Xyleia Luxuria / Sweet Little Agony / Morning Glory Wine / Precious Illusionz /
Near Fanstastica /Ocean at the End / Blue Eyed Hexe / Andro Queen / Indie Cindee . . .
my concern is so few players even bother to post their opinion here anymore that it is very hard to gauge what the majority of ideas may have morphed into lately and a lot of us have gotten so jaded we don’t see the options as clearly anymore. I know my current views on WvW are so tainted with bitterness that I’ve been keeping them to myself.
Range can’t stay king, it makes battle so stale.
Stability needs something to compete.
Community is key in any population balance ploy. EotM is not the answer but maybe a dynamic # of maps could be.
Skins, rewards, drop variety & cash should be on par with other game modes.
Defense & scouting requires a human element for better engagement.
the 5 things i would like to see changed:
1. population imbalance
2. better rewards to trade BoH for
3. autoloot (im sure i lost atleast one pre because i was killed before i could loot…)
4. rework Bls, i hate the verticaly in them, falling to death should be a EotM thing
5. remove the guild gimmicks (emergency wp, doors not getting dmg from players etc.)
1. scoring (dont give out 695 points to 3 players online)
2. blobbing (remove aoe cap if possible in any way)
3. balance (reduce overall damage level and increase cooldowns on invuln., evade, CC etc.)
4. population (more incentives to balance out pop among players → increased rewards on lower tiers or something, pop-based prices for transfer are a good start)
Please post constructively to share your thoughts on this subject. Please post on topic and let’s make this really useful!
1. Map Urgency (macro environment that alters player behavior) - EOTM has 3 hour timer for scoring, GW1 alliance battles was designed where the team that reached 500 points 1st won the round, hence there’s an urgency present. A zerg of 20 captures a tower can only be in 1 spot while opposite team with 4 small groups attacking 4 different towers scores faster before round ends. This would involve timers which is subjective to design.
2. Team Tactics (commander & friends) - encourage squad tactics, enhance party/squad/lieutenant/commander UI/Usability (screenshot below example), the commander is not just a zerg head, but a tactician, other game systems gave commanders alot of tools such as marking on maps where to attack etc. The current “markers” are hidden away and barely gets used, it was a great feature, but needed a further push in terms of design.
3. Rewards ratio (scaling) - A team of 5 capturing a tower gets x3 points/rewards than a 20man zerg just as an example, combine this with #1 above would encourage squad tactics instead of just all zergs. What about 1 person scouts? Do they get rewards for scouting a zerg blob or tower that ensures the commander tactical decisions leading to victory?
4. Encourage team ups (User Interface/Experience) - Will players be encouraged to team up entering WvW? How do they join commanders after entering map? What if they wanted to join small 5 man parties instead? Where is the UI to support that? (screenshot below)
5. Class combinations - There needs to be a purpose to team combinations, else stale zerging will result. For example an ele that speed buffs, guardian that buff/empowers, warrior that tank the tower champ etc. Combinations can offset over-zerging as well. Combined with #2 and #3 above, every team member’s class/role within a 5 man party now matters when speed capturing a Tier 3 tower.
*Please refer to ‘GW1 Alliance battles’ and the reasons behind each detailed design decision, you guys nailed it years ago! All the designs were golden!
1. Population balance
2. Profession balance
3. More open field fighting
4. Less siege humping / PVD / PvE / Gimmicky components (e.g. banners, airships)
5. Reward in the form of fun over material goods (e.g. no karmatraining)
Where Gaile saw potential, I saw merely another thread for sideswipe grievances…but perhaps I can try to hope after all?
1.) Score Visibility
When players participate in any sort of large-scale activity, they want to either believe they made a difference or be rewarded in some way. With PvE bosses, the reward suffices—there isn’t much clamor for being able to tell who did how much damage and such so long as the quest is successful. In WvW there is no such reward and, even if there was, it would not perform as well under repeat since it could not be as varied as all the PvE rewards. Thus, players must have a sense of having contributed to feel good about spending time in WvW.
Right now, the best one can hope for is a nod from a fellow player. It is tricky to guage one’s personal impact and nearly impossible for a new player to do so. After all, there are no tips about how scoring works in WvW outside of the basic PPT—yak points were never put in. No matter how it is implemented, something of this nature is needed on both an individual and a guild level. It is not enough to gain WvW ranks, especially since those are largely invisible to the player and her allies.
2.) Siege Warfare
WvW is either a nominally passable siege warfare game mode or a terrible large scale PvP game mode. Since the large-scale PvP side is basically unsalvageable, it would make sense to tidy up the siege warfare—hopefully in a way that throws a bone to large scale PvP. It’s not a small problem, but I’ll hit the big points.
Defensive siege should not be so vulnerable to attack. It should be possible to completely overwhelm an enemy up to a short range away from the wall of a structure. That is, in fact, the point of a wall. Alone, it just slows enemies down—when it can be defended, it stops their progress entirely. Thus, it should be possible to build an AC inside that can protect the area right next to the wall. As long as the AC does not have much range beyond the walls, it is fine. In the same vein, Cannons and Oil must give better defensive advantages or deal more damage (has their damage been updated ever?). As of now, they are a nuisance—hardly worth killing unless someone tries to use them. They should be a serious threat. Gates, on the other hand, should be less durable to reward taking that risk.
If that is done, offensive siege will be pushed out to a perimeter where there can be actual interactions between offense and defense. It will still be possible to blitz an unguarded structure, but the right answer will not always be to throw catapults directly against the wall. Rather than showing up and building a multitude of catapults in hopes of beating defenders to the punch, they will have better success launching several smaller assaults on multiple objectives or at multiple points on a single objective. Of course, they can still blob up and siege a single objective more quickly, but they would no longer have nigh guaranteed success due to pressuring defenders out of any chance to respond.
The goal is that servers learn to use diverse strategies depending on their opponent. Multi-pronged attacks would work well against ‘siege-humpers’ while blob supported siege would do well against servers that tend to mass up and push out to fight.
Finally, if ACs can be built out of reach in structures, they should have their hp reduced to a pittance. If a blob throws down an AC in the middle of a fight, they should have to protect it as part of their strategy. A single enemy should be able to pop it quickly if they break the lines. In short, siege should be best used against walls and other siege, not players.
3.) Balance
I don’t have much to say here because it doesn’t seem like this is just a WvW problem. However, there are some things that need special attention in WvW.
Stealth is far more powerful in the open fields and away from circles that need to be contested. So is mobility. Across all classes, these two things should be valued highly in WvW—either they must be toned down or other things must be weakened as a price.
Ranged damage is also contentious since it doesn’t mean the user is necessarily glass. Given how much larger the open areas in WvW are rather than PvP, classes that can make use of it have more room to work with and more time to needle their enemies down.
Ranged AoE, the maker of the pirate ship (space ship?) meta is probably the worst offender. It isn’t an issue in PvP because you never have 15 Necros/Eles out to kill you at once. In WvW, it makes for incredibly silly situations where there’s no right decision that involves engaging your enemies in a fight. AoE caps help, but that only pushes players to blob up as it is the only effective way to reduce damage.
More generally: Toughness needs to be a more useful stat. Condition Damage is probably unsalvageable (either you have anti-condi skills on or you don’t—basically you have to guess who’s going to pop up next) but that ship may have sailed. At the very least, try to find a way to reduce the binary nature of it…perhaps by changing the application method from a ‘avoid this one attack/spell or die’ situation. Repeated applications for less damage mean timing condi clears is meaningful without completely negating their damage output.
4.) Hacking.
There are some cases that are resolved quickly and others that go on for years. There is little argument to be made here. Whatever needs to happen to ban a hacker in days instead of months needs to happen.
5.) Guild Upgrades.
As of now, WvW players are being pressured into expanding their guilds into PvE/PvP in order to be able to WvW effectively. However, there’s no opposite push. Thus, the WvW players must effectively leech the efforts of the PvE/PvP players since they have no way of obtaining meaningful numbers useful things in WvW and do not make enough gold to contribute otherwise. Alternatively, they’re drawn out of WvW to grind PvE in the least interesting way possible.
I think the plan might be to get people interested in both PvE and WvW on a larger scale, but even if that happens there needs to be some benefit from WvW to balance the equation.
(edited by Sviel.7493)
1. PPT ticks should be every 30 minutes, and it should reward you depending on how upgraded your objectives are. Example:
keep base 20, Secured 25, T2 30, T3 40. Holding objectives must have a reward.
2. Wp on keeps should be avaliable after T2 upgrade for the server who actually holds the structure.
3. Give proper rewards to WvW. And the WvW upgrades for guilds should be with materials you get by playing WvW not for farming Pve.
4. Lower the damage, specially the condition damage and condition spamming of some clases (hello necro condi chill). Fix Stability, give more stacks and remove CC (daze) from guardian traps, it’s stupid OP.
5. Give guild rewards to brag about. Like some kind of skin on claimed objectives or some kind, don’t know, but give something.
1. Population along with population imbalance. Too many servers for too small a total WvW population. Solution would be a server alliance system.
2. Reason/motivation to fight and score
3. Scoring system even with PPK encourages PvDing too much.
4. Get rid of artificial PvE elements from the BL and the tactics which make it too easy to defend. This includes the popup rocks, and OP tactics like the airship, chilling fog, banners, hardened gates and siege………. Environmental obstacles should be organic.
5. Revise desert BL to make it simpler but more strategic and bring back something like the ruins from the alpine BL for the desert BL
6. Rotate Alpine and desert BLs
7. Stability needs to be revised to make melee more viable, you probably don’t want to go back to the old stability but a solution needs to be found.
8. WvW Reward tracks including WvW legendary backpiece.
9. Make game mode self sustaining ie being able to buy foods and oils with badges so WvW can be played without PvE.
10. Nerf siege damage to players, need to encourage groups to actually fioght each other once siege has breached an objective.
11. Proofs of heroics account bound
12. An autoloot WvW mastery
(edited by morrolan.9608)
1. A new map. No. A GOOD new map. The maps need to have actual strategic layouts, where taking an area gives you a territorial advantage, and losing an area gives you a territorial disadvantage. Not PPT. Not colored dots on the map screen. Actual territorial advantages and disadvantages. So when someone asks “why are we taking this tower?” The answer is ‘because it will make taking their keep easier." And when someone asks “Why are we defending this tower?” The answer is "We need to hold this tower or they’ll be able to press our keep". Everything needs to be viewed from the perspective of “If I were to actually build towers, camps and keeps in this terrain that I actually wanted to hold onto, where would I put them?” This thread has a few examples of maps that we brainstormed up 3 months ago: https://forum-en.gw2archive.eu/forum/game/wuv/Constructive-Features-for-a-good-BL-map/first There’s explanations and pictures.
2. Incentive. No, not shinies and loot, though that does need bumped waaaaay up. I mean real incentive. Ok, we’re going into try to take over their map. Why? Why are our groups pushing the front line? Ok, we take a tower, then a keep, then another tower, then their garrison. So what? What’s the purpose behind it? PPT? A karma train? Just a way to kill some time in the evening? Those can’t be the justification, because they’re extremely weak justification. When the orbs were in, there was a clear incentive to get those and hold them. If you held an orb, your entire sire got a stat boost, which made everything easier. A clear incentive. What do you get if you take a borderland? Points? This isn’t Pacman. There needs to be a legitimate justification for people to want to take and hold territory. A war game needs to be like chess. Thought, counter thought. Planning moves in advance. Splitting your forces for specific purposes, all tying together into one overall strategy. If you watch any decent chess match, they’re positioning their pieces around rook and knights that they need to pin or remove for their strategy to be effective. They’re not just flinging all their pieces towards the king and hoping they happen to somehow have more pieces than the other guy. Hell, put a “king” piece in each server’s garrison on their home borderland, if that king gets killed all territory owned by that side reverts to neutral. Now the incentive is to defend your king, while trying to kill the enemy king. People need to defend the king, and want to try to kill the enemy king. If yours gets killed, he respawns when you take the place back.
3. GMs. This should have been a given since day 1. There needs to be 1 GM in every match. How many countless hacks and exploits have happened that wouldn’t have if there were actual GMs around to watch, then ban anyone doing it? When there’s no punishment for these things, it tells everyone that they don’t need to worry about playing fairly. If that message is sent, the game loses any sense of integrity, and it drains people’s interest.
4. Better scoring and ranking system. PPT is absurdly easy to abuse and thus everything else becomes irrelevant. Lost your tier 3 garrison? Meh, just flip it back before the next tick. Well, if we’re just going to flip things back before the tick, why bother defending them at all? Screw it, call the gold farmers, karma train. As for Glicko, it certainly has its proper uses. This is not one of them. Ever. Despite whatever alterations are made to it. At all. Glick is used for 1 on 1 contests where competitors are consistent in both ability and presence. WvW is a 1 on 1 on 1, where competitors vary drastically in numbers and ability from one minute to the next. Furthermore, in WvW an entire side can just plain give up for the week, which wreaks havoc on the glicko system. Add in the fact that a server can drop a tier, absolutely slaughter both other servers and still somehow lose rating, and it’s crap system. Glicko is a system smart people developed for chess and dumb people try to steal for other purposes because “hey, dem smart guys use it, it gots ta be good!” Hire someone who actually understands numerical systems and make your own. Worst case scenario, go with something basic and have it reset every now and then.
5. Coverage. Before anyone says anything about megaservers, stop. Look, the issue with coverage has never really been NA coverage on the NA servers or EU coverage on the EU servers. Those are pretty much fine, and trying to cram them all together into a megaserver system won’t actually fix any problems. It will only create new ones. The current problem is that a small number of people who play outside of the server’s prime time are able to completely skew the score and territory with little to no resistance. Their contributions are worth 10 times what the majority of the players on all 3 servers contribute. At the very least. Aside from tier 1, servers don’t have round the clock coverage. They just don’t. And they probably don’t even have that in tier 1 anymore either. They have timezones where they have a lot of people, and timezones where they barely have anyone. It’s all a matter of who can recruit the right guilds to take advantage of the other servers’ coverage gaps. Thus rendering everyone else irrelevant, and rendering the entire match irrelevant.
Notice a theme? With the way things are set up, nothing matters at all. Territory, strategy, points, ranking, actually bothering to even log in. Every aspect of that needs to change. And not just minor tinkering. A complete 180 dregree turn in the complete opposite direction everything’s been moving in. People actually need to have a reason to care about things, or they won’t. If they don’t care, they won’t bother with it. And if everything about the game is irrelevant, people will go play anything else that can actually draw their interest in. That’s what was going on before HoT released. HoT walked up those those people who were already losing interest and kicked them all in the groin. The maps are gimmick filled disasters. The guild upgrades were blatant theft. And the new masteries not working in WvW was a slap in the face. The 6 months of silence afterward, while the playerbase was crying out and begging, was just heartless. You NEED to make things right. And that goes well beyond just fixing the game. This entire situation was a PR nightmare. Countless paying customers were driven off in droves and felt relieved to get away from you. If you don’t fix the game AND fix the damage that was done to the community, you might as well just pull the plug now. No one’s going to pay to get treated like dirt by a video game. It’s just never going to fly. So you gotta cowboy up, fix the problems, make amends and heal the wounds you created. No more moping about negative feedback on reddit, no more ignoring your own forums. No more acting like your playerbase are mindless hamsters on treadmills. And no more telling people what to like instead of actually listening when they tell you. It’s not about you. It’s about the consumer.
By now, I’m pretty sure ArenaNet knows what we want.
With that said, the one thing I want MOST is a reliable and constant stream of communication between the WvW community and the WvW Developers. Whatever form it’s in, I hope to see developers CONTINUOUSLY interacting with the community on HOW they’re working on a specific issue.
For example, instead of just saying “we’re working on population imbalance”, tell us “we’re currently working on fixing population imbalance by implementing server alliances. We will do so by _____________________________. Here’s our progress and testing report on that: _______________________.”
What I DON’T want is for the Developers/mods to keep saying “Yeah, we hear you” but never be told what’s going on. After-all, actions speak louder than words. I love that Gaile is constantly overseeing this thread but I still can’t help but feel that this community is “in-the-dark” about everything. Even the disabling of the oasis event in the BL wasn’t noted in the patch notes. As I said, whatever form it’s in, please do so. I don’t even care if its on reddit or another AMA as long as its reliable and constant.
-WvW unique rewards.
-Quicker maneuverability on the new maps (gliding, making them smaller… Faster top end out of combat run speed…. Something, lol)
-Remove EOTM (I feel the habits learned here is the reason WvW shifted from a dangerous world pvp zone to what we have now)
-Incentives for competition.
Please post constructively to share your thoughts on this subject. Please post on topic and let’s make this really useful!
1. Map Urgency (macro environment that alters player behavior) - EOTM has 3 hour timer for scoring, GW1 alliance battles was designed where the team that reached 500 points 1st won the round, hence there’s an urgency present. A zerg of 20 captures a tower can only be in 1 spot while opposite team with 4 small groups attacking 4 different towers scores faster before round ends. This would involve timers which is subjective to design.
2. Team Tactics (commander & friends) - encourage squad tactics, enhance party/squad/lieutenant/commander UI/Usability (screenshot below example), the commander is not just a zerg head, but a tactician, other game systems gave commanders alot of tools such as marking on maps where to attack etc. The current “markers” are hidden away and barely gets used, it was a great feature, but needed a further push in terms of design.
3. Rewards ratio (scaling) - A team of 5 capturing a tower gets x3 points/rewards than a 20man zerg just as an example, combine this with #1 above would encourage squad tactics instead of just all zergs. What about 1 person scouts? Do they get rewards for scouting a zerg blob or tower that ensures the commander tactical decisions leading to victory?
4. Encourage team ups (User Interface/Experience) - Will players be encouraged to team up entering WvW? How do they join commanders after entering map? What if they wanted to join small 5 man parties instead? Where is the UI to support that? (screenshot below)
5. Class combinations - There needs to be a purpose to team combinations, else stale zerging will result. For example an ele that speed buffs, guardian that buff/empowers, warrior that tank the tower champ etc. Combinations can offset over-zerging as well. Combined with #2 and #3 above, every team member’s class/role within a 5 man party now matters when speed capturing a Tier 3 tower.
*Please refer to ‘GW1 Alliance battles’ and the reasons behind each detailed design decision, you guys nailed it years ago! All the designs were golden!
Some gold suggestions here!
About the map urgency. I don’t know if it’s okay to bring this up, but there’s another game I play that could lend us some ideas here. The general gist is a PvP scene with 3 sides fighting, getting matched up randomly with 20-30 players per side, on any map of your choosing.
On the map each army has several lines of attack [usually up to three lines, named A/B/C/D/E]. You can choose what line you fight from by picking your assault team (basically one unit of the army).
On each line there are several ‘bases’ or capture points that you need to conquer against the enemy. Usually starting at a base like D1, then moving up to D2, then to D3, then to D4. If you are unable to capture D2 for example, you can’t capture D3. Once captured these bases allow your allied players to respawn there if killed. If the base is contested you will spawn at a random location out in the field, so you can’t just camp a base. After conquering bases you converge to the middle of the map where there are usually 2 or 3 big capture points (O1, O2, O3) that you need to conquer to win the game.
The enemy sides also converge to the middle of the map, and it becomes a giant mayhem of skirmishes between players of the three sides. Zerging is higly unproductive, because that makes you stand out and easy to kill. Strategy in this game is very useful and can secure you victory (for example by cutting off their lines; by sneaking behind their lines etc).
On top of all this, there’s a timer. Usually one of the three sides is defending the middle zone, and they win if the timer runs out and they still hold the middle points (O1-O3). The other sides win if they capture these points before the timer runs out, and they are rewarded with extra time each time they cap something back. The longest game I had was about 1 hour.
[For reference: the game I’m talking about is a free steam shooter and it’s hard to master, but it has great strategy and long drawn battles that are really enjoyable once you become good at shooting and detecting enemies, I wont call it by name here]
1. Shut down EOTM or make it uplvls only. I will say it again you are sucking life from your other maps because of eotm.
2. If the new bls stay make them 1 level and about half the size. oh one more thing YTF CANT WE SPAWN AT OUR OWN KEEPS? kittened. I understand the emergency wp thing but it is just to much.
3. Standardize siege. Their is nothing worse than some condi necro on a ac or mortar. This should have been done from day one.
4. Please bring either old stab back or revamp stab now. You guys have created a kittened 6 headed range monster and people have no clue how to fight anymore.
5. The new tag system is nice but, I would like to be able to set a party limit and set a group comp. This would be huge since I have to use the tag system now.
I commend you guys for trying anet. I hope it is just not to late. A lot left when HOT came out and might never come back.
Snoops
Mine are
- dynamic map capacity (less map for less player, more map for more player)
Just curious .. with this kind of “overflow” method, how would you guarantee you got onto the same map as guildies every time you played, or players you regularly WvW with who weren’t necessarily guilded?
Bind it to your 1-key (autoattack)….problem solved :p
I use my Z key .. bottom left, easy to hit. Works for me
Here’s my top 5:
1. Remove desert oasis event (done and very very happy)
2. Revert back to alpine, or give Fire and Air keep homebase WPs — home borderland should be a home borderland, give players something to fight for, rather than the divide the map into three that EB is.
3. Keep servers as is — keep going with server population caps to help those too stubborn to spread out, to spread out. We started to see movement when you did that, just people wanted everything instantly — it took three years to create the population mess, it’s not going to get solved overnight. You turn WvW into a megaserver and you will see the complete eradication of the passion that has kept this game going for three years. People want a cause to fight for, something they’re emotionally tied to beyond just their guild, or they’ll get adhd and move on to the next game.
4. Have /say /team /map and then a new /region map chat — region map lets players talk to each other, regardless of which map they’re on.
5. Let me have my +5 back again as a small guild without the grind to get the hall.
(edited by Jayne.9251)
Mine are
- autoloot
- dynamic map capacity (less map for less player, more map for more player)
- man-power balance/repopulation
- CC reduction/better stability for all
- gliding
What’s your priorities?
1: Manpower balance
2: Skills balance between classes
3: Accessability, reduce map complexity, provide ways of getting around more quickly
4: Get rid of PvE trash.
5: Reduce guild buffs/ nurf banners again. Reduce costs for Guild WvW items.
If any time left install autoloot free if players have HoT and have unlocked it in PvE. This should be easy.
No matter how appealing gliding in WvW is the time available could always be better spent elsewhere.
1. Separate skill balancing for WvW. This is a HUGE problem atm, with Revenants being optimal in every role due to their superior buff support and massive ranged AOE damage. GW2 is the only MMO I can recall that has AOE attacks as some of the hardest hitting skills on a weapon set, which has lead to huge problems in the meta and certain classes being excluded from it. Target caps and damage dealt need to be re-balanced.
2. Increase Stability stacks on skills in WvW, or revert to the old system (a single stack buff that can only be removed through strip/corruption). If there is no intention to nerf certain abilities such as Dragonhunter LB #5, players need more stability. Right now this ability alone is causing entire zergs to lose 10~ stacks of Stability, as the cages will surround any 5 players hit regardless of whether or not they are personally immune to CC at the time. This results in people running through multiple cages (being hit once by passing through and once by passing out) and can trigger from each individual cage placed. This is a specific example of an ability that goes beyond ‘play making’ and into the realms of absurdly overpowered. Simply put, there is way too much crowd control in the game right now for people to keep up with.
3. Look into the absurd amount of boons being thrown around (excluding stability). It used to be significant to have buffs on you to increase damage done and decrease damage taken. Buffs are now more or less permanent, mostly due to the addition of the Revenant class. This, combined with specialization changes has lead to a very noticeable power creep that has resulted in very irritating situations in WvW (getting 1-shot by a Gunflame or Coalessence of Ruin that wasn’t even aimed at you).
4. Fix terrain issues and skills with poor terrain pathing. Several skills are completely negated by terrain issues, such as blinks (no path to target) and some skills pass through instead of over elevations/inclines or float through the air on declines.
5. Stop hiding behind a veil (no pun intended). Talk openly with your community from the start instead of pretending that you know what’s best for the game mode and assuming that we’ll embrace whatever ‘surprise’ you throw at us. Stop investing massive amounts of development time before you give us access to betas which are, for the most part, past the point of significant alteration (like the new borderlands). Talk with us, discuss ideas with us and shape the game mode into something that you know people want. Hopefully this thread is the start of that process.
(edited by aB EXT.1287)
we need sand as drop on the desert maps I don´t get it how this important item got not in it as we need a kittenload of sand for the wvw upgrades :-(
1. Communication
2. GH upgrade cost
3. Server merge/balance
4. Zerg debuffs
5. More playtime from devs across tiers/timezones
For those talking about Gailes presence in this thread for the ‘wrong reasons ".
At this point in the game I don’t think it matters whatsoever the subject is. Things will probably not change drastically fast enough to satisfy anyone.
Until we secure a hard line of two way communication, you can kick, scream, rant and stomp your feet all you want. We have seen this in the past where Anet will post, get our hopes up and vanish.
I have more faith in Gaile to fill this void than any other Anet employee that has been here before and deserves the title she carries.
The frequency of her posts, regardless of their context will determine whether we are moving forward.
just one from me:
1. treat wvw as a part of the game. if there is something new in game, it should be attainable in wvw.
1. population
I think that the number of servers and maps in particular matchup does not reflect the number of players… the current system is very stable and not flexible… there has to be smarter, adaptive system which will be able to handle increasing or decreasing number of players…
…maybe 3 alliances with overflow map system? have not thought this through but as I said already the system should be able to handle prime time, people going on holidays etc so that the maps are always full
2. maps
definitely fixing all the bugs and exploits should be no.1 priority, then a map rotation… personally (if the matchup system stays the way it is) something along the lines of:
week 1 => 3x Desert BL + EBG
week 2 => 3x Alpine BL + EoTM
repeat
3. split WvW upgrades from GH, its insane that one has to invest 600000 gold into something to get silly +5 on supply in WvW… add another mastery for another +5 or +10 => make use of the thousands of unused ability points 95% of WvW players have… btw it would be probably ok to have the Guildhall upgrades as they are (maybe slightly cheaper) 2 years ago but not now, when guilds are disbanding every day nobody wants to invest into something that uncertain
4. stability
this is pretty important too, the way CC and control in general works in WvW is crazy… and also if you want to keep pve gimmicks on the map sure go for it but don’t add stuff that immobilizes, knocks off the cliffs etc… add poison clouds which would decrease healing abilities, lavas which burn, storms which damage people but not CC or walls… I don’t mind dying from damage, that’s how I am supposed to die… but not from fall damage or similar stuff… nothing is more frustrating than the inability to move freely… there is already enough CC and control from players in the game, the map should not add to that…
5. other stuff (quality of life improvements)
wvw unique skins, better rewards, autoloot, better movement on the new map, less reliance on siege and less siege in general
(edited by Peterson.8345)
Just bring back the alpine borderlands and let the hero point scrolls be account bound please
1>> Bring back Friday night reset and the Alpine borderlands maps (or re-design the Desert borderlands maps to be more like the Alpine maps, and rotate both types of maps as part of the weekly match-up rotations)
2>> Remove all PVE events and PVE farming for WvW related activities. Let WvW earn mastery points, and turn on auto-loot for WvW! If any game mode needed auto-loot, it is WvW! No gimmicks, just fair fights!
3>> Better rewards (loot, gold, etc.) for WvW’ers! We have suffered poor rewards since launch. WvW was supposed to help with earning ascended gear, but I’ve only had 1 ascended piece drop in over 2 years, and no exotics, and no precursor (even since launch, but that is another topic that makes me want to break things just thinking about it…).
4>> Population balance.
5>> Skills balance and stability fix.
1) Find a different metric for winning/losing rather than the PPT we have now; matches should not last a week, but should be closer to the length of a playtime session so players can feel their own influence; make the results of the primetime guys have a similiar value than the night capping crews.
2) I cannot estimate how much effort it is to bring back alpine borderlands but no matter how much at this time it is some of the best time investment you can do for wvw
3) PvP-like reward tracks for WvW
4) Whatever you change to counter the population imbalance, keep in mind that there are players which like WvW, yet are not in WvW guilds. Keep it open for all
5) The current stability implementation does not work for battles of this scale. It needs fixing. The pewpew now is worse than the cc hammertrains before ever have been
1. Remove the banners and all the automatic defenses. Those mostly benefits the most populated server the most anyway.
2. Remove the the new the desert borderlands. Make a non vertical map from scratch. Or release the tools which enables the player base to make maps ourself, something like StarCraft 2 has. The playerbase can then vote for which map they want every week based on video presentations.
3. Remove the skill lag.
4. Remove most of the PvE, only tower and camp NPC’s is OK.
5. Make us able to do critical hits on siege weapons.
(edited by Timelord.8190)
1. Change reset back to Friday night.
2. Restore stability (or other change) to mitigate the excessive CC now in WvW.
3. Simplify the DBL so guilds/zergs/roamers can run more directly from A to B, the maze is keeping opponents too far apart and reducing fights.
4. Remove the shrines, they’re just irritating – I haven’t heard or read anyone say how much they love them (though I’m sure someone will now ^^).
5. Change the areas around camps and put them closer to spawn – we used to have glorious and epic fights around the camps. They were made for it, like mini arenas with entrances/exits, lots of space and slopes. Great for guild fights, and great for roamers looking for a fight. Not had a single decent camp fight on DBL, and I’ve spent most of my time in them since HoT.
(edited by Barabajagal.6147)
Thanks. I mean that: Thanks. The variety of and the thought behind the suggestions — whether details are expressed in this thread or stated as a synopsis of other shared comments or written elsewhere in the forums — really will help the team.
KalasDelRio — As you could tell from Mike O’Brien’s comments in the AMA last week — synopsis here — there will be more communication and more meaningful communication. Yes, I believe there will be discussions with forum members as changes are being contemplated, although of course that will come from someone actively involved with the development of WvW.
Sviel — I would recommend hope. Yes, I’m naturally an optimist, but I believe there is true cause for hope, too.
iZakari — Agree, except “constant” and “continuously” may be difficult. If someone is talking about the game, they can’t be developing the game, and we all agree development is key. I’m thinking “frequent” or “regular” have a nice ring to them. Agree?
Baldrick — current information gathering enhances what the devs already have gleaned from their own gameplay, observation, tester input, and forum commentary. It’s not a new initiative. Devs are assigned to WvW, you can be assured of that. (Just as you can be assured that no one has ever spoken for me but me. I’m the same person who joined ArenaNet in 2000, and I’m the only one who uses this name. Whatcha think, I’m a made-up identity, a la Betty Crocker? )
Loosmater — Thanks for the faith. I will try to live up to that. I won’t be the person making the changes — and the devs of course are the important element of all this — but I will endeavour to help with the comms side of things!
I forgot to add an unofficial #6 – Please move reset back to Friday. Friday nights were an event (people get off work and want to blow steam by killing other real people in WvW!) and made Saturdays (one of the few days alot of us can get some daytime hours in) more relevant and important. Having a Saturday night reset eliminates 24 hours of relevant play time since matches are decided and no one cares any more.
I don’t think it matters if new builds interrupt things. We’re talking a few minutes of inconvenience for 24 hours of improved gameplay. My guild had much better participation on Friday resets compared to now.
I forgot to add an unofficial #6 – Please move reset back to Friday. Friday nights were an event (people get off work and want to blow steam by killing other real people in WvW!) and made Saturdays (one of the few days alot of us can get some daytime hours in) more relevant and important. Having a Saturday night reset eliminates 24 hours of relevant play time since matches are decided and no one cares any more.
I don’t think it matters if new builds interrupt things. We’re talking a few minutes of inconvenience for 24 hours of improved gameplay. My guild had much better participation on Friday resets compared to now.
Why not make it Thursday then you make Friday more relevant on-top of making Saturday and Sunday relevant too.
I forgot to add an unofficial #6 – Please move reset back to Friday. Friday nights were an event (people get off work and want to blow steam by killing other real people in WvW!) and made Saturdays (one of the few days alot of us can get some daytime hours in) more relevant and important. Having a Saturday night reset eliminates 24 hours of relevant play time since matches are decided and no one cares any more.
I don’t think it matters if new builds interrupt things. We’re talking a few minutes of inconvenience for 24 hours of improved gameplay. My guild had much better participation on Friday resets compared to now.
Why not make it Thursday then you make Friday more relevant on-top of making Saturday and Sunday relevant too.
Well for me, I still have to work Fridays so running till 2am is probably out… although Thursday is the new Friday in many respects. hmmmm… We used to do a theme night on Thursdays (aka paper Thursdays).
I forgot to add an unofficial #6 – Please move reset back to Friday. Friday nights were an event (people get off work and want to blow steam by killing other real people in WvW!) and made Saturdays (one of the few days alot of us can get some daytime hours in) more relevant and important. Having a Saturday night reset eliminates 24 hours of relevant play time since matches are decided and no one cares any more.
I don’t think it matters if new builds interrupt things. We’re talking a few minutes of inconvenience for 24 hours of improved gameplay. My guild had much better participation on Friday resets compared to now.
Why not make it Thursday then you make Friday more relevant on-top of making Saturday and Sunday relevant too.
Well for me, I still have to work Fridays so running till 2am is probably out… although Thursday is the new Friday in many respects. hmmmm… We used to do a theme night on Thursdays (aka paper Thursdays).
So the ideal is to max out the use of Saturday and Sunday “wvw raid days” and min the use of Tuesday and Wednesday as they tend to be the “patch days.” Keep in mind not every one has Friday nights off.
On a different note for the new BL a chase could be adding in zip line points that let you move to a lower places on the map with out death. These would be like gliding but on a track and any one can use them. Think of them like ports that go one way an any one can use with out taking an objective. This should help with moving in the new BL the main problem most ppl seem to have with them. I am not sure if you can add in any other non descending movement to the new bl to make it easier to move but i think being able to go from a very high point to a very low point with in a sec with out simply needing to jump to your death and have other reive you would help out a lot.
I would just like to say that it is encouraging to see this thread is getting some good response from the community and Anet staff. Very nice to see.
And here are my 5 wishes.
1. Reset moved back to Friday. The move to Saturday has made playing on a Friday and Saturday completely pointless as the match up is normally over already. Friday reset means everyone logs in early on a Saturday to get the week off to a good start for their server.
2. Stability changed back to the way it was so we don’t all have to Pirate Ship. The fights look and feel awful now… 2 guilds/teams run up to each other full speed and suddenly stop at max range and pew pew for a minute before anything real happens. I want the excitement of diving into a crazy blob with my team and somehow winning, that’s what its all about.
3. Banners and airships and chilling fog all have to go along with how crazy the keep lords scale up. All needs fixed/changed.
4. If we can’t have a true BL rotation between Alpine and Desert then DBLs need a much more direct route from A to B to C. At the moment it is a maze that keep players away from each other and actively prevents encounters with the enemy, who also might have some crazy buff on them like perma stealth.
5. Bring in some form of competition other than the weekly match up. WvW seasons were not perfect but at least they were something different. If not this then something like it with rewards that will actually mean something. At the moment I have nothing at all in game that tells other players that I have spent most of my time in WvW for the last 3 years and that I am part of a guild that does OK at it too. We have no emote like PvP has… No real title that I would bother using, and I do have them all bar 1. Would be nice to get something at 25k player kills then 50k and so on.
None of this should be able to be earned in EotM btw which is a joke.
/salute
I think priority number 1 should be to get more players on the borderlands. I play on a server which used to belong to the top-5 with the old borderlands. Now we are around rank 10. I will give a short overview of what changed.
Before the patch: When there was the reset, eb and at least 1 bl had a queue.
After the patch: When there was the reset, eb gets a queue of 120 players easily (so it can be filled twice). On 2 borderlands are large groups of our server, on 1 borderland we are outnumbered.
Before the patch: We had several guilds which had their raids during the week. We even discouraged guilds to move to us when they wanted to have their raids during the prime-time.
After the patch: There are still guild raids. However, the guilds are maximum on one borderland (eb has queue). Some guilds are rarely seen anymore in WvW. Especially the guilds with the highest reputation are not playing anymore.
In short: The number of players decreased too much.
Before we can discuss population balancing, this has to be stopped or optimally reversed. The players on the small worlds still have the option to transfer to a high population server.
My suggestion is therefore to focus on the new borderlands. I got the impression that most of the players left because of them. From my perspective the new borderlands have many advantages. Nevertheless, it has some drawbacks as well. I will focus now on the drawbacks.
1) It takes too long to get to the commander.
Imagine the following case: You join a map and the commander is at the keep in the middle. It makes now no sense to run to the commander. Until you are at the commander, the keep is flipped/the commander lost his interest. Hence, I better wait or search for another map. If we hold our side-keep (and I can make use of the wp), I actually have a chance to reach the commander in time. That could be an indicator for a suitable time to get to the commander (I dont know enough to provide a clear guideline).
2) The map gets too complicated.
This point is related to the previous one. The map is nice. It is nice to walk around there after you learnt all the pathes and understood how it functions. However, it is too much. I read that players wanted the barricades to be removed. This could be one part of the solution. I would like to see much straighter much clearer pathes. It continues with the keeps and towers. If the timer at a keep starts, I need quiet some time to run around every corner to spot if there is an attack. In essence, I need too much time. It would be easier if the keeps had half their size. I had it not just once, that we defended the keep and while we were searching for the open spot on our outside, the enemies were back.
3) The NPCs should be weaker.
I would exclude the lord. The lord is hard to kill with just 2-3 players. That is reasonable for a keep It should be difficult to take them. What annoys me is killing the guards at the gates or the NPCs at the mid-event. It is WvW. The game lives from the matches between humans and from the strategy but not from killing NPCs. This belongs to (and here I use the normal complaint) PvE. Killing NPCs could be a strategic instrument. Claiming land allows now to spot where the enemies are. That is absolutely useful!
I personally see and understand what the programmers had in their minds when they created the map. It has many good sides and allows for plenty of strategic options. However, it is too much for one map. I hope that changing the maps will attract players to stay in WvW or return to it.
First off, thank you Gaile for being on the forums quite a bit lately. I seem to notice your signature everywhere as of late.
Now to the actual content. I feel wvw isn’t rewarding enough, pre-HoT I loved wvw because I felt I was accomplishing something. I don’t get that same feeling post-HoT.
1) Give us the option to vote on which bl we want for the week. This would give more options to the players (and players like having more options, not less), and allow for some collaborative strategy based on what your server wants. It doesn’t have to be every bl that week, just the one for your home team.
2) Re-instate the old upgrade system. I know that some people enjoy the current one, and the old one cost gold to use, but I pre-HoT I would solo the entire bottom half of a bl and upgrade it to full. It made me feel like I did something a bit ….. extraordinary. Now, if I take a camp I don’t get the same satisfaction of seeing it progress and thinking “I did this, I made a difference”.
3) Add more placeable traps to wvw. This would allow for more strategic play. For instance, if you could place a trap that made the player drop their supply or cause an AoE stun for a little bit (not long, but enough to be annoying) then the players would have even more options as to how they play.
4) Add destructible environments. You know that keep bridge in the southwest part of eb? See how there are enemies all over it? What to do…. I know! Blow it up! This would make defending objectives even more satisfying by forcing the attackers to focus on specific points of the objective. Or even better, give the attackers the ability to repair the bridges to allow more strategic play. Of course, some negative effect would have to be added to prevent the objective from staying down permanently. Perhaps make the supply come in slower.
5) Add a legendary or some other reward to wvw that you can only get by wvw. I know this would be tough because of the populations of some servers, but it would be something to look forward to, something that won’t be reset at the end of the week.
Anyways, that is what I would like to see in wvw, and I know that these changes would certainly make it more satisfying (for me, at least) to hop back into from time to time.
1. Reset back to Friday night.
2. Remove banners, airships, chilling fog, shield generators and automatic upgrades. Keep the emergency way point. People shouldn’t be disadvantaged in wvw because they belong to a small guild.
3. Revert to alpine borderland or if this isn’t possible desert bl must be reworked to decrease total area and verticality, make easy direct routes to objectives, remove rock wall popups and choke points.
4. WvW reward tracks with loot specific/unique to wvw. Make wvw currencies useful.
5. World population imbalance needs to be addressed. Some servers currently have a large pve population whereas others are almost exclusively wvw
6. Siege needs to be reworked. Currently the amount of AC’s that can be placed is ridiculously high. Decrease the amount that can be placed, increase cooldown on skills and operator conditions should not be applied thru siege, decrease the damage that siege can do to players.
7. No PVE gimmicks please, plenty of room for open field fights
8. Autoloot
More than 5 things but there’s alot that needs to be fixed
I think the single most important question to ask yourselves when anything wvw related is being developed is "does this contribute (based on the communities desires, serve them and profit will follow) to better open field fights (no siege spam, pve nonsense, or what have you).
Open field fights are the heart of wvw. Thats what inspired many of us when watching the very first commercials for gw2. People want action, often, and unfiltered. That means no 3 minute respawn time (yes, it takes a long time to run back to the fight and its probably over by then). It also means less emphasis on siege, pve, broken skills and mechanics (both op and up), and ppt.
Yes, I said ppt. Players dont want to scout for hours (often for no reward), protect yaks, queue upgrades, or mindlessly pvdoor. Dont get me wrong, I’m not asking for increased rewards in such areas nor am I dismissing ppt entirely. It has its place, but its place should not be the first priority a server considers for advancing their world up the tier system, because it takes away from fun. None of the things I mentioned are fun.
#BringBackTheFun
Thank you Gaile for letting us know there’s someone listening here are my top 5 in no order with some possible solutions.
1 – Stability revert. The stability change made sense before HoT, now with all the CC added to the game its just too much.
2 – Population imbalance – Suggestion make PPT correlate with population.
Example: Server A has 60 people in WvW, server B has 30 and server C has 15.
- Server A would get very little PPT if they hit server C (highest pop vs lowest pop TZ), If they hit server B they will get more then if they hit C but still not max.
- Server C and B would get more PPT for hitting server A then eachother.
This would help population imbalances . The numbers would have to be played around with in order to to fine tune it but I think this would help.
3 – Get rid of the gimmicks (banners/airship/charr cars/ invisibility waters/mists)
4 – Get rid of EB 4 maps are too many at this time of the game. Rotate maps weekly between 3 EB’s, 3 alpine maps and 3 reworked less vertical desert maps. Add an SMC to the alpine and dersert maps. Too many Q’s? the population will shift.
4a – While we are at it remove EOTM it serves no purpose anymore (was meant to be overflow while waiting for Q’s). EOTM takes away population from WvW.
5 – Rewards. We shouldn’t have to PvE for weeks to earn the gear we want to play with in WvW. Add in some unique WvW skins so we can show we are WvW players, by doing this, it may bring in PvE’ers and PvP’ers to try WvW that may never have.
Thank You ANET for creating this great game, WvW is why I play this game lets make it great again! Almost forgot Reset back to Fridays please
(edited by Noyalty.7849)
1. bring back old stability,this is not korean mmo we dont need to get cc for 40 sec thx, old stability was what made gw2 actually more enjoyable,
2. Friday reset !!! people have more time to play on weekends. Weekend is where we were able to stay longer fight guilds from other timezone, really enjoy the game was 2.5 days straight non stop fights for most servers and players.
3. bring back old alpine borderlands just the way it was with old waypoints, no tactivators please, remove new maps as they dont promote fights , i can do cardio workout outside the game, thank you, don’t need to run 30 min up and down the stairs to get to a point.
4. seasons/reset glico periodically, re-evaluate the way glico is done
5. rewards, most wvw players dont want to pve in order to keep up with food/oil/etc for wvw.
you guys might think about also combining some lowest tier servers at this point, we dont need that many servers anymore. Other things to consider: do we need 4 maps anymore? would 2 be enough? EBG and 1 alpine borderland?
Just adding that auto loot is waaay up high on my list, but I didn’t mention it in my previous post because auto loot would be pointless if WvW mode dies. But please do listen to your players, having to spam loot buttons while attempting to have engaging player vs player battles is just bad. Really, it’s not needed, it’s tedious, it’s annoying, it’s the last thing I want to do while trying to survive a 40 vs 40 heated battle.
Auto loot needs to be a thing, please.
1. Reward Tracks – similar to PvP (Would be awesome if tome of knowledge were available to wvw peeps)
2. Auto-loot – working as intended… (0_o) Please actually make this work.
3. Alpine Borderlands + new maps
4. Weapon and armor sets! I hate having to change my pvp gear to wvw gear every time i swap game mode. Its kinda a basic thing to have
5. WvW Leagues > Just like PvP. Give WvW some badges to show rank / current position / rank > have 3 month seasons or something.
1. Small guild roaming viable. Don’t force us to join the zerg guilds to be effective and get guild benefits.
2. ZERO PvE requirements (even for guild halls, that grind is pathetically bad design – especially for small WvW guilds). PvE should be a choice, not forced upon us.
3. Server pride and a reason to fight for it.
4. Fast closers for all melee and / or better defense from range attacks. Don’t make it strictly a ranged game.
5. Stop reading your metrics. It is obvious you have preconceived notions that have warped your judgement and created false conclusions.
(edited by Grim West.3194)
1. Reward Tracks – similar to PvP (Would be awesome if tome of knowledge were available to wvw peeps)
^ this
1. remove all pve outside of all territories (return the flying raptor to SM)
2. return alpine to its former glory.
3. remove or change the ability(s) to 1 shot any class for base HP amounts.
4. add some kind of keg stand finisher, for norn sake
5. do something about spirit weapons for guardian, they are utterly useless piles of trash in any game mode.
My priorities are:
1. big nerf on all sieges (except the trebuchet)
2. return of the alpine borderland
3. Revision of dbl. Flatten it and add more direct ways for better fights, dwindling ways as >safe< shortcuts could stay. Ads more green, but no jungle, reduce pve mobs
4. allow gimmicks again, like transformation potions, fireworks and brooms for example
5. Better Rewards. Please give the wvw players the possibility to get all pve related (like raids, dungeons, legendaries, achievement etc.) items without that they have been stucked in pve for months. That include next to the guild revision an update for armour, weapons, sigils, runes, receipts and many more for hero bagdes. I don’t want to farm smokeclaws to finish Dark Harvest, I would pay 500 or 1000 hero bagdes for it. It’s okay for me if the players have to pay more for newer things, and less for the older ones.
No tick points only points for active play, kills is worth 1point stomp 2points + 1-3points if you have bloodlust. The statue you now have on BL change them to “blood lust” so all 3 servers can have it on that map and add something on EB.
Then we come to buildings, I start with defense because there my idea is simple, don’t matter with lvl the upgraded is for points on defense and why it is simpler to defend the better upgraded the building is, so the points is counted on how many that attack the building and it is 3 lvl, for it:
Camps 1-3players lvl 1, 4-9players lvl 2, 10+players lvl 3
Tower 2-6players lvl 1, 7-14players lvl 2 15+players lvl 3
Keep 2-9players lvl 1 10-19players lvl 2 20+players lvl 3
SM 2-14 players lvl 1 15-29players lvl 2 30+ players lvl 3
(1 player should be able to put building in combat without giving enemy points, if 1 player attack east gate and 1 west gate without siege it counted as 1) what the points should be for the different lvl I leave to you at Arena net.
Then we come to attacking a building: here I think the points for upgrade off the building should be counted as 40% and how many defenders to 60% off the total points gain if you take it. And why I think players should give more points is that PvD without defense is easy, so it should give less points to cap a fully upgraded undefended building then capping a fully defended building that is paper (lvl 0).
The points defense get for upgrading buildings the enemy get if they cap the building undefended, if it’s defended you add points from how many defenders it was.
Points for defending should not be given out until battle is over.
Thanks. I mean that: Thanks. The variety of and the thought behind the suggestions — whether details are expressed in this thread or stated as a synopsis of other shared comments or written elsewhere in the forums — really will help the team.
KalasDelRio — As you could tell from Mike O’Brien’s comments in the AMA last week — synopsis here — there will be more communication and more meaningful communication. Yes, I believe there will be discussions with forum members as changes are being contemplated, although of course that will come from someone actively involved with the development of WvW.
Sviel — I would recommend hope. Yes, I’m naturally an optimist, but I believe there is true cause for hope, too.
iZakari — Agree, except “constant” and “continuously” may be difficult. If someone is talking about the game, they can’t be developing the game, and we all agree development is key. I’m thinking “frequent” or “regular” have a nice ring to them. Agree?
Baldrick — current information gathering enhances what the devs already have gleaned from their own gameplay, observation, tester input, and forum commentary. It’s not a new initiative. Devs are assigned to WvW, you can be assured of that. (Just as you can be assured that no one has ever spoken for me but me. I’m the same person who joined ArenaNet in 2000, and I’m the only one who uses this name. Whatcha think, I’m a made-up identity, a la Betty Crocker? )
Loosmater — Thanks for the faith. I will try to live up to that. I won’t be the person making the changes — and the devs of course are the important element of all this — but I will endeavour to help with the comms side of things!
I miss your appearances in Lions Arch- those were the days of real dev involvement and getting things done.
Define ‘assigned’. Does that mean they are working full time on wvw, or is it ‘assigned’ as in ‘when something really game breaking comes up, you’re on the list to deal with it (after priorities 1-20 on your list are done).’. from a wvw perspective, it certainly feels like the latter.
After all this time I have lost faith. Maybe by the end of the year you will surprise me and a new version of wvw will come out (but then, probably a paid for expansion…), but I’m not holding my breath.
Sorry but I’m a realist and can’t be more positive than that given the previous track record on wvw.
1. return some form of stability, even with just 20 lines or static fields a stack of 5 stability doesnt get you anywhere.
2. Give players in wvw a boost in health/toughness, this would help create longer and better fights. It also ofsets the power spike that happened with HoT.
3. Remove all pve aspects from wvw, there is eotm for that and wvw really should be focussed on fights between groups of players. So remove the single mobs that are placed all over, remove the hyleks/dredge/ogres from eb and the event from the desert maps.
3b. Remove the cc from desert borderlands keep lords to make the fights less annoying. The break bars and big life pool are fine since they will stall a bit to give a chance to defend.
4. Give points for capping as well as points per tick, this is to make it more rewarding and give players a bigger sense of contribution.
5. Better rewards, easiest would be to give more gold and return the ascended drop chances.
You should also find a way to reward commanders, on my server there are only a few and when there is no one commanding everyone just stands around waiting for someone else to command (It has always been like that also on the two other servers I have played on). Having more people wanting to command will make more people want to play wvw.
(edited by RiShardV.8456)
1. STABILITY REWORK (I cant stress this enough — almost NONE will return even if everything gets fixed and you give away free legendaries but stability isn’t looked into)
2. reduce power creep, or give us something similar to guard stacks (un-tie them from wvw lvl and remove the need to kill guards to get them)
3. the new borderland needs to go. reworking it might also be an option, but let’s be honest: considering the time it needs to shrink it and to remove its mazes, it might be easier to start from scratch, reusing only the graphics etc
4. reset night. we were promised to get it back on friday few weeks after HoT launch. check your calender!
5. QoL stuff… maybe start communicating with us? Finally you ask for suggestions, after all those years. Guess what: check pages 1-500 of this subforum and you will find a hundred copies of the same black box containing all those reasons why people finally got frustrated enough to make the choice of ditching their favorite-game-for-the-last-3.5-years only weeks after the launch of the so anticipated expansion.
(edited by root.2859)
I won’t think much so here are just VERY few things..
1. Old maps back
2. Stress relief (please let Anet players show up in all wvw tiers and use their tags so we can beat them up or get beaten up by them)
3. Wvw food only (make it use karma and few badges maybe?)
And last is Anet should stop being opossum and try to communicate with wvw players as other game modes (and please no reddit) this is where you should communicate with the players, and not reply in one post and then play dead ><
I would attach a video of opossum playing dead to show how you communicate with us wvw players
Thank you!
1. Population Imbalance : I really do think this is something that plagues alot of games which rely on huge populations in order to have fun and engaging battles. You just cant guarantee an even number of people will always be on at every time of the day. There are many suggestions for how to fix it, I recently posted a topic about how NPCS could be temporarily used to fill in those time deadzones by helping out underpopulated servers etc., but others have mentioned megaserver style systems, and merging lower population servers etc. But no doubt that is going to be crucial for the survival of WvW figuring out a way to make sure there are enough people and/or battles going on in WvW at any time of the day.
https://forum-en.gw2archive.eu/forum/game/wuv/Using-NPCs-for-population-time-deadzones
2. Make WvW gear and loot just as customizable and fun as regular gear and loot. Make different skins for golems and siege. There is no doubt in my mind that people would love to pay gems for cool looking siege skins etc. It would be a win/win for the community and arenanet.
3. MAPS – Content, You have to forgive me I dont know the development time needed to develop new WvW maps, but make maps and try them out in rotations etc. You dont have to make some perfectly balanced map before you put it out there, you could rotate them out every week and give people a chance to test them out. It would be a win/win, you would have a chance to put out content quicker and faster by having people testing new map designs and mechanics and if they dont work, then you just tweak them or get rid of them. But on the flip side, people get to try out new and interesting maps instead of having to wait 2-3 years before a new one.
4. Make some cool WvW events, battles etc. You could have Arenanet GMs controlling characters and events that engage people in WvW and make it fun and enjoyable. Yall are no doubt extremely creative, so you I know you could come up with some cool new events to try out every once in a while. The best example I could think of would be stuff like 8 bit WvW where you do a Super Adventure Box themed map with 8 bit style castle and siege, people would lose their mind if you did that.
5. Lastly but most importantly, threads like this and people like Gaile, are CRUCIAL to the success of a game. When developers listen to the constructive feedback of their player base, the game will no doubt improve. One model yall might want to consider is letting in player designed maps and gear into WvW, something like in Team Fortress 2. You guys have a dedicated and passionate fanbase that could easily come up with some cool gear and ideas. Listen to them and maybe even let them participate in the design process. Look at how Unreal Tournament is doing that now and its no doubt helped them immensely!
(edited by MuscleBobBuffPants.1406)
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