Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides
(edited by Elrey.5472)
I’m not on the test but I’ve been watching the streamings for 2.5 hours already and the main feeling that it gives to me is that a team has way too many people while the others don’t. Which is also a problem in the actual Live game.
It’s fun for the winning team but highly discouraging for the other 2, so they logged out. This is way too common on Edge of the Mist and sometimes also in the borderlands. So I suggest to find a system that can fix that balance issues, here’s a suggestion:
A dinamic cap.
Explaining
With that dinamic cap, you are balancing the people on each map with some few rules that don’t allow a map to have a lot more people than the other servers.
Feel free to change those numbers, tear down this suggestion or give any feedback. I am just tired how unbalancing breaks an awesome gamestyle, even at the stage of a stress test.
(edited by Elrey.5472)
WvW was never about balanced numbers…
why should I get stuck in que/cap for my server because the opposing servers players stopped playing?
All 3 sides were given 35 invites, lol.
Each side had equal numbers, not our fault we wiped the other two forces over and over and they logged out….
Ridiculous you cant actively punish one team because the other team is rage quitting.
If anything what needs a look into is the impact of OUT-MANED across all maps.
The buff should be significant as to give the severely outnumbered force a real fighting chance not the pathetic bonuses it gives now.:
1. Damage Bonus: Out maned players should deal more damage, particularly on siege, for them to be able to deal with a larger force and deal with the AoE cap and how a large group will soak so much damage because they have more players to distribute the damage across.
2. Damage Reduction: Similarly players should get damage reduction or increased vitality to be able to mitigate the sheer damage advantage the enemy team has from numbers alone.
3. Global Supply Capacity Increase: Outmaned maps should intrinsically give people the possibility of carrying extra supply so they can easily build the siege that is often required to balance the situation be it to build siege and be able to take their stuff back or build defensive siege to make a blob go away.
4. Speed Increase to all outmaned players: Often in outmaned battles the smaller force gets wiped and is forced to run back from spawn mostly too late as lambs to a slaughter since the larger force can just throw numbers at them and rez who ever the smaller group did kill. A speed increase would at least help the smaller group rally up faster.
5. Outmaned applies to structures: Not only players but structures should get the bonuses making it harder for blobs to karma train everything just because they have an overwhelmingly bigger force.
All 3 sides were given 35 invites, lol.
While this is true there was nothing stopping people from transferring servers at any time they wanted and secondly the Blackgate group had come with all there guys ready to zerg fight while the other 2 groups had people who went around roaming instead of fighting. Also the mentality of the groups seemed to be very different, for example Dotdocgame told his group when they got in team speak before it started that they could go any class/build they wanted and the main goal was to explore the map and have fun. From what I understand the BG group had preset comp and everything, it was not a very balance match up with WAL who is a very new guild taking most of the spots and like 4-6 vet players trying to help them out.
(edited by Lapiy.7160)
ok….?
so the group that wanted to explore and have fun got to do just that, why should a group that wanted to test out map strategy in preparation for when the maps actually launch by bringing an organized group be punished for being prepared ahead of time?
or should they stop using half their skills during engagements so that the casual group that wasn’t as coordinated gets more of a “fair” chance to beat them?
Ridiculous you cant actively punish one team because the other team is rage quitting.
If anything what needs a look into is the impact of OUT-MANED across all maps.
The buff should be significant as to give the severely outnumbered force a real fighting chance not the pathetic bonuses it gives now.:
I definitely think the outmanned buff needs a look, but the problem is the risk with making it too strong, which would potentially create incentive to use it for strategic advantage, and infighting to get people to leave the map.
One area that couldn’t hurt much IMO is to buff defensive siege during outmanned buff, increasing range/damage and possibly stealthing your siege until its used.
ok….?
so the group that wanted to explore and have fun got to do just that, why should a group that wanted to test out map strategy in preparation for when the maps actually launch by bringing an organized group be punished for being prepared ahead of time?
or should they stop using half their skills during engagements so that the casual group that wasn’t as coordinated gets more of a “fair” chance to beat them?
I was only stating that the 35vs35vs35 thing is wrong because people where trying to state that it was true.
then that’s an Anet problem for handing out invites to PvE carebears on a “wvw stress test”
they didn’t log off everyone ended up on YB
Instead of dynamic cap, implement dynamic scoring. At its core, WvW is about PPT.
By giving objectives different scores based on population, time held, value, etc. you can avoid the discrepancy (and thus the demoralizing effect) in score by population differences. It would reduce the importance of numbers and emphasize skill.
Ridiculous you cant actively punish one team because the other team is rage quitting.
If anything what needs a look into is the impact of OUT-MANED across all maps.
The buff should be significant as to give the severely outnumbered force a real fighting chance not the pathetic bonuses it gives now.:I definitely think the outmanned buff needs a look, but the problem is the risk with making it too strong, which would potentially create incentive to use it for strategic advantage, and infighting to get people to leave the map.
One area that couldn’t hurt much IMO is to buff defensive siege during outmanned buff, increasing range/damage and possibly stealthing your siege until its used.
Not to mention it would unbalance balanced snapshots in unbalanced matches. IE 1v1 meetings. Or 5v5 or whatever you want. Its not exactly anyones fault in a random encounter that 60 people just came on border to karmatrain. We dont want to see player buffed anymore than we wanted guard stacks.
Notice I made only a suggestion to how to fix the balancing issues. Rasudido also made good suggestions that probably can help more than mine. Try to keep on topic guys :P
I think what the Op might be referring to is a 2v1 situation. Often in WvW BL maps The defending team will be fighting 2 fronts, One on the east, one on the west. Its very common for the offensive teams to ignore each other for the most part, and attack/defend the side of the map they spawn on. I believe what the Op is really requesting is enough available slots to defend both fronts at the same time.
rofl so good. actual complaints about number differences when each color had exact same number of slots. red team clearly should have paid for more transfers XDDDDDDD
Anet just loves to setup for bad PR, between this and damageless rev. But in all honesty what were you really expecting when casual fairweathers were “chosen” for silly twitch promotion?
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