Showing Posts For Castiel Aurios.7830:

Potential Change to Reset Time

in WvW

Posted by: Castiel Aurios.7830

Castiel Aurios.7830

Friday 9PM EST is OK until daylight savings time hits. Being west coast and having to work makes 5PM PST a tight squeeze.

WXP - Ability to Retrait

in Suggestions

Posted by: Castiel Aurios.7830

Castiel Aurios.7830

Just as we re-trait our characters for different roles in WvW, so should we also be able to re-spec our WXP points, for a small fee of course.. Simply add another option at the trait merchant located in spawn on each map. WXP points are difficult to accumulate and should not be locked in.. I know people who still have not used their points because they are afraid they will regret their choice some time in the future. Re-spec points, good idea.. Sharing points across the account, not so much.

It's time for New World versus World maps

in Suggestions

Posted by: Castiel Aurios.7830

Castiel Aurios.7830

New maps are a nice idea, until you notice that there’s no server out there short of 2-3 that can field a decent enough force on all 4 current maps already. Adding more maps won’t help that, at all.

No need to run more than 4 maps.. Just develop some new ones. No reason to have 3 identical maps in WvW.. They could develop one new map at a time and start rotating them into the WvW lineup at reset each week to make things more interesting.. No reason the EBG map couldn’t have a similar map rotation also.

Audible WvW Queue Notification

in Suggestions

Posted by: Castiel Aurios.7830

Castiel Aurios.7830

Please add an audible notification option to the WvW queue. You can add a drop down window in the user options under sound with a variety of notifications from none to continuous beeps. Queues, especially on reset night, can often run 2 hours or more and we shouldn’t have to sit in front of the computer staring at the screen waiting for the one minute travel window to pop up so we can get into the game. Many people who play WvW use wireless headphones and would have the freedom to do real life things while they wait.

Ticking siege just ain't fun

in WvW

Posted by: Castiel Aurios.7830

Castiel Aurios.7830

Another idea for siege.. Eliminate the timer altogether.. Add a command to the skill bar for all types of siege with an 8 tick countdown.. The counter would keep track of eight separate players “voting” to have the siege despawn and when the counter hits zero the siege despawns immediately. The skill button would have the count on the despawn button just like the cool down timer appears on other skills. The 8 player counter would discourage other servers from trying to sabotage the siege. The ability to remove siege by proxy would eliminate the problem of siege griefers and help players manage the siege limit. Seems like eliminating the need to track despawn times on every piece of siege in the game would lighten the load on the server slightly. Also, Eliminating the siege timer would be more in line with the developers stated vision of GW2, to not force players to “grind” thru the game.

And as long as I’m making suggestions, how about an audible beep of some sort when you’re sitting in queue and your option to travel appears. It really sucks waiting 2 hours in queue staring at screen so you don’t miss the travel box.

Edit: Reading back at some other ideas posted. I like the idea of salvaging siege, so I think rather than calling it a “despawn” button, it should be called a “Salvage” button, and it would only be active when the siege is within your own keep or tower. Further, when the piece of siege despawns, 50% of the supply required to build the siege would be placed into the keep/tower supply pool (up to the current limit of course). This would make it even more discouraging for siege griefers and open up some interesting possibilities when you’re defending a tower with low supplies.

Field Siege: All other siege outside of a keep or tower would be on a 60/90 timer. A 60 minute timer would control the life of the siege, but it will not despawn until it is unmanned for 90 seconds. No ticking to increase the life, but it would be possible to setup siege within a supply camp for instance and have one person “man” multiple pieces to keep them from despawning in case of an assault on the camp as the 90 second timer would reset each time the siege is manned (or ticked).

(edited by Castiel Aurios.7830)

Despawn times/timer

in WvW

Posted by: Castiel Aurios.7830

Castiel Aurios.7830

It would be a bigger help if they did away with despawn timers altogether. They were trying to eliminate the “grind” of doing mindless tasks in GW2, and having to tick siege constantly is just plain boring and an epic fail on ANet’s design. There are much better ways to despawn siege equipment.

Siege Despawn Timer

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Posted by: Castiel Aurios.7830

Castiel Aurios.7830

Indeed, it was a bug that the timer didn’t work all the time and we’ve addressed that. We are going to evaluate these times now that the timer does in fact work and it is very possible that we will make some changes to them. That being said, the main reason for the timer is the fact that we have to have the siege cap because of technical reasons and this helps to force siege to recycle if it isn’t being used.

One of your stated objectives in the making of GW2 was to eliminate the “grind” of having to do the same mindless tasks over & over. Despawn timers on tower/keep/camp defenses defeats that purpose. You should completely eliminate the timers on siege which should actually improve overall performance as you wouldn’t need to keep track of timers on every piece of siege. To prevent the siege cap problem, you should add a simple feature to each piece of siege. Add a new command button to the weapon skill bar that would force despawn after 10 separate players clicked that command. The 10 player requirement would prevent people from other servers from sabotaging siege. The first despawn command would start a 30 minute timer to collect an additional 9 player agreement clicks after which that piece of equipment would immediately despawn. If 10 clicks are not made within 30 minutes then the count would be reset to zero. This would eliminate the grind of ticking siege constantly and provide a mechanism for the players to deal with siege griefers. Of course players would still be able to eliminate hostile siege in the usual fashion. Depending on your programmers, you could make the change on equipment placed within defensive areas only and leave a timer on field siege which would help prevent siege griefers from trying to siege cap in remote places. You could even get fancy and overlay the number of clicks remaining over the command button much like the timer display for skill cool down.

Siege Despawn

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Posted by: Castiel Aurios.7830

Castiel Aurios.7830

as I said, cap and despawn work together. without despawn the cap would be an even bigger problem.

I assumed you were honestly curious and not looking for a debate.. i’ll let you necro one of the dozen threads about this if you feel like arguing your point of view.

I suppose you could use the term “debate” if you like.. Actually, as this IS a forum I wanted to get feedback from other players on this topic. I guess I’m not the type to consider “just because” as a reasonable explanation.

Siege Despawn

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Posted by: Castiel Aurios.7830

Castiel Aurios.7830

is there any valid reason for siege to despawn?

combined with the siege cap it helps prevent performance issues and limits siege griefing.

This actually does nothing to limit siege griefing except allow the griefers to rebuild all the same siege again a half hour later wasting even more supplies. There are much better ways to deal with siege griefing. As far as performance issues go, it’s really a non-issue since their are already siege caps. Seems like it would actually slow performance having to monitor when every piece of siege was last ticked.

Siege Despawn

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Posted by: Castiel Aurios.7830

Castiel Aurios.7830

Relatively new to this forum so I may be rehashing an old debate, but is there any valid reason for siege to despawn? If the intent is to make it more like real life, it isn’t. The timer was a nice addition to a created problem but IMO they should completely do away with despawn.. It costs too much in money, supplies and time spent running supplies to build it in the first place to have it disappear in 1/2 hour if not ticked. At the least, they should increase the time to an hour or more.

Changing WvW Match Reset Times

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Posted by: Castiel Aurios.7830

Castiel Aurios.7830

They should move the reset to 2 AM for NA, let’s see how much you will complain then -_-

Perhaps you should trying staring at a screen for 3 or 4 hours while waiting in queue to log into WvW which many of us have to do if we cannot get in at reset time. How many EU players will sit staring at their screen for 3 hours at 12AM waiting to get into the game? Aside from the obvious answer, which would be to separate reset times for each continent, they need to fix the queue to make it more obvious when you have 60 seconds to hit that “Travel” button which you’ve already been waiting on for obscene amounts of time.. Easiest queue fix would be to extend the amount of time you have to hit the “Travel” button and also have an audible indication that your turn to travel has finally arrived. This is something that should have been fixed a long time ago, as an audible indication would allow people the freedom to attend to other household activities while they wait. It appears many in this forum are happy with leaving things “as-is” because the Americans are finally getting shafted.. Really? Why not push for a solution that benefits everyone which in reality would actually be more beneficial to EU servers? If we had separate reset times, EU could reset at 5PM also, no?