Night Capping and YOU
And they call this fun
http://i1240.photobucket.com/albums/gg487/enolive69/TheyCallThisFun.jpg
Well maybe it is for mindless 50+ zergs against 15 but I don’t as I didn’t even get the render till after I was dead.
Please ArenaNet fix the rendering fully, make transfers 14 days and cash related, plus get rid of the AoE kittening Cap to at least give out numbered a chance against a huge bunch like this.
I would also remove XP and Karma from WvWvW simply because everyone gets raised up to level 80 and Karma is predominately PvE based rewards at most, this could very easy be countered by trebling the cash reward as a recompense for getting rid of the XP and Karma from WvWvWI’m pretty sure squirrels would want cars to be nerfed after they became roadkill.
I’m pretty sure mesmers would want cars to be nerfed after they became roadkill.
There, fixed it for you.
As stated in the above quote the problem isn’t the roadkill leading event, is the inability to react to it.
Trouble is I’m an Ele not Mesmer
Gandara
Eno Live (Ele)
Getting my monthly kill req and leaving WvW. It’s a waste of time without balancing the numbers with queues. 200 vs. 50 isn’t WvW – it’s just simple zergs. And a waste of repair money and seige weapon investments.
So what happens is team with 50 becomes team with 10 within 2 hours. Word spreads and the team with 200 swells to 250. Then everyone just throws in the towel.
This could be fixed very simply with a min/max player queue system.
Here’s how I think it should go. You do dynamic caps in increments of perhaps 50. (Or whatever number you want it to be) When WvW opens the cap starts at 50. When all 3 servers reach 50 players then it increases to 100. When all 3 reach 100 then it increases to 150 and so on. Now when 2 of those servers fall below the previous cap, then it shrinks back down by 50. Then the higher pop world that is now over the cap will keep the people that are in there but they will not be replaced until they are under the cap.
Here’s how I think it should go. You do dynamic caps in increments of perhaps 50. (Or whatever number you want it to be) When WvW opens the cap starts at 50. When all 3 servers reach 50 players then it increases to 100. When all 3 reach 100 then it increases to 150 and so on. Now when 2 of those servers fall below the previous cap, then it shrinks back down by 50. Then the higher pop world that is now over the cap will keep the people that are in there but they will not be replaced until they are under the cap.
in theory that would work, but whenever a server gets rocked alot of players take off and suddenly you’ve taken down the other two servers from say 200 down to 50, right there the other two servers just lost 150 players
Sybol – Healing Bunker Charr Mesmer (80)
Dresdon Honorclaw – Zerk All-Ranged Charr Warrior | Hawke Fullmoon – Melee Ranger
Here’s how I think it should go. You do dynamic caps in increments of perhaps 50. (Or whatever number you want it to be) When WvW opens the cap starts at 50. When all 3 servers reach 50 players then it increases to 100. When all 3 reach 100 then it increases to 150 and so on. Now when 2 of those servers fall below the previous cap, then it shrinks back down by 50. Then the higher pop world that is now over the cap will keep the people that are in there but they will not be replaced until they are under the cap.
in theory that would work, but whenever a server gets rocked alot of players take off and suddenly you’ve taken down the other two servers from say 200 down to 50, right there the other two servers just lost 150 players
Even if there’s a sudden drop like that, it’s no different than now. The cap would then be decreased to 100 and the server with 200 would start losing players and eventually evening out. If you keep it how it is now, the one with 200 could boost up to 300 and now the others are really screwed.
Nightcapping scoring ideas. One idea I had was to make it so that if a server has say, only 5 people on WVW at a certain time, and lets say one server has 50 and just took over the entire maps. Perhaps make the points they are earning less? So that instead of say +600, the server does some math so that if no one from opposing servers is on it only gives maybe +200 per tick tally. Or if literally noone was, only +100?
This would make it so that a server can still get points, so it allows people to still cap and help out, but if one server has people overseas helping them out and another doesnt, its impossible for the non EU helped server to win. Look at this weeks matchup of CD ehmry and Maguuma. We dont have any chance of beating CD simply because every night we go to sleep, they take over entire board and jump way ahead. kinda pointless.
A way of lowering points earned if no other servers are even fielding anyone would help greatly as it prevents servers jumping Way too ahead early on and then people just giving up.
And before you say “but noones time is worth more!” these are North American servers. So they should be built around our time zone. Im not going to go on a European server and complain things arent built around my time zone.
“Players should not be punished or unable to experience and view the same content as everyone else because they play at a different time.”
So you made WvW maps part of World Map Completion? This is oxymoronic. Players should also not be punished or unable to experience and view the same content as everyone else because they play on a different server..
Please remove all EU/Oceanic/Asian/etc. gamers off american servers.
Likewise please return RUIN back to us so they can fail once more against prime time competition.
Thank You,
Your Players
I live in nz and have missed all the one time only content because it goes at bad hours when I couldn’t possibly get on to play it at so to be honest if oceania players at least get to stomp in wvw because of this then i feel its about even.
It would be complete bull to rework the timing for one but not the other.
No matter what is said here, or what suggestions are made, Anet will not change this.
Stay frosty! Keep it tight!
I have a life so cannot read the 27 pages before this so it may be old but:
Apart from the thousands definitions such as PvD, nightcap, night shift and so on i think arenanet should consider to make wvwvw points system more worthy to be played against people…i know we have different time zones to deal with and this is my suggestion:
make no changes at all but the assignment points system.
Change the time the potential points are granted considering the people are playing in total..the less people the more time (not 15 mins but 25 or maybe 30) and so the time people play with other people will be more worthy than playing alone or against a few.
A fair way IMO.
All these ideas with adjusting the amount of points people get during offpeak hours can lead to strategies that revolve around abandoning a BL where you haven’t got much capped in favour of capping stuff elsewhere. If I can only field 50 people at a time and concentrate them on one BL, losing another BL in the process, why should the BL I gave up give the opponents less points? Or it can drive people away from WvW altogether, just to prevent the enemy from scoring. Is that really sensible?
It is indeed s a shame that dominance in WvW isn’t primarily determined by how you fare during your own peak hours, but by how well you do during your enemies’ offpeak hours. It hurts that as a working gamer who only plays in the evenings I cannot contribute as much to my server’s success as an unemployed (real-)lifeless zombie bot who does nothing but all day, however that’s the way of the World (vWvW) and a server’s score is determined by the sum of players that invest their time during the entire week.
TL;DR
It’s fair the way it is, equal chances for all servers. Changing the mechanics will only introduce new problems for people to complain about.
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(edited by Beefcake.9032)
So i have to be honest, i ate a burger with cheese and i cant spell, its a personal taste.
Chuck norris, steven seagall, jon claude de french foreign legion, or belgian, i dont know.
Seriously though its going to be a lovely day, dont trust me
Add Outmanned buff to NPCs.
Add the following effect to Outmanned: “If you are an NPC, you get +x to all stats and +2 levels”.
It will still be easy to PvDoor, but will at least take a bit longer, giving more time to the truly outmanned defenders to respond.
If there was a change to the scoring mechanics against worlds who are heavily out-manned there would always be the tactical option for worlds to organize a mass drop out, leave the WvW and come back in an hour or so, your enemy is now stretched thin, has captured places that were worth less points and your organized group can now take back for a bonus in points.
It’s a nice idea, but has far to great a potential to be abused to make for uneven playing fields. What you do need is a buff to out-manned to encourage players to stay and fight the overwhelming odds, buffing magic find just encourages players to avoid combat and look for the collectables, not sure defenses and fend off attacks. Maybe have NPCs man the siege weapons when there’s insufficient players, they do little else.
Also I don’t see why a single player when attacked by a zerg in their own fortress can’t be buffed up to a minor boss level encounter. If one guy stood up against 50 I’d call him a Champion, but I’m Australian and call lots of things Champions. It would make it much more fun all around, want players to stay late and keep the torch burning, give them a kitten enormous torch. If there is essentially no chance for a player to hold a position by them selves 50:1 odds are quite imposable from most of the smaller forts, why not let them have fun as they go down rather than standing inside the fort and hiding waiting for the zerg to move on or having them leave and probably get mown down when the zerg rush moves on?
Just give them a field weapon that replaces their skills and multiplies their stats while they hold it, or make it essentially a form to limit gimmicks from utilities, it only lasts within the confines of the fort (so you can’t use it for offensive purposes). Essentially changing a bug against a windshield situation inn Gandalf Vs the Balrog, even add a skill which is: Shout – ‘You Shall Not Pass!’, knock back enemies in front of you.
If everyone’s playtime is equally as worthwhile then why can’t a single player have fun against 50 guys? Just give us the tools, the groundwork is already there.
(edited by Overworld.9613)
I don’t understand why people worry so much about a buff or point scoring change being made and it leading to servers strategizing around it. That will always happen. That happens already. Servers are pushing when another server’s crew logs off. The current scoring system is already creating questionable playstyles.
So what does it matter to fix the current problem? Because of the extended problems with nightcapping or whatever you want ot call it. Why invest in defending or upgrading a keep, tower or whathaveyou if its going to be zerged down when your guild logs off? Players get to a point where they feel WvWvW is just throwing their gold away and stop playing.
(edited by etiolate.9185)
…It is indeed s a shame that dominance in WvW isn’t primarily determined by how you fare during your own peak hours, but by how well you do during your enemies’ offpeak hours…
That’s actually a very realistic approach to battle.
Thing is, battles with 1 or more enemies dominating the offtime hours result in less dedication to fortify towers/keeps/camps.
I guess the “Underpowered buff” could even things out a little, if T2/T3 doors and wall hps would increase drastically for the underpowered forces.
Would give an incentive to actually fortify positions and get them with minimal force eventually through the night…or at least stall the enemy zerg a little longer.
On a sidenote to the “underpowered buff”, i would focus on strategic buffs compared to actual player stat enhancing boni (+10 player supply, speed bonus on building etc., faster captureing).
Still, i like matches between servers shareing the same peak-hours way more than those nightly Oversea-Invasions.
Its not fun to play at a time when another server has 3x or more players. Its not right that a server can take the whole map by having overwhelming numbers on relative to the opposition, rather than by playing well. The current design has a “snowballing” failure, where the worse the situation gets, the more demoralized the losing side is. The developer’s description seems to miss these essential facts.
WvW is meant to simulate a persistent war, guess what in war you don’t fight fair! Stop your complaining about how the system scores things when you aren’t logged in and what you can do to help when you are. Perhaps you and your guild should invest in upgrades so that when you can’t be there to defend your keep is harder to take? Perhaps you should teach the people on your server how to properly assault a location so that you don’t spend all day gaining so little? Maybe just maybe you should think outside the “OMG ZERG” mentality and find ways for you and a squad to take keeps while the zerg keeps their attention?
If anything needs to be fixed in the current system it is the relative ease with which doors and walls are destructible. Even in a relatively even matched zerg on zerg the towers and keeps are simply too squishy. Reinforced gates currently are meaningless because you can set up a single catapult and take down a wall in 1/10th the time it takes on the gate itself. Don’t even get me started on the non-reinforced gates that are simply a waste of siege equipment since they are made of swiss cheese. This has lead to the current mentality in which there is no point to defend when it’s so much easier to let them take it and simply “back cap” it rather than racking up repair costs.
The current scoring system just ends up rewarding servers with the highest off-peak players, such was Oceanic timezone players who play on NA servers (ie. American military stationed overseas).
This has lead to the social structure of various servers to actually go out and recruit large amounts of off-peak players such as large Australian guilds and bring them to NA servers to “fill the gap” so to speak.
Why not just make servers no longer region bound? With the increasing globalization of the world, I’m not sure why MMOs have not followed suit and gone with the flow? I’d suggest making servers by language instead of by region. Even then, I don’t mind seeing some different languages in the map chat. Quite realistic if you think about it. It even keeps me from losing all of my old French and Spanish.
Night capping is not an issue.
/end thread
[DIS][STAR]
Here’s an idea:
1. Remove the running-score, and the final-score from the game completely. In other words, don’t keep track of the totals over time.
2. Instead, just keep track of the current score for the scoring period. All the bonuses are determined by the current score.
This would turn WvW into a battle with the current scoring period being the only factor to grant bonuses.
Previous scoring periods will be irrelevant. So it does not matter if somebody night caps a server, since the final score is no longer a factor.
It will always give players an incentive to fight, since the current scoring period is the reward, and not the final score at the end of the week.
3. Then shuffle the 3 worlds after the week. Maybe get rid of rankings altogether, or find a new algorithm to rank worlds.
I still think a dynamic population cap would help the issue as well as spreading out server populations. If you’re on a server that has a high pop during a certain time that other servers don’t then you’ll have a longer queue and maybe you should consider transferring somewhere you won’t have such a long queue.
…It is indeed s a shame that dominance in WvW isn’t primarily determined by how you fare during your own peak hours, but by how well you do during your enemies’ offpeak hours…
That’s actually a very realistic approach to battle.
In a real war, there is no sleep time and people don’t go to real jobs and schooling at the same time.
I am going to side with those calling for a dynamic cap. I tend to like the idea of going by 50 person increments. And for the QQer’s that say this doesn’t solve the “nightcapping” problem, you’re not seeing the big picture. If you can’t muster at least 50 people per map at any given time because your server population is low (or has low interest in WvW), then your server just became attractive to people on more populated servers that have long queues at that time. Long term it will promote balance between servers.
As a side note, making the cap map based would stop some of the “map loading” strategies that are being used currently. Where the entire server loads onto 1 map and proceeds to zerg cap everything before moving to another, for the express purpose of destroying upgrades and siege equipment. If that map only has 100 of each server defending it, you can’t bring 400+ to wipe it out.
Here’s an idea:
1. Remove the running-score, and the final-score from the game completely. In other words, don’t keep track of the totals over time.
2. Instead, just keep track of the current score for the scoring period. All the bonuses are determined by the current score.
This would turn WvW into a battle with the current scoring period being the only factor to grant bonuses.
Previous scoring periods will be irrelevant. So it does not matter if somebody night caps a server, since the final score is no longer a factor.
It will always give players an incentive to fight, since the current scoring period is the reward, and not the final score at the end of the week.
3. Then shuffle the 3 worlds after the week. Maybe get rid of rankings altogether, or find a new algorithm to rank worlds.
I like most of this post! I think the best option would be to make the current score considered secondary and used only for ranking to keep servers fighting similarly ranked servers but to let the current “score” be the one that determines the bonuses. That said I still feel it is ludicrous to sit and whine about someone fighting when you can’t. That is war, which is what this is supposed to simulate.
The idea that during war all other life stops is also ludicrous. If people stopped going to work during war times there would be no armaments to use for the war effort! If people stopped resting they would drop dead on the battlefield from fatigue inside of a week. I assure you, even the most disciplined and skilled war-fighters sleep sometime, and when they do and the enemy takes a position, they just retake it the next day.
/quote Nightcapping scoring ideas. One idea I had was to make it so that if a server has say, only 5 people on WVW at a certain time, and lets say one server has 50 and just took over the entire maps. Perhaps make the points they are earning less? So that instead of say +600, the server does some math so that if no one from opposing servers is on it only gives maybe +200 per tick tally. Or if literally noone was, only +100? /quote
Something like this.A very easy fix vould probably be a score multiplier.Make it for example that if servers have the same population on a map points will go as normal.When a server goes down to “outmanned” debuff the score points should decrease by x in order to prevent a group of 5 ppl to take over the whole 3 maps and hold them for 6 hours just because everyone else is sleeping.Happened many times,even took sm once with 5 ppl lol.
Problem is that this can probabily be exploited also like one server not going to any wvw maps after they gained a decent advantage to prevent being surpassed.One of the main reasons not many or no changes can be made.
Hmm .maybe only more guard npcs at night or something ridiculous like that ^^
All i hate about night capping is how only a small party of 4-5 ppl can do more damage on 4 maps in a few hours than an entire server at peak hours,so some npcs could take care of that.Honestly if you still have a zerg at night you deserve the points.
So why was this thread unpinned?
Hoping for a change here might be a bit too much, but seriously – W3 is not a ‘never-ending battle’ now, it’s about who has more people across more timezones and can PvDoor. In our current matchup, as the red side, we can get the highest pointgain during evenings or at least get to solid second, despite not owning EB or steamrolling everywhere and being outmanned in 2-3 maps; but then the last veterans log off at 2~3am only to see everything lost at 8~9am. Literally everything – same with the other server, too, with one dominating in the mornings due to more people in more timezones.
So why was this thread unpinned?
Hoping for a change here might be a bit too much, but seriously – W3 is not a ‘never-ending battle’ now, it’s about who has more people across more timezones and can PvDoor. In our current matchup, as the red side, we can get the highest pointgain during evenings or at least get to solid second, despite not owning EB or steamrolling everywhere and being outmanned in 2-3 maps; but then the last veterans log off at 2~3am only to see everything lost at 8~9am. Literally everything – same with the other server, too, with one dominating in the mornings due to more people in more timezones.
So your plan is to screw over anyone thats not in the same time zone as you? MMOs are played on the World Wide Web not the guys in your neighborhood. If you change it then other people that play from around the world or happen to like playing at night have to give up playing because if you can only cap at certain parts of the day then why bother going in. Aion has set times on fort fights you might want to give them a try. Try recruiting a night crew but stop telling other people that they cant play your game. Or maybe you can put up millions of dollars and make your own MMO where people get to play by your rules and see if you get your money back.
This is not saying that we are against any adjustment to scoring, or against developing another mechanic to improve the capping system. This is simply saying that we will not be changing WvW based on some players’ idea of off time hours.
So… if you’re willing to consider adjustments to scoring or to capping mechanics, but not willing to base those on time of day, I can only conclude that any adjustments would have to be based on relative map populations regardless of time (e.g. a reworking of the Outmanned buff). Is that a fair assessment?
I would like to see an overall Garrison, where you are given a number of guards which is shared across all of your objectives.
The more you control, the more spread out the number of guards are, until you have very few defending anything.
For example, let’s say you have 100 (a random, but not unrealistic number plucked from the air for convenience’s sake) guards. If you have 5 objectives left across the maps, then each one has 20 guards (this would scale – so if you have a guard point, you would max at just a few, tower would max at considerably more and a keep would have no max.
Thus, if you are down to just one keep on a single map and all your other objectives were gone, you would have 100 guards, making it hard for the enemy to capture it.
Likewise, if you had 100 objectives across all of the maps, you would have only 1 guard at each, thus making it easier for the enemy to take your things.
This is effectively adding a “scaling difficulty” based on your success, and ties into this theme in other aspects of the game (notably Fractals). The more successful you are, the more difficult the game becomes, making it a constant, fun challenge.
Why is this no longer stickyed
Please remove all EU/Oceanic/Asian/etc. gamers off american servers.
Likewise please return RUIN back to us so they can fail once more against prime time competition.
Thank You,
Your Players
I disagree, regardless if you’re joking or not. This issue is one of the major WvW flaws—culling the other. They should consider pairing up US and EU servers to help coverage issues.
The population imbalance removes the competitive nature of the system throughout the day when one side is horribly outnumbered. It’s not appealing.
(edited by Roezz.5460)
Jiiub.7135
so just have my say,
I am NOT against night capping or people playing at night, but im feeling its abit bad that US people are allowed here and some of the other time zones aslong as they have their own servers to play on.
Ofcourse i understand some of this aswell and if things were diffrent and more of the people in another game i play played this then it would be very possible that i would be playing on US servers.
So in the end, yea it kinda sucks when people on the other side of the world can easily ruin a whole day of upgrading and defending just because that’s their prime time, but at the same time.. its a tough subject to find a right and wrong.
I have been playing WvWvW between 1am-4am my time, fighting the french horde
Ok, so the way I understand you is I should not allowed to play with my friends on an EU server due to being in the US because of you loosing your upgrades?
My friends and the guild I am in is 99% in the UK. I am in the US (and the only one). I want to play with my friends, but I shouldn’t be allowed to because you deem it not fair because I am in the US. You want the game to be regioned or some other control to force me to play on US servers only since I am here.
You want me to get relegated to less of an experience because I don’t have a right to be with my friends because you don’t like that by an accident of birth I am in a different timezone than them even though I am willing to play on their schedule, and they on mine and we have our own synergy in our guild.
Wow… just wow.
You do realize that by allowing players to play on any server they want to (and are willing to accept any issues along with it such as lag etc.), it actually helps your server right? Think about it. Since you can’t guarantee that the other 2 servers you are going to be up against are going to be in the same timezone as you, wouldn’t you want to open up your ranks to allow as many timezones as possible? Otherwise you are just begging for this night capping to occur when you are up against the other servers.
And as for affecting the point system for “night capping” or when outmanned. I can’t see how this would possibly work without being severely exploited. Even just timing the assaults would be an exploit. If you say that taking a 2 keeps in 30 minutes is not acceptable, then they wait 31 minutes and take it and it’s still the same eventual result. This is further complicated by the fact if it really did take 31 minutes to take 2 different keeps it could be seen as an exploit when it is really just the flow of play. How much would you like to loose out on up to an hours worth of work (if it took that long) because some AI determined that you were trying to exploit instead of just getting and using the capture you have?
What needs to be done is trying to bring people into the game, and into WvW. Explaining how to do that is not for this thread, because I think this thread is way off the mark for the problem, but it is nice to see that ANet are willing to look into things – I just think it is misdirected if they are focused here.
It is stated blatantly everywhere (from the “trailers” and “informational” things before the game’s release all the way through to now), that WvW was supposed to be a constantly fluctuating and intense environment. What should be happening is what Aurora Glade has been up against in the past. Make a concerted effort every chance you can. Look for ways to deal with the pitfalls and struggles. Learn how to turn things to your advantage. I’m not wanting to give more information because really there are already servers so good at this I don’t wish to give things away, but you have to be willing to think outside the box. WvW is a lot of hack and slash, but when done well it is a lot of tactics and planning and work as well. Think about more than just the points, think about strategy, think about timing, think about tactics and the points will come on their own.
I can come up with at least 4 ways to counteract night capping as the game stands now, without any adjustments to the system by ANet and they are all legitimate, viable, doable, and have been done before. Expand your ideas a little and I am sure you can come up with 3x that many in the time it has taken to read this post.
I honestly think people get too wrapped up in the points, and loose sight of the bigger picture. Points aren’t the be all and end all – each week they get erased. It should be about improving your server’s standing, improving your communication and understanding of the tactics at hand. The goal should be learning to work together as a party, squad, server, as well as across all the lands.
“If you build it, they (the points) will come”
No longer sticky and now new threads about this are started.
The heart of the issue is that captured nodes tick points for your team even when no-one is there.
If the game would require players to be at the node to make it tick points, then the night capping issue would be greatly diminished. Also if your team would get those +3 points only for dolyaks which were really escorted by players.
However if I had to stand in a captured tower with nothing to do I would get bored out of my mind.
Obviously there would have to be some activity. For example dynamic events bringing horde of NPCs to capture keeps you have to fight off. NPC kills counting towards points for your team.
But then again NPCs would mean more PvE which some players frown upon.
Perhaps the captured nodes could have war banners that you can carry out to battle. Your team gets points only if you kill enemy players near the banner. If the banner carrier gets killed instead, the banner returns to the node and has to be carrier back to the battle field.
This won’t hurt [Much]
Ring of Fire
Yes. Let’s create player limits at “night” that prevents the majority playing at that time to not out number the minority.
Instead of player limits — which will shut people out — it would be better to just have a dynamic scoring system. If there are fewer enemy players in WvW as a whole, then the total points available each tick should be lowered. This seems fair since you should get less credit for holding a keep against an empty map than you should for holding it against a full map of enemies. And it will have the consequence that primetimes count more towards the score total than overnight/daytime.
If some kind of dynamic scoring were implemented, then one nightcapping server could not make too much headway overnight while the opposing teams are sleeping. In all other ways, however — karma, money, badges — the experience overnight would be unaltered.
I think thats a pretty good Idea, I was thinking about closing one or more of the 4 maps when the overall player count is low, but this would bring some problems with it like the overall points compared to other brackets or manipulations if many players leave wvw before they lose a keep. Also the overall population on the 3 matchup servers would be a problem.
An adjusted and more thought out version of what I posted earlier.
Make a dynamic population cap that covers all the maps. You take the server with the lowest current wvw population in total and add lets say 40, then divide that by 4, and that’s your population cap for each map. If it creates huge queues on the more populated server then they can just deal with it or move to a less populated server. The current system is only encouraging people to move to more populated servers. This gives a minimum of 10 people per server per map (if one server has absolutely 0 players) and the highest pop server can still have an advantage, just a more fair advantage. Adjust the cap as players enter and leave.
Changing the points based on population or giving buffs is just a bandaid on the symptom, doesn’t solve the problem and reduces the impact of player skill. Evening the fight is the only thing that will allow player skill to be the determining factor.
Personally I’d feel I didn’t earn a win if it was because I had some super buff or took advantage of a handicapped system. I want a fair fight. Being vastly outnumbered or given a buff is not a fair fight.
Population caps based on opposing servers is terrible. Nobody should be denied a spot in WvW because the other servers can’t keep up.
Say a match is balanced in population and suddenly half the population of server A logs off for the night. Does half from server B get ejected from the match even if they want to sleep later to put in longer hours in the game? Say your server has a majority NA population and the enemy has a majority Asian/Oceanic population. Now you get a situation where the NA server can’t play during their own play time and the Asian server can’t play during theirs because of their opponent’s demographics. Nonsense.
I agree with ykyk, and I think that’s why dynamic scoring is a much better idea: it doesn’t shut anybody out of WvW simply because opposing servers are quiet, but it does reduce the extent to which matches are decided simply on the basis of night/daytime coverage.
Saphnabylni | Alyquia | Hrafn Halldorsson | Roshanai Abbasi | Aghrama Steamfur
Why exactly isn’t this a sticky anymore?
In response to the thread complaining about TC’s control of 70-90% of the map last night:
TC near-sweep of EB and the borderlands peaked around 1-2 am EST. The map did not look like that by 3 am. By North American standard, 2 am Eastern isn’t actually “nightcapping.” That’s not even midnight on the west coast.
The first thing I would like to say is, WvW is not a war. It may be a video game designed to have a medieval war between different servers built into it, but that still does not make it a war. If WvW were a war, then the loosing side would be completely assimilated by means of law. The winners would completely loot the homesteads and businesses of the loosing side. New leaders on the loosing side would be elected. Leaders put in place to keep the peace, so to speak. The loosing countries would have to be rebuilt for decades. In wvw when a match is over everyone just goes to Lion’s arch and chit chats for 5 minutes while the match resets for the next week.
“The needs of the many outweigh the needs of the few” Spock. When the bots were around you took the dolyak escort reward away. You also took the reward for defending a camp/tower/keep/ or castle that is not under siege away. Now on 12/12/2012 you said that you are finding less than 20 bot accounts each month. Still though the rewards for doing these two very important tasks in wvw are still gone.
The only reward that players receive in wvw is the jumping puzzle, zerging camps/towers/keeps/castles, killing enemy invading or defending players, and occupying enemy sentry points. This reward system is the biggest determinant in how wvw matchs are played.
You see players zerg a base, then just walk away from it. The other team zergs it back, and then our team zergs it back. Its all for the 4 silver after you kill the tower champion. You never really see people defend a base, unless the base’s defenders have enough siege, and enough man power to hold off the enemy zerg. This is because the only way you will see a reward from defending a base is to kill enemy players, or for the reward timer to count down to 0. If the defenders don’t have the man power they just warp back to the spawn point. That way hopefully in an hour they can zerg it back for the 4 silver from the tower champion.
Since the only way to see loot in wvw is to kill enemy players, enemy npcs, and or the jumping puzzle. You find a lot of players in front of stone mist castle, they are essentially camping the spawn points for the enemie’s castle guards.
The reward system could really encourage and teach players how to play in an effective way that helps your team. Right now though the reward system is rewarding players to gather up in front of a castle and camp enemy npc guards.
The current rewards for zerging a base could be increased. The rewards for defending a base that is not under siege could be reinstated. As well as the reward for escorting a dolyak. The reward for zerging bases may need an increase just incase to many people decide to defend, and matchs turn into zergless turtles.
The tactics of night capping are completely draining people’s desire to enter wvw. Especially when you have the same servers week after week night capping maps to a single color every single night. Basically night capping comes about because a bunch of people from different parts of the world choose a U.S. server. Most of them say the same thing when asked, " U.S. servers have better latency". For this better latency these people are willing to basically live in exile, until they find a few more people that also choose to do the same thing for this better latency. A dozen or so of these players get together, and just run over empty uncontested maps at night. Because of night capping you see a lot of bases not being upgraded. That is a whole huge game mechanic that is not being used by the loosing side; because they know it will be gone in less than an hour, or when they go to sleep that night.
To stop night capping, and to keep the thousands of players that will no doubt quit because of it. Here are two possible fixes to night capping. You could restrict players to their own region. It would mean a few hundred players from each server would have to transfer, but it would also mean night capping would be mostly solved. Another possible fix could be to allow npc guards to use siege. If you could make it to where the guard has to be standing next to the siege to use it, and if the guard dies the siege most stop working it might also help to fix this night capping problem.
The strange thing about night capping is, it seems that if the reward structure that was mentioned above were tweaked it could also reduce the impact of night capping. If half of the night team was not standing in front of SM camping npc spawn points then there might be less of a chance that there bases will be night capped. Those players will not leave those spawn points in front of SM until they have a better reward for defending bases that are not under siege.
(edited by Ron.4920)
Population caps based on opposing servers is terrible. Nobody should be denied a spot in WvW because the other servers can’t keep up.
Say a match is balanced in population and suddenly half the population of server A logs off for the night. Does half from server B get ejected from the match even if they want to sleep later to put in longer hours in the game? Say your server has a majority NA population and the enemy has a majority Asian/Oceanic population. Now you get a situation where the NA server can’t play during their own play time and the Asian server can’t play during theirs because of their opponent’s demographics. Nonsense.
No one is denied anything. Queue up like everyone else. If your server has too many people and you don’t like queues then transfer or wait for others to transfer. No one would get ejected from the game. Simply no one else would be allowed to join the map til those people leave. You’re not going to get suddenly half the population leaving at once. You want to know what nonsense is? 50v10. 200v30. People suddenly leave because they’re demoralized from 200v30 fights. Why do you want to fight against doors and walls anyway? Because that’s what you’re trying to do. You want to log in during off peak hours and wipe away the map when the other teams have no one so all you’re playing against is doors and walls and some npcs. That’s not pvp. If you want to pve then go in a dungeon.
My suggestion which I have posted in another thread and thought about it more and want to expand on it is this.
Have every server linked to another server on the opposite side of the world, have W3 last for 13 hours on each day with 30minutes overlap of w3 on each server.
Say Blacktide and Blackgate are linked. You as a current Blackgate core member now after these changes can log in at any time of the day and play on either Blackgate or Blacktide including W3. The points tally are combined to give one score for both servers and one ranking.
Negatives
- Possible finger pointing at our brothers at first.
- Lack of Ping for those that play odd hours (Poor Aussies/Asians are going to tell you to shove it because they put up with bad ping no matter where they play):P
Benefits
- Removing the problem of night capping.
- Balancing population creating a skill over coverage game
- Making upgrades to structures matter again
- Increasing the numbers of people on the lower servers to make W3 more fun
- Probably creating more players in levelling areas due to one place becoming the norm to level chars.
- Creating more chance for PvE events to happen
- Possibly people learning another language. I know I see Korean written a fair bit these days on my server and love it.
Fort Aspenwood – the PvP server
Anet just needs to quit being cheap and get some Oceanic servers going.
They’re the issue…
This should be a sticky again
This should be a sticky again
Why?
More to the point why was it a stick in the first place, a thread where people complain that the people in Australia/NZ/Asia who get the short end of the stick on event times, server lag should also be screwed over in WvW
There is a simple solution its called being nice to people who dont play US times some servers realised that and no longer have a problem
Do server pairings. The top NA server with bottom EU server and top EU with bottom NA. As you move up the tiers, your partner gets worse. As you move down, your partner gets better. Almost every server would have close to 24/7 coverage that way. The lag isn’t that bad between NA and EU servers, I have been on both. Just alternate back and forth where the WvW is hosted week to week.
PvD = lame.