Showing Posts For Lonely Swedish.1590:
The issue is magnified atm, due to seemingly low WvW participation -especially in mid/low tier servers. Its been my experience that outside weekend primetime that I rarely encounter a queue anymore on the majority/all maps. As a numbers game, an influx of a large number of WvW participants to these worlds can have a dramatic impact to the servers performance, unbalancing current match-ups fairly easily.
This is really a shame, because WvW is some of the most fun I’ve had in PvP in a long time. The mass-scale combat and keep/capture dynamic is something that is rarely well-done, and GW2 has done a pretty amazing job of it barring a few minor issues (and the major issue of server transfers).
redesigning won’t encourage more participation
the problem is the current generation of gamers are inherently anti-social. too many roam wvw alone or in packs of 2-3 and get frustrated/log as soon as they run into the zerg.
if you are alone in wvw, you are doing it wrong. if you are only in a small group you are usually doing it wrong depending on the current battle situations
and lastly, treating it like real battle or trying to institute sun tzu methodology in a game where your enemy just respawns does. not. work.
i’ve been on sea of sorrows since day one of this game. we have a lot of commanders, but only 2-3 that actually command. we have at least three commanders who refuse to actually help, going so far as to tell people to f off my group of buddies will do their own thing while the rest of us would try to take an orb keep. this, again is due to the anti-social and xenophobic-leaning views that are dominating our real lives creeping into social gaming.
wvw is designed very well, even better than vanilla daoc rvr once free transfers are stopped and server communities/pride/ego can be built.
I’d go so far as to say that your issue is server-specific. Try Maguuma, we have some amazing commanders and great teamwork, and plenty of fun times even when we’re losing by a 10:1 margin.
It’s this sudden shift in their WvW strength that’s caused them to dominate the matchup so hard… so the real problem is that the matchup was made based on their previous strength and not their current one.
This is going to continue until the issue of zero-penalty, low-cooldown server transfers is resolved.
As it stands, the entire ratings system is meaningless because there is a pretty sizeable population of players who are willing to transfer servers to win. When the strength of a server changes dramatically and unpredictably between one week and the next, it’s impossible to have any sort of a balanced system because there is simply no way to judge a server’s current strength and place it accordingly.
Who cares, transfers are just baddies looking for a ride.
You should care because they’re getting that ride, and they’re getting it at the expense of fun and balanced server matchups. Transfers are the reason that we’re 2 days into a matchup and it’s already so one-sided that the result is a foregone conclusion.
While I am vocally against the reward system of dungeons, you can dodge most things.
I think people are having problems, because they’re attempting to react to the visible circles on the ground. But by the time you see the red circle, it’s a bit too late. At that point, you do need ridiculously fast reaction speeds.
However, if you are looking at the attack animations of the enemy or boss, they will have a “tell” that will indicate which move they are doing for you to get out accordingly.
This is coming from a squishy mesmer, who uses primarily melee and has mediocre reaction time.
So basically, it’s Mike Tyson’s Punchout but every fight is against the Champ and you can’t see his “tells” most of the time because he’s covered in spell effects from the rest of your group.