Embrace the Polls: What Should We 'Try'?

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

What experiments would you like ANet to offer in the Live WvW maps (Desert, EB, or Alpine), during this period of renewed activity? In the spirit of ANet’s ideas, let’s try to stick to their presumed criteria: simple & simplistic changes that are

  • Easy to add to the game, e.g. require little or no art/animation
  • Easier (if possible) to remove
  • Will impact some aspect of WvW noticeably
  • Can’t pretend to address fundamental problems with the game mode.

Here’s my reasoning: ANet seems to be saying that while they are working on root issues (things like population or scoring or ratings), they don’t want to put WvW on a long pause, as they did to PvE while working on HoT. They have been offering us small things that don’t take much time to design, code, test, implement and can be safely removed.

A lot of us don’t think much of repair hammers or deploy-able canons because they aren’t going to make or break the game mode.

However, what if we embraced the theory of experimentation by offering our own suggestions? Keep it Simple (enough), Simon and maybe ANet will add it to the list of things they try in the next few months.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: scerevisiae.1972

scerevisiae.1972

Removal of all siege except rams.

Bring back the orbs.

downed state is bad for PVP

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Drivable cannons with arrowcarts mounted on the front and sides, a built in shield generator that activates every 5seconds destroying all projectiles, granting pulsing stability and regeneration, an overcharge skill that activates 20seconds of superspeed and a 5,000 range leap that is also an evade. Takes 20 supplies to build and can be deployed anywhere normal siege can be depolyed. Also does 200% damage to gates and walls. We’ll call it the Batmobile.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: Crise.9401

Crise.9401

On a serious note, bringing back the orbs for ABL as a test is really something I’d like for them to try.

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Posted by: morrolan.9608

morrolan.9608

No more polls to do with siege

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: joneirikb.7506

joneirikb.7506

My problem is that anything I think about turns into something large and complicated. So I really don’t know what I’d suggest, but I love the initiative!

Elrik Noj (Norn Guardian, Kaineng [SIN][Owls])
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”

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Posted by: Jeknar.6184

Jeknar.6184

Honestly just test everything without asking because I had enough of unjustified cries of people hating things that aren’t even in the game. I wish their characters would be locked forever in DBL and that they could only leave after they reached Diamond Legend.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

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Posted by: Hexinx.1872

Hexinx.1872

I lol’d so hard @ the batmobile. I’m sure you all did too.

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Posted by: Korgov.7645

Korgov.7645

Few items that would not require that much coding. We can vote for these if the alternative would be to vote on more siege or clunky game mechanics. I’d still prefer not to vote at all if there isn’t anything worthwhile to vote on.

  • Let Tyler Bearce compose a forum post describing how to address the population issue (I really enjoyed the Let’s Talk Scoring… post)
  • Revert Lions Arch back to server instanced map
  • Extend /t across all WvW maps and as read-only to Lions Arch
  • Move all gathering nodes from WvW maps into Lions Arch WvW district (gatherable when your server holds the corresponding objectives)
  • Reset WvW ranks and disable WXP in EotM
  • Make WvW Abilities baseline for all players
  • Remove the roaming Centaurs and Skritts from ABL maps
  • Display rating, rating delta and warscore treshold for no rating change
  • Display warscore breakdown (player kills, bloodlust, sentry kills, dolyak kills, dolyak deliveries, objectives)
  • Display seconds and deciseconds in Combat Log timestamps
  • Assign team colors randomly within a matchup (as opposed to assign them by ratings)
  • Improve the Superior Flame Ram animation (rubberband chains and impact timing)
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

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Posted by: Mysteriax.6049

Mysteriax.6049

I saw this in another thread, but updating the looks of the NPC’s to wear Triumphant Armor and use Hero’s Weapons would be a nice refresher.

Bad Axxe
Blissful Epidemic [Blis]
Gate of Madness

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Posted by: Jeknar.6184

Jeknar.6184

I saw this in another thread, but updating the looks of the NPC’s to wear Triumphant Armor and use Hero’s Weapons would be a nice refresher.

Make them use legendary armors and give them ad infinitum so we can remember that PvE is shinier than WvW…

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

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Posted by: Johje Holan.4607

Johje Holan.4607

+1 to bringing back the orbs

Also:

  • Add all the names of all servers in linking somewhere. On the overview map, on the keep, in the nameplate… somewhere.
  • Nerf boonshare.
  • A week without Superior Siege to see how much better WvW is without it.
  • Reduce AC damage back to before it was boosted by 80%.

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Posted by: Jeknar.6184

Jeknar.6184

  • Add all the names of all servers in linking somewhere. On the overview map, on the keep, in the nameplate… somewhere.

It’s on the scoreboard.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

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Posted by: Teon.5168

Teon.5168

I’m all for bringing back orbs…..

Get rid of the “Server takes so and so” message, or at least make it a lot smaller and off to the side or in a corner of the screen

Gotta love the idea of the batmobile…..lmao….but give it a 2 minute longevity timer.

Add in game voip(probably way too difficult…I don’t know)

Add traps that would create invisible holes in bridges that enemy players could fall through(Come on, that would be hilarious fun!)

Give players the ability to shoot down airships(again, probably too complicated)

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-

(edited by Teon.5168)

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Posted by: Thelgar.7214

Thelgar.7214

Gliding in the spawn locations. It is in the PvP lobby, so having it in non-combat areas (with invisible walls to contain it) would be nice.

Cavalry mounted on Dolyaks.

(edited by Thelgar.7214)

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Posted by: Jerus.4350

Jerus.4350

Get rid of the “Server takes so and so” message, or at least make it a lot smaller and off to the side or in a corner of the screen

YES!!!! God that popup is so annoying, just the placement of it. Pop it into the corner and it’d be all good, but having it pop up right over the targets buff bar can be a pain.

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Posted by: McKenna Berdrow

McKenna Berdrow

Game Designer

Thanks for creating this thread! I will keep an eye on it for potential things people want to try .

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Posted by: Teon.5168

Teon.5168

Cavalry mounted on Dolyaks.

Now that is an interesting idea…….

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-

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Posted by: Teraphas.6210

Teraphas.6210

*springboard trap – trick and trap item that costs 5( or maybe 10) supply places a field that when an enemy triggers it will launch them high into the sky to fall to their death.
Ideally this would be a distance that would kill anyone with out fall damage reduction. Those would be at 10% health when they landed.

*Skill capsules- a series trick and trap items that cost varying amounts of supply to use depending on the skill being used.

These would be throw once items but each would be a different skill effect from various professions and items. So you may throw one to make a guardian like bubble to push back enemies or another one that would grab enemies and put them on a tilt a whirl and whip them back and forth

You can’t spell Slaughter without Laughter

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Posted by: Sarrs.4831

Sarrs.4831

I know it’ll take a lot of work, so it doesn’t quite fit the subject, but…

Old ABL with the Quaggans!

Nalhadia – Kaineng

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Posted by: Aileras.9460

Aileras.9460

Cut down the distance of trebs so they can’t hit other keeps and towers, or take out the areas that they can be deployed that reach the same. Pretty sure they’re being macro’d and on autopilot anyway.

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Posted by: Sarrs.4831

Sarrs.4831

Actually, just had a thought

10 supply kit which creates a bomb which does heavy siege damage and applies vulnerability

Nalhadia – Kaineng

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Posted by: Xillllix.3485

Xillllix.3485

1- Bring back the ORB please
2- Mix the maps, merge the population of EotM with WvW (add EotM to ppt maps)
3- Remove siege disabler
4- Balance the game so that smaller talented groups can defeat bigger groups of bad players like it was for the first 2 years of the game, as it is now numbers play too much of an importance in comparison to skill
5- let us catapult asuras above walls
6- Bring back the matchup forums

(edited by Xillllix.3485)

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Posted by: Teraphas.6210

Teraphas.6210

*Deployable burning oil. Could be fun to put on catawalls. Or Garry lords room mwa ha ha

*Petard https://en.m.wikipedia.org/wiki/Petard a device you could place directly for x supply. Perhaps instead of a single bomb it is more destabilizing and does part of its damage over time or adds a debuffs to make other seige do more damage. Drop one and run. If enemy scouts don’t watch well you could open up some sapper roaming. Setting fires against fortifications was a common tactic to weaken the walls by breaking down the mortar/cement holding it together. https://en.m.wikipedia.org/wiki/Early_thermal_weapons

Instalation of flame/smoke throwers into various fortifications that contain ‘murder holes’. You know those points along keep walks by the gates? The slits that in real life would have defenders thrusting spears thru at invaders by the gate. I say set up stationary seige that could be built at various points on the wall that when manned could use fire fields and burning or to blind with smoke and give your allies stealth as long as the fields last

You can’t spell Slaughter without Laughter

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Posted by: Nuzt.7894

Nuzt.7894

Take away the AoE cap for a day.

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Team Deathmatch event (possibly replace ruins with this event)

Simple setup and activation: Three large capture circles: Red, green and blue.

Minimum number of players to capture a circle: 15
Minimum number of circles to activate the event: 2

In order to trigger the Team Deathmatch event your server must capture its circle.

You must have 10 players from the red server inside the red circle and hold the circle for 30 seconds.

This allows enough time for the other blobs to enter their circles and for your players to organise themselves.

When 2 or 3 circles are fully capped the event starts.

At the start of this event an impenetrable wall (no entry/no escape) surrounds all the players.

Teams fight to the death.

Wall comes down after victory.

Wall is there stop people running back from their spawn.

Players can’t be ressed at any time (even out of combat).

The last team alive wins 1000 points for their server.

Event is available at all times, servers that choose not to compete in the event while the other two servers play miss out on their chance at making 1000 points.

Siege can’t be deployed in the event zone.

Stealth traps can be deployed (to help stop one thief trolling an entire blob with permastealth).

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Posted by: wwDefuser.2056

wwDefuser.2056

  • Revert Lions Arch back to server instanced map
  • Extend /t across all WvW maps and as read-only to Lions Arch
  • Move all gathering nodes from WvW maps into Lions Arch WvW district (gatherable when your server holds the corresponding objectives)
  • Reset WvW ranks and disable WXP in EotM
  • Make WvW Abilities baseline for all players
  • Display warscore breakdown (player kills, bloodlust, sentry kills, dolyak kills, dolyak deliveries, objectives)
  • Assign team colors randomly within a matchup (as opposed to assign them by ratings)
  • Improve the Superior Flame Ram animation (rubberband chains and impact timing)

You can also move those gathering nodes to the Obsidian Sanctum… Killing people while gathering could be fun.

+ Tune the ruins effect ! … like giving every Player on the map additional 5 mats for the next 5 minutes ( not only Bloodlust).

+ Deployable burning oil >>>>>>>> canons … furthermore they are only short range and could be fun placing them on some higher ground.

+ shorten the names displayed by ‘red/blue/green team’ and there WvW rank by ‘bronze/silver/gold/diamond’ !!!

Make them use legendary armors and give them ad infinitum so we can remember that PvE is shinier than WvW…

+ this … i laughed when i read this

(edited by wwDefuser.2056)

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Posted by: Maja.6372

Maja.6372

At the moment you can only see your Guildmembers on the map
but I would like to be able to see every player on the map
its ok if the positions are not updated as fast as in party but if they are at least as fast as position updates of guild mates that would be really helpful to find others to join even without a commander on the map or to reduce unnessacry running to camps which are already being flip from someone but you could not see it as white swords on camps are shown after 30 seconds

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Posted by: antidote.7201

antidote.7201

Well, looks like it’s time to do the christmas wish list :

- an option to hide wvw ranking
- remove skill lags
- fix boonshare to make it fair

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Posted by: RlyOsim.2497

RlyOsim.2497

It would be nice if WvW was viewed as: fights; neural; ppt.

Try to balance additions around that because most fight people really really dislike this random extra siege updates.

The Ghost of Christmas Past

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Posted by: Grav.3568

Grav.3568

Free transfers to the lowest ranked server pairing of the week.

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Posted by: Akuni.8604

Akuni.8604

It would be nice if WvW was viewed as: fights; neural; ppt.

Try to balance additions around that because most fight people really really dislike this random extra siege updates.

“Most fight people” are still only a very vocal minority. Stop trying to make it sound as if WvW doesn’t want siege, that’s what WvW was, is and always will be. If you like vanilla PvP, please go ahead and join the PvP gamemode.

That said, a balance update would be much appreciated. Siege should be sort of Rock-Paper-Scissors but currently some Siege weapons just don’t live up to that while others are overbuffed. Aside from that, a bigger variety of siege to deepen the strategic aspect of WvW would be nice. Barricades, more traps, long range scout projectiles maybe?

It’d be smart aswell to add more mechanics against hackers and 3rd party software in WvW. Seing as people scream for the orb (Baffles me, that mechanic was bland and pulled from the PvP action that all of them want…) it will be targetted by flight/speed hackers like ut was before you patched it out. Teleport detection above max mesmer portal range? Speedchecks? Some things should definitly be implemented first.

Cheers.

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Posted by: Crise.9401

Crise.9401

Take away the AoE cap for a day.

Not sure if you are serious, this topic seems to generally be filled with trolls.

In case you are, the AoE cap is not a gameplay limitation but a technical limitation, say they do what you ask… it is highly likely that day no-one could play WvW because the servers would constantly crash or those who do manage to get in would be experiencing a slide show.

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Posted by: phantom.1675

phantom.1675

GOALS: Fix mega-servers/home world, fix 1 man siege defense

1) Alarm mechanics announce in home worlds.

Since the advent of mega-servers, the ability to notice anything happening in WvW on your home server in PvE is gone. It would be nice (akin to GW1 HoH announcements) to have some kind of broadcast (toggle-able game message) visible in PvE based on home world.

This could be tied to how upgraded a given structure is (any garrison that is fortified produces the message) or allow it to be player trigged by a defender in WvW. This mechanic could help restore some of the server comradery removed by megaservers.

2) Make siege invulnerable (or invulnerable siege option) for a short time (need testing).

1 defender with 5 well placed AC’s thwarting 10-15 players from taking objectives encourages too many large zergs to have free reign all over the place.

Defending vs outnumbered should be more of a combination of defensive siege AND minimal numbers in open field combat. The 1 defender can AC the players while 5-10 more players actually fight them near the structure/assault point.

By making siege invulnerable upon building, it also encourages more flash building of defensive siege by a minimal number of players which enables above (but requires there be > 1 defender).

This allows more smaller groups 5-15 to take objectives and requires similar sized groups to defender against it. This keeps 5 players from defending entire fortified maps while the rest zerg ball on another borderland. Mostly it enables comeback potential where having fortified stuff doesn’t snowball the entire week’s scoring.

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Posted by: RlyOsim.2497

RlyOsim.2497

It would be nice if WvW was viewed as: fights; neural; ppt.

Try to balance additions around that because most fight people really really dislike this random extra siege updates.

“Most fight people” are still only a very vocal minority. Snip

Minority or not they are still entitled to have their voice heard in the form of these updates.

The Ghost of Christmas Past

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Posted by: Hexinx.1872

Hexinx.1872

phantom you just scratch an itch I’ve always hoped they would implement (but never will)

Hall of Heroes – much based around death match, with a few capture the flag style rounds mixed in, very much like gw1’s system. Multiple team based maps (up to 1v1v1v1 – i always thought that last map should have been a 4 way not a threeway), like it was narrowing the field down as you get closer to the glory. (*anyway this won’t happen because its a new game mode, and there is not enough resources)

Failing that:

A leaderboard (weekly stats only/ not cumulative over multiple weeks) with the following stats – (Region filter) Name, Server, Kills, deaths, KD ratio, hours played, Kills per hour average, deaths per hour average, WXP (fluff or some means of providing intel on objective captures participated in), another metric on means of providing objective defense participation’s, ranks gained, supplies used in siege, supplies used on walls/gates… and some useless combined metric of all the above that would give your WvW score for the week, this would be good, while offering fight based players the stats they want, AND people who are avid defenders or objective capturers points/participation. I don’t know what else from the top of my head. All sortable by the column you want.

This could show some level of skill for the guys wanting personal KD ratios, as well as players who are on the maps a lot through out the week, but failing to participate in really anything. Here is where you can find people that may be contributing to the queues. Like if i logged into a map, walked away from pc, got refill, went to bathroom, hit a button, went out for a smoke, came back hit a button.. repeated that for an hour … my leader board stat should show my poor performance. Likewise I read some guy went 100-1 KD ratio, it would be amazing.

Personally speaking, a guild could really use these stats to gage and help there players improve. Likewise they can also head hunt for the type of player that fits there guild.

(edited by Hexinx.1872)

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

  • Speedy Yaks: a camp tactivator that disables supply regeneration and causes yaks to spawn twice as often and/or run twice as quickly (the idea: to get those last few caravans for an upgrade at the expense of the actual supply)
  • Sentry Troll: killing an NPC sentry spawns a stronger replacement that can kill yaks.

Plus one that isn’t likely to be simple and might be too easy to troll. I just think it sounds like it could be fun.

  • Scorched Earth: I’m not sure of the mechanic, but something that allows one world to sacrifice capped objectives to protect another one.
John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Stormleaf.1769

Stormleaf.1769

A 10 supply trick/kit that removes the user’s abilities but gives them a “cloaking field” aura that grants five nearby allies immunity to being tracked on the map.

I miss taking towers with small groups.

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Posted by: Jerus.4350

Jerus.4350

A 10 supply trick/kit that removes the user’s abilities but gives them a “cloaking field” aura that grants five nearby allies immunity to being tracked on the map.

I miss taking towers with small groups.

I like this

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Posted by: Thelgar.7214

Thelgar.7214

GOALS: Fix mega-servers/home world, fix 1 man siege defense

2) Make siege invulnerable (or invulnerable siege option) for a short time (need testing).

1 defender with 5 well placed AC’s thwarting 10-15 players from taking objectives encourages too many large zergs to have free reign all over the place.

Defending vs outnumbered should be more of a combination of defensive siege AND minimal numbers in open field combat. The 1 defender can AC the players while 5-10 more players actually fight them near the structure/assault point.

By making siege invulnerable upon building, it also encourages more flash building of defensive siege by a minimal number of players which enables above (but requires there be > 1 defender).

This allows more smaller groups 5-15 to take objectives and requires similar sized groups to defender against it. This keeps 5 players from defending entire fortified maps while the rest zerg ball on another borderland. Mostly it enables comeback potential where having fortified stuff doesn’t snowball the entire week’s scoring.

This is very favorable to stacked servers, requiring matching numbers to defend anything. It turns the BLs and BL thirds of less populated servers into a Karma train for the stacked server unless they dissolve their main force into a havok for each map, conceding EBG and likely losing their home BL as well.

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Posted by: Hexinx.1872

Hexinx.1872

Also, there is a trait line that provides siege invulnerability … but it only last for i think 4 seconds or so. (Supply Master: 5 : Deployed siege sites are invulnerable for a short duration)

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Posted by: Artaz.3819

Artaz.3819

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Posted by: phantom.1675

phantom.1675

GOALS: Fix mega-servers/home world, fix 1 man siege defense

2) Make siege invulnerable (or invulnerable siege option) for a short time (need testing).

1 defender with 5 well placed AC’s thwarting 10-15 players from taking objectives encourages too many large zergs to have free reign all over the place.

Defending vs outnumbered should be more of a combination of defensive siege AND minimal numbers in open field combat. The 1 defender can AC the players while 5-10 more players actually fight them near the structure/assault point.

By making siege invulnerable upon building, it also encourages more flash building of defensive siege by a minimal number of players which enables above (but requires there be > 1 defender).

This allows more smaller groups 5-15 to take objectives and requires similar sized groups to defender against it. This keeps 5 players from defending entire fortified maps while the rest zerg ball on another borderland. Mostly it enables comeback potential where having fortified stuff doesn’t snowball the entire week’s scoring.

This is very favorable to stacked servers, requiring matching numbers to defend anything. It turns the BLs and BL thirds of less populated servers into a Karma train for the stacked server unless they dissolve their main force into a havok for each map, conceding EBG and likely losing their home BL as well.

I didn’t say I wanted matching numbers. I said I wanted sane numbers, 20 versus 1 should always win, given they have 3-4 siege weapons placed. The problem is siege is stupid and cant dodge the AC, players can. If 20 guys get wiped by 1 AC, I am ok with that. But even if 20 players can survive a single AC, the siege never will and that’s what allows taking of objectives and makes WvW interesting.

As to what is favored, I would love to see a test, because I don’t believe you. And you (or I) can’t possibly know until someone tests it, otherwise it’s just unfounded guesswork.

Furthemore, Anet is supposed to address the population imbalance overall. I am simply talking about where players are given roughly equal numbers. If you both teams have 100 players, the current system favors putting the smallest amount possible (i.e. 1) to defend each objective by manning siege and have the largest zerg ball of zerker run around somewhere. This isn’t interesting and it isn’t fun.

I am favoring anything which forces a split of zerg balls into much smaller teams and encourages fights rather than 1 guy hiding in a keep with 5-6 siege weapons able to hold off versus 20 enemies.

For what it’s worth I am on DH getting the anet rickroll of the CD conglomerate. The issue is, everything gets fortified and we dont have enough players to take anything. Either our siege is wiped by 1 guy with balli/AC or enough of the siege is eliminated that he can hold out for the zerg ball to come and just roll us over. This is happening to us because we are Low Pop.

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Posted by: phantom.1675

phantom.1675

Also, there is a trait line that provides siege invulnerability … but it only last for i think 4 seconds or so. (Supply Master: 5 : Deployed siege sites are invulnerable for a short duration)

Agreed, a simple extension of this time is all I am asking for as a test.

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Posted by: Hexinx.1872

Hexinx.1872

On the balli point – That’s the purpose the balli’s are made for though. It even says it.

Only way i ever see breaking the large ball up into smaller balls … (and this will never happen) is implementing some system that counts the players in any given range, and once you hit say 20 or 25 so squads are still viable, anyone else who come too close gets a debuff /degen like torment with a visual queue so it’s obvious, only on the additional people and squad gets priority so when players die and run back, randoms can’t just take there spot.

The reason this won’t happen is because you’d basically have to run heavy on calculations actively, added to an already encumbered system.

I know some people also say … just remove the AoE cap … but then you would see zergs of AoE dmg dealers running the show and we’d be in the same spot.

Just my thoughts on that topic. Also on the note of your siege being wiped by ‘x’ just move it out of range and render that 1 defender useless. Cata/treb towers and keeps.

EDIT: my original account was from DH long ago at launch … much love to you guys (old RE vet)

Embrace the Polls: What Should We 'Try'?

in WvW

Posted by: Teon.5168

Teon.5168

It would be nice if WvW was viewed as: fights; neural; ppt.

Try to balance additions around that because most fight people really really dislike this random extra siege updates.

“Most fight people” are still only a very vocal minority. Snip

Minority or not they are still entitled to have their voice heard in the form of these updates.

What sort of logic are you using to come to that odd conclusion? Certainly, the minority is entitled to have their voices heard in these and other forums, but when there are now polls that are deciding what the majority wants, how do you figure that minorities should be entitled to a voice heard in updates?

I am just curious as to how you arrived at that conclusion?

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-

Embrace the Polls: What Should We 'Try'?

in WvW

Posted by: phantom.1675

phantom.1675

I liked the comments above about player driven. I probably wouldn’t prefer active interference from Anet to discourage zergs (like debuffs). I would just like the opportunity to outplay that strategy with another strategy that is more effective. Right now the mindless easy strategy is the best (at least at low to mid tier).

Embrace the Polls: What Should We 'Try'?

in WvW

Posted by: RlyOsim.2497

RlyOsim.2497

It would be nice if WvW was viewed as: fights; neural; ppt.

Try to balance additions around that because most fight people really really dislike this random extra siege updates.

“Most fight people” are still only a very vocal minority. Snip

Minority or not they are still entitled to have their voice heard in the form of these updates.

What sort of logic are you using to come to that odd conclusion? Certainly, the minority is entitled to have their voices heard in these and other forums, but when there are now polls that are deciding what the majority wants, how do you figure that minorities should be entitled to a voice heard in updates?

I am just curious as to how you arrived at that conclusion?

To be clear, I’m not claiming ‘fight players’ are a minority, I’m saying that regardless of a playstyles all of them should be considered before implementing these polls: having a vote after an idea has already been decided is different to having input into what the idea might be. These recent polls have mostly been neutral or ppt/siege orientated, which does account of a lot of the WvW playerbase playstyles but does not encompass all of them. A wider spectrum prior to picking what areas to ‘update’ is an important factor to keep in mind.

The Ghost of Christmas Past

Embrace the Polls: What Should We 'Try'?

in WvW

Posted by: Tommyknocker.6089

Tommyknocker.6089

…snip

  • Reset WvW ranks and disable WXP in EotM
    …snip

^ So much this. I would gladly re-earn my platinum rank that I earned in REAL WvW if it meant that ranks meant something other than EotM hero again!

Embrace the Polls: What Should We 'Try'?

in WvW

Posted by: Teon.5168

Teon.5168

It would be nice if WvW was viewed as: fights; neural; ppt.

Try to balance additions around that because most fight people really really dislike this random extra siege updates.

“Most fight people” are still only a very vocal minority. Snip

Minority or not they are still entitled to have their voice heard in the form of these updates.

What sort of logic are you using to come to that odd conclusion? Certainly, the minority is entitled to have their voices heard in these and other forums, but when there are now polls that are deciding what the majority wants, how do you figure that minorities should be entitled to a voice heard in updates?

I am just curious as to how you arrived at that conclusion?

To be clear, I’m not claiming ‘fight players’ are a minority, I’m saying that regardless of a playstyles all of them should be considered before implementing these polls: having a vote after an idea has already been decided is different to having input into what the idea might be. These recent polls have mostly been neutral or ppt/siege orientated, which does account of a lot of the WvW playerbase playstyles but does not encompass all of them. A wider spectrum prior to picking what areas to ‘update’ is an important factor to keep in mind.

Thanks for the clarification.

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-