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Posted by: Phoenix.3172

Phoenix.3172

1) Commander System
2) Objectives for smaller groups
3) Achievements

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Posted by: lujate.5432

lujate.5432

1. Server population issues
2. Profession balance
3. Incentive to defend

“Queen of Cheese Builds”

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Posted by: obastable.5231

obastable.5231

1) Population & coverage imbalance
2) Class balancing
3) Lag lag lag lag lag, though fixing #1 will help with this

Hello Kitty Krewe
“Sentio aliquos togatos contra me conspirare!”

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Posted by: TheAmpca.1753

TheAmpca.1753

1. WvW ranks with alt friendliness
2. WvW rewards: getting ascended items + special WvW unique skins
3. Commander system

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Posted by: Raine Akrune.8416

Raine Akrune.8416

1) Commanders need a serious overhaul of their raid system
2) Each server should have a unique map instead of all three sharing the same thing. I get the idea behind keeping things balanced but it gets stale quick.
3) Everything in World vs World needs to reward you or needs to be removed. There is no reason to do certain things out there if we just end up spending money with no return.

Asuran Master Thief/Charr Paladin Extraordinaire
Khan of The Burning Eden [TBE]
www.theburningeden.com

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Posted by: Rigel.5789

Rigel.5789

1. Improved Commander functions. Including Guild Commander & Squads and optional UIs to see and setup parties for your guild and so on.

2. Rethink the entire siege game.

Numbers has to be gone over to avoid the hour long stale sieges that go nowhere and force people to grab everyone on the zone to brute force.
This means changing damage numbers and range of siege, also possibly siege capping areas faster. Gate and wall health should also be decreased a tiny bit on the reinforced/fortified levels to account for this, something that could be discussed is whether or not facerubbing should be a viable way to take something down if this is done properly. It would also be preferable if a keep’s supply was split into a storage and a depot, with the depot working much like a supply camp only letting you use up to 100 within a certain time frame.
Fixing waypoint timer to be refreshed everytime it is tagged and not only the first time it’kitten after it’s uncontested again would make this part of WvW alot more enjoyable aswell.

3. Proper leaderboards and achievements.

These are needed to give long term goals to individual players. As of right now there is very little meaning to playing other than the current week’s score, maybe a little impact on your server’s rating. Alot of players don’t even care about that and just enjoy fighting. There is very little in the sense of progression, especially now that you can just buy ranks. For players such as myself having leaderboards would be enough sense of progression and a nice tool to compare to friends and other players in your server community. Friendly rivalries and so on. Everything from world rank, to amount of kills, dolyak escorts and keep defenses, the more the merrier.

Another thing I would like to add, to make the WvW game more interesting there has to be sacrifices made by having the entire zone in one full zone group. One way I think this could be done is by changing how the waypoint mechanic works. You should not be able to waypoint anywhere unless you are dead or standing at spawn. It makes the map so much smaller and easily accessible that doing anything in the smaller group becomes literally impossible unless you can outskill them. Splitting up groups could add new layers of tactics and cross-guild cooperation more important than it is today. The maps are already very small, but this makes matters worse.

Narai [VoTF] | Far Shiverpeaks

(edited by Rigel.5789)

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Posted by: Omega.9601

Omega.9601

1) league system
2) Alt friendliness
3) commander functionality (guild/private tags would be a great start..)

Fort Aspenwood
Ectoplasm Ltd [GLOB] – Elementalist

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Posted by: Repuran.1859

Repuran.1859

1) Alt Friendly WvW Ranking System
2) Skill Lag
3) Massively unbalanced match-ups

Full time Engi, Part time Ele

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Posted by: Xenn.3809

Xenn.3809

1- Alt friendly acc bound rank system
2- Class balance with WvW in mind
3- Rally system needs attention (1 goes down 3000 rally isn’t right)

Xenn [TDA]
Mesmer | Guardian | Necro | Ele
The Banana Team | www.tda.nu

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Posted by: Gibson.4036

Gibson.4036

1. Alt friendly account bound rank system
2. Incentive for players to disperse and attack/hold many objectives at once.
3. Rewards equivalent to similar playtime in PvE.

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Posted by: Lanimal.6541

Lanimal.6541

1) Commander Functionality

Adding the ability to specialize the commander dorito based on offensive havoc, defensive havoc, defence, offence, possibly customize naming them. More utilization of the squad feature. Pinging feature which allows commander to outline his/her battleplan better on the minimap. RaidUI for squads and guilds.

2) Encouraging anti-blobbing – utilizing either newer wxp trait lines or newer additions/updates to bloodlust mechanics that encourages if not rewards groups to split up more and not blob in numbers over 35++. This ties in directly with skill lag which for all intents and purpose I believe is a hardware issue that can’t simply be solved short-term. Greater rewards for defence will pull some people away from blobs, more rewards for havoc and more features like bloodlust mechanics to encourage splitting up can further cut down the blob sizes.

3) Population Imbalance – merge servers.

If features such as greater tools and functionality for commanders and types of commanders with a comprehensive squad or raidui are combined with a philosophy to encourage groups to be efficient more so in the 1- 35 man group sizes as compared to 40-80 man blobs – then the game will start moving in a much better direction than it currently is .

Theongreyjoy
[VoTF] www.votf.net

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Posted by: Vi Au.8341

Vi Au.8341

1) Anti-blobbing (20-30 is as big as it should get)
2) Reward in general (but most players in wvw do it not for rewards)
3) Asian server/league ( it is not their fault that they “night” cap everything but if they had their own league it would balance NA match up better.)
4) New Map
5) balance between different professions for WvW

(edited by Vi Au.8341)

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Posted by: Havvik Nightseeker.3485

Havvik Nightseeker.3485

1. server population imbalance
2. WvW Reward Imbalance
3. Skill Lag/General Lag

[Wake] main driver/GL

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Posted by: Terra Dactyl.2047

Terra Dactyl.2047

1. Skill Lag (especially on reset nights and during large battles). As a d/d elementalist, not being able to fire off skills in large fights is pretty much a death sentence, since my healing disappears, my cc disappears, and most of my evasion also disappears.
2. Zergs (especially full map 80+ person ones), and how to punish them into splitting up, or how to give smaller groups the tools to take them down.
3. Rewards compared to PvE. 2-3 hours of pve nets me more gold than ~30-40 of WvW on a good week, the disparity is insane.

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Posted by: gidorah.4960

gidorah.4960

1. population imbalance
2 reward structure, rewards for wvw are really only good if you karma train,and even then don’t come close to pve rewards. you didn’t even include defense acheivements in the wvw league, you are actively encouraging people to never defend because there are no rewards for it and better rewards for just taking unmanned structures.
3 unique rewards for wvw

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Posted by: GeneralJimmy.2186

GeneralJimmy.2186

1. WvW class balance
2. Downstate and blobbing
3. WvW rewards (Ascended stuff for badges no laurels)

(edited by GeneralJimmy.2186)

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Posted by: MelkiorWhiteblade.4132

MelkiorWhiteblade.4132

1. Skill Lag / General Lag
2. WvW vs PVE Rewards
3. population or 24/7 coverage imbalance

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Posted by: Ajax.4970

Ajax.4970

1) Class Balance
2) Alt Disincentives (Ascended Items and WvW Ranks)
3) Server Population Imbalance

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Posted by: Jizmak.1489

Jizmak.1489

1. Skill Lag
2. Skill Lag
3. Skill Lag

Battle Commander – [JINX]

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Posted by: Amelia Knox.9362

Amelia Knox.9362

1) Zone map Blob
2) Reward in Wvw like Pve, same gold/h
3) PPT system and coverage wars

[Dawn] Gandara
Guild Leader

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Posted by: Shirn Daal.6503

Shirn Daal.6503

1) Alt Friendliness for WvW ranks…“single character progression” should be saved for storylines in PvE imo
2)New Maps

—Maguuma player with a level 80 in each profession…but why play more than one in WvW right now?

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Posted by: Madam Pomfrey.4162

Madam Pomfrey.4162

Here is my list:

1. Account bound WxP.
2. WvW specific balance for classes.
3. Harder to cap structures, especially upgraded ones.

So many things wrong in WvW that 3 items is just not enough and some shouldn’t even be mentioned, because ANet should have fixed them already. From things like account bound WxP which I can only ask myself “how was this not done in the first place”, to bugs that never got fixed or even worse, things that work in PvE, but not in WvW, because even copy/pasting code seems hard. Lackluster rewards, useless structure upgrades, PPT system that is only about coverage.

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Posted by: Gilburt.9146

Gilburt.9146

1. Population Imbalance / Match-up Imbalance / Coverage Imbalance
2. Wxp and Alts
3. Commander Functionality

Brother Gilburt – Guard / Agent Gilburt – Thief

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Posted by: Immolator.5640

Immolator.5640

1. Commander system (especially suppression)
2. Skill Lag
3. Balance (why all the condi meta/give me back my Pure of Voice qq)

Commander Ezekiel The Paladin
Underworld Battalion [WvW] Leader (retired) – Gandara [EU]
All Is Vain https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboard/

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Posted by: Outlaw.3421

Outlaw.3421

WvW:

1. Alt Friendly with WvW Ranks / Abilities
2. Commander Functionality
3. Ascended Items for WvW

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Posted by: Aytrix.4059

Aytrix.4059

1: Maps (size, player caps, objectives, terrain)
2: Breaking up the large groups and/or zerg stacking
3: Server WvW player imbalances (ways to make matchups closer)

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Posted by: Thedenofsin.7340

Thedenofsin.7340

1) Rewards / Progression: Specifically in regards to how it ties into individual contributions vs group contributions, WvWvW skill points, account vs character bound rewards, financial/gear gains and WvWvW league rewards.

2) Content Development: Specifically here referring to the generation of new maps and/or refactoring of existing maps

3) Tactics/Strategy: Specifically referring to gameplay that encourages/discourages aggregation of players (i.e. roaming zerg vs solo vs small group play).

(edited by Thedenofsin.7340)

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Posted by: Sepreh.5924

Sepreh.5924

1. Commander Options
2. Discouraging blobs
3. Parties > 5 people

Legendary Sepreh, Necromancer
[SYN] Synyster Legion | Dragonbrand Server
Youtube Necromancer

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Posted by: Porqington.3189

Porqington.3189

1. Lowering the cost of upgrades and/or adding incentives to upgrade
2. Commander system
3. Server ranking system

We Don’t Need No [STAB] – JQ

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Posted by: Hinado.6291

Hinado.6291

1) Population and server balance (decreasing number of players on each map by maybe 10% ; let WvW activity (like the total amount of hours spent in WvW each week by all players of the server combined) influence server transfer cost (or make transfers to low end servers free while a transfer to top servers is impossible) ; balancing rewards to get more ppl to play WvW (imo PvE just hands out rewards to easy.. stuff like reworking CoF p1 and increase difficulty of champion zerging might help)

2) Skill Lag (decreasing number of players on each map by maybe 10%)

3) Map Size (to small for the amount of players: decreasing number of players on each map by maybe 10% ; remove Waypoint Upgrade and replace it with something like a scout that informs the whole map as soon as a gate/wall gets below 90% ; increase map size/rearrange map to reduce amount of unused areas (like northern corners of borderlands))

(4)) Reduce amount of mobs (especially the aggressive ones), remove rally when killing such mobs

(5)) Massively increasing the rewards at the end of a match-up especially for the servers that made second and first place to reward winning (most ppl don’t care about the amount of points the server gets because zerging and PvD grant greatest rewards)

(edited by Hinado.6291)

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Posted by: Chad.3825

Chad.3825

1. WvW ranks account bound. This makes it really difficult to choose to either rank up my main or use an alt that might be more fun at the time. I don’t believe players should have to choose between having fun and working on a main.

2: More class changes. The thing about this game that makes it so amazing is the depth of character builds. There are already a lot of skills but I feel more options should be added for characters. It’s been a long time since a skill has actually been added

3. PvE and WvW rewards. People that do PvE can get awesome items from things and special tokens from dungeons which allow awesome weapons and armor. I think WvW should have it’s own special kinds of armor and weapons that look just as great. I personally don’t play PvE nearly as much as WvW but I’d love to get special armor from playing WvW.

PLEASE make WvW ranks account bound! I would <3 you for ever

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Posted by: Lorelia.3015

Lorelia.3015

1) Alt friendlyness
2) New ways to acquire stuff that do not rely on PvE or Timegating (I’m looking at you, laurels)
3) Anti zerg measures

Semper Nox Redit. Quoque Redibo.

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Posted by: Phantom.8130

Phantom.8130

1: commander functionality, first and foremost
2: proper incentives vs artificial incentives (a complex topic in itself)
3: direction and balance (including class balance, matchup balance, as well as bugs and exploits that throw balance out the window, what gets added/removed and why, such as the orbs and WXP system)

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Posted by: Olvendred.3027

Olvendred.3027

1. Balance: both between servers and between classes.
2. Commander functionality.
3. Better alt-friendliness.
4. Incentives for scouting and defending
5. Getting rid of lag, so large-scale fights are even more fun

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Posted by: Victim.3016

Victim.3016

1-Wars for Guilds.
2-Wars for Guilds.
3-WARS FOR GUILDS MAN!!

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Posted by: neurojame.8570

neurojame.8570

WvW
1. New types of goals for WvW (goals of killing or capturing a single NPC from the other server, torching other teams towns, pillaging their resources. Not just capture the area goals)
2. New types of resources only found in border areas of WvW that you could mine if your team had the area.

PVE
1. Player generated weapons. (Your own asura lab to put parts together in different orders to generate different weapons)
2. Permanent changes to the landscape with living world updates (I think this has started in kessex hills )
3. Better housing options with more user choice and reinstate Guild halls….

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Posted by: Bawi.9541

Bawi.9541

Sounds good! Not sure if you’re already asking for input in this thread though. Anyway, here’s my choice of topics:

WvW:
1. Ascended gear and target audience of gw2/wvw
2. Zergs – or numbers in general
3. Nightcapping

General gameplay:
1. Dungeon group class balance
2. Temporary vs permanent content
3. Ascended gear and target audience of gw2

Ele / Guardian

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Posted by: Noobix.3958

Noobix.3958

1. Alt-unfriendly WXP rank system
2. Rewards for defense, sieging, scouting etc
3. Supply system i.e allow players to be more hands on with helping upgrades along

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Posted by: Hyperionkhv.1978

Hyperionkhv.1978

1) WXP for capture objects for guys sitting on catas and trebs
2) Night Shift: Players vs Doors.
3) Commander functionality.

Even if one likes games, there’s a limit…

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Posted by: Actinotus.6410

Actinotus.6410

1. Wvw population imbalance
2. scoring/ppt
3. leagues/tiers/ratings or other methods to determine match ups

basically looking at ways to have competitive matchups (that are not blowouts) that offer an incentive for all players to keep coming back (and stop this transferring to T1 stuff).

Sea of Sorrows

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Posted by: SQLOwns.7316

SQLOwns.7316

1) Class balance.
2) Class balance.
3) Class balance.

SQL Owns – Elementalist
Dragon Steel [DSL]
Henge of Denravi

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Posted by: Plains of Ashes.5941

Plains of Ashes.5941

now your talking!

1) uneven matches (the #1 root cause of most WvW problems resides at the bottom of this topic!)
2) removing mechanisms which create unequal fights and worse empower the strong (bloodlust)
3) fixing/balancing downed state (eliminating teleporting, moving, cloaking, cloning, self rallying, etc)

4) balancing assault/defense (standing below a wall and attacking up is safer than standing on a wall and attacking down)

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Posted by: Cymric.7368

Cymric.7368

#1: Blowouts, where 1 server outnumbered the opponent too much and there is no mechanics to overcome the odds.
#2: Alt friendliness
#3: Perm stealth not fun to fight against

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Posted by: Ashendari.3128

Ashendari.3128

1) Server imbalance is crazy I think if you should possibly consider assigning server groups to play in the same WvW instance but have a system that counts out the amount needed on reset. (basically dynamically controlling population to have a fair fight)

2) More maps or expand the current ones to double the size. If you can’t break the zerg then expanding the maps will force people to seperate to take objectives.

3) WvW lacks competition and I think there needs to be a way to promote it. Leagues is a good start.

4) give people better incentive to do the WvW jumping puzzle. This would be a blast.

(edited by Ashendari.3128)

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Posted by: Phunkadelic.3462

Phunkadelic.3462

1. Permanent content: An exhausting amount of time and effort is put into Living Story content. It’s available for such a short period of time and then it disappears into the mists. Please afford me the opportunity to revisit the things I’ve enjoyed so much.
2. Dual Trait / Armor Sets: As important in PvE as it is in WvW or SPvP… I change my play style based on my activity. Having to reallocate traits to the same few types I use is tedious. Along with changing roles comes changing gear to better suit the current trait allocation.
3. Instanced Large Scale Events: World boss fights are incredible. Some are exceptionally challenging and require a great deal of coordination (i.e. Tequatl). It only takes one person to kitten their pants, though, and everyone participating in the event has to wear diapers. In fairness, the players that want to put forth the effort to tackle tougher objectives deserve the opportunity to segregate themselves from those that choose to go AFK or otherwise fail to be productive.
4. More Strategy / Tactics: The Living Story dungeons that introduced fight mechanics as the dungeon progressed were phenomenal! More of that, please. If I could play the dungeon from Flame & Frost repeatedly, I’d do it for unreasonable amounts of time.
5. Overflow Management System: The overflow system, in its current state, is a “bandaid”, at best. The district system used in GW1 would be a welcome addition to the game in lieu of how overflows are managed. Thanks for reading!

edit: added number 4
edit again…: added number 5

Phunktastic – Mesmer of The Legendary High Council [TlhC]
North America, Sorrow’s Furnace

(edited by Phunkadelic.3462)

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Posted by: Ulion.5476

Ulion.5476

1) No event credit for killing lord and standing in the cap
2) No event credit for solo camps (happens with godslore alot)
3) No event credit for sieging a keep for 20min killing the lord and standing in the cap.

Ele – Tarnished Coast
“Quoth the raven nevermore”
Platinum Scout: 300% MF

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Posted by: Viper.3756

Viper.3756

1. Skill Lag
2. Commander Functionality
3. Drop rewards comparing WvW and PVE

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Posted by: Jamais vu.5284

Jamais vu.5284

1. Clarification on ANets stance where they see WvW heading. ANet’s general philosophy for the future of the game mode, not only ingame, but positioned in the general MMO landscape

2a. Leagues & server stacking. Why nothing is being done to counteract it. How ANet imagines there to be a fair competition with it. It’s like letting a 15 man team in football play against a 6 man team. It just does not work.

2b. ANet’s stance and steps against the 100 man blobs + Omega golem rush meta

(edited by Jamais vu.5284)

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Posted by: Valeyra.7125

Valeyra.7125

1. Server Balance (WvW specifically)
2. Account Wide WvW Ranks
3. See 1 & 2…

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Posted by: Morag McFear.4156

Morag McFear.4156

WvW:

1. Population imbalances in matchups
2. Time coverage – weekend/evening warriors v. full time gamers
3. Groups leaving server being matched against original server the next week