Showing Posts For Bridger.9245:
Attacking paper keeps and towers was way too easy in the past. You could be killing the lord before the other server even realized it was under attack (unless you insist that every walled objective in the game should have a human scout standing by doing nothing 80% of the time so that they can report when it comes under attack?).
Attacking upgraded forts gives time for the other server to respond, which means bigger fights in the field, which is what I’ve seen other people say they wanted out of these changes…
I’ve spent less than 7 hours in the new WvW and I have 20 hero points worth of drops. You get them from much more than level ups. You get them from dailies and captures too. It’s not as bad as people say.
If you were looking to get 200 HP from WvW, I estimate it would take less than 2 months, probably 6 weeks at most if you were really playing a lot.
The issue I have is taht they even claimed you could “unlock” an elite spec at 60 points. That’s complete BS. The spec isn’t even worth taking until you get at least 3 minor and 3 major traits to match the rest of the trait lines. Instead of unlocking in order from top to bottom, they should be unlocking left to right. 100 points should get you a “completed” trait line (with 6 more traits to unlock for more options) rather than 60 points for a worthless trait line and another 100+ points to get to the third tier of major traits.
Entitled? Nah. By all means, I’m OK with losing a fight if there was an actual fight involved. 8 shield generators pretty much stripping any stability we could muster is not something that’s possible to overcome without throwing a full-on zerg at it. Counter siege doesn’t work due to positioning inside SMC, siege disablers doesn’t work because by the time you’re in range to throw it, you’ve had to blow through all your invulns and stability to disable maybe two, and that’s if you’re not being controlled to death.
If “the counter that would work (in theory)” was splitting up to go in multiple entrances… that would’ve been 3 groups of 10. That’s again, leaving us vulnerable to control in a room full of siege.
So I would like to see a change to shield generators. Even if it’s just an increase in cooldown for the crowd control it grants, since limiting the amount you can place probably isn’t gonna happen.
Don’t get it wrong, I was actually enjoying the fight until it became clear that nothing we could do would work, save getting more people.
I don’t know if you noticed, but during the times you were threatening entry into the lords room we had our whole guild there to defend. It would have been easy enough to split off 5-8 guys to start taking towers and keeps while you pinned the rest of our guild in the castle. We then would have had to respond by moving out our own groups, weakening the inner line.
There was one moment where an invading mesmer got a portal down inside on the ramp. If that portal had been taken by another mesmer the entire attacking group would have made it past our siege. It was an extremely tense moment. Mesmer portals a super important in WvW. Having a group distract at one entrance while a veiled memser portals people in behind the siege is an effective tactic and it almost worked. I think the only reason it didn’t was the lack of a secondary portal to bring everyone else past the siege.
The problem with siege is that it is immobile. Use that against it and take everything else while pinning the force in place at the siege. Force the fights away from the siege by taking other objectives. Stonemist is worth 50 points. There are easily 5 towers that could be captured to make up for that, not to mention the supply camps and keeps. That’s what I enjoy about WvW, is the constant ebb and flow as forces try to counter and react to what the others are doing.
The guild halls are expensive even if you’re a large guild. We’ve already spent 500g and at least another 500-1000g in donated mats to progress our guild hall to the point where we’ve unlocked the tavern, market, mine, arena and workshop. We haven’t even paid to upgrade any of these to a “working” form yet.
We spent the last month preparing and saving up for this and it still feels extremely expensive even for our large (300+ guild). I can imagine this taking literally 3-4 years to fully build out for a smaller (60 or less) guild.
It’s to the point where I question the value of many of these upgrades. How important is it that we build decorations in our guild hall? Is it worth hundreds of gold and lots of time spent farming special mats? Is the arena worth that much extra too? Hard to say.
It’s clear that these are very long term upgrades though. It will only cost you in the short term.
WvW was lackluster and broken in a lot of ways. I’ve been waiting for them to fix it for 3 years. Now they’ve finally fixed it and the people who got used to the old way are upset that they are no longer super knowledgeable about it. It happens in every major change to every game.
I couldn’t be happier with the changes so far. They are what convinced me to buy the expansion in the first place.
Looks like this might be a bug :\
So we have unlocked the ability to restore the war room of our guild hall, only to find out that it requires 15 “Badges of Tribute.” Mousing over the badge of tribute tells us “Purchased for badges of honor in the guild’s war room.”
So unless there is a hidden way to acquire these, this appears to completely block the ability for any guild to ever acquire the war room. We have searched through all the vendors in the WvW areas and have found no way to turn badges of honor into badges of tribute.
Welcome One and Welcome All! I am happy to report that Tales of Tyria, one of the first podcasts for GW2 is returning for Heart of Thorns. We will be recording a show every other Sunday (opposite the Tales of Citizens recording schedule) @ 7pm ET starting tonight. Click this link to watch and participate in the chat tonight.
The new show will be living at TalesOfShow.com but the site isn’t quite finished yet.
What is Tales of Tyria?
Tales of Tyria was a Guild Wars 2 podcast which started in October of 2011 and ran until March of 2013 over 65 episodes. Tales of Tyria received a viewership/listenership of up to 15,000 around the time of the GW2 release. It was widely considered one of the best Guild Wars 2 podcasts at the time.
The focus was on asking and discussing interesting points with charismatic folks who had insight into the game.
How can I watch or listen to this new show?
We are still working on the new website to house the show, but you can watch the first new show here. Audio podcast links will be available soon.
How can I watch or listen to the old episodes?
The “Classic” Tales of Tyria Episodes are still available on the youtube channel, and you can get the audio podcast files in this dropbox folder (link being edited back in as soon as upload is done).
And here is the google drive folder where you can find all past and future show notes.
Why should I bother watching this live?
During our discussion we love to get feedback from the chat room, who often will come up with interesting questions or insights that we had not considered. This adds a layer of depth and interaction to the show. We hope you’ll be there to keep us on our toes.
Here are the show notes for tonight’s show.
His solution (and the obvious solution that everyone jumps to) is that you should scale the influence requirements (or gains) to the size of the guild. This of course jumps up with a host of problems because, as he says, people will try to get maximum gain for minimal effort.
But let’s pretend that we found a good scaling system so that guilds are more or less equal. All guild sizes will take roughly the same amount of time to unlock the first stage of content. Why even have a scaling system at all then? How is this different than a timer that counts down 72 hours until you can get access to the content? What’s more, why is there even a timer to begin with? In what way does this improve the experience? I certainly don’t feel satisfied or proud of any accomplishment that is so trivial as waiting for something to unlock on it’s own. Are you trying to trick people into thinking they had something to do with it?
Every time I see a large problem in MMOs it tends to look the same when you step back and look at it from this distance.
1) What people are asking for: Equal time to unlock content
2) This is no different than: Setting a timer when the guild is created and unlocking things at set times
3) This is supposed to make people feel invested? Proud? Satisfied?
The Problem: A group of 50 players can accomplish way more than 5 groups of 10 players in a single time period. Concentration = speed. That’s why WvW is a zergfest right now. AoE caps need to be raised or removed (at least for siege weapons). 1 well placed shot from a treb should wipe an entire group IMHO. Those shots are not easy to land.