Don't allow server transfers between servers currently matched
/signed
This is common sense and it prevails! Get with it Anet!
Completely agreed.
Or don’t let people that recently transferred to enter WvW until the current match ends.
Excellent idea. Hope they think on it, it’s worth at the very least that.
Server – Fort Aspenwood
I also think that there needs to be a lockout in the last _ days of a battle for the next battle, to prevent people from jumping up to one of the leading worlds of their next fight…
I’m not sure how many days that _ should be, but I do know that making it less useful to transfer servers in wvw matches would be useful…
Strike Force – Jade Quarry
please do this arena net. ASAP
Players who transfer to another server should be locked out of the ongoing WvW match up until the next match up starts. Allowing players to immediately rejoin WvW on the destination server just encourages questionable actions and since player names are not shown in WvW it is even more tempting for some people to do this.
/signed
The message being sent out now is, TRANSFER to WIN. Sadly. Lopsided.
I am a fellow member of Fort Aspenwood, and as such, we know much about the strategies of living while secluded behind large walls and gates. Our intelligence also has good reason to always suspect despicable sea-dwelling pirate scum (like Isle of Janthir and Sea of Sorrows) of intentionally traitorous and cowardly acts. Our true means of knowing this shall not be revealed to others. You could say that the forests of our groves have an eternal living conciousness imbued within them that tells us many things.
Limiting server transfers is a good idea, but not strong enough. People in major guilds will always have multi-accounters, and some of them will be obsessed enough to have spies residing on the servers of stronger enemies in advance of the matchup. The most reliable way I can come up with to detect this form of espionage is to also use something like the log that keeps track of Guild Bank deposits; to use it to document the names of people withdrawing supply from strategic camps.
Fort Aspenwood’s previous enemies have always resorted to acts of deception upon realization that they could never breach our great fortress and it’s amber gates. Living in a fort for so long, we have learned the value in keeping ledgers of our supplies so as to not allow the enclosed confines to deepen mistrust. This way, we don’t have to live within an era of accusation, where any unaware newb who’s seen making a withdrawal from the wrong camp gets blacklisted for being a spy.
They should just get rid of the transfer all together all ready; it isn’t doing anything productive anyway.
80 ~ Thief/Guardian
I am a fellow member of Fort Aspenwood, and as such, we know much about the strategies of living while secluded behind large walls and gates. Our intelligence also has good reason to always suspect despicable sea-dwelling pirate scum (like Isle of Janthir and Sea of Sorrows) of intentionally traitorous and cowardly acts. Our true means of knowing this shall not be revealed to others. You could say that the forests of our groves have an eternal living conciousness imbued within them that tells us many things.
Limiting server transfers is a good idea, but not strong enough. People in major guilds will always have multi-accounters, and some of them will be obsessed enough to have spies residing on the servers of stronger enemies in advance of the matchup. The most reliable way I can come up with to detect this form of espionage is to also use something like the log that keeps track of Guild Bank deposits; to use it to document the names of people withdrawing supply from strategic camps.
Fort Aspenwood’s previous enemies have always resorted to acts of deception upon realization that they could never breach our great fortress and it’s amber gates. Living in a fort for so long, we have learned the value in keeping ledgers of our supplies so as to not allow the enclosed confines to deepen mistrust. This way, we don’t have to live within an era of accusation, where any unaware newb who’s seen making a withdrawal from the wrong camp gets blacklisted for being a spy.
Ripping on your opponents is one way to cause bad blood between them. I’m on IoJ and can say that FA has put up a great fight and certainly isn’t a push over. And I find it rather ironic that you, FA dweller, accuses IoJ of cowardly acts when on multiple occasions FA has flight hacked out orbs we legitimately took from our keeps. I’m not accusing the entire server, just find that a bit laughable.
Keep in mind, IoJ and SoS has a larger oceanic presence and it is when we put up the biggest fight. And since the start of this last match up, we’ve had some NA join us to help us against other NA primetime.
I am a fellow member of Fort Aspenwood, and as such, we know much about the strategies of living while secluded behind large walls and gates. Our intelligence also has good reason to always suspect despicable sea-dwelling pirate scum (like Isle of Janthir and Sea of Sorrows) of intentionally traitorous and cowardly acts. Our true means of knowing this shall not be revealed to others. You could say that the forests of our groves have an eternal living conciousness imbued within them that tells us many things.
Limiting server transfers is a good idea, but not strong enough. People in major guilds will always have multi-accounters, and some of them will be obsessed enough to have spies residing on the servers of stronger enemies in advance of the matchup. The most reliable way I can come up with to detect this form of espionage is to also use something like the log that keeps track of Guild Bank deposits; to use it to document the names of people withdrawing supply from strategic camps.
Fort Aspenwood’s previous enemies have always resorted to acts of deception upon realization that they could never breach our great fortress and it’s amber gates. Living in a fort for so long, we have learned the value in keeping ledgers of our supplies so as to not allow the enclosed confines to deepen mistrust. This way, we don’t have to live within an era of accusation, where any unaware newb who’s seen making a withdrawal from the wrong camp gets blacklisted for being a spy.
Ripping on your opponents is one way to cause bad blood between them. I’m on IoJ and can say that FA has put up a great fight and certainly isn’t a push over. And I find it rather ironic that you, FA dweller, accuses IoJ of cowardly acts when on multiple occasions FA has flight hacked out orbs we legitimately took from our keeps. I’m not accusing the entire server, just find that a bit laughable.
Keep in mind, IoJ and SoS has a larger oceanic presence and it is when we put up the biggest fight. And since the start of this last match up, we’ve had some NA join us to help us against other NA primetime.
you never played the first guild wars did you?
He’s making a really long Kurzick vs luxon pun. And specifically Fort aspenwood (which was a pvp area in GW1) reference.
We’re having this problem on Tarnished Coast with Dragonbrand and Crystal Desert. They both have spies in our ranks and on our maps constantly. A couple of them even admit too it and really get off on it. They like to camp defensive and offensive siege, take our parked golems for a walk and destroy them, and other things.
Its very sad and poor game that these two servers, or any server or person to resorts to those methods to maintain their victories and server ranks.
It should truly be punishable by a perma-ban, imho. It really ruins the game for a whole server of WvW players who choose not to exploit.
It would be better if server transfers cost real world money and required a two week to month long cooldown, and locked transferred players out of WvW until the current match is over.
(edited by Sevati.6724)
Here’s the thing about metagame spying, I do think it belongs in the game but the problem with it is that there is no way for a server to deal with a spy in its ranks.
Anywhere else, you get caught spying, high treason my friend, you are executed. You can’t do this in Guild Wars 2. People are frustrated that their hands are tied when it comes to dealing with spies.
I mean if people can run around “lolol im a spyz in ur server, wasting ur supplies” then the whole map is going to be demoralised because they can’t do anything about it. You should be afraid of being found out as a spy, there needs to be consequence.
Have the ability to flag someone as a traitor, something like that.
Players who transfer to another server should be locked out of the ongoing WvW match up until the next match up starts. Allowing players to immediately rejoin WvW on the destination server just encourages questionable actions and since player names are not shown in WvW it is even more tempting for some people to do this.
I couldn’t agree more.
I’d rather they just make it so that if you transfer servers you can’t WvW until it resets.