Gaiscioch na Rall [GSCH]
Sanctum Of Rall
(edited by Astro Syd.8570)
What I find the most interesting is the sixth image… there are shown many different combinations between races of Tyria, but only 3 of them have “clear” lines.
Out of these 3 combinations, we already saw 2… so it is reasonable to think that the last one is coming soon.
(edited by Astro Syd.8570)
The highest I ever had was around 1500G… I made most of the money by just playing with the TP.
On one hand, this is a bad move.
Not having deathspam, enemy chat or player names in wvw is bad enough. it destroys any sense of respect and recognition you might come to gain for yourself or your enemies all for the sake of making the game WHERE YOU KILL OTHER PLAYERS more “friendly” and safer for people who dont want to get their feelings hurt.
Its not supposed to be. We dont want it to be. Its a war.
the decision to wipe the forums emphasizes this carebear view of wvw and alienates the community.
I don’t like this decision at all… looks like they are doing everything they can to remove the soul from WvW… is that what they really want? What we need in WvW is exactly the opposite, since at launch already it was quite bad… sorry to say this but I think they are going the wrong way.
What can be done to improve the current system in my opinion:
1. More accessibility:
-Make it account bound
-Make it obtainable in some other way, for example with karma or badges of honor; giving more options to players is always good.
2. More variety:
-Different colors and icons
-Let the commanders give a name to the squad, to have less confusion and make it easier for players to understand what is happening on a wvw map; this will be a great help for coordination between different groups as well (example: offensive/defensive squad, melee/ranged squad)
3. More functionality:
-A squad panel where you can see name, level, class of the players inside and total supplies;
-Some way to give basic commands directly in game, like there is in many MOBA games; for example “attack”, “defend”, “hold”, etc… you could use for this purpose also an improved minimap drawing system and improved waypoint markers since they are already in the game and can create great sinergy all togheter.
About what have been discussed:
WXP Abilities: I think that the commander system should be only one, permanent, account-wide upgrade, that people can obtain in various ways by playing the game.
What I want to make clear is that I would not like to see introduced a vertical progression system, that will create “better” and “worse” commanders based only on some numbers.
Message suppression: I agree that this is a real problem for commanders and should be addressed somehow.
(edited by Astro Syd.8570)
I think that the first place will be decided this week from the match between BG and JQ.
If JQ wins this week, I don’t see a tie happening in the last match… probably both JQ and SoR will decide that teaming up is the best solution and try to push BG in third position.
If JQ loses this week, I see SoR focusing on finishing in second place in week 6 (that is with JQ and TC so can become very important) and in week 7 try to not finish last, to avoid a tie with TC.
Another thing that SoR can do to avoid a tie is pushing TC in third place directly this week, so they don’t have to worry about the last 2 matches.
My predictions are:
1. JQ
2. BG
3. SoR
4. TC
or
1. BG
2. JQ
3. SoR
4. TC
(edited by Astro Syd.8570)
About the coverage topic: it is obvious that you can’t make some time zone more important than others, because everyone have the same right to play at all times.
Anyway, the goal should be to have more balanced scores, and the easiest thing to do would be to change the score system to a new one, where the points you get are PROPORTIONAL to how hard are you fighting; it is not a problem about times, but a problem about empty maps (that you see mostly at night time).
Why getting a keep after 1 hour figthing 100+ enemies give the same points that getting one in 2 minutes on an empty map? Do you think that is fair?
Points in this game are given in an indirect way for the most part (taking pve objectives), and that reflects in having scores where coverage is everything, because you don’t need enemies to win, you only need undefended objectives.
The concept now is " less enemies = less effort = more points (and rewards) ", while it should be the other way around.
So, the solution would be, change to a system in which direct points (actually given only by kills) have a bigger impact on the overall score. Find a good ratio between giving direct and indirect points, so that people from one side they don’t feel like it is a coverage war, and from the other they don’t think they are useless because playing at the “wrong” time.
Some examples of what you can do: give more points per kill, give less for objectives, scale objectives points depending on the number of enemies, find another way (like bloodlust) to give direct points.
(edited by Astro Syd.8570)
The current WvW is repetitive and is nothing but a larger sPvP environment of capturing buildings instead of points. From a gamer’s POV, there isn’t anything unique about WvW. The lost of WvW also does not affect the server to a huge extend thus people will never see the needs to go WvW.
What I am gonna suggest might change guild wars 2 from a casual into a more hardcore game but it will make WvW becoming part of the game instead of being a feature of the game.
Firstly, merge all the maps into one mega big WvW map. There will be borderland areas and battleground area. During reset time, all servers will have to break out from the borderland areas and proceed towards the battle ground areas. This will make the battle more realistic, proper defense and offense strategy have to be derived if any server want to invade the inner borderland.
Secondly, by merging the maps will make borderland seems extremely hard to be invaded because there are three servers. Thus, a incentive should be given to server who manage to break into the borderland and that is to allow them to invade the server itself and pillage the land. Of course, this might be too much for gw2’s gameplay thus certain type of reward can be given, like the entire server given certain reward like ascended mat? The server who got invaded should be penalized, perhaps imposing sales tax for buying and selling for limited time?
You know, this is exactly what I tought they would do with WvW when they first talked about it before the release, but they have chosen another way.
Anyway, I find interesting the idea of limiting in some way the access to some maps, because maybe 4 are too many compared to the total population of WvW.
Having empty maps is bad because it still give points so people will always try to play on them if possible because it is easier to get points this way… you should try to give incentives for people to play togheter on the same map (as an example, giving more points if there are more enemies), and not the contrary as it is now (spreading people everywhere to take the objectives that give less “attrition”).
I don’t like the idea of limiting the number of people allowed in WvW, since queue are already bad as they are, but if you can find a good way in the gameplay system to limit the access to maps (as example: remove waypoint upgrades, allow the access to EB only under certain conditions related to WvW performance on other maps) would be nice and maybe help to balance numbers between servers.
There are 2 different problems about population:
1. Overall quantity of players: if you want similar numbers during a match, give to the losing side more incentives to play wvw; you can do this by changing the gameplay or, only if really needed, by changing the gem cost to transfer to some servers.
2. Coverage problem: coverage is too much important in the current score system; if you want balanced scores you have to give more points tied somehow to how many enemies there are, and give less points for taking objectives (or make them harder to take)
(edited by Astro Syd.8570)
For me, the most important 3 topics for WvW are:
1. Point system (sub-topic: Population problems)
2. Reward system (sub-topic: grade of correlation between PvE and WvW)
3. Commander system
You’re going to get accused of dropping precursors.
True story… just today I got this at Bay while fighting BG… I am so happy! <3
The best solution in my opinion would be to change the ranking system to a more dinamic one, so that fightings never get boring; in this way, you will resolve the problem avoiding that it will show up again in the future.
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