Willing to share WvW details?
I was going to wait to ask this until after the Feb update. However I was wondering if there will be any changes going into forced respawn after being stomped for…30 seconds (something like that)
Also a terrain question, with the amount of people that are playing has there been any revisiting of the distance between keeps/towers? The distance between the defense points, I believe, would increase the effectiveness of small groups as well as increase the difficulty of zergs attacking defense points.
Thanks in advance and keep up the good work =D
I’d just like to have a general idea of what we can expect in WvW updates… where I spend most of my time when I’m not out doing PvE to pay for repair costs
(and thank you arenanet!)
As we are clarifying some things, is it intended that some thief builds can take out a door like on this short video : http://www.youtube.com/watch?feature=player_embedded&v=3t6dRLPMktQ (the flame rams are ours/the defenders of the keep). Is it a bug, or something unintended like retaliation on the siege weapons ? Should we report this for fix ? Or find the great build our opponents found and use the same ?
Actually I LOVE playing with my tag on..I make a great decoy because everyone starts rushing me to try and kill me
I love just downing them and loading them up with conditions so I can blow up their erstwhile server mates coming to rez the dev
KnT Blackgate
wow this is the sort of communication people love thank you Mike!
I think it was Colin who stated in an earlier interview (during development) that people should never have to leave WvW if they don’t want to. Do you feel that you’ve met this goal so far (or was it a misinterpretation on my part)?
You’re welcome! Things have been really busy around here since we shipped, and that’s a big reason why we haven’t had a chance to communicate nearly as much as we’d like to, so we’re trying to make an effort to change that. We want to talk to you just as much as you want us to tell you stuff
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
I am extremely greatful for this info as well. When I play I am almost always in WvW. ONLY complaint I have is the amount of gold I get from doing it. It is almost impossible to pay for the Upgrades and Siege Weapons along with the Repair Bill :O.
Mike, please make it possible for owners to deconstruct siege weapons back into Blueprints.
Gold is the main issue, but you have to be careful, I and many other WvW’s do not want WvW to be easy money. If it becomes that then it will attract the farming variety of players and it will degrade WvW.
It needs to give you enough to play WvW and stay in WvW and be able to pay for upgrades. Right now as it is its hard to stay in WvW and pay for upgrades, you can do one but not the other easily. Siege aquisition is fine as I can do the jumping puzzles to keep stocked in siege without paying out.
Apathy Inc [Ai]
As we are clarifying some things, is it intended that some thief builds can take out a door like on this short video : http://www.youtube.com/watch?feature=player_embedded&v=3t6dRLPMktQ (the flame rams are ours/the defenders of the keep). Is it a bug, or something unintended like retaliation on the siege weapons ? Should we report this for fix ? Or find the great build our opponents found and use the same ?
all i see is players dpsing the gate ?
Gold is the main issue, but you have to be careful, I and many other WvW’s do not want WvW to be easy money. If it becomes that then it will attract the farming variety of players and it will degrade WvW.
easily solved, upgrades should never have required gold in the first place. Badges are the wvw currency so why shouldn’t wvw upgrades use wvw currency? Of course badges drops need to be reviewed of course and adjusted accordingly.
Hi Mike, I also have to thank you for nice answering in this topic. I would like to, too, ask you few things and maybe bring up some points and hopefully constructive feedback.
In this topic there was already some discussion about not leaving WvW if one does not want to. I’m one of those. Here is few things why this does not apply in my opinion and I hope your team would take these things under consideration.
Loot
- Ascended gear is not available in WvW at the moment if I’m right. That thing I think is clear to everybody that it must change.
- WvW loot is nothing compared to PvE loot. You could say that you never get to loot anything worth wearing or worth money compared to PvE. I have never looted anything exotic and believe me there’s few hours I’ve spent on the WvW fields. I’m not actually even sure if we can get exotic loot from WvW. I’ve looted rare loot about 10-20 in these past few months since prelaunch.
- Loot droprate is too low. We don’t usually get much loot and if we do it’s almost 100% sure crappy gear/weapons/crafting materials etc not worth much money.
- Loot quality is too low.
Money
This thing should too be clear to everybody.
- When we die we must pay repair bills. In WvW we die a lot more often than in PvE excluding instances. There is no “instances” in WvW as there is in PvE to get much money. It is always same steady, low, income.
- Upgrading. Upgrading costs a lot of money. In WvW you just can’t get that much money to pay the upgrading bills. When we use few gold to upgrade our stuff it can be overrun and all the upgrades and money spent are gone forever. We must start upgrading again which again costs too much.
- Again loot. When we get some money from loot it is not enough. It is enough to pay repair costs if you don’t die too often but it is not nearly enough for upgrades. Even when selling all the junk we get.
WvW money – Badges of Honor
- If you are not huge dps class you will not get enough lootbags. If you don’t get lootbags you don’t get badges. When you get bags there’s too rarely badges in it.
- Badge items are expensive. They cost a lot of badges which are very slow to get.
- When you finally have enough badges the badge items are monotonous. Always power/vitality/toughness and no other options. That type of gear is suitable for only minority of us.
I don’t know what the patch in february includes but I think culling is the biggest concern in WvW at the moment. These things are smaller but still very important to change in my opinion. Are these things above in your knowledge? Are you going to change them in the patch? At least some of those? Are you going to bring these things up in one of your meetings?
I’m sorry about the negativity of this post but I thought these thoughts would be good to be mentioned in the thread finally getting attention by mods.
Only a WvW player
(edited by satkis.7021)
all i see is players dpsing the gate ?
Yes but really fast, with 3 players they do the same thing than a flame ram.
Any changes or additional things to commander icon?
- How does siege despawning work?
Completed siege weapons will despawn if they haven’t been manned for 30 minutes.
This is not always true.
flam ram last forever, and most of thing in CBE never despawn. So does lot of things in BL-map, but i didn’t manage to find a pattern.
The only things that despawn 100% of the time is treb/golem.
(edited by Jomg.9061)
wow this is the sort of communication people love thank you Mike!
I think it was Colin who stated in an earlier interview (during development) that people should never have to leave WvW if they don’t want to. Do you feel that you’ve met this goal so far (or was it a misinterpretation on my part)?
You’re welcome! Things have been really busy around here since we shipped, and that’s a big reason why we haven’t had a chance to communicate nearly as much as we’d like to, so we’re trying to make an effort to change that. We want to talk to you just as much as you want us to tell you stuff
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
Thanks for your reply, its the first time ive seen ANYONE from Anet have taken so much time to reply on WvW!
however, i would not agree with this post, WvW is the biggest gold sink in the game,
I have over 1000 hours played only in WvW and yet i cannot afford even a decent WvW Gear,
My guild just yesterday did Gathering and farming of materials with 100 people jsut to fund our cost for this week in WvW.
This is my id, please go ahead and do a check to see if i am lying.
i actually like the despawning siege. requires you to actually pay attention to your defensive positions, but
any chance we can get to keep ALL the siege thru a reset? .right now all balista goes poof, but arrow carts and trebs stay on the map…. why be so cruel to the balista’s!
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
You are wrong about that because you only provide one set of stats on badge armor. Given the number of classes, builds and preferences there is no way one set of stats is sufficient. While you can earn money in WvW and then just buy your gear, that is different then obtaining it from WvW itself.
Not only does the ascended gear need to be added, we need all the different stat combinations made available for our armor and weapons, we also need unique and interesting skins. We like looking cool as much as PvE folks do.
wow this is the sort of communication people love thank you Mike!
I think it was Colin who stated in an earlier interview (during development) that people should never have to leave WvW if they don’t want to. Do you feel that you’ve met this goal so far (or was it a misinterpretation on my part)?
You’re welcome! Things have been really busy around here since we shipped, and that’s a big reason why we haven’t had a chance to communicate nearly as much as we’d like to, so we’re trying to make an effort to change that. We want to talk to you just as much as you want us to tell you stuff
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
True game. I love you man.
http://www.ArmyofDevona.com
http://www.youtube.com/watch?v=7mK7xYguWCk
Account bound blueprints
We tried changing blueprints to being account bound and it completely broke the pack up skill when holding the blueprint so we can’t do that either unfortunately.
I’m hoping that someday may find some programmer magic that can solve this so we can at least get rid of them being soulbound, but nobody is looking at it currently.
Badge usefulness, gear variety and earning gold in wvw compared to pve
We are working on a number of different updates that should address these issues over the next couple of months.
We are still working out all the details, but the team has been working on some pretty exciting stuff that should address many of the very valid points you folks brought up. I can’t say much more than that quite yet, but we’re aware of it and we’re working on it.
Any changes or additional things to commander icon?
We’ve talked about a number of improvements we’d like to make to the commander system as a whole, but it’s not on anyone’s schedule right now.
Sure, I’ll spill dome details!
- How many players can one map contain?
As many as we can fit without causing too much stress on the servers. We can’t be more specific than that, but I can assure everyone that the cap is definitely split equally between all three worlds.
We have heard multiple reports for months about people being queued for a map and entering it only to have the outmanned buff, but unfortunately we’ve never been able to verify ways that could be occurring. I’m not saying it isn’t happening, but we haven’t ever been able to reproduce the problem, and if we can’t reproduce the core problem, it makes it basically impossible for us to find and fix the bug
Sorry. I don’t believe a word of this. There is no doubt a ‘number’ for the server. The only question is if it is spread equally among the 3 teams. My guess is no. Rumor is, it is around 166 per team – if it is spread evenly. However, after tonight I don’t think it is. Our opponent had masses and masses of players while we had under 60 total. The funny thing is, we had a que. None of our guys could join.
Happy to see your answering questions Mike!
Anything planned in the future for support / healing specs for WvW ? We don’t get much from playing our roles in WvW (bag wise: badges / items) . I know that there is no “dedicated” class for healing and such. But, it is a vital role in WvW and it really shows when we play those classes.
Sure, I’ll spill dome details!
- How many players can one map contain?
As many as we can fit without causing too much stress on the servers. We can’t be more specific than that, but I can assure everyone that the cap is definitely split equally between all three worlds.
We have heard multiple reports for months about people being queued for a map and entering it only to have the outmanned buff, but unfortunately we’ve never been able to verify ways that could be occurring. I’m not saying it isn’t happening, but we haven’t ever been able to reproduce the problem, and if we can’t reproduce the core problem, it makes it basically impossible for us to find and fix the bug
Sorry. I don’t believe a word of this. There is no doubt a ‘number’ for the server. The only question is if it is spread equally among the 3 teams. My guess is no. Rumor is, it is around 166 per team – if it is spread evenly. However, after tonight I don’t think it is. Our opponent had masses and masses of players while we had under 60 total. The funny thing is, we had a que. None of our guys could join.
I’m confused
So you dont believe he cant find a bug even though he admits its possible? The hard cap code wise is split evenly between all the servers, that doesnt mean there might be some ‘leak’ somewhere that some servers might experience slowly as the week goes on. All mike said is that it is supposed to be spread evenly, and they havent found any anomolies with the system that they could confirm. Not that anomolies dont exist (for example it could be reporting 140 people for team A but team A only has 110 on the map for real).
Apathy Inc [Ai]
Hi,
Re: WvWvW as just a ‘number’ game
I’m pretty sure a lot of players had mention this but would like to know if there’s a solution on the way? Yea in war, it has always been a number game but in war soldiers lives are precious. Commanders who carries a large army but fail repeatedly will get his army thinned.
In wvwvw, this is not possible, so servers with smaller wvwvw population faced insanely large force almost non stop without any relief, etc. 5 vs 20, even in a well defended keep, if the zerg keep attacking, it will eventually fall, no matter how skilled the defending players. If this keeps going, sooner or later you’ll have ‘wvwvw’ servers and ‘pve’ servers and no loyalty whatsoever to their server.
A solution to thought would be a death timer like pvp but i’m curious if there are other considerations?
Fort Aspenwood
Mike ok if you don’t want K/D list then make some other list that is the easiest and most reliable way to keep players playing, you can add this and that armor but it will simple mean players play like crazy until they have it then stop. So add list that show Supply Camp Points, Tower Points, Keep Points were you get point for taking Supply Camp, Towers, Keeps Defending them, something like this you cod have, No upgraded at all 1point Defending and Taking (with 30min CD, if you take Supply camp within 30min from last time you took it then you get 0) 1 upgraded done 2 Point defending 1Point taking, 2 upgraded done 3 Points Defending 2 Points Taking, 3 upgraded done 4 Point Defending 2 Point Taking, 4 upgraded done 5 Point Defending 3 Point taking.
On Supply Camp there is only 4 upgrades so there is no question with is what, on Tower/Keep then it is Reinforced Wall, Reinforced Gate, Fortify, And you must do all Oil (Tower) Canon, Mortar, Way Point (Keep) to get the extra points and then it’s no matter in with order you do it when you have all this upgrades it give max points.
The owner of a Tower or Keep you should be able to set so the workers repair Wall/gate when no upgraded is running and the Tower/Keep is not under attack, same with repairing Canons, Oil, Mortars, you have one tick box for Repair Wall/Gate and one for Oil, Canon, Mortar, you can’t select only Repair Canon or only Repair Gate, all or nothing on the 2 different types.
Then so not one guild can claim on Keep/Tower/SM/Supply Camps and do nothing you should change so as long as you have at least 1 buff running it is yours but if there is no buffing running a other Guild can claim the Supply Camps, Towers, Keeps, SM.
Add so you can build a sniper rifle that is mounted were you build it and it is neutral so anyone can use it both you and your enemies, it should have same distance as a treb have, when you use it you get a riflescope and headshot do ~10k body shoot ~5k damage on players and then players that move should be were hard to do HS on, on Siege weapons and walls/gates it do 10% off what a player can do.
Last and most important fix so you can invite players to Party with clicking on the name in Chat / friends list / guild list and click name in group to kick from group no matter if the player is close or in other map / logged out.
(edited by Shadow.3475)
any improvements to Guild Claiming… We constantly have flakey guilds claiming keeps and towers and leaving no buffs during the most important time. Could there be a system to at least tell the name of the person who claimed?
Should make it possible to also buy all ingredients for legendary through stuff aquired in WvW.. Ofc the prices should be REALLY HIGH, but atleast then you have a chance to get it.. I dont Personaly have alot of badges cause i enjoy roaming and ganking more the sieging, but i still think that ppl that Work Hard in WvW and have maybe 3-4k badges in stock should be getting close to getting a legendary.. For only PvEers to be able to get it is not a good way to treat the PvPers..
@
Aurora Glade
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
Switching characters kicks you out of WvW.
and the stupidest grown-ups who are the most grown-up.”
- C. S. Lewis
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
Switching characters kicks you out of WvW.
He meant doing activities, such as farming and what not.
Thanks for answering (especially during you lunch), Mike!
Upcoming (possible) features you mentioned already gets me excited.
Thanks Mike. These details have been shared have been with our community.
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
Switching characters kicks you out of WvW.
queues arnt really a problem except on switch day in my experience…
at least not on our server, blackgate… EBG usually has queue during week but borderlands typically dont…
and given that we just moved into tier 1: id hope that was true for all other servers as well…
If it isnt, your on the wrong server methinks…
- How does siege despawning work?
Unbuilt siege sites that are placed by players will go away if someone does not bring supply to them within 10 minutes. Anyone that adds supply to a site should reset that timer.
Completed siege weapons will despawn if they haven’t been manned for 30 minutes.
Why do we have to do this? Each weapon takes up some small amount of resources on the server because we register a few pieces of data for each weapon in the field. One thing we absolutely cannot do is remove the timer entirely or else we have a situation where someone can put down a ton of weapons that could potentially be around forever (or until matches reset) and it would start to cause bad things to happen to the server. We also use some placement restrictions to help prevent there being too many siege weapons on the field, I’ll explain those more in the next question.
It’s admittedly not an ideal system but it is something we are required to do to keep the game running as smoothly as possible. We’d like to make it more obvious that the weapons have some sort of despawn timer since it is a completely hidden mechanic, but we don’t have a way to expose that timer to players yet.
Thanks a lot for the infos. The way the despawning of siege works atm is very annoying though because someone has to use it every 30 minutes or your keep is naked when an attack happens, its just no fun to run arround and tap every piece of siege all the time.
Much better imo would be if all siege had a set lifetime, shorter for rams (like 15 minutes), say an hour for trebuchets and golems and maybe 3 hours for arrowcarts and katas. After that time they should despawn 5 or 10 minutes after the last use, so that they don’t dissappear in the middle of a fight.
[FeaR] The First Impact – Riverside
Mike,
Thank you for keeping this thread going, and continuing to reply. This means more than you know to someone like me, for one of my biggest pet pevs is to call a customer service line, or send out an email for a product I use, and get NO RESPONSE. So kudos, on at least dropping some crumbs.
My question for you is this, and I understand you can not be too specific, but I do think the more transparent ANET is, the more success you will have. What are your current goals for WvW3? Please share with us your current bullet list, say 5 goals, that you and your team consider to be priority. I do believe, if we can all get together about where this is going, and try to understand where you think the tweaks that need to be made, then a productive dialogue between OUR community can begin about what actually should get done. I personally, am not to concerned about seige despawn rate. If your team has scouts, and they understand how to read a clock in order to cycle back around certain towers or keeps, seige will be tended to, that is part of the game. Our alliance has always used 15minutes, but now we can use 30, based on what was said earlier in this thread. I can accept that.
Stat weights however are a personal priority. Ascended gear should be attainable through WvW3. I burnt out of instance dungeons somewhere around 2005 in WotLK. I can’t stand them. I am sure Fractals are wonderful, but I came to this game for WvW3. I love it, can’t get enough it. However, I do feel a little slighted by the fact that my stats are not maxed because I stubbornly REFUSE to “fractal.”
In closing, my questions remains this, what are top 5 goals for OUR WvW3 community? From what I understand, you play, and it isn’t just because you work for ANET, you enjoy the meta of WvW3, so what are OUR plans???
Thanks again for your time, we do appreciate your efforts.
EDIT:
P.S. culling issue aside…that isnt allowed to be one of your 5 goals. thanks again!!!
THE Mystic Plumbers [LUCK]
Always bear in mind that your own resolution to succeed is more important than any other.
(edited by Tala.7638)
I don’t have the same problem as all these people complaining about gold. Even as a support Guardian I get a lot of badges ( I literally have hundreds of them, they clutter my bank) and I make some money. Not as good as a dungeon run but still very good. I’d say I make at least 1g per hour of intensive play. I usually use most of it on upgrades (very little on repair costs because repairing is cheap). I pay for my siege with badges.
I’m not getting any closer to my legendary because I spend all the money I gain from playing but as long as I’m capable of not spending more than I make I’m happy and I think you have found a nice balance.
My grief personally comes from the commander icon. It entitles certain people and it has nothing to do with WvW. I know it is another one of your goldsinks but it could have been done better. Paying for it with badges seems for to me. I’d say a price between 5k and 10k badges would be perfect.
Adding to that that badges could be donated. I’m thinking of a merchant that can be bought for 10g. This merchant can be dropped for 5 minutes and people can donate badges to this merchant that the person willing to be a commander can choose to spend on his icon.
It would still be a goldsink but it would at least require some notoriety in your server or some affiliation with other WvW players to get the icon.
7.2k+ hours played on Minesweeper
They tend not to play with their anet tags on in wvw as it attracts typically unwanted attention and resentment from players attempting to lead servers.
Actually I LOVE playing with my tag on..I make a great decoy because everyone starts rushing me to try and kill me
oh, darn i killed an anet guy before and our commander killed the same guy 4 times in a row…that’s why mesmers and eles got nerfed ..lol jk. ;-)
[AVTR]
Isle of Kickaspenwood
haha, i betcha ferguson plays a thief, 2 spammer…
THE Mystic Plumbers [LUCK]
Always bear in mind that your own resolution to succeed is more important than any other.
One thing I’ve wondered for a long time is: Do you guys (Anet) have any GM’s running around in battle. or atleast monitoring activities, so that we can call out for assistance when there’s someone using a hack or exploiting stuff?
Kinda boring to see that the same ppl using dodgy stuff without getting burned for it.
As far as being able to play just in WvW and never have to leave if they don’t want to, that most definitely is our goal, and I think we’ve done a fairly good job at that so far. We do need to make sure ascended gear is obtainable in WvW, but other than that I think we’ve mostly made it so you never have to leave WvW if you just want to play there forever. Feel free to point out why I’m wrong about that
The most impossible thing I’ve run into whilst playing WvW, is having to run over to PvE in order to get enough skill points to unlock Utility skills. There’s several skills points in the WvW section already, but that’s hardly enough to steadily gain more skills available to you.
Yes, you could just level up and unlock skills as you go.. But this is very bothersome and annoying, as leveling up in general feels a bit more sluggish in WvW than anywhere else in the world – Whether or not this is because of the lacking personal story, I do not know; however while playing the PS the leveling curve definitely feels as if it’s less steep.
Now for an actual question.
Were the catapults ever meant to be mobile? The wheels seem to indicate they were. If the answer to that is yes, why aren’t they mobile anymore? Was it a coding issue? Or were you already able to tell people could potentially abuse this way of moving around such powerful equipment?
is the server Ferguson’s Crossing named after you?
Good to hear from you, Mike. I remember running around the Battlegrounds with your little Afro-Asura in beta.
If you’re still answering questions, here’s a couple:
Are there any plans to make support builds more viable in WvW? As things stand, the classes/builds that get the most kills/loot/badges are those that spec into DPS and AoE. What about the guy who focuses on supporting his group in the backfield? I feel that the WvW dynamic could be a lot different if people weren’t so obsessed with farming badges and hitting as many enemies as possible.
Second Question:
Would it be possible to make fortification upgrades a group effort? For instance, players could talk to the quartermaster of a keep/tower and donate a small amount of silver to the cause. Once enough silver is in the pool, anyone could activate the upgrade using that resource.
lionsarch.org
(edited by Grit.9061)
Hey Mike, thank you for the answers in this thread. Allow me one question tho:
You answer the questions as good and fair as you can. But most of the time it is the same basic answer: "We are aware that this is is problem, we identyfied some weak spots we could fix, but this is not on the priority list/we will work on that in the future/not on anyones schedule. So what is the team doing apart from two people who are working on the culling and some who do math and thinking about other methods of getting/using badges. For me it looks like you aren’t really working on the suggestions and wishes of the community for the next upgrades.
Instead I feel like you (like many other developers) are mostly ignoring the communitys desires and try to force your own ideas/content into the game.
I’ve got more than one account in GW2 (one for EU play and one for USA play) and I think I’ve killed over 15k players roughly between the two. I’ve had about 4 exotic drops and maybe a couple of dozen rares. Across both accounts I may have had 2000 badges of honor in total (can’t say for certain, I’ve spent some!). I always play in groups to maximise my loot and I’m DPS and a lot of AoE, so I’m probably up there in terms of getting most loot bags per kill. Issues for me in terms of rewards compared to PVE:
- After repairs, upgrades, food costs I can grind out maybe 30s an hour profit (very poor)
- Buying WvW armor with badges is SO much more expensive than dungeon armor in terms of time needed
- No option for ascended gear (I know this is being addressed)
- Loot bags at feet, I must miss at least 10-20% of loot in total. Either I die before I can loot or the battle moves forward. Personally I’m always on the move.
- Spikes. Wow, how many of those have I had!! How about you make spikes something we can throw in the forge for something useful, or replace them with some better loot!
- Low level loot virtually all the time. It sucks getting a bag full of lvl 20 armor, sucks even more after killing a group of lvl 80s to get lvl 70 stuff in your bag.
- Generally poor loot return even grouping and AoE spec compared to PVE.
I don’t want WvW to return massive amounts of gold, I just want to be able to only do WvW without having to run dungeons or farm events in Orr just to remain financially viable.
If I had spent all that time running between events in Orr and killed 15k mobs there I dare say I would have easily achieved the 200g in bank title, as it is I rarely have more than a handful of gold (unless I buy Gems from Anet and trade it to gold).
I’m just hoping for an improvement of the Commander tag. At present time it’s 100g for an On/Off switch and a few select options that allows a Commander to use things like /supply.
However, my guildmate had a great suggestion (hopefully one others also thought of) of having Global Commanders and Squad Commanders.
When buying the book, you’d be able to flip on your tag as either:
Global Commander: Everyone can see your tag and you can see Squad Commander tags.
Squad Commander: Only members of your squad and Global Commanders can see your tag.
And then you could add additional effects, like a Global Commander being able to see if there are Squad Commanders on the map and how many members they have in their squad.
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
Thanks for the updates, Mike.
I’m just wondering, are new/better maps on your agenda? Bigger maps(but same player cap) with more room for maneuvering and tactics?
How about adding a bank in there, that’s stopping me from living my life in wvw.
Oh, and to the guy who wasn’t sure, yes you can get exotic drops in wvw, I got one a week ago or so, my first world drop exotic. It came from a supply camp guard or supervisor.
It’s really boring to never see a true answers about siege weapon despawing, or do you guys at Anet dont even know how it works ?
It’s really boring to never see a true answers about siege weapon despawing, or do you guys at Anet dont even know how it works ?
Sure, I’ll spill dome details!
- How does siege despawning work?
Unbuilt siege sites that are placed by players will go away if someone does not bring supply to them within 10 minutes. Anyone that adds supply to a site should reset that timer.
Completed siege weapons will despawn if they haven’t been manned for 30 minutes.
Why do we have to do this? Each weapon takes up some small amount of resources on the server because we register a few pieces of data for each weapon in the field. One thing we absolutely cannot do is remove the timer entirely or else we have a situation where someone can put down a ton of weapons that could potentially be around forever (or until matches reset) and it would start to cause bad things to happen to the server. We also use some placement restrictions to help prevent there being too many siege weapons on the field, I’ll explain those more in the next question.
It’s admittedly not an ideal system but it is something we are required to do to keep the game running as smoothly as possible. We’d like to make it more obvious that the weapons have some sort of despawn timer since it is a completely hidden mechanic, but we don’t have a way to expose that timer to players yet.
Fergy answered.
THE Mystic Plumbers [LUCK]
Always bear in mind that your own resolution to succeed is more important than any other.
Account bound blueprints
We tried changing blueprints to being account bound and it completely broke the pack up skill when holding the blueprint so we can’t do that either unfortunately.
I’m hoping that someday may find some programmer magic that can solve this so we can at least get rid of them being soulbound, but nobody is looking at it currently.
Just a random thought…have you guys tried making them “Soul Bound on Use”?…Like after double-clicking they become Soulbound? Not real sure how the Coding on any of that works, but figured I’d throw it out there as a possibility!
Also: Is there any chance you could add the “Server Tag” to the Siege?…Knowing whose Siege it is you’re attacking can be extremely important information. Would be nice if it was at least listed where “Guilds” are on characters or something?
It’s really boring to never see a true answers about siege weapon despawing, or do you guys at Anet dont even know how it works ?
[…]
Fergy answered.[/quote]
But we all know, that this isn’t correct at all. Some Weapons are available 10 hours later without anyone who touched it. And some of them despawn right after use, like Catapults sometimes. Actually the despawn rules looks completely random to me.
(Sry if my English may sounds a little bit broken)
It’s really boring to never see a true answers about siege weapon despawing, or do you guys at Anet dont even know how it works ?
Sure, I’ll spill dome details!
- How does siege despawning work?
Unbuilt siege sites that are placed by players will go away if someone does not bring supply to them within 10 minutes. Anyone that adds supply to a site should reset that timer.
Completed siege weapons will despawn if they haven’t been manned for 30 minutes.
Why do we have to do this? Each weapon takes up some small amount of resources on the server because we register a few pieces of data for each weapon in the field. One thing we absolutely cannot do is remove the timer entirely or else we have a situation where someone can put down a ton of weapons that could potentially be around forever (or until matches reset) and it would start to cause bad things to happen to the server. We also use some placement restrictions to help prevent there being too many siege weapons on the field, I’ll explain those more in the next question.
It’s admittedly not an ideal system but it is something we are required to do to keep the game running as smoothly as possible. We’d like to make it more obvious that the weapons have some sort of despawn timer since it is a completely hidden mechanic, but we don’t have a way to expose that timer to players yet.
Fergy answered.
If you played a bit of WvW you would know that it doesn’t work like that most of the time.
Hey Mike/ArenaNet,
Can you go in to how Dolyak points work? It seems a random 1-4 points per Dolyak kill/delivery.
Is it truly random or is it decided by something we are not seeing on the backend?
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