Red Guard
Commander System
They need to include a UI element for squads as well as the ability for commanders to drop icons on the map visible to squad members. It would be a step to bringing organization so the “mindless zerg” isn’t quite so mindless, when you can give them direction instead of requiring constant movement and action to keep PUGs from drifting off to kill NPC mobs or whatever.
AR → EB → DB → Maguuma
Arkham – [Ark]
There are many different types of players and playstyles, and a grouping system should be flexible to reflect that. You have ONE way to group with over 5 people, and only if you are leading the whole zone.
I remember one time we had about 8 commander pins up in a zone. Two commanders were trying to lead the zone the other 6 pins were guilds running multiple groups. People started getting nasty in /map and /team telling the guild commanders to turn it off. This is what I saw in map chat a few months back:
/map “TURN YOUR COMMANDER PIN OFF YOU ARE NOT LEADING”
This was quickly followed by obscenities in /map and /team when they wouldn’t drop the pins. So let’s use the only in game system for multiple groups so people can get harassed? It’s an easy fix, but just doesn’t seem to be a priority at this time.
There are many different types of players and playstyles, and a grouping system should be flexible to reflect that. You have ONE way to group with over 5 people, and only if you are leading the whole zone.
I remember one time we had about 8 commander pins up in a zone. Two commanders were trying to lead the zone the other 6 pins were guilds running multiple groups. People started getting nasty in /map and /team telling the guild commanders to turn it off. This is what I saw in map chat a few months back:
/map “TURN YOUR COMMANDER PIN OFF YOU ARE NOT LEADING”
This was quickly followed by obscenities in /map and /team when they wouldn’t drop the pins. So let’s use the only in game system for multiple groups so people can get harassed? It’s an easy fix, but just doesn’t seem to be a priority at this time.
I think the main problem is the general inability to grasp the concept that there was never intended to be only 1 commander on a map. I think that’s why commander wasn’t set at something ridiculous like 1000G.
To the general thread:
I recently attained my own commander tag via my own efforts combined with guild contributions from guildies who felt I deserved it. I spend 90 percent of my time in wvw.
Commander tags aren’t some end all be all to leadership. On blackgate we’ve got a ton of commanders. Everyone I’ve followed has done the job well. Even when we have no commanders, certain people step up and get things done.
If you don’t feel someone is commanding effectively, don’t follow them. Build your own group to take objectives/defend objectives. If your plans and actions make sense, people will follow you.
It’s easy to second guess commanders, it’s quite another to do it yourself.
Now, this isn’t to say that command functions don’t need improvements. It really does. But, the way it’s acquired now is just as valid as any other, seeing as how you’re not required to follow anyone in wvw or pve.
Commander on Blackgate
I think some guilds running multiple guild groups just want to do their own thing and would like to use the commander and squad system to help organize more effectively.
Putting that pin up seems to come with the expectations that you are leading the whole zone…. but that’s not what some guilds want to do.
The system is fine the way it is. The stupid commanders will have nobody following them and eventually turn it off.
Would it be realistic to have it set up more like a real army, where you rank up based on your experience in the field? Like a person who completes a successful event in WvW earns the lowest rank, and each new rank is determined by completing certain kinds of events or challenges. So only the more experienced WvW player could be a commander. Idk, makes more sense than gold since that isnt directly related to WvW experience or skill.
Improved communication and coordination abilities seems like it would alps be helpful, but thats another topic.
Raingarde – Level 80 Necromancer
The problem is still the commander is intended as a WvW and a PvE tool (and it is even usable in sPvP). That is why it costs gold and is not attainable through an achievement, it is the only currency that both game types share.
The problem that people don’t see it as a PvE tool is the lack of a UI. It’s the same reason it becomes a vanity item in WvW, although highly useful I find. When the game launched, people would command without a tag. Harken back to that a bit if you don’t want to shell out 100g, or maybe your guild will donate it to you.
Riven – [KnT] GM – http://KnightGaming.enjin.com
Commander – Grand General of Blackgate
The system is fine the way it is. The stupid commanders will have nobody following them and eventually turn it off.
But what if you don’t want to be a zone commander and are simply looking for the best in game way to organize and coordinate multiple groups together.
This is where GW2 grouping system lacks. It seems they designed commander and squads for leading the zone, but left no other viable option for smaller forces to organize in game that use multiple groups. VoIP is useful to a point, but marking targets, checking supply and having a dedicated chat channel can also help organize.
Hi, I know I may get some people whining at me for this but.
In the whole of JQ I have only found 4-5 competent commanders that are capable to lead. These commanders are the best, but as for the others that is a different story. I actively play WvW and have not became a commander but these “Commanders” were so bad I ended up leading a reasonably sized group of people into battle and gaining a tower or two with well orchestrated attacks. It seems that most of the “Commanders” think they can just lead a zurg into battle and auto win it! It pains me that players would have to resort to another player like me to actually give them precise instructions instead of “Run around and spam ability-2”. Some commanders even try to go up against keeps with no Catapults ect. I think the title of Commander should be awarded when a player spends a certain number of yours playing WvW and they have successfully attacked/defended a certain number of areas.
Thank you for reading.
I read the 1st post and just felt I had to post this. I agree that 100g is, probably unintentionally, too easy to acquire, so its now not unusual to see 8 commanders on one borderland….The 100g doesn’t reflect commander skills sadly, and there has been one occasion where my guild decided to spend a while scouting all the different commanders on our server.
We helped a commander who was in a golem by making a portal from the top of a cliff to the bottom, he then proceeded to walk past it, jump off the cliff, half killing the golem, take the portal back up, jump off again and die in it..
This wasn’t him trolling, after I questioned him, he thought he’d be able to heal it back to full HP after. (quite possibly the funniest moment I’ve had in WvW)
What I propose: Keep the commander system for now, its too late to drastically change it and not upset some folks. But employ a server ranking system for WvW. So have 15 positions available and voted for by the server with a requirement of X amount of WvW achievements; 13 High commanders (Yellow C.ICONs) 2 War councillors + 1 Warlord (Red icons).
Once a Roffy, always a Roffy
My server is pretty harsh on bad commanders.
{{80 ele Soap 80 engi Flush}}
What I propose: Keep the commander system for now, its too late to drastically change it and not upset some folks.
I agree, to late now. But they could certainly make a minor modification that would allow the C&S system to be used for any situation and any number of people. Allowing commanders to “hide” the pin AND retain all the functions of the squad system might get rid of some bad commanders. Still surprised this hasn’t been added yet.
I agree with the op.
Although 100 gold maybe easy for a pver to get and be a commander, it is much harder for a pure wvwer. For the commanders that were elected by guild members is fine. It shows that people are at least putting their gold into someone who they feel is a good leader. However, many pvers can just buy it themselves, which is ridiculous.
This past weekend we followed a commander that dropped, built, and used a treb right at the door of a keep. I thought he might be trying to take out siege a special way. But nope he just treb the door.
(Bronze Soldier)
i know, the point is it shouldnt be visible outside there guild/group
i know a few commanders who bought commander just to badge farm/karma farm for epics without caring about the game at all.
i know, the point is it shouldnt be visible outside there guild/group
i know a few commanders who bought commander just to badge farm/karma farm for epics without caring about the game at all.
Exactly why they need to allow commanders to “Hide” the pin and still retain all the functions of the squad system. Only those players currently IN the squad will see commander pin. This will give the flexibility to use the commander system for every guild’s play style or custom function.
Why they didn’t make Guild Commanders and raid parties i will never for the life of me know. It’s like they are trying to do there utmost to drive away from anything organized. I’m the commander bring your mam, dad, gran, grampa and uncle Kenny bring it all. Sort it out this has been said enough times.
They need to do exactly what you said. Why is grouping multiple groups so difficult in GW2? It’s a zerg or nothing with the commander and squad system.
Let’s get some changes and actually make it easy for groups of players to work together who don’t want to zerg.
I am against requirering influence or something similiar for commander tag. Most commanders on our server are leading the mass of randoms with teamspeak on our server without making use of guilds.
I am against requirering influence or something similiar for commander tag. Most commanders on our server are leading the mass of randoms with teamspeak on our server without making use of guilds.
A lot of guilds and players have no support for doing Private events. If you want to coordinate over 5 people you have to use the C&S system. But this now basically invites every player on the zone to join you. At least if they had a “guild commander” or something based on influence the guilds could have private events.
I am against requirering influence or something similiar for commander tag. Most commanders on our server are leading the mass of randoms with teamspeak on our server without making use of guilds.
I think the Influence was for guild commanders. Basically you can assign someone in your guild as a commander but only guild members could see or join the pin. Just a way for individual guilds to access the only grouping system in GW2 for more than 5 people for guild events.
Putting the pin up in WvW for a guild only event interferes with the commanders that ARE in teamspeak and leading the zone. This could be a solution to help guilds organize better.
I think it should cost zero. I think anyone should be able to pop a commander icon at any time.
I also think I should have a “Commander whitelist” on my client. Anyone not on that whitelist will show no commander icon on my map.
I can enable it for commanders I know are worth following, the rest…have fun with your icon.
SOS Spy Team Commander [SPY]
I think it should cost zero. I think anyone should be able to pop a commander icon at any time.
I also think I should have a “Commander whitelist” on my client. Anyone not on that whitelist will show no commander icon on my map.
I can enable it for commanders I know are worth following, the rest…have fun with your icon.
How would you know who was commanding to add them to your “white list” if you couldn’t see their tag until after they were on your “white list”??
The Commander Tag should be purchased with Badges won, the continued use of commander tag should be based off of people in your squad and unlocked abilities based of the squad’s experience gathered. Or, commander should be able to be voted on by 25% of available people in the zone. Commander’s that are voted on should be given an experience bonus.
The Commander Tag should have the following abilities
1) Ability to hire champion level NPC’s for missions and scouting
2) Ability to move siege
3) Ability to coordinate siege equipment on the same timer and providing a 10% boost to recharge speed
4)Ability to merge with another commander’s group and become a Marshal for even more abilities
5) Able to salvage siege for supplies (including enemies)
6) Charter Dolyaks to pack siege supplies
5) Able to salvage siege for supplies (including enemies)
I liked that idea, just like Dolyaks drop supply… you have a chance to gain supply from destroying an enemy siege.