How to SOLVE WvWvW Queue - Death kicks you from WvW (5 minute rejoin penalty)
in Suggestions
Posted by: Rounder.6703
in Suggestions
Posted by: Rounder.6703
So we agreed this is the best solution?
Now we just need Anet to see this suggestion
in Suggestions
Posted by: Eochaidh.4106
(Forum quoting failed)
Ronder:
“Wrong.
It would mean better players would stay in WvW
Weaker players who die more often will be will have 5 minute penalty and be back in the action before they know it”
Have you ever played WvW? Whether or not you are a “good” or “strong” player there matters very little. Everyone who actually fights dies. The only ones who don’t die are the ones who hang in owned keeps doing nothing but hanging around, admiring the landscape or waiting for someone to shoot with a ballista from the top of the wall. Your system favors them over people who actually engage in combat. In fact, it may actually be the case that queues may be shorter, as many people wouldn’t even bother with WvW due to the fact that you’d spend more time on loading screens than actually playing.
Moreover, this completely ruins any long term strategy you may be building up. All of the time you’d lose track of your platoon and have to ask in the chat for information on what happened or what changed since you got kicked. Getting kicked is not fun.
in Suggestions
Posted by: Rounder.6703
(Forum quoting failed)
Ronder:
“Wrong.
It would mean better players would stay in WvW
Weaker players who die more often will be will have 5 minute penalty and be back in the action before they know it”Have you ever played WvW? Whether or not you are a “good” or “strong” player there matters very little. Everyone who actually fights dies. The only ones who don’t die are the ones who hang in owned keeps doing nothing but hanging around, admiring the landscape or waiting for someone to shoot with a ballista from the top of the wall. Your system favors them over people who actually engage in combat. In fact, it may actually be the case that queues may be shorter, as many people wouldn’t even bother with WvW due to the fact that you’d spend more time on loading screens than actually playing.
Moreover, this completely ruins any long term strategy you may be building up. All of the time you’d lose track of your platoon and have to ask in the chat for information on what happened or what changed since you got kicked. Getting kicked is not fun.
I think you are mad because you are a kitten who dies a lot. Therefore your argument is invalid.
in Suggestions
Posted by: DruonGrawal.3596
I think you are mad because you are a kitten who dies a lot. Therefore your argument is invalid.
Personal insults neither have a place on this forum, nor do they work in favour of your suggestion. No argument is invalid merely because you say so. You don’t need to like somebody else’s argument, but please respect it and actually discuss it here in a constructive manner.
Kicking players will not chance on bit that there are too many players wanting into the WvWvW battlefields and not enough slots to fit them all in.
in Suggestions
Posted by: Draknar.8604
I wish to pose an honest question here that may aid in queue times:
How many Players here (or their respective guilds) would be willing to fight for other servers?
In the latest announcement Mike Ferguson mentioned that some servers do not have queue times, and that players should consider switching to those servers. But that is a huge pain if you already have friends or a guild you enjoy. Especially since I never see any data to give players an idea of which servers to switch to.
However, what if, just like PvE zones, we had access to Overflow WvW maps? Would that require a lot of extra programming? Even if we didn’t fight for rewards for our own server, we’d still have fun and earn personal WvW rewards…
Another option is to add additional zone servers to each WvW match. Maybe make it accessible only when the other zones are full. Heck, I wouldn’t care if they were lazy about it and just made 2-5 more Eternal Battlegrounds as exact copies of each other. At least then guilds and groups of friends can queue up and play together without a wait.
If your server with a massive population is matched up against another server with low population, then let us fight for the low population server. I understand we’re trying to “fight for our server’s ranking and bonuses”…but really, at the end of the day, I just want to log in with some buddies and hurl rocks at some enemies.
in Suggestions
Posted by: Panda.1967
Allow me to outline a few strategic, mechanical, and logical reasons as to why your suggestion does nothing but harm WvW and increase Que times.
Strategy:
1) Zerging – Yes I know a poor strategy, but it’s a strategy as old as war itself. Charge a fort with as many men as you can muster and hope to overwhelm the defenders with sheer numbers. More often than at least half your army is viewed as cannon fodder in these rushes.
2) Scouting – While the goal is to send a scout in and get out alive, this type of tactic frequently results in death. Often referred to as suicide missions, run in scout as much information on enemy territory and defenses as you can before they kill you. The information gained from these missions lead to more developed strategies.
3) Disrupt and Harass – Often viewed as similar to zerging, this strategy relies on attacking strategic points with mass numbers to weaken an enemy position in preparation for a main assault or as a distraction to create a weakness at another more vital location.
Given your system these strategies would be eliminated, the only “strategy” that would remain is cowardice, Hit-n-run tactics… Do you really want WvW do degrade into that?
Mechanical:
With the current system, even though you may wait in a queue for hours once your in, that’s it your in. You can play your fill then leave at your leisure. While this system may favor those who have the time to wait it is a far superior system than a system that requires frequent re-queuing. More often than not, the players who can’t be bothered to wait a few hours will be even more aggravated by being kicked constantly. When someone waits in a queue, not matter how short it may be they feel a sense of entitlement to play once they get in. Being kicked shortly after entering serves to do nothing but aggravate the players.
Logical:
1) Re-queue – If 1000 people are in queue and there are only 500 slots, clearly they will be a long queue. Now on average someone will die in PvP every 30 seconds. On a Kick on death system that will open one slot every 30 seconds. This may sound good but you the queue won’t ever really change. Instead of waiting for one lump period to play your wait is stretched over multiple periods and your play time will likely not reflect your time waiting in queue. You could easily spend a total of 7 hours in queue and only play for 3, whereas before you could have spent 3 hours in queue and played for 7.
2) Artificial Queue – While this suggestion may create a fast moving queue on high population servers it will simultaneously create an artificial queue on low population servers. Since if only 400 people queue on the server for those 500 slots, those 400 get in with 100 slots remaining, every death will then lock someone out for a period artificially replicating a queue where one never existed.
in Suggestions
Posted by: Rounder.6703
Allow me to outline a few strategic, mechanical, and logical reasons as to why your suggestion does nothing but harm WvW and increase Que times.
Strategy:
1) Zerging – Yes I know a poor strategy, but it’s a strategy as old as war itself. Charge a fort with as many men as you can muster and hope to overwhelm the defenders with sheer numbers. More often than at least half your army is viewed as cannon fodder in these rushes.2) Scouting – While the goal is to send a scout in and get out alive, this type of tactic frequently results in death. Often referred to as suicide missions, run in scout as much information on enemy territory and defenses as you can before they kill you. The information gained from these missions lead to more developed strategies.
3) Disrupt and Harass – Often viewed as similar to zerging, this strategy relies on attacking strategic points with mass numbers to weaken an enemy position in preparation for a main assault or as a distraction to create a weakness at another more vital location.
Given your system these strategies would be eliminated, the only “strategy” that would remain is cowardice, Hit-n-run tactics… Do you really want WvW do degrade into that?
Mechanical:
With the current system, even though you may wait in a queue for hours once your in, that’s it your in. You can play your fill then leave at your leisure. While this system may favor those who have the time to wait it is a far superior system than a system that requires frequent re-queuing. More often than not, the players who can’t be bothered to wait a few hours will be even more aggravated by being kicked constantly. When someone waits in a queue, not matter how short it may be they feel a sense of entitlement to play once they get in. Being kicked shortly after entering serves to do nothing but aggravate the players.Logical:
1) Re-queue – If 1000 people are in queue and there are only 500 slots, clearly they will be a long queue. Now on average someone will die in PvP every 30 seconds. On a Kick on death system that will open one slot every 30 seconds. This may sound good but you the queue won’t ever really change. Instead of waiting for one lump period to play your wait is stretched over multiple periods and your play time will likely not reflect your time waiting in queue. You could easily spend a total of 7 hours in queue and only play for 3, whereas before you could have spent 3 hours in queue and played for 7.2) Artificial Queue – While this suggestion may create a fast moving queue on high population servers it will simultaneously create an artificial queue on low population servers. Since if only 400 people queue on the server for those 500 slots, those 400 get in with 100 slots remaining, every death will then lock someone out for a period artificially replicating a queue where one never existed.
I pose to you this:
Player A has no wife/no kids and doesn’t mind waiting 2 hours in queue for unlimited play.
Player B has wife/ and kids and doesn’t have 2 hours to wait in queue… (THIS GAMER CANT EVEN PLAY IN WvWvW)
How is it FUN or FAIR that the long queue time exludes players COMPLETELY from WvW…
A fast-moving queue is the solution.
My proposal is the best solution to allow everyone a fair shot at WvW.
in Suggestions
Posted by: Panda.1967
I pose to you this:
Player A has no wife/no kids and doesn’t mind waiting 2 hours in queue for unlimited play.
Player B has wife/ and kids and doesn’t have 2 hours to wait in queue… (THIS GAMER CANT EVEN PLAY IN WvWvW)
How is it FUN or FAIR that the long queue time exludes players COMPLETELY from WvW…
A fast-moving queue is the solution.
My proposal is the best solution to allow everyone a fair shot at WvW.
I propose you this in turn:
Player A re-queues after every death spending about the same amount of time in queue as in game through out a full day.
Player B re-queues after every death spending more time in que than in game with what time they have.
How does this really change anything? Yes Player B may get to play for 5 minutes of the 2 or 3 hours they can play but in all honesty, is that really any different than currently? For many who have limited play time this system can actually result in spending even more time in queue than they already do now.
in Suggestions
Posted by: DruonGrawal.3596
Imagine being in an epic fight to hold the keep against a massive onslaught of the combined forces of two servers. Both sides took heavy damage, but it looks like you might can make it and hold your position this time around. Suddenly bad luck hits and you die in the combined assault of several AOEs going off at once. You are booted from the battlefield and find yourself back with a five minute timer before you even can try to requeue.
All that fun turns to anger as you not only can’t help your friend anymore in this moment of need, but you also have no chance to see how the battle progresses. Sure, later people can tell you about it. But we know that isn’t the same as actually experiencing it live.
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