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ANET said that they are not releasing any details about population balance until the patch notes.
The raid structure in PVE provides challenging content for players and rewards them for working together in a closed environment. The only way to achieve the same kind of team work and attention to detail in WVW is to run a taglesss squad. Please allow us to have private tags so WVW fights do not resemble the blobs of people auto attacking PVE world bosses while afk. Providing a small quality of life improvement like a private tag would be a huge boon to the commanders, who help drive the game mode, and facilitate their play when they seek a challenge.
This post explains the current situation well- there is no longer a reward or reason to bother with coordination, builds and food so long as the enemy can out banner you.
It looks like WVW is going in the right direction! Lets hope the rest of the updates continue this trend. Cheers
These changes look great. My guild is looking forward to knowing what else is to come!
It would also be nice if we could have tags for subgroups so that everyone could remain within one squad but have a tag for frontline and backline as well as any scouts who wanted to pop their tag at a certain location without having to leave the group.
I am concerned that my proofs of heroic are soulbound to my guardian who i use for WVW and i will not be able to craft the item on my mesmer who has the appropriate crafting discipline. Also, does it require the gift of WVW map completion?
I really enjoyed the Friday night fights that lead into the weekend. I no longer feel like reset sets the stage for an awesome weekend of wvw because all of friday and half of saturday is wasted.
I transferred servers with a guild last August to find a new WVW environment. I am currently very happy on my new home server because we spent a long time scouting servers for 1) a good community, 2) the possibility of wvw around the clock 3) other active guild groups 4) a reasonable level of competition. We spent close to 10,000 gold (100-240 gold/person) because it allowed us to get the WVW experience that we desired and I am now worried that MMR may balance #4 at the cost of #1-3.
p.s. It was great to drop 695 vs DB during our first night on DH
Yeah- i wouild love to know when my passive endure pain from a trait is off cooldown. It would make some encounters less surprising.
The golem rush event underlined the fact that the enjoyment from WVW comes from the player vs player dynamics within the objective-driven system. Without defenders, I don’t find that capturing objectives is enjoyable. Currently, I believe defense is underemphasized and defenders are not rewarded for their efforts. Here I suggest a few changes that could easily increase the emphasis on defense:
1. _ Scaling PPT._
The point value for objectives would scale over time to their total potential value. For example, a tower would only be worth 1 point for the first tick that it is held but would increase for every subsequent tick that it is held for until it reaches its maximum value of 10. The amount of time it takes to reach maximum PPT could be 3 tickets or based off of some metric relating to the average amount of time that type of objective is held for.
2. Rewarding our defenders.
The longer a defender successfully defends and objective the greater the reward should be. I.e. Every sequential time an objective is defended the defenders could progress along an objective defender reward track until the objective is either lost or the attackers are driven off at which point all the defenders would receive a reward based off of the cumulative number of defenses they partook in. Separate reward scales could be set for each different type of objective.
3. Linking reward to effort.
I am not going to suggest what rewards should be (please don’t give us more karma) but I think the reward should be associated with the difficulty of the objective and scale with its upgrade tier. Capturing or defending a tier 3 objective with reinforced gates and fortified walls should offer a greater reward than capturing or defending a paper tower because it is strategically more important.
Why I think these changes would improve WvW.
Incentivizing defending structures will encourage players to defend what they have, alter objective priorities, and bring out more opportunities for pitched battles over strategic targets. By allowing objective point values to scale over time it could become more rewarding to attempt to hold one long-held tower "for the tick” rather than avoid the enemy group to reflip two recently captured towers. These changes may have the most important effects during “off-hours” when the server’s population is fighting outmanned in an attempt to hold what people during prime time captured and upgraded. The change in PPT values for objectives over time could also help break up karma trains by making targeted assaults on higher value targets more rewarding for the server as well as individuals.
Please fix this- end game content will not be challenging until condi scaling and this bug are both fixed.
Did we mention that there are rarely que times? It is easy to run as a guild without waiting to get into maps during prime time. This also means that you can jump maps and are not locked into one borderland the entire time.
This is going to be very problematic for the officers of large guilds. For example, guild events such as lotteries often require guild leaders to handle hundreds of gold every week/month. Our pot last week was 800g which, under the new system, would be to large for any one person to collect or send weekly.
Are you on a server that does not have an active night time population? Join myself and [CCS] after midnight EST for late night wvw. Expect coordinated team play, exciting fights and contested captures as well as some fun/themed runs later in the week. Interested in joining our community? message me in game @ forbes.1569