https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Entitlement: My team should win!
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Couldn’t agree more.
Tarnished Coast – Dissentient [DIS]
All classes
I agree. My guild is on IoJ now, but we migrated there from Devonas Rest. We were one of maybe 4 guilds that actually played in decent numbers on the server then. I’ve found that in coming to IoJ we are less useful on the battlegrounds where we have superior numbers and assets, but when we decide to go to a borderland where we don’t really have a presence, our experience from DR of being regularly outmanned comes into serious practice. I call it “Going Viet Cong” when we just run 15 people around a server hitting sentry points and camps, and occasionally silent ramming a tower.
We have fun doing this, and being outmanned has given us so much practice at fighting in such a manner that in even odds in a skirmishing situation, we don’t lose anymore. Any SBI or Blackgate who were around last night for our harassment can attest that MoB can do a whole lot with a little.
Defensive Napkins [MoB] Guardian
Isle of Janthir
I think the problem is Guild Wars attracts RPG players instead of players of traditionally competitve games (RTS, FPS, Sports). This crowd is used to being on a track where they are the hero and they ultimately win. But the problem with competition is that winning requires practice and perserverance. Games like Dark Souls received such a reputation amongst RPG players because gasp it was hard! Losing is not something RPG players are used to. In fact, most RPG’s I’ve ever played, the main story quest was generally a wash and the challenging parts of the game were simply optional.
WvW is a niche game. It’s not for everyone. It is especially not for the people who believe the game should cater to them, instead of them adapting to the game.
Whilst I completely agree with you the element that is missing off of the WvW posts regarding “night capping” (hate that term) and WvW Scores, Winning etc; is that the current scoring system is inadequate for a 24 hour matchup style of gameplay. It is far too easy to make competitive fighting redundant by encouraging and recruiting members for wvw in less populated hours.
I couldn’t care less about that number tick at the top of the screen from a personal note, but it would be nice to have a scoring system that is more reflective of what is actually going on when the fighting is at its thickest.
Hand of Blood [HoB]
EU – Aurora Glade
IF winning generally meant more than marginal realm bonuses, I think this thread would have a greater point to make.
I recommended removing the scoring system a week in and replacing it with….
Nothing.
I recommended removing the scoring system a week in and replacing it with….
Nothing.
I wholeheartedly support any proposal to remove the scoring system from player visibility (I’m fine with keeping it behind the scenes for use in matchmaking, as long as the brackets when presented to the players are not presented in ranked order).