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Posted by: jportell.2197

jportell.2197

This will heavily address issues I have with WvW. NONE of these are enough to make me rage quit the game and I am sure this will be lost in the redundancy of posts made by others.
Issue #1.
Culling… Apparently there was a trial done that a lot of people liked in WvW that really helped with the culling. Hopefully the Devs listen to the people and restore it. I wasn’t playing WvW at the time but if the majority says it helped who am I to argue. I also feel that culling can be addressed by the players if they keep to smaller more organized units (if the definition I have of culling is right). Zergs just seem so unorganized and like everyone is standing around the siege waiting for the wall to come down. This brings me to my next issue.

Issue #2. Communication…
This is a solely player based problem. ANET needs to do NOTHING. If you come onto a map… The only thing you should say in map chat is Lfg and then say what you would like the party you join to be doing so an example is LFG supply. So your party that 5 person team would be taking supply camps… running supply to siege or defending supply camps that are supplying siege. A good strategy that I would do with communication is using the different channels appropriately. Map chat used if a soloer spots something that needs reported. Team chat commanders talking to commanders. Squad chat (needs used more) Commanders talking to the leaders of specific parties. Party chat. The party talking and devising a strategy amongst itself. It takes a lot of discipline to run like this but a well organized server with small groups assigned and fulfilling specific tasks ONLY will take a map much quicker than a zerg following a commander diamond. Once again all the tools we the players need are there we just need to be more organized and STRUCTURED.

Issue#3. Badges
This is something that needs addressed by ANET. The badge drop rate from killing players is HORRENDOUS. I think that if people want WvW to maintain the player aspect the badges need completely removed from the jumping puzzles (the most reliable place to get them) and guaranteed to drop from killed players. 1 badge per killed player would prolly make everyone that does use badges for siege or weapons or the GoB much happier than jumping through your puzzles. Also I have noticed that they drop more reliably from the Supply Camp supervisors than tower and keep lords. Maybe I don’t do enough damage on them when we breach a wall but it is just an observation. In my opinion this is something that ANET could fix more quickly than other problems and that would get people out of jump puzzles and into defending and taking territory.

Aside from these I don’t really have any major problems in WvW. I am not going to stop playing WvW or GW2 but I hope players and Devs alike read because there are issues here that we players can fix and the devs can also fix… Please provide constructive feed back if you deem it necessary. I am also fairly new to WvW so this is not a fully expert opinion but hopefully has some decent insight. If all I have done has created more rage so be it. We players must be patient for fixes though. I am excited for Feb and hope that it does address some of my issues. Thank you all.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Sithaco.4673

Sithaco.4673

I’m pretty sure your not allowed to call out to Arenanet nor any staff member in a forum post.

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Posted by: Relentliss.2170

Relentliss.2170

The culling fix made culling worse for lots of players. It was removed for a reason.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

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Posted by: jportell.2197

jportell.2197

The culling fix wasn’t something I experienced personally so I based my opinion off of the majority of posts that I have read concerning that fix. And if Anet deletes my post. I understand but I hope that this wouldn’t be considered me calling them out as much as asking for their help or input on the matter. I have seen people whine about getting zerge d over the BoH in jump puzzles and people get mad that those in the puzzle badge farming are making no real contribution. If the badge drops were more reliable from killed enemies or lords then the participation in WvW would rise sharply I think.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Nuzt.7894

Nuzt.7894

The culling fix was terrible, please if your going to ask Devs to come and read your suggestion post do not attempt to speak for the masses. I personally despised the new culling trial.

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Posted by: jportell.2197

jportell.2197

Okay very well I guess it was terrible… Like I said I was going off the Majority of posts I read concerning the culling because I was not doing WvW at the same time the “fix” was in place…. But they have also said it is going to be addressed in Feb. So lets see.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Nuzt.7894

Nuzt.7894

Don’t take my post the wrong way it was not meant to belittle or insult you, I just really think the culling test was a step in the wrong direction.

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Posted by: Saweth You Him.9047

Saweth You Him.9047

Suggestion 2 doesn’t work. It doesn’t work because it’s to much work and if it is broken moral is broken. WvW should flow naturally with the option to choose different paths to achieve a goal. A zerg usually has guardians/necros/mesmers to keep retalation up and remove boons and convert/transfer conditions on the tip of the spear of the opposing force. People aren’t stupid and will break off to raid a supply camp when the need arises. Diamonds are great for rally points and spotting artillery strikes but the crossed orange swords tell where the fighting is. The only crappy thing in regards to structure in WvW is how linear and cumbersome the breakout event is. And you pretty much have to do them because to turn them down is to turn down free shielded siege and an oppurtunity to make the enemy commit their forces.

Desert storm was won with a zerg. The greater zerg generally destroys the lesser zerg. If the keep portal is deactivated the greater zerg gains time and space when on the offensive. Time to set up siege and space to coordinate a strike on the outer wall/gate.

The only real organization required, and it’s not so much organization as it is awareness, is the defense of your siege weapons from berserkers or any counter offensive.

Anyways WvW isn’t just about where you organize and commit you forces. It’s also about where you force the enemy to commit theirs. Whether you go in one big confident fist or try to break up into smaller organized forces the same rule applies.

so sayeth the great innuendo

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Posted by: jportell.2197

jportell.2197

I used suggestion two tonight with a party running around EB in the DR/NSP/AR match up… It was sooo fun and effective to boot.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: jalmari.3906

jalmari.3906

The culling fix was terrible, please if your going to ask Devs to come and read your suggestion post do not attempt to speak for the masses. I personally despised the new culling trial.

Would you please explain to us why this old system is better than trial system?

Trial showed enemies pretty well, only downside was that sometimes you couldn’t see so many of your allies. I cannot figure out how it would be better not to see enemies like in this current system.

Current WvW tactics are based around killing enemy before they can see you because of this current culling system. I really really would like to have reasonable explanation why this is better.

Guardian 80 Necromancer 80 Ranger 80 Mesmer 80 Elementalist 80 Warrior 80

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Posted by: Caedmon.6798

Caedmon.6798

The culling fix made culling worse for lots of players. It was removed for a reason.

When they removed it,im having seriously terrible culling issues to the point its unplayable,as last night.I am unable to enjoy wvwvw as of now,and prob won’t do it untill this is fixed again.

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Posted by: kanikani.2430

kanikani.2430

I would have to agree with Nuzt every fix they do to culling just makes it so much worse.

Now can I not only not see thieves, but I can no longer see players 100 feet away till they load 20 sec later, this includes friendlies and sometimes even siege.

Add that to the 5-30 second skill lag whenever more then 20 people are in a place (including friendlies) and its just a joke.

*Note none of these were problems in beta. And my computer + internet are fantastic.

Ishionna (80 Ele)
Maguuma

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Posted by: Phule.1968

Phule.1968

The Hamster fixing the culling is dead and none have noticed it yet.

Where’s my X-ray goggles when I need em?

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Posted by: Kirbyprime.2645

Kirbyprime.2645

When they were trialing the fix I literally died and stayed dead for over 45 seconds at a supply camp while both zergs were around me and me never seeing a single person.

I was told this was a bug with the “fix” which caused almost all characters to not spawn after like 30 minutes and only a re-zone could fix. >_> Needless to say I wasn’t the only person to experience this.

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Posted by: Gankfest.4965

Gankfest.4965

It’s terrible with no fix in sight… People have their sights set on February, but will be disappointed as usual.

Gankfest™ ~ <PRX> ~ JQ
80 ~ Thief/Guardian

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Posted by: Shrpnelz.4801

Shrpnelz.4801

What about orbs and unattainable acheivments.. I don’t remember any Anet updates on that.

Shrpnelz -80 guardian WvWvW Commander
[TG] Terror Guild – Crystal Desert