WvWvW overflow servers

WvWvW overflow servers

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Posted by: Grolm.7410

Grolm.7410

Please offer overflow server mechanisms for WvWvW even if it is not rated.

We’d realy like to play this game mode.

Yesterday with my guild-mates we tried to organize a WvWvW evening. At best we where able to have 4 people in.

For example I entered the queue at 22:00 and successfully entered the desolation map at almost 02:00…

WvWvW overflow servers

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Posted by: Grolm.7410

Grolm.7410

Nobody interested ?

WvWvW overflow servers

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Posted by: Barzah.8019

Barzah.8019

i’d say increase the max pop and show us how many ppl that participate (by empty, low, medium, high, full on each side). WvWvW most of the time only getting crowded in one place, leaving other side empty (i mean literary no one).

WvWvW overflow servers

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Posted by: Volrath.1473

Volrath.1473

How would it work? wvwvw its a competition with points involved. How would overflow server affect the main server? a small grp of ppl in overflow could conquer every thing with no opposition.

It’s kind of impossible to have an overflow in a competitive environment with points awarded, areas to be conquered/caped and so on.

It basically makes no scene…

WvWvW overflow servers

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Posted by: Grolm.7410

Grolm.7410

Another solution would be to open as many fronts as needed to permit a maximum of players to participate.

For example with arbitrary numbers. If there is 3 servers A, B and C with respectively 1000, 900 a 800 players waiting for WvWvW.

You can open 4 maps of 200 peoples. This way you have only 200 players waiting for RvR on A, 100 en B and none on C.

It require to manage grouping when the population decrease over time.

WvWvW overflow servers

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Posted by: Celtus.8456

Celtus.8456

I believe the solution to so many problems the game is facing would be to discard the ‘home server’ idea, and return to the server structure from Guild Wars 1. Players would be able to play with their friends anywhere, at anytime. The amounts of zones (or ‘worlds’) would expand or contract depending on how many players are online in that area. Then players would be able to move freely between the zones, just like they move between overflows and ‘join in’ today. It would work out a lot better (disregarding technical problems which I’m not aware of) as players would always be able to enjoy well populated zones, instead of being stuck in the ‘dead hours’ of their own world or an overflow.

As for how we that would work in World Vs World, simply change the system so that we pick to join teams, or factions, or something like that. Changing teams could be a paid transaction through the gem shop, and could be put on a cool down if necessary. So in this case, WvW games could just expand/contract depending on how many players are in them (would need to be modified to fit the current model of these 2 week battles).

To those that think this would be illogical, look at the Luxon/Kurzick battles of Guild Wars 1. Players choose sides and compete for their chosen faction in a variety of battlegrounds (AB, JQ, FA). It seems no more silly to me than fighting other ‘worlds’ in identical maps which seems to have absolutely no purpose in lore or otherwise.

I really do think the design choice to use ‘home servers’ in this game has been a huge step back from the great system in Guild Wars 1. I, and many other players, enjoyed the global community that Guild Wars 1 offered. We made friends from around the world and never really experienced a ‘dead hour’ or a queue to enter an area. Until much later in the game’s life when some of the less popular areas/pvp formats became hard to fill. But I am afraid that will happen much much sooner to this game if it retains its current model.

Another thing, I know many people in the past have defended the ‘home world’ idea by saying it will help build stronger communities, compared to (what they perceived) as a lack of one in Guild Wars 1. I completely disagree, I am very upset to report that I’ve noticed absolutely no sense of server community here. The only thing semblance of a ‘community’ I’ve noticed has been seeing the same trolls in certain areas or in World vs World. On the other hand, in GW1 you had a much larger pool of potential friends/guild mates to meet, which I think worked out to form a much higher quality community experience for people once they eventually met their ‘type’ of players to go adventuring/pvping with.

Sorry I have strayed from the original topic a bit, but I think it is relevant to the many issues that we are see arising from the home world design.

Josre
Zulu Ox Tactics [zulu]

WvWvW overflow servers

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Posted by: dux multarum.2457

dux multarum.2457

I had this idea too. I think an overflow idea needs to be part of the solution. If I want to play WvW, I might care more about playing WvW than earning points for my server. WvW was fun in the Beta even when it didn’t matter what the final outcome would be. You wouldn’t have to keep score – if there are points to capture and defend people will do that. They could always opt out too. ArenaNet was praised for launching an MMO without server queue times because people ultimately preferred putting up with the slight inconvenience of not playing with server to not playing at all. The same logic applies here.

WvWvW overflow servers

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Posted by: Kal.2376

Kal.2376

I agree, I think it would be a good idea. No points, no score, nothing. Just lots of skull bashing. This would be optional of course, if someone does not want to join, they can wait in the normal queue.