I do like the SC2 approach. Global rankings aren't very helpful. Being ranked 187,872 in the world doesn't mean anything much. But being ranked 1 in your league is good, and breaking it up by divisions gives more concrete goals.
Imo they didn't made a elaborated PvP because they hand't the time to it. The game is considered delayed and late and not even the AH is 100% functional. I think PvP will be theme of a DLC/Expansion/Patch in the far future.
About rankig... After playing many games with and without match making, I think matchmaking systens are bad for the developement of a healthy community. Leagues and organized tournaments in fan websites are much more fun. People actually known eachother, make friends and build up a reputation. In matchmaking people known they will never play with the same person twice in his play life, so theres no reason to socialise or interact.
I know match making allows reduces the time cost of finding a fight, which is good for casual players. But time investment in community sites and forums is something that makes people takes the game more seriously as an hobby.
I think a rankius better then nothing but the ideal would be an tool for private leagues and tournaments.
Do remember that Blizzard has the skills separated into two different parts one part for pvm the other for pvp so any change to how a skill performs in pvp won't effect how the skill performs in pvm so the only thing that having to balance pvp would take away from pvm is the time that the dev's could put towards improving other things... going on the idea they won't have any dedicated pvp dev's.
That said I'm for no actual numerical rank and I think that the banner additions and the pvp achievements feel as if they should be substantial enough to allow the players something to work towards in the pvp portion of the game.
I understand the thought against it; PvP won't be totally balanced, and if they implement ranks then there we be a lot of screaming because that WD just can't take down a wiz 1v1. Personally I'd like cheevs/titles over ranks, or both =) But I won't be mad if they don't put those in, since the game IS PvE first, according to the majority of the player base, and according to Blizzard itself =D
Do remember that Blizzard has the skills separated into two different parts one part for pvm the other for pvp so any change to how a skill performs in pvp won't effect how the skill performs in pvm so the only thing that having to balance pvp would take away from pvm is the time that the dev's could put towards improving other things... going on the idea they won't have any dedicated pvp dev's.
That said I'm for no actual numerical rank and I think that the banner additions and the pvp achievements feel as if they should be substantial enough to allow the players something to work towards in the pvp portion of the game.
As far as I know they actually don't have 2 separate skills for pve/pvm, and actually spoke out against it saying not only is it confusing to suddenly not have your skill work the same, it's just a huge design time drain. Now there are a couple skills that have had their cooldowns lengthened, but that's the extent of it. I'm personally against having two different sets of skills.
There should not be an official ladder in a PVE game.
Imbalance will be absolutely impossible to keep up with, due to the fact that you control ONE unit, and that you have a fixed set of skills during the encounter.
If you look at good or popular PVP games, two came into mind at once.
Starcraft/Warcraft: multiple units, multiple properties (magic damage, heavy armor, food) make the game balance since a player can STRATEGIZE as the game happens.
Even Dota has items that you build IN the game to make the game balanced.
Diablo 3 PVP you walk in with 6 skills, without knowing what the other person has. And if your choices put you at a disadvantage you will have to live with that for this encounter.
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About rankig... After playing many games with and without match making, I think matchmaking systens are bad for the developement of a healthy community. Leagues and organized tournaments in fan websites are much more fun. People actually known eachother, make friends and build up a reputation. In matchmaking people known they will never play with the same person twice in his play life, so theres no reason to socialise or interact.
I know match making allows reduces the time cost of finding a fight, which is good for casual players. But time investment in community sites and forums is something that makes people takes the game more seriously as an hobby.
I think a rankius better then nothing but the ideal would be an tool for private leagues and tournaments.
That said I'm for no actual numerical rank and I think that the banner additions and the pvp achievements feel as if they should be substantial enough to allow the players something to work towards in the pvp portion of the game.
As far as I know they actually don't have 2 separate skills for pve/pvm, and actually spoke out against it saying not only is it confusing to suddenly not have your skill work the same, it's just a huge design time drain. Now there are a couple skills that have had their cooldowns lengthened, but that's the extent of it. I'm personally against having two different sets of skills.
And if they don't want to piss casual gamers who don't want that, just add a toggle that changes whether or not others can see it. Problem solved.
Imbalance will be absolutely impossible to keep up with, due to the fact that you control ONE unit, and that you have a fixed set of skills during the encounter.
If you look at good or popular PVP games, two came into mind at once.
Starcraft/Warcraft: multiple units, multiple properties (magic damage, heavy armor, food) make the game balance since a player can STRATEGIZE as the game happens.
Even Dota has items that you build IN the game to make the game balanced.
Diablo 3 PVP you walk in with 6 skills, without knowing what the other person has. And if your choices put you at a disadvantage you will have to live with that for this encounter.