World vs World or Timezone vs Timezone
Last time I checked I didn’t realise Australia was in the EU. Will have to let every one know that we have moved 10 hours backwards
WvW is like a soccer match where one team only has a keeper
E.A.D.
This is the reason they have left server transfer open.
We moved to Blacktide to address this very issue, it has been a good move.
Project Blacktide 24/7 http://tinyurl.com/a3unn9b
@dorps i realize that eu time zone is different than aussie but there has to be a closer than timezone i mean how much fun can it be for sos ? you may as well pve cause that is mostly what your doing. i do have some great video though you your guys getting beat in the open field by 5 of us against your 20 was a blast
Periods are cool.
It’s fine, Tier 1-3 servers are all slowly getting nearly 24/7 coverage as guilds organize themselves on different servers.
My guess is you play a tier 1-3 server its not fine when its constantly 100 to10
@dorps i realize that eu time zone is different than aussie but there has to be a closer than timezone i mean how much fun can it be for sos ? you may as well pve cause that is mostly what your doing. i do have some great video though you your guys getting beat in the open field by 5 of us against your 20 was a blast
The reason I posted what I did was because you said that SoS had a huge EU contingent and as I said the last time I checked Australia wasn’t in the EU. The point I was making is that when you say something actually fact check that what you are saying is right. SoS was chosen as one of the unofficial oceanic server from discussions on many Australian forums
Sorry for my English.
I do not even know what to say. Miller’s Sound everywhere. They took whole map in one hour. All what we can do – that retake camps. 90% mb much more just sleep…Thats no fair…
There is a solution to this problem that fixes everything. Anet needs to make point distribution rise or fall based on population. A server that averaged ten times the population of the others on a battleground during a certain period would earn 1/10th the points while a server with 1/10th the population would earn 10 times the points. that’t not the exact math obviously, but you understand the premise. within a week we’d see which servers were succeeding based on population spikes and which were succeeding based on strategy. the servers with massive populations during one period would see that population slowly disperse to all the other servers. there would be no reason to stay and pve the battleground if there was no benefit to it. in the mean time it would make the scores a bit closer to reality.
Population (and even level) don’t determine skill, though.
It’s fine, Tier 1-3 servers are all slowly getting nearly 24/7 coverage as guilds organize themselves on different servers.
This is completely false. On the contrary guilds leave servers like ET and HoD and the server completely falls apart.
Population (and even level) don’t determine skill, though.
which is precisely how my idea would work. a server with twice the skill and twice the population would conceivably earn a similar point total as the others rather than four times as much. a server with and equal population at twice the skill would earn twice as much though (as they should).
The ranking system is already based off of expected results (based on calculated skill and other factors) vs. actual results.
The ranking system is already based off of expected results (based on calculated skill and other factors) vs. actual results.
and that’s fine, but it doesn’t make it fun to push an empty battleground to completion only to do it again 24 hours later. altering the scores by population wouldn’t change the outcome if done right. it would just remove the incentive to have a massive pve push.