Showing Posts For Grendels Mother.5713:

DBL and Bloodlust

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Posted by: Grendels Mother.5713

Grendels Mother.5713

DBL is just too big – nothing anyone with a mind to WvW didn’t already know. The Alpine maps maybe old but they at least work in the context of WvW. Introducing the DBL back has just introduced yet more imbalance into this game mode.

Let's face it, linking failed completely

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Linking has changed nothing, proof is in the server rankings – the fact you have links with T1 servers is proof the word “balance” means nothing to Anet WvW.

Mixed Borderlands Update

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Posted by: Grendels Mother.5713

Grendels Mother.5713

For the love of God – get the linking right. If your aim is to encourage balance across all servers then common sense would dictate that either (1) there should be no high tier servers with links (it is just ridiculous that in T1//T2/T3 EU any server is linked for instance), (2) have sensible server population caps based on effective wvw player hours, (3) merge servers or whatever else has been suggested. One thing for sure what you are currently doing doesn’t work.

Some suggestions for improving WvW since HoT

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Posted by: Grendels Mother.5713

Grendels Mother.5713

At the suggestion of PariahX.6970 I have duplicated this post on reddit https://www.reddit.com/r/Guildwars2/comments/3sawej/some_suggestions_for_improving_wvw_since_hot/
Per Diku.2546 feel free to use as you wish.

(edited by Grendels Mother.5713)

Some suggestions for improving WvW since HoT

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Posted by: Grendels Mother.5713

Grendels Mother.5713

d) objectives with no strategic meaning lowering the maps offensive and defensive value

What does that mean precisely?

I assume you have locations in mind, but which ones? How did you determine their strategic value?

Read “Recommendation 1” I think that answers this question.

Some suggestions for improving WvW since HoT

in WvW

Posted by: Grendels Mother.5713

Grendels Mother.5713

Sorry Passero, I have not paid much attention to GW2 related things for a week or so. During which time I have been working on this post on a very part time basis. I have edited and emphasized the point of the Outposts so hopefully their purpose is a little clearer.

Some suggestions for improving WvW since HoT

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Be forewarned that this is a very long post. These are just my opinions. I have tried to offer constructive commentary and propose 6 recommendations,

It is an attempt at proposing changes to the new Desert Borderland (DB) map and to some elements of WvW related gameplay. I believe these changes would achieve the following;
a) encourage strategic decision making
b) strengthen the feeling of investment in a map which encourages scouting and defense
c) provide greater opportunity for player vs. player engagement at all scales

Desert Borderland Map

The challenges the new map presents are;
a) increased pathing options when navigating from A to B leading to a feeling of isolation with reduced chance of small scale encounters
b) increased path lengths when navigating between locations increasing the response time to hot-spots on the map
c) the lack of waypoints which both increases map traversal (predictive and reactive) time and impedes defensive play
d) objectives with no strategic meaning lowering the maps offensive and defensive value

Map design is resource (and hence cost) intensive, so any recommended changes should be of such a scale as to remain practical from an implementation perspective.

Recommendation 1

All four towers on the DB map have limited strategic value. In particular the north east (NE) and north west (NW) towers have no effect on game play apart from their contribution to PPT. In the Alpine Borderland (AB) maps the NW and NE towers posed a direct threat to Garrison if held by the enemy, or presented an opportunity for capping Garrison depending on your perspective. In addition, the south west tower in the AB map presented the same dynamic with respect to Bay. This created many opportunities for player vs. player encounters from the small to the large scale. This is missing in the new DB map.

In figure 1. a high resolution map of the new DB map is presented. Based on the range of a trebuchet (10,000 units) I have identified three positions (labelled A, B and C in yellow on the map with a range circle centred) from which the Main (central), Fire and Air keeps can be attacked. Re-positioning the towers would be too impractical so I want to introduce the concept of an Outpost.

http://i.imgur.com/YIGHi3e.jpg
Figure 1. Desert Borderland Map. Showing proposed Outposts locations with Trebuchet ranges and associated destructible keep walls.

Outposts are located at positions A, B, C and D in the map. Each Outpost is affiliated with its closest tower and is incorporated into the structural upgrade path (see my Upgrade System recommendations). Pre-upgrade the outposts are ruins, so this is the state immediately after a tower is flipped. The effect of the Outpost upgrade is to repair it. The Outpost upgrades inline with a towers structural upgrade. Cap the tower and the Outpost returns to a ruined state. The purpose of each outpost is to provide opportunities for scouting and offensive sieging against keeps. The towers now present a vicarious threat to the keeps through their outposts, the only way to remove that threat is to cap the associated towers.

With regard to implementation they are a simple model with a small footprint. Reuse of existing GW2 assets would minimize this change. Two formats come to mind – either a single tower or a small walled enclosure. A platform, single destructible gate and supply depot. Something along the lines of Klovan or Bravost without the lords room extension, these are approximately 1800 units square and their scale on the DB map are indicated. For offensive sieging against keeps, modifications to the south east Main keep corner walls and the Air keep wall to the west of the north gate need to be made destructible

Recommendation 2

Your home borderland is just that, it is your home. By definition in your home you should have a defensive advantage. Waypoints provide exactly that. On a map the scale of the DB map this is more important than ever before. Waypoints facilitate quick movement around a map enabling effective scouting , defensive play-styles and access to the more open areas for guild oriented fighting .

To this end, waypoints need to be instated in the Fire and Air keeps and removed from the southern towers. The southern towers are already convenient to the enemy spawns and combined with the fact that home players can’t use these waypoints means there is little, if any, advantage in keeping these waypoints. These waypoints should be removed. I have indicated on the DB map those waypoints that need removing by a red cross, and the positions of the waypoints in each of the keeps (see figure 1).

On a minor note the waypoint in the Main keep (central north of the DB map) seems inconveniently placed. In my opinion this waypoint would be better placed to the north of the Keep Lords platform. This would enhance the defensive advantage of your main home keep, that is, allowing players to quickly get back into the fight when the keep needs contesting. The position of the waypoints can be seen in figures 2, 3 and 4.

http://i.imgur.com/vm7jPBe.png
Figure 2. Main (central north) Keep Waypoint Location

http://i.imgur.com/UFWWFph.png
Figure 3. Fire Keep Waypoint Location

http://i.imgur.com/gXfPAMC.png
Figure 4. Air Keep Waypoint Location

Waypoints should not support blobbing by large zergs on a map, and so a cap on the number of players than can use a waypoint over a given interval may help to split up large groups. This functionality is similar to that employed for mesmer portals where a limit of 20 players is placed. I would suggest a limit of 30 to 40 players being allowed to use a waypoint over a 2.5 minute interval. An exception to this would be the spawn waypoint.

Recommendation 3

Remove the Oasis Event (OE) from the centre of the DB map. The effect of this event which spawns every 3 hours is to enable the more organised (and usually larger) force to severely weaken all enemy owned objectives. The old breakout event favored that server being at a disadvantage, which is how these events should work. Events such as the OE only foster an easy win and wxp/karma orientation; which diminishes any strategy and tactical approaches to WvW game play.

This event should be replaced with a ‘King of Hill’ type of scenario where players must cap and then hold the area (not like the ruin bloodlust event where you only had to hold for a short period of time). Holding this area results in a boon being applied to all held objectives, such as, 10% increased healing or similar. Maybe, someone else can come up with a better idea here.

Upgrade System

Devolving players power from making choices and introducing automated upgrades has a negative impact on gameplay. Manual upgrades provide an emotional connection where players have invested time and resource; they have been involved in strategic decision making that can have wide ranging effect. It is this investment that is at the root of driving a sense of ownership and hence, defensive play. This encourages players to come to the DB map.

Recommendation 4

Return all upgrades to be manually driven and supply based as in the AB map. Deciding which upgrades to run, how much supply was available versus how much was required, whether enough camps were owned and what upgrades they had; these were all central to scouting and defensive gameplay. Disrupting this flow was central to roaming and havoc groups.

I suggest a hybrid approach to funding upgrades. Players have complained about the upgrade cost in the past, but I believe that this lies at the heart of the feeling of investment. The hybrid upgrade process should be driven by a cost based on a combination of Badges of Honor and gold. This lowers the overall gold cost without removing it altogether.

Recommendation 5

Restructure the upgrades. The upgrade paths introduced with HoT are over simplified and offer no opportunity for choice to effect the outcome. I suggest the keep and tower upgrades are regrouped into “Defensive” and “Structural” paths (similar but not identical to the old upgrades). The paths have three tiers (as in the AB system) each consisting of an upgrade pair, that can be considered as major and minor upgrade. The major item is based on the path type, and the minor item a personnel upgrade. This pairing avoids the mistakes of the past where miss-timed upgrades could frustrate players needs. I have attached new dialogs describing keep, tower and camp upgrades; see figures 5, 6 and 7. To support the supply driven upgrade model the camp upgrades have reinstated increased supply delivery.

http://i.imgur.com/gGvTtBL.png
Figure 5. Camp Upgrades

http://i.imgur.com/qOQDwc5.png
Figure 6. Tower Upgrades

http://i.imgur.com/2CoD3SV.png
Figure 7. Keep Upgrades

Guild Halls

Guild Halls through the War Room and associated WvW upgrades can have the effect of alienating the smaller guilds and frustrating the larger guilds. Placing all WvW upgrades behind the HoT expansion has removed gameplay that was previously available and purchased under the core game title. The considerable costs, both material and time gated, associated with the guild WvW upgrades have removed gameplay from WvW that was pre-existing and now must be re-earned. So there are two outcomes, a loss of rights and a loss of content.

Recommendation 6

Separate the pre-Hot guild upgrades from Guild Halls and make these available to all players. A player can start a guild but should not be obliged to go down the Guild Hall path to access these core upgrades. Upgrades could be managed through the guild dialog with a tab similar to the guild initiative representative npc upgrades. The upgrades should be applied through the guild claiming npc at each objective, as they were before. In addition, I would remove the Tactivators (one for each tier of tactics which just looks like a kludge) and incorporate these into the npc dialog as well.

Guilds no longer earn influence as an upgrade currency, so this can be traded for favor (time gated via a LA npc) or converted to resonance. Currently, resonance is used to speed up the research queue. Implementing a currency for these non-HoT gated upgrades would possibly need to based on favor. However, the earning of favor would need to supported outside of completing guild missions and the influence gating removed.

All “WvW Guild Claiming” upgrades (camp, tower, keep, sm) should be under a single upgrade and made available outside of the Guild Halls. Scribing: Packed Dolyaks that give double supply capacity should be removed inline with the upgrade changes outlined previously. Scribing: Guild “Siege” should be made available outside of HoT. Among the Objective Aura upgrades “Supply Capacity” similarly should be available outside of HoT. The Objective Aura upgrades “Power”, “Vilatilty, “Precision”, “Toughness” appear to be all +100 to the stat which is quite higher than previous which IIRC was +40. This could be implemented in two levels, the lower available outside of HoT.

End Note

If you have read this far thank you. Well that’s it. I hope this makes sense and that someone from Anet reads this. WvW was the staple of my day, and since HoT I just don’t have the desire to play anymore. I made this post in the hope that it strikes a nerve with the players and summarises some of what could change WvW for the better. I am sure there are other things that could be tweaked and if you can think of any then please add to this post.

(edited by Grendels Mother.5713)

New maps are trully amazing

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Ah, the naivety of youth …

[to be sung to the tune of “Oh, Dear! What Can the Matter Be?”]

Oh, Anet! What can the matter be?
Anet, Anet! What can the matter be?
Oh, Anet! What can the matter be?
WvW’s so long in the tooth.

They promised to create me a map to please me
And then for some money, oh, they vowed they would surprise me
They promised to give me a bunch of good fights
To keep me playing their game.

[at this point my creativity has run dry, a bit like Anet’s vision for WvW]

Guild Hall, Guild Claiming and WvW

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Posted by: Grendels Mother.5713

Grendels Mother.5713

I have had enough of Anet’s ill conceived, lack lustre and unrewarding reworking of WvW. They are intent on destroying the game mode or turning it into something I no longer want to play. To which end enough is enough. If or when I next log back in it may be my last. If I could get a refund for HoT I would pursue it.

(edited by Grendels Mother.5713)

Guild Hall Upgrade Problems

in Guild Wars 2: Heart of Thorns

Posted by: Grendels Mother.5713

Grendels Mother.5713

Also worth reading for someone else’s opinion on the effect of Guild Halls on WvW https://forum-en.gw2archive.eu/forum/game/wuv/Guild-Hall-Guild-Claiming-and-WvW/first#post5706362

(edited by Grendels Mother.5713)

Guild Hall Upgrade Problems

in Guild Wars 2: Heart of Thorns

Posted by: Grendels Mother.5713

Grendels Mother.5713

Guild Hall Upgrade Problems

in Guild Wars 2: Heart of Thorns

Posted by: Grendels Mother.5713

Grendels Mother.5713

Lets consider the following Guild Hall upgrade …

War Room Restoration 1 > Scribing: Minor Supply Drop

This requires 50 “Heavy Supply Bags”.

Looking at www.gw2spidy.com the pre-expansion Buy price was 6.16s and the Sell price 9.50s.

These bags were obtained from either the centaur camps in the Alpine borderland maps or via the Krytan Region Track in PvP.

Since the expansion, well we have no Alpine borderland maps and well surprise the current TP sell order depth shows 308 orders with prices of;

4 @ 3g 99s 99c
1 @ 9g 99s 99c
304 @ 10g 00s 00c

Now if I am mistaken and there are other spots to gather Heavy Supply Bags please accept my sincerest apologies, but the TP price movement sort of answers that question.

I could go into the effect on the small to medium guilds resulting from the general expense of Guild Hall upgrades; the effective removal of WvW upgrades from the game due to the burden of having to re-upgrade your guild albeit now through huge expense, the consequent delay, and the effect of this on the WvW player experience.

Once more I think Anet has fallen prey to Form over Function.

Prowler by Black Tide

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Posted by: Grendels Mother.5713

Grendels Mother.5713

As the title implies (I don’t expect anyone to get the reference) I hear that the Blacktide server is trying to recruit/poach guilds from Silver/Gold so they can move from being relegated near the bottom of bronze tier up the server rating ladder. Any truth in the matter ?

Started a golem event poll on reddit

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Who plays WvW only?

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Not much to comment on here, obviously this guy is disconnected from the reality of WvW for one reason or another. Anet will just believe what they want to.

Golem Rush Event: They Have No Kitten Clue!

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Posted by: Grendels Mother.5713

Grendels Mother.5713

So how the hell does this qualify as fun unless you are one of those mindless blobby zerglings that just come to WvW to karma train. Fun to those that actually play WvW using a modicum of skill and thought is had in fighting, defending, and using strategy. All we will see is blobby servers steam rolling maps and how is that fun to those on the receiving end who take some satisfaction in upgrading, building siege, scouting etc.

Unless Arenanet has some ulterior motive – besides annoying the veteran WvW players – then this is just some random, out-of-touch, spur of the moment event they ‘think’ the WvW population would enjoy. Well surprise, surprise; from all the feedback I have heard from those that actually play WvW as their main game mode this is not the case.

So a message to Arenanet; why don’t you apply some transparency and forethought and thus seek consensus on what constitutes a valid WvW event from the community in future.

(edited by Grendels Mother.5713)

Omega golems have no place in wvw

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Posted by: Grendels Mother.5713

Grendels Mother.5713

The problem as I see it is this; when you are outnumbered say 3:1 or more on a map and the outnumbering server then builds 2, 4, 5, 6 omega golems (don’t have an issue with alphas) to speed cap a map.

So what are the issues here …

(1) outnumbered
(2) number of omega golem build sites

Possible solutions …

(1) Omegas can’t use portals
(2) Omegas can’t use wp
(3) Omegas require more supply to build – say 300
(4) Reduce range on skill 1 to say 900 or less
(5) Omega build sites can only be placed when [outnumbered] applies (although I can see ways to get around this)
(6) Reduce siege expiry on omegas to 15min, same as rams
(7) Remove the speed buff on omegas when breaching a gate
(8) Remove the ability of movement speed buffs from traveler/speed runes etc
(9) Disablers have the same duration on omegas as they do on other siege
(10) Stealth has no effect on omegas

So there are 10 ways to minimise the effect of omegas, without necessarily removing them from WvW altogether. And this took like 10min to come up with and all or some would be simple to implement.

Which do you think are reasonable ?

Looking for a North American Server

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Thank you all for your responses – might just do the delete and try it out idea.

Looking for a North American Server

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Posted by: Grendels Mother.5713

Grendels Mother.5713

I have a second account on the same EU server that my main is on. I thought a change would be good for my second account. So thought North America.

I am looking for server suggestions that are friendly, competitive, and well organised. It does not have to be a T1 server, but not lower than T3. As I am in the EU the server needs to be active during my play times, I guess early morning to early evening US time.

All servers have issues, so not concerned about the negatives just the positives, I need somewhere that is fun.

Thank you in advance.

(edited by Grendels Mother.5713)

GH Cleanup Your Act Please

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Posted by: Grendels Mother.5713

Grendels Mother.5713

I consider this post CLOSED. I have been in contact with the GH community and we have agreed to work together to help track/stop hackers. Thank you again for responding.

GH Cleanup Your Act Please

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Gunnars Hold does NOT support hacking so stop blaming a whole server for the actions of 1-2 persons doing this.

Then I can assume GH server community has this in control and we wont see any further incidents. Thank you for responding.

GH Cleanup Your Act Please

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Posted by: Grendels Mother.5713

Grendels Mother.5713

I don’t think I’m the one who needs to mature when you are blaming a server for supporting hacking, we have our share of Drakkar speedhacking and mesmers inside of our walls you know – oh but you don’t since GH isn’t making threads about it.

Just reported what we all witnessed this morning, if it had been DL would have done the same. Maybe you should expend your righteous indignation on your server instead of here.

GH Cleanup Your Act Please

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Unfortunately, the actions of one player does tarnish a server’s reputation. Servers need to be accountable for their player base and servers do set the tone as to what is acceptable and what is not.

Hacking or use of exploits is not acceptable within the GH community which you try to make it sound like it would. Don’t be a sore loser. GH has recently got a huge boost in their WvW population and I can’t be sure of what sort of people have transferred though. You are also making accusations of hacking and exploiting without having even a single person from your server to actually see it happening! One thief hiding with stealth inside a tower can flip it alone.

Please make sure you have “nearest target” keybinded on your keyboard, it will help you locate any hiding mesmers, (unstealthed)thieves and also exploiters inside of walls.

Wells it’s not rocket science to put 1 and 1 together and get to the point that it had to be hacked. Also, as noted in (3) we did see a GH player in a T2 tower with no breach – it had been upgrading for hours – so there is the witness.

Re: sore loser I think you need to mature a bit.

GH Cleanup Your Act Please

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Posted by: Grendels Mother.5713

Grendels Mother.5713

OP, you appear to be confused in my opinion. Server communities do not hack. Individual players do. It it not productive to call out an entire server community for a specific players actions.

If someone sees a player on your server doing something questionable, is it reasonable for them to create a thread blaming you?

Unfortunately, the actions of one player does tarnish a server’s reputation. Servers need to be accountable for their player base and servers do set the tone as to what is acceptable and what is not.

GH Cleanup Your Act Please

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Posted by: Grendels Mother.5713

Grendels Mother.5713

1. lake tower can be flipped by a golem because they leave no siege behind.
2. bay, if there where friendlies inside why did nobody notice the Lords hp bar went down.
3. No clue what to say about this.

Re: 1 – this was the initial observation, we passed it off as a quick flip.
Re: 2 – there were only 2 or 3 of us running around outer like headless chickens looking for siege as it had only just contested, so we weren’t paying too much attention to Lord status unfortunately,
Re: 3 – The description of the player matched that seen running from (1) after it flipped.

So it’s the combined events, which as stated occurred in short succession, that paints a potential grim picture of GH these days.

GH Cleanup Your Act Please

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Posted by: Grendels Mother.5713

Grendels Mother.5713

I consider this post CLOSED. As a result of this post I have been in contact with the GH community and we have agreed to work together to help track/stop hackers. Thank you again to those in the GH community for responding.

==============

Caught GH server hacking AG bl map per …

1. Lake Tower T2 – flipped very quickly, no siege found – 1 GH seen running from tower after flipped to GH,
2. Bay Keep T2 – 3 friendlies in bay checking walls/gates on outer as it went contested, no breach, no siege on outer, bay flips to GH
3. Briar contested T2 – one GH seen in Lords room running from tower, no breach and no siege apart from the other server starting a golem attack.

All of this happened in short succession. No way to explain this apart from GH hacking.

(edited by Grendels Mother.5713)

EU T1? Join OS now for Dominator farm

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Is this what WvW has come to ? So pathetic.

Leave golems disabled for 2 weeks

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Omega golems are just OP and generally used by easy-mode players; occasionally they are useful for outnumbered defenders but at the end of the day they favour the BLOB. WvW would generally be better off without them.

Longview Tower ?

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Yup, that is correct.

Longview Tower ?

in WvW

Posted by: Grendels Mother.5713

Grendels Mother.5713

Must be one very bored Mesmer.

Longview Tower ?

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Place: Longview Tower [Red Borderland map]
Time: Earlier this week …

Tower contested we arrive to defend, 3 Riverside players attempting to cap.

After disposing of the trash it was noticed that no walls or gates were down or damaged.

I blame little green men and their spaceships from Mars.

Competitive WvW

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Posted by: Grendels Mother.5713

Grendels Mother.5713

This is a bit QQ so don’t read if you don’t like QQ’ing..

Competitive WvW … what is that you may ask. Well it doesn’t exist.

The BLOB META is all that seems to matter (I wonder if BLOB is German for Karma, I’ll need to check google translate).

I am not even going to get into the class balance debate. What really bugs me is when [Outnumbered] and the blobby servers for instance, still have to resort to a multiple Omega Gollum rush; use 14 super rams (7 inner/outer) to cap a keep; or just plain don’t use siege at all and PvD a gate down; to name a few instances. At least introduce siege limits that are meaningful, reduce PvD damage to practically nill. Make servers actually work for their rewards and reward defenders, oh but working or making an effort to achieve something is so 20th century.

Rewards in WvW … what is that you may ask. Well they don’t exist.

The WvW achievements are a joke, the most ridiculed being ‘Yakslapper’. Wow I really want to spend the next 10 years in WvW repeatedly abusing animals of the bovinae family to acquire a pathetic title and inconsequential AP’s. Well I don’t really give a toss about AP’s so nothing lost.

WvW ranks and titles are meaningless, as you can just go EotM and endlessly farm WXP, how many mithril ranks have I seen these days. I have spent 4,425 hours in GW2 most of that WvW (>95%) and almost rank 2,200. If I spent one 10th of that in EotM I would likely be Diamond Legend. What is the point in that? And even if I put in the effort to spend all my time in WvW (that is the game mode I enjoy most) as I rank up the rewards are still as bad as when I was rank 1.

And for the love of God remove PvE content from WvW, add support for arbitrary GvG play, etc. … on top of all this ANET then introduce changes that are nigh on encouraging cheating viz. FOV camera changes (see my other post today).

What’s the point in continuing; nobody really gives a toss apart from the core WvW ‘customers’. Now there’s a word for ANet to ponder.

Rant over …

(edited by Grendels Mother.5713)

New Camera Changes - FOV

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Posted by: Grendels Mother.5713

Grendels Mother.5713

The FOV changes introduced with the latest patch are just poorly thought out. For proof refer to https://youtu.be/gMocOT_O6ig and what about the Elementalist [Dragon’s Toot] skill. I mean do the ANET WvW designers/developers/testers even think about the effect of their changes on WvW.

Overlook Keep Vista Change

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Overlook keep vista moved to inner keep wall, and the ability to climb the lion removed with the latest patch.

Why ? Why ? Why ?

Angry Bearded Hobo's Valentine Adventure (EU)

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Posted by: Grendels Mother.5713

Grendels Mother.5713

I’ll take ticket #63 please

Latency/Lag for EU Players? [merged]

in Account & Technical Support

Posted by: Grendels Mother.5713

Grendels Mother.5713

Your location: UK
Time and date of incident (plus time zone) : All day yesterday (23/9/2014 or 9/23/2014 for Americans) , between 6am BST and 20:00 BST (BST is GMT+1)
Game World: Aurora Glade
Brief description of what you’re seeing: Intermittent skill lag of 10 to 20 sec, and frequent disconnects.

WvW Tournament Rewards Distribution Delay

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Here we have the release of a major GW2 ‘Event’ with all the accompanying hype. The “WvW Spring Tournament 2014 is the second WvW tournament for Guild Wars 2; it lasts nine weeks …”. So we have two points here (1) it’s the second (not first) tournament, and (2) it was released 10 weeks ago. You would assume adequate time to identify and patch any issues.

During the tournament we are encouraged and continue to play GW2 pumping whatever gems we need into the game (well some of us do), in the forlorn hope that after 9 weeks of grind we receive something other than a few blues and greens. Those gems which were actually bought, pumping real cash into the ANet coffers. And at the conclusion of the season (flawed though it was, but I digress) what do you get ? Well some got nothing, and others their hard won ’ WvW Tournament Claim Tickets’; but wait no rewards vendor. The image of many people running around Citadel checking every vendor on reset night was slightly amusing though. Nevertheless, a very embarrassing situation for ANet.

I hope they begin to pick up their game (pun intended) and devote some real attention into WvW.

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: Grendels Mother.5713

Grendels Mother.5713

I agree with Golgathoth.3967, the megaserver change has damaged our server community/identity (if your server didn’t have a community to begin with you were missing something important in this game). The only means a server has to identify itself now is WvW.

IMHO it has also ‘encouraged’ the tendency of players to be a mindless zerg/karma train, as if most world bosses weren’t susceptible to that treatment anyway (albeit one or two bosses need a modicum of preparation/organisation). I am left to ponder whether this is the sort of player Anet encourages and if it is their intent to foster this mode of play style. I don’t know if it’s my imagination, however, it would appear that this behavior is increasing in WvW also as a result (just an observation no real proof of a correlation).

Anet should at least have left ONE server based PvE map that is a central gathering place for players on a server, such as Lions Arch used to be.

YOU NEED WHITESIDE RIDGE [WSR]

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Bump with no remorse – last days of the free transfers, guild(s) and individual(s) are all welcome to join the WSR community.

Gandara EU Primetime is FULL

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Any guild or individual wishing to take advantage of the free transfers and move to Whiteside Ridge would be warmly welcomed.

See the main WSR recruitment post

Free Transfers - The Easy or the Hard Choice

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Where do the greater experiences in WvW come from ?

Winning the hard fight or winning the easy fight ?

If your guild is thinking of taking advantage of the free transfers, the question you may be asking is “Should we transfer to the apparent success of a high tier server or should we contribute to a lower tier server ?”

One lesson I have learnt is that the harder path often leads to the greater reward.

Transferring to Whiteside Ridge (WSR) will not make your WvW experience easier, but it will make it more satisfying as you make your mark on WSR’s successes.

Consider joining our friendly and welcoming community, where your contribution will be felt and appreciated.

WSR has both a community website and teamspeak server that are well subscribed. The server has a few good and improving WvW dedicated guilds, these guilds offer open raids and training sessions. There is also a weekly server wide training session for WvW. We have a number of good commanders who are regularly online in WvW. Lastly, WSR very rarely has queues into any of the maps.

So if you are an individual or guild looking at transferring to WSR please whisper me or any other WSR representative if you need further information.

Link to the general WSR Recruitment post

Contacts

Emanuel Dawntree
Grendels Mother
Gobbes
Zhalvation

(edited by Grendels Mother.5713)

YOU NEED WHITESIDE RIDGE [WSR]

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Posted by: Grendels Mother.5713

Grendels Mother.5713

Great to see some interest. If you wish to whisper me, or guest ‘Whiteside Ridge’ and have a look about please do so. If you spot members of our guilds that regularly play WvW, for instance, [TasH], [WTI], [HG], [DXP] (there are others) say hi and introduce yourselves and we will be more than willing to answer your questions.

YOU NEED WHITESIDE RIDGE [WSR]

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Posted by: Grendels Mother.5713

Grendels Mother.5713

If you are looking for a friendly and welcoming server, to transfer to for WvW then you could not choose better than WSR.

WSR may not be a top tier server in WvW, but then you also don’t have the queue times.

In WvW, WSR is an improving server. We have recently risen from rank 26 to 24 and we are looking to continue this trend.

If you are the sort of player that places community above all else then WSR is the place for you. As an individual or guild, and you wish to feel that you’re making an impact in WvW then WSR is where you need to be..

And as an added bonus server transfer costs to WSR will be free; according to Anet’s pre-tournament sale (March 18-27).

Contacts

Emanuel Dawntree
Grendels Mother
Gobbes
Zhalvation

(edited by Grendels Mother.5713)

WvW Dying On Whiteside ridge

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Posted by: Grendels Mother.5713

Grendels Mother.5713

WvW is certainly a big reason I went for this game, to reach end game on the WSR server and to have player number balancing issues is quite frustrating at times. As a server we make an effort as best we can – I guess individual players could jump server and transfer, however, this is not so easy from a guild perspective where much time has been spent to develop the guild. Something needs to be changed to allow a more enjoyable experience in WvW across any server, regardless of it population. Some form of player auto-balancing, modifying the outnumber bonuses, merging low/medium population servers for WvW game play only (maybe upon WvW reset) – just some ‘off the cuff’ hair brained ideas. Does anyone have other ideas or opinions ?