Kalgan on PvP itemization

#0 - Oct. 2, 2008, 11:35 p.m.
Blizzard Post
I didn't see it posted anywhere, so here it comes, fresh and recent.

http://forums.worldofwarcraft.com/thread.html?topicId=10544541923&pageNo=1&sid=2000#4


A bit too late, but I'll post the original post.
Q u o t e:
First, thanks for the level-headed feedback Duraeas. I'll do what I can to explain what our philosophy has been on the topic, for better or for worse. ;]

To address the point of not having access to any pvp gear before attempting to start arenas, I don't actually feel that's accurate. We've made a point to include easily craftable pvp gear of dungeon quality to give players a chance to get their feet in the door before moving along the upgrade path.

The Savage Gladiator set is actually of item level 200s (superior), equivalent to the item level of a heroic instance. So, in much the same way that you might expect a player to first gear up in normal mode instances and get a handful of ilevel 187s items before proceeding to the heroics, the philosophy is that in the pvp case players will get the 187s crafted pvp items before attempting endgame pvp activity.

In addition, players have access to ilevel 200e (epics) for the boots, belt, bracers, ring, neck, trinket, cape exclusively through honor (equivalent item level to end-boss heroic instances, nax 10, or items from the Emblem of Heroism vendor). These items, combined with the crafted items, provide a pretty good base of items from which a player might make an entry into the arenas.

At that stage, the number of arena points required for a player to get a piece of Savage Gladiator equipment is tuned to be pretty generous. Even at a significantly sub-1500 rating, a player can generally get about a piece of the Savage Gladiator set with the points from one week (10 games), which is generally about a time investment of less than an hour of arena play per week. This seems to stack up very competitively with how long it might take running heroic instances to get a piece of gear for your character.

As far as the question as to why the Savage Gladiator set requires arena points, there needs to be a set of gear obtainable through arena points that requires no rating, otherwise there's simply nothing for a player of 1500 or below to play for, beyond the hope that they might at some point go above 1600 rating (which not everyone is guaranteed to do).

It's certainly valid to express one's dislike for the arena playstyle, although is it entirely different than requiring players that love the arenas to play in the battlegrounds to get their boots, belt, bracer, rings, neck, trinkets, and cape? One could also make the argument that it's somewhat similar to the fact that we "require" all players to level-up in order to participate in end-game content, or perhaps that engaging in tradeskills is "required" to be maximally competitive in raiding or pvp gameplay.

We’re also doing what we can to address the fact that players that don’t have high ratings can often still get steamrolled by highly rated players that are starting new teams, helping friends, etc. As I’ve described in another post, we have plans to keep a persistent “under-the-hood” rating for all characters that is used for determining matchmaking, so that even if a highly rated player starts a new team (or joins another low-rated team), the system will know what opponents that team should really be playing against.

That being said, the fact that some players feel there is too much emphasis on the arena as a method for getting powerful endgame pvp gear is heard and understood. We'd love for players to be able to get high-end gear from the battlegrounds, and it's something that will definitely factor into our plans for the future. However for now, we don't have a way to measure "skill" in a battleground in a way that getting the "best" items in the game through battlegrounds would feel equitable when compared to what is required as far as co-ordination and success in pve to get items of equivalent power.

Of course, I realize that the subject of "skill" is another topic of debate on its own, with many players citing gear quality and team comps as factors in determining the outcome (some seem to go as far as to imply that it's all that matters). Clearly, those factors do influence the outcome, but not in a way that makes skill irrelevant. If that were the case, it wouldn't be very hard to step onto the stage with some of the pro-gamers in the tournament and take them down in a match of even gear and comps. However, I can assure you that while I consider myself (for example) a pretty respectable player when it comes to arenas, I and a pair of similarly skilled teammates probably wouldn't win more than 1 in every 100 games against the top players despite using identical gear and comps. Like it or not, that's skill.

That aside, it is important for me to point out that the arenas were never really meant to become quite as much of a focal point for the overall pvp game as they have (part of why we set the system up so players could get the full benefit from the system with only 10 total games per week), it's more of a natural consequence of the fact that because we have a way to measure success that feels reasonably balanced against pve, we're able to put high-end items there, which on its own creates the focus of importance. I'd venture to say that if there were no item rewards in the arena system, they wouldn't be quite the subject of debate that they are now (either with respect to overshadowing battlegrounds or with respect to the microscope that class balance gets put under as a result).
#17 - Oct. 3, 2008, 12:07 a.m.
Blizzard Post
I'm tagging this for exposure. Players wishing to discuss the information provided in Kalgan's post should do so here.
#49 - Oct. 3, 2008, 12:32 a.m.
Blizzard Post
Q u o t e:


LOLWUT!?

since when is arena a way to measure "skill"?

When I suggested players discuss Kalgan's post here, I was working under the impression players would read the entire post before coming here to discuss it. :)
#57 - Oct. 3, 2008, 12:35 a.m.
Blizzard Post
Q u o t e:
As far as queue times go, is there a reason why there are different battle groups? Is there some technical reason that you don't have all the WoW realms plugged into one larger battle group?

Yes.
#90 - Oct. 3, 2008, 12:57 a.m.
Blizzard Post
Q u o t e:
Zarhym,
Do you know if the lower two tiers of PvP gear will remain purchasable for Badges of Heroism/Valor?

<3 for an answer.

There will be a similar system to the one that currently exists put in place in the expansion for obtaining PvP gear with emblems.
#102 - Oct. 3, 2008, 1:10 a.m.
Blizzard Post
Q u o t e:
Zarhym, while we are discussing do you know any details that can be talked about about how exactly they are going to switch the focal point of pvp back to bg's? When i read this and tigole's post about changes to pvp and going to the BG's i got my hopes very high for the future of this game. I have played since WoW came out and never had as much fun since the old BG system was taken out.

As Tigole mentioned, there are many development discussions taking place about this. We do not want to give out any information about our ideas at this point, as it's too early to present a far-from-complete plan for improving PvP progression.

Q u o t e:
Also part of what killed pvp for me was the introduction to cross realm bg's, is there any chance in the future there will be an option to stay server only?

I can't say there's no chance, though we have no current plans to do this.

Q u o t e:
Any info you have/can tell us is greatly appreciated.

Feedback and suggestions would be really good at this point if players have ideas for expanding upon the current PvP system.

Q u o t e:
So we're going to have to sit around waiting for a game every 4 hours in lake winterfail instead of AV?

I'm not sure what this has to do with my response to Oni. I figured I'd at least let you know that, given the kindness with which you asked such an objective question.
#172 - Oct. 3, 2008, 1:51 a.m.
Blizzard Post
Q u o t e:
No way to measure skill in a battleground, you say?

Rated Battlegrounds - one bracket per BG.

Problem solved.


I wish it were that simple. However, for a rating system to reasonably zero in on the skill of a single player in a game with teammates it takes a number of games approximately equal to ten times the number of players participating on that player's team.

So for example, for a rating system to have all the information it needs to know to figure out how "good" of a battleground player you are in Alterac Valley, it needs to take about 400 games to do it (10 times the number of players on your team). Unfortunately, that's without the additional complexities of being able to queue solo versus queueing as a group, etc.

It would be kind of annoying to have to play about 400 games of AV before the system could decide what items you're eligible for. So, there are some complexities in creating a system to work around that problem (among others).

#239 - Oct. 3, 2008, 3:02 a.m.
Blizzard Post
We've stickied this information for greater visibility. Feel free to continue discussion here:

http://forums.worldofwarcraft.com/thread.html?topicId=10535472292&sid=1