Showing Posts For Bogoris.4035:
This should be the default and there should be only one group in the instance per World per Map. If you don’t want to be in a group, fine, leave it – maybe there should be a game setting that would allow the players to choose if they want to be in a team or not, that way they wouldn’t have to “leave” the group everytime they enter a WvW instance – then they can go and do your own thing. But if I want to participate in the group activities then I shouldn’t have to sit there and ask to get invited into a group, or end up in a group of two players, when clearly there are more than that, or run around alone because I haven’t been invited yet not knowing where my teammates are – I shouldn’t have to read the chat for that.
I have been doing PvP for almost 10 years, and even on a way smaller map the size of one of the main keeps, not being able to see your teammates on thay map would be a problem when it comes to coordination. Here the maps are HUGE and there is only several waypoints per Map. So if my team is trying to capture a point way down the map and I end up dying then there is a LOOOOOONG walk back to where they are and by the time I get there they might have moved to a different place or wiped. If not in a team there is no way to know any of that. So the long walk turns into WHERE do I go now? Am I gonna run into a big group of invaders and end up at the starting waypoint again or go do MY OWN thing without any regard of what the team efforts are? The other option is not to die, which means sitting on the back and shooting bullets or arrows as a F warrior, or with other words my time leveling him to 80 using a hammer and learning how to use that weapon was a waste.
Every captured object should have a way point which shouldn’t be used if the area is contested, or when it comes to fortifications – when a wall is under attack by siege engines. This should speed the combat by reducing the time of long travel between locations, maybe there should be a timer of 30s or so that locks the player from using another waygate, and add variety to the game play – I spend two days playing WvW and the maps now look almost exactly the same as when I first started.
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(edited by Bogoris.4035)
Having just local events probably helps running speeds and prevents server crashes, but I can’t say for sure
They could just limit that to the area where the event daily is.
Why isn’t a character, who has “Metrica Province Completed – 100%”, allowed an access to all the outgoing events in entire Metrica Province but instead that character has to be “nearby” in order for that even to show on the map? That would make more sense – all the way points, vistas, points of interest have been completed and all the more important NPCs in the area have been discovered and talked to.
That would speed up the completion of the daily.
The completed hearts, after the map is completed 100%, can be added to the list of the events, that way there is a bigger list of randomly selected ongoing events from which the player can pick those that are easy for them to do or the rewards are higher. In fact the color of the event on the map should reflect what reward the player would get – gold, silver, copper – if they decide to join the event at that moment and fully participate till completion, with a small timer showing the seconds left before gold turns into silver, and silver into copper.
P.S. I had the same problem doing the event daily in “Plains of Ashford”. After running around for some time trying to find any active events and being able to find and finish only two of them, I took the waypoint either to Temperus point then tab out as I had to do something else, I figured if I give the game some time eventually it will start an event next to me. But I got busy and I forgot that the game was still running. Then I went to bed, then to work and when I came back from work and started the game, I was rewarded for completing the daily – apparently somehow my character was “involved” in competing two events while being “away”. I find it quite strange that in this case the game instead of helping the players when they are actively trying to participate in the play and get something done, rewards them for “idling and not playing” the game.
(edited by Bogoris.4035)