Showing Posts For Asator.3065:

New Scoring System

in WvW

Posted by: Asator.3065

Asator.3065

The 3-2-1 point system was good and gave us some of the closest matches, including one where all servers were tied with one tick to go.

1st Elona Reach 4 583
2nd Drakkar Lake 4 489
3rd Gunnar’s Hold 4 487

And a lot of fighting for the second place, some so close that the website got the final placement wrong.

1st Gunnar’s Hold 7 259
2nd Drakkar Lake 6 036
3rd Elona Reach 6 025

1st Gunnar’s Hold 5 560
2nd Elona Reach 5 338
3rd Drakkar Lake 5 290

Don’t artificially turn the two trailing servers against the leading one. The current matchups already show that the idea doesn’t work. The dominant servers win by an even bigger margin and the trailing servers might as well not show up at all. It doesn’t make any sense. Plus, you already got a similar system in place with the server links.

The 3-2-1 point system works and was a good step in the right direction. The next step should be trying to even out the server populations, because in the end that’s what contributes most to even matchups.

  • Give players extra rewards if their server does well with fewer players (more points relative to player numbers).
  • Make transfers from high population to low population servers cheaper.

Let’s Talk Scoring…

in WvW

Posted by: Asator.3065

Asator.3065

  • Give players a real opportunity to make a comeback
    Matches are often decided in the first few days, making playing in the final days feel pointless
  • In conjunction with population rebalancing, updating Scoring allows us to decide a winner of a match more fairly, and thus reward players more fairly

These points directly contradict each other. A catch up mechanic is the very opposite of deciding a winner of a match fairly. No server should ever get free points for whatever reason.

Your focus should be on population balancing to prevent 100,000 point leads, not on taking away a server’s points once they’ve been made.

Want the old maps back?[186 Signs]

in WvW

Posted by: Asator.3065

Asator.3065

Yes. There’s nothing in the new borderlands that I prefer over the old ones.

The map layout is bad and I don’t like the castle design. It looks bad and doesn’t make any sense. The medieval design looked much better and everything was more accessible.

I pretty much stopped playing because of this.

Simple Solution to The Bloodlust Controversy.

in WvW

Posted by: Asator.3065

Asator.3065

One of the main problems in WvW is the unbalance of active players between the servers. The new match making system already amplified the problem and it seems that these changes have the potential to make it even worse.

There’s too little risk in taking the shrines and too many benefits for servers with more players.

World Ranks Account Wide

in WvW

Posted by: Asator.3065

Asator.3065

At this point, almost everything in the game is account-based and that’s good. Why make an exception for WvW ranks?

The Official Answer: From Arena Net Themselves

“The goal for this system is to ensure that players always have something to constantly work towards. We want each character to have a unique experience in WvW, so World Ranks and WXP are all character-based values rather than account-based. We believe that in the long run, this will actually help incentivize players to experiment with various different ability builds for each character. It also creates a long term goal for players of multiple characters, as they can strive to rank up multiple characters to help show off their dedication to WvW.

Let’s go through this step by step:

The goal for this system is to ensure that players always have something to constantly work towards.

Seeing as they recently doubled the WXP rewards for events, that statement doesn’t make much sense anymore.
The highest rank still takes years to reach even after that change, so I don’t see the problem. If players get close, ANet could easily add more ranks.

We want each character to have a unique experience in WvW

Problem here: There’s no unique experience as it is, because some abilities are simply more useful than others and will be picked first by players, regardless of their character class.

Most players are going for Applied Fortitude and Guard Leech first, along with a few points in Build Mastery, Repair Mastery, Supply Master and Siege Bunker.
Going for many points in siege masteries (too situational) or supply capacity (too expensive) early isn’t worth it.

We believe that in the long run, this will actually help incentivize players to experiment with various different ability builds for each character. It also creates a long term goal for players of multiple characters, as they can strive to rank up multiple characters to help show off their dedication to WvW.

For many players, including myself, this actually does the exact opposite. I don’t want to play different characters in WvW right now, because I can’t be bothered to catch up to my main in WvW ranks.
If I had access to the same abilities everywhere, I would definitely try more different characters.

tl;dr: WvW ranks should probably be account-based.

Improved Fast-Cast Ground Targeting

in Suggestions

Posted by: Asator.3065

Asator.3065

I expected this to be the default skill casting mechanism and the game really needs an improvement in that area. It can be difficult to follow the cursor in big fights and just seeing the target area for a very short time before releasing the key would help a lot.

Having to press a key twice for every cast isn’t a good alternative in fast-paced fights.