(edited by Kenshin.6154)
Showing Posts For Kenshin.6154:
OVER 9000!!!!!!!!!!!!!
So here is a thought. What if instead of getting a region specific unique skin for completing the region reward track, there would be like a token for that region which could be combined with other region tokens to make one gift of exploration.
I think none of the teams should have guaranteed spot in the tournament, no matter how many cups, spoons, forks they won. If they are as good as they are supposed to be then they should have no trouble climbing up the brackets. If you wanna do a tournament like this do it properly. Every team that applied gets to play or the qualification terms needed to enter the tournament should be established way before opening the sign-ups. To do it any other way right now it’s just not fair.
(edited by Kenshin.6154)
/facepalm
Not this again…
Most of the players that get accused of using a macro, only practiced build combos to get them into muscle memory to be able to execute them properly when needed. Just because you can’t press 5 or 6 keys in quick succession, doesn’t mean others are as ‘ditidi’ as you.
If you don’t put any effort in mastering the build you are running…well then don’t be suprised when you get pooped upon by someone who spent hours and hours mastering their build.
Get Good
Considering Ready Up the schedule, the CDI’s that covered sPvP so far and tiny bits and pieces I can remember from those RU episodes that I have watched and that next weeks patch is maintenance patch…I can deduct that we are getting feature patch that will cover sigils and runes on 25th of march or 1st of april (nice joke). Also taking into the account the pvp rewards road map blog post, it is safe to assume we will get gear unification, if not with the feature patch on 25th or 1st, then no sooner than may. We might get sigil, runes, across game gear unification all in the same patch…somewhere in may.
Since nothing was said about the new game modes all we can do is speculate.
Oh and don’t forget about some sort of set goals for rewards to work towards…
Ah well only time will tell
It’s programing code. No matter how much you test it, there are always gonna be some bugs in it. Stop QQing already… you get urgent bug fixes for LS within a day… Some of you ppl are so… I rather not say it, because I will get another infraction for it
About this thread…Can someone lend me a hand for the triple face-palm?
I did not think this would ever happen, but… for once I do agree with Karla. Ladders, seasons, rewards are all meaningless unless you have a good base design to work on. Talking about ladders, leagues and seasons for GW2 spvp is like building 3rd floor of the house with 1st and 2nd missing… Is it just me who finds that a little f…ing weird?
I don’t know if this idea was mentioned before already, since I cba to read through all of it.
Nerf the passive effect of healing signet even more not just the 30 hp/s. And for the active you could do something like get healed for some amount and for the next 3-5 attacks that you hit you get healed for xxx amount. That way the ridiculus sustain of HS is brought down and with using the active it is actually better for a warrior to stay in fight and keep hitting things. It is also different from the rest of the heals that warriors have. My 2 cents.
Ok ditidi’s please read the questions that were posted. The discussion is not about the game-mode. It’s about the ladder system and the rewards for spvp.
There was a CDI about new game mode already.
And thibash please enlighten me how is that what you wrote different from the current influence system?
How would you design it? Guild Wars? Separate roster with 5-10 people. You can be part of only 1 team.
How would you incentivize teams to stay together? You need to be member of a team for at least X days and you need to play at least Y matches to get rewards for that teams placement on ladder.
Would you penalize them for splitting? You cannot join another team for 1 week.
What types of rewards would you include for each ‘division’ on the ladder? Capes and trims! That’s it, everything else can just be your good will to add, but capes and trims would be enough already.
SPvP Rank 0-50 = Frog
SPvP Rank 51-150 = Rabbit
SPvP Rank 151-250 = Deer
SPvP Rank 251-500 = Dolyak
SPvP Rank 501-750 = Wolf
SPvP Rank 751-1000 = Bear
SPvP Rank 1001-1250 = Tiger
SPvP Rank 1251-1500 = Falcon
SPvP Rank 1501-1750 = Cobra Snake
SPvP Rank 1751-2000 = Dolphin
SPvP Rank 2001-2500 = Scorpion
SPvP Rank 2501-3000 = Owl
SPvP Rank 3001-3500 = Manta Ray
SPvP Rank 3501-4000 = Gorilla
SPvP Rank 4001-4500 = Hornet
SPvP Rank 4501-5000 = Tarantula
SPvP Rank 5001-6000 = Orca
SPvP Rank 6001-7000 = Gryphon
SPvP Rank 7001-8000 = Unicorn
SPvP Rank 8001-9000 = Ninetailed Fox
SPvP Rank 9001-9998 = Phoenix
SPvP Rank 9999 = Dragon
Really? You want the whole zoo?
Would you keep rank acquisition the same as it is now?
No, remove it as you planned originaly. At the moment it serves no purpose tbh. You can’t tell anything about the person. Rank point farming how should I put it… killed the value of rank. Like you can get r40+ players who have no idea how to win games or what they should be doing in a 5v5 match, cuz they have done nothing but farmed points on 1 map.
If not, what would you do to improve rank acquisition?
Rank should show your placement on the ladder. That way it would have some meaning at least. Even the finishers obtained before the update should get remove or disabled aswell. Give them titles so they can show they have been farming their kitten off.
I really think there is no middle ground here. If you want to give rank a meaning then you have to remove the current rank acqusition and the rewards (in this case rank finishers) tied with it. Sure it will make alot of farmers sad, but it would benefit spvp side of the game so much…
Not so much a reward thingie, but…
Would it be possible that we could select to use a uniform models. I dont know maybe something client-sided that we could turn on or off or even choose which model to use.
For instance in GW1 everyone was human, sure not all of the same height but you didn’t have to check bellow your scrotum every second to see if there is an asura there.
@ team sizes over 5: I know some people really like the idea of having games of 8v8 -> 15 v 15, but in reality, these games are often hard to set up. I think that 5on5 is much easier to organize as a player. When I was a GW1 player, playing competitive GvG, we had many nights where we had a hard time getting all 8 people on, night after night, in order to train. A lot of competitive games have settled on the 5 person team (CS, all mobas, etc.), and it’s an easier # to organize than 8 or 15 person teams.
I think 5 is the biggest team size we’d want for organized play, and we could try smaller teams, but due to multiple reasons, teams greater than 5 would probably be too large for GW2.
Thank you.
@ GvG: There’s a lot of equivocation around "GvG’. Keep in mind that when we’re talking about GvG here, we’re talking about a GAME TYPE. Don’t get this confused with two guilds fighting each other for positioning on a ladder. That’s something else we can do (and want to do), and that would work for CTF, or KOTH, or GvG, or conquest, etc.
For the GAME TYPE, people seem to be asking for:
- 2 lords. If you kill their lord you win.
- There are obstacles in the way (a lot of people use the MOBA analogies of having NPC’s or towers in the way…you defeat these in order to get to the opposing guild lord).
- I assume there’s a time limit?
- Do we do VoD again to stop people from turtling?
If you read my post about flag being part of the gvg mode, I said that if you forfeit flags then you have to be put up against a timer to either kill the lord or cap the flag. What I wasn’t able to figure out yet is the case if a team has flag capped and they can successfully stop enemy from capping it, how do you make that team move into the enemy base for lord kill, since they could just wait outside and prevent enemy from capping and win after few “morale boosts”. It would have to be mechanic that would put that team that is ahead into a 50/50 chance to win position. That way if they are already ahead they would want to finish game early and avoid that 50/50 scenario at all cost. And the defending team would not be able to turtle inside their base till VoD hits, because they would lose from “morale boosts”. I think that would eliminate the stalemate that was seen in GW1 once one team wiped at flagstand and turtled till VoD. How exactly should VoD look like to give both teams 50/50 chance to win? I don’t know. Yet.
@ Giving you guys the tools so you can just make game types yourselves: I wish we could do this. I really do. This is how counsterstrike and dota were born. I was there when it happened, as a player, and I loved it. For GW2, it takes a LOT to make a map. It takes design, scripting, a map artist, programmers, a prop artist, a sound engineer, voice over, etc. It’s not as simple as “give us your tools and we’ll do it”. It takes a lot to make a map in an MMO.
I know it takes a lot to create a map, but art and sounds are just polishing. Scripting and programming could be done by community. If community is willing to spend time developing new map or game mode then why not. Forget about maps not being pretty or having no sounds. I wouldn’t mind if I had to run on a map made out of basic polygon cubes if it’s just for testing. If the concept works, if the scripting is done properly, if the basic idea of the map and game mode is fun and enjoyable and works, then you can take that and do you art&sound magic on top of that. Correct me if I am wrong.
Actually we need a game mode that is similar to deer hunter. So you got a team of really big norns with rifles and killshot as their only skill. And then you have a bunch of asuras that you hunt. Big-game asura hunter!
MOBA type game mode: the best it would be for everyone to just forget that idea, no matter how many different ideas you have about progression, unlocking skills etc. It just won’t work. The games would be too long and boring.
I don’t think this mode would be boring at all, It would be longer than a normal game, that’s true. But boring? no don’t think so.
It would end up in players farming minions for the first 20 mins to unlock skills or buff their toon in whichever way would be implemented and then bashing on eachothers towers for the next 15-25 mins. Just no. Forget it.
Large scale GvG: I don’t like the idea about this at all. It would just turn up as another zergfest. Small guilds or competitve teams would not be interested in this because of lack of players or the fact that in a competitive team you want skill level of players to be roughly at the same level. If you want large gvgs you can do your zerging in wvw as you did til now.
If this is designed right, so there is not one objective on the whole map, you can form small squads and be more effective than any Zerg. You might want to say, in WvW there are several objectives, too. You are right, but for WvW you also get a lot of Exp and Gold while Zerking.
This game mode should not only consists of rushing into a castle, that would be bad and lead to Zerking. Instead there need to be several events all over the map, so you need organisation. Probably Supplycamps, allie camps that fight with you, towers …
The gamemode just has not to center around killing the enemies keep loard, even if it is the main objective and leads to the victory
Ok…so in what way exactly is this any different from the current WvW mode? You got castles, you got supply camps, you got allies that can fight for you, it’s a large map (well actualy it’s 3 maps), it was designed so that you could use different tactics and strategy and yet there is only zerging all over the place. If you so desperately want large scale GvGs. Claim a castle in the mists, have you guild members join in and defend it while others servers are zerging you. Again no.
Guild versus Guild format:
-game length: 15 minutes
-team size: 5 or 6
-win condition: score 500 points
…In my opinion you think of to small teams, I think for a GvG it should be at least 10v10 and 15v15 would be even better.15 min is to short for such a game mode, this has to be doubled at least. I think the interesting part about GvG are the different tactics you use and plan, depending on the actions of the enemy. It is not about killing the Guild lord or pure man power in first place, even if first is the goal. I like the idea with the idea with the Score, with this you can prevent one or both teams from “camping” and it is a little tool to keep the pressure up, but I would increase it as well.
You obviously don’t understand why it would be bad to have 10v10 or 15v15 on more than one level. So again…If they would seriously consider having such a large team size mode as competitive mode, then first: it would be a royal pain in the kitten for the developers since they would have to rebalance every skill coefficient in the game which would make even more disparity within the game as a whole; secondly having such big team sizes would lead into zerging in one way or the other, there is absolutely no way for that not to happen (if they implement more side objectives to discourage zerging the game mode would get more and more complex with each new map, which sooner or later would discourage new teams from even trying to get into the game mode because of the high initial level of knowledge needed about the maps); thirdly: when you have team sizes like that, it soon becomes organizational and planning problem: you need to make sure everyone shows up at agreed time, you need to make sure everyone understands what they need to do, you want to have the best players possible in your team (if you want to say that you can just replace that person with another player then you never played gvgs on at least semi-competitive level, if you replace just one person in 8-man team, your teamplay will suffer, what do you think it would happen if you replaced 4 or 5 in a 15 man squad). If you really want to see fun and exciting games to watch then you need a game mode in which the team sizes are as small as possible, but still big enough to allow different tactics and split sizes within the game itself so 5v5 or 6v6 not more than that.
MOBA type game mode: the best it would be for everyone to just forget that idea, no matter how many different ideas you have about progression, unlocking skills etc. It just won’t work. The games would be too long and boring.
Large scale GvG: I don’t like the idea about this at all. It would just turn up as another zergfest. Small guilds or competitve teams would not be interested in this because of lack of players or the fact that in a competitive team you want skill level of players to be roughly at the same level. If you want large gvgs you can do your zerging in wvw as you did til now.
Hero’s Ascent type game: this sounds like a valid idea; I would stay away from the relic runs as the ones on HoH map, they are unattractive and boring (2 guys running for 10 mins while the rest of the team can take a nap… booooring); annihilation, cap points, KoH are all viable options here; team size should not be greater than 6 players.
Similar to GW1 gvgs: oh yes please! But as I said before there are some aspects of that format that would need to change. The importance of boat would have to be increased in some way, since, as it is right now on legacy of the foefire, there is nothing stopping a team of 5 if they decide to go for a lord kill; you do not have enough support to sustain him through the damage a 5-man squad can put out, nor will you have enough damage to kill them before they kill a guild lord. Another thing that I mentioned already is capture the flag mechanic that was part of every GW1 gvg map. The CTF part should remain in a format like this and the team holding the flag should have some benefit from it. Also if a team decides to forfeit flag running and tries to push for a lord kill they should be doing that against a time. Example:
Guild versus Guild format:
-game length: 15 minutes
-team size: 5 or 6
-win condition: score 500 points
-score contribution: Guild lord killed – 500 points (if you kill enemy guild lord you win, simple); holding flagstand awards 100 points every 2 minutes (if a team forfeits flags they should be put up against a timer in which they have to kill the guild lord; so if first flag can be capped at 0:30 the pushing team has 10 minutes to kill the lord or rethink their approach); killing a guard or an archer awards points but in no way enough that you could win by just clearing the base of everything apart from guild lord (you would still need at least 2 flag stand boosts to win or something similar);
player kills award points aswell;
-if after 15 minutes no team was able to get to 500 points, the team with most points win; in event of a tie winner is decided by the aggressiveness which is calculated by the damage done to enemy players (excluding damage done to downed enemy players) and healing done to allied players (excluding healing done to downed allied players or players already at full hp)
I don’t think that bringing a pvp mode with more than 5v5 is a good idea. Even the 8v8 like in the Guild Wars 1 would just not work. Not only that there is no dedicated healer, most of you who are requesting large scale Guild versus Guild battles forget one simple thing. If you have like lets say 20v20 gvg and lets assume they all are running in PVT gear and that an auto-attack skill does around 1k dmg even if its a full chain to get that 1k dmg. So if a target is called on someone, then they will just die. Because they will not have health pool to survive that and that’s only 1 skill from 20 players. For large scales battles to be playable and enjoyable each and every skill-specific coefficient would have to be changed and I do not think that Arenanet want to do that since it would create to much difference between the game types.
Also the more players that you need for a game mode to be playable the hard it gets coordinating and you can soon end up being logistical manager for your guild without being able to play at all. Or if you are still able to play then your skill-usage will suffer. And before you go shouting that this is a nonsene, go ask someone from a large World of Tanks clan and they will tell you just how much effort needs to be put in the coordination and scheduling to make sure everyone can be there for the game, let alone making sure everyone understands tactics and strategy the guild will be using.
So new pvp modes sure, but not more than 5v5. Also solo and duo q should be put together, but it should be that only one duo can be in each team (so 1 duo and 3 solo players). That way you can avoid syncing of 2 duo’s or something like that.
If they would go with a MOBA type pvp mode then I have already wrote the idea about unlocking your skills and traits with the minion kills. I also like the idea about Guild Lords instead of towers. But maybe they could have like and increased difficulty the deeper you get into enemy base (veteran, silver, champion and then legendary for the last guild lord – maybe even in company of two bodyguards that need to be killed first).
About CtF as a stand alone pvp type I don’t really know. I don’t fancy it all that much. If they would however try to implement gvg’s similar to GW1 with flag running being secondary mechanics then they need to make sure that running flags is actually worthwhile. And since Arenanet stated that they wanted to make games shorter with more action and not turtling till 25min mark like it was seen in Guild Wars 1, then one way it would be to award the team that holds the flag for lets say 2 min with 100 points. And if you get to 500 points then you win. Killing guild lord would award 500 points meaning insta win aswell. By doing that you can assure that flag has a meaning and games remain short. But there are number of other aspects that I haven’t thought about yet, like you would need 6v6 format since 1 person would be running the flag most of the time, or how would you make a team that holds the flag push into the enemy base for guild lord kill, since they could just wait outside and win by flag points…
I will get back if I come up with something.
A quick search on google and I found a forum where someone actually bought the information about this bug for 200€. It is said that this bug/exploit was in game for a while now but just recently gained notice cuz someone flooded TP with blueprints. And since there was no hotfix till now I assume Anet does not know how exactly blueprints are duplicated or bug is much more difficult to fix.
Seeing that only price of blueprints went increadibly down and no other items, it is save to assume that the exploit can be performed on those items. Afterall the blueprints did get an overhual making them not soul/account bound few months back. My bet is that the exploit is done by somehow droping the blueprints either where they cant be placed or something which puts blueprints back into your hands. Lets be honset if it is possible to make siege blueprints disappear when trying to place them, then it’s no wonder that they can somehow be duplicated.
Altho it really seems that human stupidity has no limits.
Someone swung the poop hammer over the crown pavilion
Whoever approved the new minimap design in pvp should be drug tested! …. WTF rageface
Since you people dont seem to understand, let me explain it for you.
It seems to me that you are thinking that conditions are always rounded to full second. Incorrect.
The duration of conditions ( !duration! ) is rounded to the nearest quarter of a second (so 0s, 1/4s, 1/2s, 3/4s, 1s). However this quarters do not show up in the tooltips nor can they be seen on expiring conditions.
People were obviously thinking that, because damage over time conditions thick only every full second, condition duration is rounded to a full second.
So at full adren the Skull Crack gives a 3 second stun, with one sigil of paralyzation that is equal to 3,kitten stun (so that gets rounded to 3,5s). With 2 sigils of paralyzation the stun duration gets rounded to 4 seconds.
edit: where it is 3,kitten stun = three point forty five second stun
(edited by Kenshin.6154)
Last time I checked the condition duration sigils stacked additively. It also says on wiki that static bonus sigils stack with themselfs (force and accuracy not ofc)
Static bonus sigils
Static bonuses stack with themselves when used on dual-wielded weapons, except for Superior Sigil of Force (only +5% bonus to damage) and Superior Sigil of Accuracy (only +5% bonus to crit chance).
Now unless they changed that I think they should stack.
Not sure why are you not using double sigil of paralyzation on mace/shield set :/
That’s what I am running atm:
http://gw2skills.net/editor/?fIAQNAR5ejgOxwpQuQMxBAkivqy8wIgK6oQJmA-TsAg0CnIqRVjrGTNyas1MsYhwGBA
works like a charm
Looks nice yes.
Now… 20k… how?
Mystic luck
The correct screen this time.
My pimped out warrior
OMG stop with the QQ. If it troubles you so much of how legendaries are obtained then don’t get one.
If it frustrates you that you get nothing from mystic forge then don’t throw stuff in it and buy precursor from the trading post. So far I have dumped about 4k rares into mystic forge got Legend, 3 Dawns and a Dusk. Gifted Legend away sold Dawns kept Dusk for myself. It’s really simple don’t expect to get anything from Mystic Forge, that way you can only be positively suprised when you actualy get something.
You have to consider few things with creeps and lanes. They are there to lv up your champion and gain gold to buy all sort of items to customize your champion. Now in GW2 that would be pointless since you are already at max level and you have all skills unlocked ergo eliminating the need and point of creeps alltogether.
Different thing it would be if you would actually lvl up in a match and unlock either preselected traits/skills or be able to choose them as you lv up. But that would require quite alot of code rework.
But if we are hypothesising then to the difference to other games you could have a urban area map; instead of wards you could hire spoters to sit in certain buildings and fire a red smoke should they see someone approaching; instead of neutral monsters, you could have robbers and thugs in the “dark alleys”…
Different mode definitely but I dont think MOBA-style is the way to go. GW1 gvg was fun and had a good design, but then again gw1 was designed as a pvp game and GW2 as a mmorpg. Thats why you can do just fine by rolling your forehead across the keyboard in GW2
Well the downside of “advantage” of being small as asura is that they are all butt-ugly.
Ladies and gents you got it all wrong. The real reason why there is not top 1000 ladderboard is…. wait for it…. There are not 1000 players in pvp… TADA!
Basically what happened: We were watching the leader boards and saw a bug crop up with a small # of accounts. We held leader boards while we fixed the bug.
Ah I understand the confusion. My name showed as #1 cuz I’m the best around, this was no bug.
Yea we do. Well at least I do
1. How can I get my hands on scripting tool for map design?
2. Why isn’t spvp part of the game made free to play?
3. When you were deciding upon primary mode for spvp… what were other modes that you took statiscs from?
I got my first precursor after about 1300 rare greatswords. For the first dawn, i have put 3 lvl 80 rare greatswords and a lvl 45 rare backpiece from CM and got it. I got another dawn the very next day by combining 4 lvl80 rare greatswords. Did about 1000 combines after that and still no dusk…
Just got dawn. And im not sure what they have done about rares and from which lvls you can get precursors, but it seems lv 45 items can yield a precursor too.
That is because Piken left EB in the capable hands of GG and few other capable guilds. I don’t visit EB often, but form what i have seen, they are doing a remarkable job.
It will be sad to see Kodash leave this tier, they were an excellent antagonist of this week’s story.
Yes, GG is always around and kicking, but our percentage of friendlies in the map has dropped hugely ever since the Lost Shores/Fractals shenanigans :P We do our best to hold our third but most of the time we just don’t have the numbers to be able to push out and attack either.
It doesn’t help when one of Piken’s own commanders decided to troll EB last night and waste the upgrading keep’s resources building a line of rams out of the keep supply depot all the way to Stonemist. Doh.
It was a very nice konga line. Besides it wasnt commander who built the rams. Commander provided the blueprints. Laboring was done by others. Btw does anyone have a screenshot? I forgot to make one.
P.S.: We can do another konga line tonight. I got a fresh package of 100 flame ram blueprints today. All in favor say aye.