Serene Ryder – 80 Mesmer
- Dragonbrand -
So, everyone is getting their Season 2 reward 2 weeks late, and getting 100 tickets extra for waiting.
Any chance that this fix also includes a fix for those of us still waiting on their Season 1 rewards? And what would be a fair reward for that wait?
I’m on Verizion FIOS and having this issue, but using Google’s DNS servers did not solve the issue (I was already using them when I noticed the problem). The host file edits and using a VPN service both did fix it, though both are also pretty far from ideal solutions.
Hope this gets worked out soon. In the mean time… I intend to switch to another ISP this month, and will cite this issue as one of the (many) reasons.
The only reasonable time to patch is during ANET working hours. And not at the very start (time to prepare), or the near the end (time to hotfix). I wouldn’t expect major patches to happen except between 9AM and 3PM server time. It’s currently 9:25AM.
What you get depends on which achivement. Dokyaks and Guards give Empyreal fragments. You can also get dragonite, obsidian shards, badges of honor, luck, WXP, scrolls and tomes of knowledge, and greens.
It’s based on points. After week one, the winners all had 5 points, the second place had 3 points, and the losers all had 1 point. So the matchups based on points for week two were 5/5/5, 3/3/3, and 1/1/1, which seems to be the effect you were talking about. Next week it will be 10/8/8, 6/6/6, 4/4/2; not quite so even. After that there’s more uncertainty.
NA Silver should be (based on current scores):
HoD/FA/SBI
YB/NSP/IoJ
BP/CD/SoR
Tried to load Edge of the Mists, long loading screen ending in an error. Now I can get to the character selection screen fine, but multiple characters in multiple maps give me a Network Error on trying to load.
My favored solution for this would be to change the capture mechanics slightly:
When you kill the lord, the circle goes up. It doesn’t go away until either an enemy has captured the keep, or the circle has been kept clear of enemies long enough for allies to “recapture” the keep. Use the sPvP/bloodlust mechanic where you have to clear enemy progress before making progress of your own, instead of the current mechanic there’s one “capture” bar shared by both enemy servers.
The lord can either contest the circle like any other NPC (albeit more powerful) or block capture progress by enemies while it lives. But it shouldn’t “reset” progress every time it gets revived.
Everything needed to craft Ascended Weapons and Armor drops in WvW, or is available in WvW the same way as in PvE. (With the exception of obsidian shards, but those don’t drop in general PvE either. Guesting to a server with an open temple is a pain for everyone.)
More rares and dragonite would be nice (1/day dragon-chest-style from each unique keep? Maybe ‘unlimited’ but only from waypointed keeps?) but it isn’t strictly necessary.
A small and easy change now is infinitely more welcome than waiting months or longer for a full overhaul, and there is no reason the two need be mutually exclusive.
Sure. If it’s a single small change that isn’t undone by the overhaul, doing both seems obvious.
If we’re instead talking about a series of small changes that is nearly as much total work as the overhaul, and which would be completely invalidated by said overhaul… not so much.
Edit; Here’s an unrelated idea:
If the commander calls a target (ctrl+t), it’s marked in some way, and treated as a champion in terms of tag-targeting for players in their squad.
That would be a powerful, dangerous tool that would absolutely encourage people to join squads.
(edited by FirstRyder.2091)
Any questions I could answer?
Sure. I just logged off WvW for the night, and as usual the last thing I did before logging out of GW2 altogether was to create some superior siege and send it to the commander I had been following. He – like most major commanders – relies on donations of siege and gold from players in order to continue being an effective commander.
Is this something you see as a problem? Or working as intended? Or which could be improved?
How often do people actually join squads and use the features that are there? (4 different way point markers, /supplyinfo). What would make you join squads more?
/supplyinfo gets used frequently. /squadinfo… not so much. Squads usually only get joined when there are multiple active commanders on the map working on different objectives.
I feel like there are two major reasons why I don’t join squads. Firstly, you lose information: when in a squad you can’t see the movements of other commanders. Secondly, the entire map usually acts like one squad already. If there’s only one commander around and the entire map is following him… there’s literally no benefit to joining a squad. Except /squadinfo, but /supplyinfo is more useful, because the commander wants to know about nearby supply, not supply that might be halfway across the map.
How much is spies a problem with commander system?
It’s almost impossible to say for sure. I’ve followed commanders who became convinced a spy was watching their tag, and tagged down because of it. I’ve followed one commander, briefly, who seemed to have suspiciously-good information about enemy movements. But both of those could have been coincidence, or even a good thief.
Should the commander icon be shown above the commanders head to the commander?
I’m not a commander so I can’t really answer this question, but the only reason I can see for that is that once in a while a commander won’t be certain if their tag is up. Some sort of indication of that could be nice, I suppose, but having the blue dorito on your screen 24/7 would probably be annoying.
Should we allow a WvW upgrade to see enemy commanders (not on the map just on screen) ?
No. The information is already there if you look (it shows up as a buff) but making it more obvious would really just promote not using the commander system. A well-organized group can just all target the leader and follow him without a tag, and I got the feeling from this discusion that you were trying to encourage use of the squad/commander features, not discourage it.
How big do you expect a squad to be?
Oh, that’s an interesting one. Somewhere around 50 seems to be the largest reasonable squad (though I’ve seen a few ‘unreasonable’ ones in this current matchup). Generally I hope for 30-40 in a squad I join. But it seems to work well with smaller numbers as well.
What kind of content is a PvE commander most useful?
Guild missions (where you have to divide into groups) is nice, and Tequatl.
Is money a good enough gate for commander tags?
No. Something indicating WvW skill or experience might work. Or something showing the backing of a significant number of people, if we want to be PvE-friendly.
(edited by FirstRyder.2091)
fun times in TCBL tonight!
I heard there was 30+ golems in the rush. If so, please tell me there was video and post it!
There were fifty golems, 23 mesmers, and at least one person recording (though I don’t have any links, unfortunately).
Yeah, I don’t really get why people run anything higher than 20, other than for the prestige, I guess. The loot is all the same as level 2.
There are three big reasons I can think of. Firstly, general loot quality (very slightly) increases as you go up in level, or so I have been led to believe. If you can run 28 as easily as 20, why not do it? Secondly, at 26+ all ascended rings that drop are infused, instead of only some. And then people run level 30 because they can get the daily reward chest twice by doing it in two different tiers.
I still think there should be a ratings reset… a complete one, with random tiers for the next week, and one-day matches for a while. But not until the major WvW changes that we now expect to come in the March update.
As a Jade Quarry player, I was almost looking forward to dropping a few tiers after the reset. Restarting the ladder following the end of free transfers seems like a good idea, and a week or two to relax and stock up on siege without feeling like you’re letting down the server could be nice. I also wouldn’t mind if things stayed as they are – people would settle to their post-transfer tiers eventually, and good competition can be fun.
What I’m suddenly fearing, however, is that we’ll drop a few tiers and end up facing SoS and SoR again. T1 is the closest matchup at the moment by a significant amount. Since everyone has the same rating, that means everyone else will deviate from that initial rating more than any of us, and we’ll end up next to each other in the ratings. And the current predicted match indeed has all three of us in the same tier. The math may not be exactly right, but the general result follows from the base system and how close the matches are, and could easily follow us into the new math.
This would be… bad. We’ll have another close match next week, delaying the start of our trek back to our proper spot and giving the possibility of yet a third week with the same match and the same inability to significantly adjust our rating.
Jade Quarry’s history suggests to me that we’ll eventually power through it, but honestly… if that happens it’s going to feel like more than a “few bumps” on the road to the proper rankings.
Giving us initial ratings reflecting our starting rank would help, or just ignoring this week’s results and doing random seeds next week. Or a complete change to the way matchups work (some element of randomness, or even just ‘if you win you move up a slot, if you lose you move down a slot’). Or a switch back to daily matches for a while. Or hell, wait for this rating reset thing until we get the changes later this month.
(Note: this is predicated on the system as it worked before today. There may have been changes along with the reset that invalidate these concerns)
The idea of “tiers” isn’t really build into the system that handles ranking servers. The reality is that each server has a rating. When you win, it goes up. When you lose, it goes down. How much it goes up or down by depends on your previous score, your opponents previous rating, and the scores of all three servers that week. Servers are matched up based on ratings. We call the top three servers (which end up in a match together) tier one, but the base system doesn’t require that the top 3 servers are always put together.
Normally things are fairly stable. Your rating usually doesn’t change much, and there’s enough space between ratings that you can sometimes lose badly without dropping to a lower tier.
But this week, after the matchup was determined based on the previous week’s result, all the server ratings are set 1500. Since the idea of ‘tiers’ aren’t built into the rating system, winning the T1 match won’t give you a higher rating then winning the T8 match. What will give you a higher rating is a blowout. Whoever wins by the largest margin among all the matches will be the first place server. They’ll face the second and third largest winners.
There’s a certain amount of leeway based on margins, but a good place to start from would be to assume places 1-8 will be the winners of each matchup this week, ranked based on how much they won by. Places 9-16 will be the second place winners, and 17-24 the losers. Assuming T1 is the closest match, I’d expect the winner to end up in 8th, the second place in 12-13th, and the loser in 17th.
But yea, barring some miracle (or a change to the way scores, tiers, or matchups work) this is the end of JQ’s T1 streak regardless of our placing this week.
Not so sure about this one. Wouldn’t the karkas tend to eat the yaks? For that matter, wouldn’t they tend to eat the quartermaster??
Karka quartermaster. Karka yaks. These problems solve themselves.
As someone who mainly does WvW:
1.) OH Dagger. Every single skill is worthwhile.
2.) Staff. Range makes it required during siege.
3.) Scepter. Great if you can get it to hit.
4.) Focus. There’s one skill on here that is so good in one particular situation that I don’t care to talk about it.
5.) MH Dagger. Good, but often you won’t be able to close to melee range, and you shouldn’t be dueling.
The utility skill Armor of Earth grants 6s stability.
The elite skill Tornado grants 15s stability (stripped on exiting tornado).
The grandmaster major trait “Rock Solid” grants 2s stability on attunement to earth.
The adept major trait “Earth’s Embrace” grants 6s stability at 50% health (though that’s not going to be very useful for you).
For a full list of stability-related skills (including other professions that can grant you stability), see the wiki.
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