Some people are upset or confused that 24 player Frontlines is being removed with only the 72 player version of Frontlines remaining. A few (hello!) still miss the 8 player teams for the Feast. And then, you know, Rival Wings technically still exists
Whichever mode or team size you prefer, it's the number of people queuing that make it succeed or fail. No one wants 30-40+ minute queues for instanced PvP. But drop it to 10 minutes or even better, to 5 or fewer, and it looks much more appealing.
Of course, incentive is key. Sure, sure, fun is the best incentive. Yet what I tend to see in MMOs is that incentives can inspire people to try PvP to see if they like it, or to choose it over another fun activity. So of course suggestions to make PvP more fun matter, but they become irrelevant if too few people even bother trying it.
So...
What do you think of efforts to promote different game modes/team sizes? Should there be (more) unique rewards for each? Or is a rotating schedule of limited time rewards be the way forward? Something else? Examples of your preference(s)?
Continue reading...
Whichever mode or team size you prefer, it's the number of people queuing that make it succeed or fail. No one wants 30-40+ minute queues for instanced PvP. But drop it to 10 minutes or even better, to 5 or fewer, and it looks much more appealing.
Of course, incentive is key. Sure, sure, fun is the best incentive. Yet what I tend to see in MMOs is that incentives can inspire people to try PvP to see if they like it, or to choose it over another fun activity. So of course suggestions to make PvP more fun matter, but they become irrelevant if too few people even bother trying it.
So...
What do you think of efforts to promote different game modes/team sizes? Should there be (more) unique rewards for each? Or is a rotating schedule of limited time rewards be the way forward? Something else? Examples of your preference(s)?
Continue reading...