha there are currently only 1 or 2 guilds that match in the entire 9pm hour block, and at times even the 12am block is only sparsely populated.
Below I will list a few of the current flaws, the reasoning behind why they are a problem, and a possible solution to each.
As pointed out several times below in the comments (thank you to those that replied):
FPS issues and bugs/disconnects/crashes render GvG largely unplayable
- It’s fairly obvious why this is a detriment as nobody truthfully enjoys this macabre slideshow of pixels that lead to the player either dying, crashing, or bugging out. This is especially so because we are all so much more capable players than how we perform in GvG and not being able to perform up to our expectations is truly the most disheartening factor of all.
Suggested Fix: IMC get’s their testing done asap and starts taking things seriously.
GvG timing couldn’t be worse for some guilds and/or regions
- As the title is international, and server election largely a preference, not all guild members are able to log in at once. This is especially true for certain servers/regions where the GvG times fall at awkward hours. As the TOS community is largely composed of players of-age, these times often coincide with IRL obligations such as class or work.
Suggested Fix: Times are altered to be more suitable on a per-region basis rather than at a single globally defined time. Additionally, to counter the requirement of 15 members at once to stand a chance against larger guilds, perhaps guilds could choose to participate in 15v15 or 10v10 instead, making it easier for smaller guilds to both compete and succeed.
Original thoughts that concern removing demotivating factors:
Guild losses are tracked and displayed
- The display of losses, either all-time or weekly, only serves to discourage smaller guilds and tarnish their record by participating against a larger guild. Rather than looking at it as an opportunity to get better, and get some practice, it is more easily viewed as a poor experience that is recorded on the scoreboard for the entire server to see. This can cause even organized and worthy opponents to lose face and withdraw from participating.
Suggested fix: Losses are not recorded or displayed. This will help increase participation by making sure the players are not punished, or publicly ridiculed for past performances, for playing against a larger guild.
In-line with the previous flaw:
Guilds currently lose ranking points when suffering a loss
- Guilds that actively participate, but lose often, are moved further and further down the ranking lists as their points go lower and lower from each loss. However a single person who queues their guild only once, even if they lose, will have substantially more points in the ranking. I.e. a strong guild that goes 0-10 will lose out in ranking to a small or single person guild that only has 0-1.
This is extremely counter-productive as this limits participation by an alarming rate. Why would a smaller guild want to participate more than once a week if they will lose? Why would a larger guild who isn’t quite PvP ready want to participate more than once and risk sequential losses against a larger or more PvP oriented guild and unfairly lose their ranking for the week? This is not an adequate system. While it works well for TBL it only serves to discourage participation in GvG.
Suggested Fix: Guilds do not lose ranking points when suffering a defeat in GvG. Instead, guilds are ranked solely on their wins and the points associated with them. The point system should be calculated so that you earn more points from defeating a guild that has an already substantial amount of points. This serves to motivate all who are involved by removing all punishments for queuing and only rewarding their successes, and more heavily rewarding their success if they defeat a higher ranked guild. If a guild loses their match there is no immediate or long-term damage and can instead “try again” in hopes of securing a win. This will also create a more fair ranking system (as mentioned before a guild currently can go 0-1 and still be ranked much higher than another guild with a mixed w/l ratio of, for instance, 3-12) by highlighting only the wins.
Guild ranking defaults to display total all-time statistics rather than weekly values
- As each week progresses all guilds are supposed to get a clean slate to try again at that week’s TP incentive/reward. However as the GvG Regional Ranking screen defaults to “all-time” statistics rather than weekly it can confuse or demotivate guilds from participating.
Suggested Fix: Weekly wins are displayed by default. All-time statistics are instead replaced with a “winning streak” concept. Again this type of thinking is to help erase any sense of “permanent” detriment by participating. All-time statistics current function is so that players may see a guild’s overall success but can also be a notable source of distress by reminding players of their mistakes. Instead a “winning streak” concept would allow for the initial goal of displaying a guild’s success, but as a single loss would destroy the streak, helps remove permanency from the equation so that even new guilds can more easily compete with established ones in the years to come.
Guilds currently have a substantial amount of motivation to participate in GvG’s. Whether it is the 1,000 Talt for the event, the interview with IMC for ranking highly, or even the immense amount of free TP weekly given to the top 10 ranking guilds (if it ever gets delivered…), there is plenty of motivation to participate. Instead, though, we are finding that nearly nobody is participating at all. I am sure that it is not because the rewards are not good enough (because they are amazing) so this means that the current flaws in the system serve to demotivate and discourage guilds from actively enjoying GvGs.
What are your thoughts? Are you in a guild that doesn’t participate in GvGs? If so, why? Do you feel if the above changes were made, so that the repercussions of losing are removed and only the incentives from winning remain, that you or your guild would be more likely to participate in the future?