Showing Posts For Gobabis.5296:
It’s bad enough they seem to be 2v1ing but camping our keep making the wp unusable for hours on end must surely be an exploit.
Am I kitten hell no but I dislike cheaters.
Whats next? The ranger killing dollies heading to keep is an exploit or the supply camp flipping team is an exploit.
Disrupting the enemy routes of travel seems like a tactic that is as old as war itself.
I have noticed quite an increase in commanders now, and sometimes we have a few on together.
Join the squad of the commander you wane to follow and all the other pins will disappear, if you are a commander ask your followers to join your squad, PROBLEM SOLVED. Guilds often run with out taggs as they run specific builds that get interfered with by pugs tagging along.
Once a player id dead the screen should display the map
What I miss the most from GW1 is that I could save and load my build.
The most handy feature for a player that Anet left out of GW2 in favor of a 3 silver coin drain, a 30 second time drain on the players as every time I want to change my build i need to spawn to a trainer and manually reset everything really annoying:(. I know they can do better than that. Give us some quality of live pretty please.
Just another random thought.
There is a difference between server Population (PvE) and WvW Population.
Maybe do something like this determine the average queue time for servers (might be a bit tricky considering prime time) then close transfers to servers that is above the average and also new accounts cannot join on these servers and make transfers to servers with queue times are below average free. P:vE players can still guest on the server of thier choice so should not be affected.
Over time this should spread the WvW population between servers.
Yes, I just felt like making this because there has been a lot of squabbling going on on our server right now over who should be commanding. Lately we’ve had 2 commanders at almost all times and a few times recently even 3. It’s frustrating because it divides the group but like you and I have both said, people generally seem to understand it’s bad. So hopefully this whole weird fad of multiple pins that has been going on dies out, lol.
This should not be a problem, I chose the commander I want to follow join his squad and I am totally oblivious to any other commanders (I cannot see their taggs while in squad) I think we need to encourage more players to join squads 2 or 3 commanders with squads can become a unstoppable force if they co-ordinate their maneuvers, flanking and sandwiching enemy zergs
Hey that guy/gal gets it.
IMO the game was designed to be played by 3 commanders on a map with a 30 man squad each capping and defending objectives and nor a 90 man blob just running over everything
Yes, I just felt like making this because there has been a lot of squabbling going on on our server right now over who should be commanding. Lately we’ve had 2 commanders at almost all times and a few times recently even 3. It’s frustrating because it divides the group but like you and I have both said, people generally seem to understand it’s bad. So hopefully this whole weird fad of multiple pins that has been going on dies out, lol.
This should not be a problem, I chose the commander I want to follow join his squad and I am totally oblivious to any other commanders (I cannot see their taggs while in squad) I think we need to encourage more players to join squads 2 or 3 commanders with squads can become a unstoppable force if they co-ordinate their maneuvers, flanking and sandwiching enemy zergs
One of the most important aspects of Guild Wars 2 is the spirit of collaboration that we want to foster between players. It’s a core principle behind the event system, the skills in the game, the way we created gathering nodes, etc. Simply put, if a change will cause players to be less inclined to playing with other players, we won’t make it. Changes to WvW that incentivize players to avoid others on the map or that create incentives to have a smaller general population on the map create just that problem. When we look to make changes to WvW we look towards encouraging players to play together, finding ways to empower groups of skilled players to be able to make their mark even against superior numbers, etc. Solutions to the population imbalance would absolutely have to take that into account.
This is one of the problems with WvW population, 80 players working together to just roll over the 10 defending players. just do not stand a chance. That’s why I would say that before Anet can do something about population imbalance they need to first do some thing about blobbing. Many of us have seen how our side fun and interesting fights while the numbers are balanced and suddenly the BLOB arrives and just walks over everyone, the players then get discouraged and leave WvW and this just adds to the imbalance. Now with less players on your side it becomes even harder to take back those lost keeps/towers.
Another thing that I think also adds to the feeling of population imbalance is the map hopping blob and Anet should do something about this. It is possible for a 80 man blob to fully supply in their home Garri and then port to the next border and cap both southern towers and keeps without needing to resupply, then resupply again at their home garri and be back in minutes to wipe out the rest of the border. I think that any player changing a WvW or spawning to WvW from PvE should start with no supply. This will discourage map hopping blobs and bring some balance in populations across all the maps and would add to coverage issues. It would also entourage smaller squads of around 20 to 30 players instead of the 80 man blob. 10 Defenders behind walls can realistically defend better against 20 -30 attackers than, 20 defenders can against 60 – 80 attackers because of the supply cost of siege vs the supply carried by a blob. We have all seen that a reinforced gate fall in seconds to a 80 man blob with the monasteries that allow for faster siege building and ram mastery combined, it is as is there is just no door there then 5 superior rams get instantly placed and built. 80 men spawning in my home border and then have to scramble around for supply to attack gives us a fighting chance.
Another thing that add to population imbalance is fair weather players. We see it so often reset is all balanced and this last until prime time ends then one server pulls ahead and starts dominating. Players see the out-manned buff and abandon the maps whit out even trying to put up a fight. Anet can keep the buff but not allow players to see the icon as it is sad when you try to rally players to start the breakout event and the first response you get is something like this “can you not see we are out-manned?”
One thing that I saw mentioned here quite a few times is prime time differences, I think that that although a big factor in the PTT should not be Anets problem when servers can actually sole it themselves by a bit of creative recruiting. get some players from other time zones, recruit players that are often online during your down time. We started doing that on our server and our small night-shift although they cannot dominate everything is a force to reckoned with. this should not be Anet’s headache but our own to solve.
*Base transfer prices on average queue length
*Add queue length on your current server and on 5 different servers to the queue popup:“You queue will pop in 5 minutes
Queues on other servers:
JQ 4hrs
SBI 2hrs
[…]
Vabbi 0min”
You could even add a direct transfer option
BRILLIANT is all I can say, I play on a very high pop server but most our players are PvE and we still lose to lower populated servers. So the server population does not really make you a stronger server in WvW.
If Anet really wanted this orb mechanic to encourage small group play, they would have put the capture points far apart from each other (e.g. skritt camp, centaur camp, quaggan island). Instead they’re practically all next to one another — very suspiciously like sPvP.
It’s almost like they just remodeled one of the Spvp areas and dropped it in there. I wouldn’t be surprised if that’s what they did.
I agree with this
On my server the regular WvW guilds have stopped to WvW totally
I’m quiting WvW and If I do that I qyit GW2 also
This is seems to be the standard for the day, at least every time I’ve looked at the scores. Only difference right now is that BP is actually managing a push to get some PPT. SBI had over 400 a few hours ago, along with their stat buffs.
This is exactly what we’ve been telling them would happen. The server with more coverage and active wvw population gets an even bigger stick to beat down the other servers with.
Same on our server.
The points per tick is in line with what is would be at this time of the day without the stat bonus.
But what is even a further confirmation of the point you are making is that we as the lowest ranked server for this weeks match-up constantly had 50,100,+150 buff.
It has no benefit for us as the other game mechanics still remain the same, We are as usual outnumbered every where and now we are devoting manpower to a buff that provides no benefit.
I would not go so far just queue for EB only refuse to go to borderlands
No to buff’s +50 stats.
I agree this would have actually meant some thing if the sinlgle arrow cart that we could build with the supply we had between the 4 of us trying to defend briar against 25+ group had +50 stats
No
1. Bloodlust buff is pointless. It took the servers that severely outnumber ours less than 3 hours to figure out that with us having the max bloodlust, there numbers advantage would just still overrun us. Yes during this first 3 hours WvW was in absolute chaos and we did take the lead for most of the tick. But the blob is back soon enough slightly weakened not because of bloodlust but rather there loss supply during the chaos. I know they are now just keeping us occupied until they hoard enough supply to feed the BLOB.
2. The masive JP (with no chest) in the middle of the borderland now hinders our tactics in scouting as our scouts now become the pray of the the 1v1’ers in the JP(with no chest).
3. We regularly fight the BLOB and have learnt the the one of the best ways to counter them is to be one step ahead of them and the JP (with on chest) now forces us on longer,slower and more dangerous routes while a 80 srtong BLOB just melt through our gates.
And if you are wondering why I call it the JP( with no chest) refer to point 1.
