servers full causing problem for new players

servers full causing problem for new players

in WvW

Posted by: nickaustin.7304

nickaustin.7304

I have been playing gw2 for about 3-4 months. and recently got my friend to buy it so that we can wvw together.

today after installing he realized that my home server was full [Gandara EU]

and reading forum posts those servers are locked permanently [for long foreseeable time atleast]

what are we suppose to do now? any thoughts?

servers full causing problem for new players

in WvW

Posted by: X T D.6458

X T D.6458

There doesn’t seem to be much you can do atm, either wait for changes or go to another server, unfortunately those are pretty much the only 2 options.

I say what needs to be said, get used to it.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<

servers full causing problem for new players

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Posted by: Rynter.3975

Rynter.3975

This is a big problem because friends can’t join other friends for WvW and guilds can’t recruit people from other servers.

ANet should just scrap worlds altogether. At this point, with the megaserver, there’s no point to them.

The only function Worlds serve at this point is to divide up the WvW population. This can be achieved by other means. For example, ANet could do the following:
1. Implement Alliances. GW1 style alliances where a certain amount of guilds (10 ideally) could be allied together.
2. Scrap all worlds.
3. Replace the worlds with teams/shards/dimensions/armies/realms…whatever you want to call them.
4. The game mode is now officially called Mist War.
5. Shuffle the WvW population so that each team has a relatively similar amount of players.
6. Alliances get shuffled onto the same team, so the guilds stay together.
7. Players who did not get assigned to a team (i.e. players who don’t do WvW) are unassigned. They can join a team at any time.
8. Transfers from team to team are allowed once a month and must be paid with real money. This is to prevent teams from “buying” guilds and alliances.
9. New players and unassigned players have 1 free team transfer that must be used within 2 weeks of them picking their first team. This is so they can try out the game mode and have a chance to join a guild on another team after they do some research.
10. Institute free transfers from overpopulated teams onto underpopulated teams, with some sort of incentive to do so.
11. Create big instanced Castle or “Sanctuary” where only people from your team can go to. This is where they have all their vendors and banks, plus portals to all available battlegrounds.
12. Allow the game to open up new battleground maps when others are full, so instead of waiting in queue, players can fill up the new maps. This means that a team may have more than 4 maps available to play on, and all other teams will be available opponents across those maps.
13. Worldwide team rankings are based on how much territory a team controls.
14. Allow teams to completely conquer and “lock” maps. The ultimate goal should be to control as many maps as possible (look at Planetside 1’s continent-locking system).
15. Allow teams (or guilds/alliance on those teams) to invade other teams’ locked maps once they have certain requirements fulfilled (like gathering invasion resources or conquering territory on other maps).

This way, you eliminate the problems of server overpopulation/underpopulation, full locked servers, and map queues.

This also means you can get rid of EotM as a separate mode and just make it an additional Mist War map, bringing up the total to 4.

(edited by Rynter.3975)

servers full causing problem for new players

in WvW

Posted by: PariahX.6970

PariahX.6970

There are already several other threads on this topic. Look for answers there or for the TLDR answer none of them will make you perfectly happy but this really is the best thing for game overall so try to make the most of it.

~Xylla~ [oG] on Ehmry Bay [PiXi]
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Near Fanstastica /Ocean at the End / Blue Eyed Hexe / Andro Queen / Indie Cindee . . .