Forum Discussion
Strictly playing Devil's Advocate I think the biggest stumbling block to a Ranked or competitive TT mode will be the fact that there's always a certain percentage of either team which don't care two shakes about playing the objective and are just in there for their own vanquish streaks.
Besides that any mode as highly restrictive as you're suggesting would likely not see many players; I can't imagine that very many players are going to want to fight with one another over who gets to play which class since my general impression is that many gravitate to just a couple of classes which they like and probably wouldn't enjoy a mode where if they join the game 10 seconds after someone else their favorite class might already be "occupied" by another player.
Locking out lower ranked players probably also wouldn't go very well, and I very much doubt that the monetization plan for the game is going to involve adding a game mode where people can farm Rainbow Stars for hours until they can buy everything Rux has every week.
- DoomEternalHype6 years agoNew Hotshot
these are simply ideas. how would you think a competitive TT should be like?
- 6 years ago
@DoomEternalHype wrote:these are simply ideas. how would you think a competitive TT should be like?
There shouldn’t be one. If you enjoy TT now, be thankful it’s fun and watch what you wish for.
A simple leaderboard and Rainbow Stars could be implemented to any existing mode and it would be great fun for ranked but waiting for a full (new) lobby every single game makes many people leave excessively.
- 6 years ago
I have to agree that Turf Takeover is about as good as it's going to get as a mode.
Battle Area works as a competitive/Ranked mode because the entire focus is to vanquish the opposite team and the "no-respawn" premise suits it perfectly as sort of a "Hardcore" difficulty adjustment. With BA it's all about the vanquish count, your skill level with your chosen characters and nothing else matters.
Turf Takeover, however, is objective based so, in my opinion, for any competitive or ranked mode to be successful there would require every player on every team to be dedicated to assaulting or defending the objective. That level of dedication is easy to come by when you put together a specific team of players, the way a lot of us GW2 veterans used to do for the objective based Boss Hunts, but it's almost impossible to guarantee when the teams are decided by drop-in/drop-out play and an often-wonky team balancing system.
To carry the parallel further; for a GW2 Boss Hunt there were a small group of 5 or 6 of us who would automatically try to coordinate our play time so that we could complete the current Hunt on the hardest difficulty as many times as possible for the reward. If we had a newbie or two who we wanted to help get a completion we'd call in whichever teammates might've been online and we'd get it done even if it meant having three of us carry the new person who wasn't quite up to it yet.
Anybody who was into GW2 and tried a Boss Hunt with a random group can attest to the frustration of having one or more people on the team who wasn't playing the objective. For that matter I think we'll be seeing a similar level of frustration in Battle Arena now that it's Ranked since your ranking seems directly tied to your team winning or losing so your Rank could essentially be at the mercy of a randomly assembled team if you aren't grouped up at the time you enter.
Knowing the way the typical Turf Takeover match plays out now I don't think that there's any way to construct a competitive mode around it which doesn't involve predetermined teams, which raises it's own difficulties of eight or twelve people trying to coordinate play times.