(edited by TheGreatA.4192)
Blog post on new rank system?
If they split wxp from a static ‘pool’ like some are suggesting, you’re going to run into situations where 5 people are taking a supply camp, and if others come to help they’ll get yelled at for ‘leeching’ or whatever…which is stupid and bad game design.
So the best argument you could come up against static point values is that someone might accuse another of leaching? Stupid accusations, attacks and comments are said in map/team chat every minute of every day, yet someone accusing you of leaching is a massive issue?
It’s not the best argument he could come up with,
It is the exact design philosophy that Anet has stated they follow since before they released this game.
You’re never supposed to be upset to see other players join you.
If they split wxp from a static ‘pool’ like some are suggesting, you’re going to run into situations where 5 people are taking a supply camp, and if others come to help they’ll get yelled at for ‘leeching’ or whatever…which is stupid and bad game design.
So the best argument you could come up against static point values is that someone might accuse another of leaching? Stupid accusations, attacks and comments are said in map/team chat every minute of every day, yet someone accusing you of leaching is a massive issue?
It’s not the best argument he could come up with,
It is the exact design philosophy that Anet has stated they follow since before they released this game.You’re never supposed to be upset to see other players join you.
And it’s a great way to design for PvE that in its nature should not be about competing against other players. It falls apart in PvP where the very nature of the game play is about competing. The thing is most of us just want a form of game design that would incentives a wider range of tactics then the current “cluster as many people as you can together to take even the smallest objective”. My problem is that every thing in wvw at this time is geared towards having overwhelming numbers and coverage at all time. I also believe that this change will exasperate the issues we have with stacked servers and blow out games. Progression is a good thing and will normally get people out to fight but when you face overwhelming odds and you lose more often then win you wi not only progress slowly you will in fact help the winning side progress faster by being there for them defeat and giving them things to reclaim that you are lucky enough to cap. This in turn will drive the under manned side to either leave the map or more likely leave the server. This change can also lead to larger groups being mad at smaller groups for taking objectives. If my five man caps a supply camp before you can get your 40 man there I have effectively decreased a large portion of my sides rewards and this can and will most likely lead to larger groups being angry that I won’t play “the way I should”. The reason you don’t see these problems now is due to the fact that the rewards in wvw are minor at best but with an added progression system you will now be effectively taking away from your own server if you choose not to run with the larger group.
I and many others like me where hoping for a system that yes split xp amongst those who participated. This could have been done in a way that the early levels where very easily obtained by being part of the “Zerg” but as you ranked up it became increasingly slower to progress that way. This would organically drive more experienced wvw players to split from the larger groups and see what they could do in smaller parties but would still reward newer players for starting out with the “Zerg”.
Meh, my rant is over and what’s done is done. One can always hope that I am wrong and things will not be like I think they will.
It was 2 vs 20 but its ok we got’em both!
Which is why all these systems incentivize zerging. Which goes against a net stating they would like to incentivize people to stop zerging quite so much.
Another thing is that these ranks are going to mean absolutely nothing. The best players are going to be low rank just because they tend to not zerg. As mentioned, no one compares kill counts for a reason, they are meaningless and it no way a representation of accomplishments.
Mesmer-Thief
http://www.youtube.com/user/Axcelerion?feature=watch – Small group videos
Which is why all these systems incentivize zerging. Which goes against a net stating they would like to incentivize people to stop zerging quite so much.
Another thing is that these ranks are going to mean absolutely nothing. The best players are going to be low rank just because they tend to not zerg. As mentioned, no one compares kill counts for a reason, they are meaningless and it no way a representation of accomplishments.
This is so sad because the solution is so simple. Add in a “solo kill” tracker by a simple check of who xp is rewarded to on a kill (only one person got xp for this kill, he gets a tick in the “solo kills” tree.
Could go so far as to give “solo kills” it’s own set of titles. This gives a progression system to people not interested in zerging.
If they split wxp from a static ‘pool’ like some are suggesting, you’re going to run into situations where 5 people are taking a supply camp, and if others come to help they’ll get yelled at for ‘leeching’ or whatever…which is stupid and bad game design.
So the best argument you could come up against static point values is that someone might accuse another of leaching? Stupid accusations, attacks and comments are said in map/team chat every minute of every day, yet someone accusing you of leaching is a massive issue?
It’s not the best argument he could come up with,
It is the exact design philosophy that Anet has stated they follow since before they released this game.You’re never supposed to be upset to see other players join you.
And it’s a great way to design for PvE that in its nature should not be about competing against other players. It falls apart in PvP where the very nature of the game play is about competing. The thing is most of us just want a form of game design that would incentives a wider range of tactics then the current “cluster as many people as you can together to take even the smallest objective”. My problem is that every thing in wvw at this time is geared towards having overwhelming numbers and coverage at all time. I also believe that this change will exasperate the issues we have with stacked servers and blow out games. Progression is a good thing and will normally get people out to fight but when you face overwhelming odds and you lose more often then win you wi not only progress slowly you will in fact help the winning side progress faster by being there for them defeat and giving them things to reclaim that you are lucky enough to cap. This in turn will drive the under manned side to either leave the map or more likely leave the server. This change can also lead to larger groups being mad at smaller groups for taking objectives. If my five man caps a supply camp before you can get your 40 man there I have effectively decreased a large portion of my sides rewards and this can and will most likely lead to larger groups being angry that I won’t play “the way I should”. The reason you don’t see these problems now is due to the fact that the rewards in wvw are minor at best but with an added progression system you will now be effectively taking away from your own server if you choose not to run with the larger group.
I and many others like me where hoping for a system that yes split xp amongst those who participated. This could have been done in a way that the early levels where very easily obtained by being part of the “Zerg” but as you ranked up it became increasingly slower to progress that way. This would organically drive more experienced wvw players to split from the larger groups and see what they could do in smaller parties but would still reward newer players for starting out with the “Zerg”.
Meh, my rant is over and what’s done is done. One can always hope that I am wrong and things will not be like I think they will.
Oh,
I agree with you, and with most of what Niim said. I would much rather the WvW patch didn’t reward zergs even more than they already are.
For one, my computer slows to like 1fps in the really big fights, so my own personal preference is usually small group stuff anyway.
But until Anet comes out and says they’re changing their design ideals in WvW, I don’t think there’s any reason to expect anything else than what they’ve already stated.
If they split wxp from a static ‘pool’ like some are suggesting, you’re going to run into situations where 5 people are taking a supply camp, and if others come to help they’ll get yelled at for ‘leeching’ or whatever…which is stupid and bad game design.
So the best argument you could come up against static point values is that someone might accuse another of leaching? Stupid accusations, attacks and comments are said in map/team chat every minute of every day, yet someone accusing you of leaching is a massive issue?
It’s not the best argument he could come up with,
It is the exact design philosophy that Anet has stated they follow since before they released this game.You’re never supposed to be upset to see other players join you.
Not sure what your point is? Not all aspects of the game follow that design philosophy anyways, take group buffing for example. The system has no built in priority to your group mates, so in order to ensure that my heals/buffs/cleanses go to who I need them to go do, we need to avoid people joining us.
If they split wxp from a static ‘pool’ like some are suggesting, you’re going to run into situations where 5 people are taking a supply camp, and if others come to help they’ll get yelled at for ‘leeching’ or whatever…which is stupid and bad game design.
So the best argument you could come up against static point values is that someone might accuse another of leaching? Stupid accusations, attacks and comments are said in map/team chat every minute of every day, yet someone accusing you of leaching is a massive issue?
It’s not the best argument he could come up with,
It is the exact design philosophy that Anet has stated they follow since before they released this game.You’re never supposed to be upset to see other players join you.
Not sure what your point is? Not all aspects of the game follow that design philosophy anyways, take group buffing for example. The system has no built in priority to your group mates, so in order to ensure that my heals/buffs/cleanses go to who I need them to go do, we need to avoid people joining us.
My point was very clearly laid out in my post.
I’m not sure what you’re not understanding?
We drive followers into the zerg and then pull out while they die. At least ask before you hug my nuts.
Mesmer-Thief
http://www.youtube.com/user/Axcelerion?feature=watch – Small group videos
We drive followers into the zerg and then pull out while they die. At least ask before you hug my nuts.
lol I bet you are just full of fun and sunshine to play with. If you have enough people to push a zerg and pull out you are most likely leading a small zerg, what’s 1 or 2 more? I solo roam and I never give anyone a hard time for following me when I flip camps. If someone follow you it means you know they ‘admire’ you. No need to be a jerk about it.
5 or less, always.
I don’t mind people capping stuff with us but when they follow us around its just rally bait.
Mesmer-Thief
http://www.youtube.com/user/Axcelerion?feature=watch – Small group videos
personally, i feel that if you are tagged by 6 or more players then you should not drop a loot bag when you die. i’m fed up of enjoying me vs <6 then they call for help and i just get ganked – if its bloodlust that’s made them come for me then fair enough but i’m sure the thought of another loot bag is incentive enough.
This might also change the nature of the zerg- no more loot bags (or a reduced amount). might take the ‘loot bag train’ away from the zerg
personally, i feel that if you are tagged by 6 or more players then you should not drop a loot bag when you die. i’m fed up of enjoying me vs <6 then they call for help and i just get ganked – if its bloodlust that’s made them come for me then fair enough but i’m sure the thought of another loot bag is incentive enough.
This might also change the nature of the zerg- no more loot bags (or a reduced amount). might take the ‘loot bag train’ away from the zerg
They want zergs , everything in wvw encourages zerging. The fact that you don’t see death spam or enemy player names just guild tag means they do not want any player to stand out from the crowd. They want wvw to be about zerg v zerg. The new system will mean that the most dedicated zerger on the biggest servers will have the highest ranks. The solo roamers will have pitifully low ranks but we can rest in the comfort that we still will farm zerglings all day even with their high ranks and all .
We drive followers into the zerg and then pull out while they die. At least ask before you hug my nuts.
lol I bet you are just full of fun and sunshine to play with. If you have enough people to push a zerg and pull out you are most likely leading a small zerg, what’s 1 or 2 more? I solo roam and I never give anyone a hard time for following me when I flip camps. If someone follow you it means you know they ‘admire’ you. No need to be a jerk about it.
It’s actually a blast!
I must say, it’s funny to watch the rally bait fly in and get pulverized. Until A-Net does something to fix the rally system, anyone not in our group/don’t know is unfortunately a liability.
No one compromises my stacks..