Showing Posts For Lorx.8507:
so funny seeing someone from jq qq’ing when they do the same thing to all the other servers
To expand on this, I’m on four servers, and see the same thing on both fronts, on all of them. Every server complains about size. But it’s up to the guilds on those servers, and their commanders, for what to do about it.
A map blob pileup is commonly caused by both servers trying to outdo the other in size by the commanders and players of those groups collectively deciding that size must be there. One side must feel smaller, even if only by a factor of 10%, and thus call in a friend. One side must feel threatened, and incapable of handling without calling in help. So help will be called. That’s just something that happens on all fronts, on all servers, though not always equally, BG has a lot of pub mass, which means it’s more visible with BG than others, but is by no means alone. The solution isn’t to make other servers blob less, as that’s outside of average player control, that’s in anet’s hands with game design. The goal, from anybody who wants to see blobs happen less, is to work within their guild and server to adjust the mentality of what to do when feeling on a back foot, when feeling pressured.
(edited by Lorx.8507)
I don’t think anybody really reads bump replies anyway. I can be as silly as I want to be.
one of us?
ONE OF US!
Looking for more to be one of us!
one of us!
one of us!
one of us!
one of us!
We caught you, sickness had caught me that weekend sadly hence delay! A late welcome here as well Sophist
Guilds recruit? Oh kitten. We’re a guild. We do that!
Changes to how the outnumbered bonus is acquired is coming in the next release.
Assuming you’re axing the gain to a fraction of what it is and putting those potentially “lost” pips into rank pips or something more reasonable, Thank you.
Recruitment is still open!
Training success! We’re shaping up better and better every week, and still looking for a few more to fill out our ranks!
We are still recruiting peeps!
Welcome to the guild Densetsu!
We are recruiting again!
Thanks anet for ruining WvW for growing guilds and their players with this linking.
Perhaps you’d like them to run every decision past you first? If you can’t grow your guild, it’s not the linking that’s stopping you.
Here’s to good fights, fun times, and (hopefully) more dynamic matchups this time around.
No I’m not saying they should run this past me, but you try commanding and putting in work to grow a guild then come back to me. Half of my players were on the merged server. Maybe for lower tiers its easy to recruit but in some cases and servers it is difficult and small recruitment pool. I am by far not the only one affected by this and to think unmatching t1 servers is going to change the dynamic is a joke. Blackgate will win as they have always done, so +1 for anet thinking that it would change weekly outcomes.
Were you….not around for like the half a year after HoT’s release where BG got third almost every single week? I get some players are new and may not know WvW history, but that’s relatively recent, and if you’re leading a guild you probably aren’t fresh off the boat.
Also it has been known since the beginning that these links are transient. They announced that prior to any of this happening. Any and all plans made by a guild on the assumption that they were static, is bad planning from the get-go on the part of those guilds, and not Anet’s fault. Sorry to be the bearer of bad news, but the problems you are now facing, your fault.
The 4 server voltron looks hilarious, curious how that’ll turn out. The pairings seem…wonky, but I guess time will tell.
+1, Alpine is awesome and I’m glad to see it back in it’s prime form. I understand this is a move to placate the masses who really just want that same experience back again, but even so those who want that same experience are largely going to be the ones who wanted invuln trebs fixed when the maps originally existed as well. Would be cool to see.
As soon as we got into our map on reset everyone was wondering where the ET guys were and was very excited to finally play with new people.
ET we hope you guys will come out to play and hopefully we can build some strong friendships. I know the ques suck but its only really that bad on reset nights.
Please try and get in contact with us so we can communicate the problems we may have and get them sorted out.For the record, we weren’t being intentionally antisocial. We tried to get in, queued for one of the BLs as soon as it opened, but I only know of one person that actually made it. I think most of us gave up around midnight.
Needless to say, everyone (that was talking on TS) is pretty mad at Anet for essentially robbing us of a reset night. That’s the best night down in T8, IMO. No queues at all, but plenty of people to kill. Think they need to go back to the drawing board and come up with a plan that accounts for population spikes without shutting people out.
Thankfully, you’ll have people to kill on every single night now, instead of just reset. There’s always something going on in T1!
The difficult piece of the puzzle for Anet would be managing the first couple weeks past a merge. Any huge patch or change will always bring in a huge influx of players for a short period, before things peter off into a more stable amount. They’re better off targeting towards that stable amount, rather than trying to adjust for the spike. As Moses said, the first couple weeks will be rough, but if we use that time in order to organize together, we should be able to come out on top, with everybody happy.
As Moses said, BG is guild-oriented, so those queues are from organized groups which were pre-planned to go on specific maps. If we organize together, that’s something actually manageable even in this first week where queues will be larger. Allowing both servers to plan for and accommodate ET groups that want to run.
We’re all excited to get to play with you guys, and that means we’re also willing to find ways to actually play with you guys, rather than stuffing you in a queue. We want you on maps, we want you to have fun. So lets work on ways to get that done!
The queues have nothing to do with the merges (does anyone honestly believe a T8 server has enough people to cause massive queues in T1 servers?). There’s just a surge in population because of the wvw changes. Even EU servers that didn’t get linked with any other server had queues on all 4 maps on reset. Queues will go once people get bored and go back to pve.
^This. There’s a lot of mad ET people here. I get it, culture shock, but it’s worth considering that BG does not get this kind of queue ever, except on RESET nights where something absolutely huge is happening that week. Something which happens once in a blue moon.
You guys got on a server known for population issues as a T1, the server which lives by the motto “always outmanned, never outgunned”. This kind of queue is because of a surge of players who were excited to see a mixup, a change in the status quo. It’s not the norm, so please don’t base your opinions as if it was. BG commonly gets ~3 maps queued on Reset, all relatively minor besides EB. And some residual queues over the course of the weekend which are nothing major. After that, you’re looking at average one map a night during the weekends, rare occasion two. Normally with the others being completely devoid of any real force.
Now you can perhaps understand why Anet was comfortable with the merge. Because the activity you saw tonight is not the norm, it’s the exception. Please keep in mind one night is not indicative of what every night will look like. And ESPECIALLY not a night like this. Have some patience, let things settle out a couple days at the least and see what happens.
Who am I?
Engineer main, Blackgate, experience in WvW as literally every class except Ranger/Thief. Rank 630. I’m no “ON MAN RANK 12321 PRO”, but I’d like to think I understand WvW.
Change how walled places get “tapped”.
It makes no real sense to have a system which is largely false positives and promotes griefing moreso than any other real playstyle. If a keep/tower/walled place is saying “I’m under attack, look at my swords!”, it should actually be under some kind of attack. A single ranger running full nomads hitting the gate once before running away, once every three minutes, for twelve hours, every day, is not an attack, it’s not creating fun engagement for defending players, it’s not anything but an annoyance. It doesn’t promote any real kind of stimulating gameplay and makes no logical sense. Yes, I’m looking at you CAPS, you’re annoying.
For a keep to be sending a distress signal (white swords) and locking its waypoint, it should be suffering something actually meaningful. Walls/gate taking meaningful damage from PvD/siege, and the lord being under attack. Everything else is largely irrelevant when it comes to what should be considered as meaningful to a walled position on the map.
Stability shouldn’t promote x=x+1
Seems like this is something already on the table, but having stability be in the advantage of whoever can bring more guardians, and thus, has a larger blob than their opponent, is not exactly great. Old stab may have been a kind of dull mess of “keep the buff up! rotations!”, but at least it worked for smaller forces. If you want to break blobs, be wary of stacking buffs/debuffs, because that quickly enters the area of “well if I can just have their buff amount plus one, I have a better chance at winning!”. x=x+1 is not good for balance.
Give Frontline reasons to not be Guardians
Guardians are end-all right now, as per always, for frontline. Have at least two per frontline party or die. And that’s largely because they not only have a good amount of tools at their disposal, but also because they’re the only reliable source of group stab for frontline in the game. Stab is too important to not be placing first and foremost, and Guard is the end-all answer since no other class can provide it as reliably as them. Warriors exist because of banners being too important to not have at least a couple of, to revive pins, but even with an ability which is now five times more powerful than killing an enemy to revive allied downs, and with reviving dead people being effectively removed, they’re still secondary to Guards because of the stab difference. Give Warriors/Revs/Scrappers some kind of party stab that’s worth something. Like, you could swap the Engineer’s toolbelt stab to a party buff rather than a ground AoE, mess with the cd/uptime to compare to Guard, and that would be solid on it’s own right without even needing to add an ability or be doing something so drastic that it could destroy other modes.
Give Backline some way to manage projectile reflects or whatever
Necros, GS Mesmers, and Eles all have one thing in common. None of them are completely shut down by projectile reflects. This would be harder to mess with in other classes without affecting other modes, but it would be really nice to be able to play Engineer backline without being completely removed from relevance (in comparison to current core backline) by a reflect or two. In WvW specifically, in theory you could make Engineer Grenades immune, to force an Engineer to close in to deal reliable damage, using Mortar for long range harass in comparison (diverse choices! strategy!), but changes like that could mean bad things for PvP and the like, so, idk.
Babygates
Either make them very telegraphed and visible 100% of the time rather than the effect being culled in favor of other abilities, or nerf them into the ground. They are far too disruptive for how invisible they are in large engagements right now, especially with how important it is to have the camera zoomed out in order to see the bigger picture of a battle.
(edited by Lorx.8507)
#friday
#nerfbabygates
#bringbackalpineborderlands
#nerfkeeptaps
edit:
#sonthe#s
Apparently it’s a Disco Dancing hidden achievement, /dance in the light, get 5 points.
It may be that we spent hours screwing around in these labs, but it feels like there must be a way to mess with it more. Either way, cool little hidden place!
x-posting from Reddit for max visibility, link to original – https://www.reddit.com/r/Guildwars2/comments/3q4bl3/spoiler_secret_hidden_room_unsure_of_what_to_do/
Album: http://imgur.com/a/LNgEV
Guild was screwing around, and we found this room at the end of a very annoying jumping puzzle. There was no achievement, no chest, no anything, just this room, this NPC, and a corner where the wall was not complete and we could jump off the map. The disco ball in the ceiling giving light, and the control panels/monitors in the back, all look similar to what you can find in other old asura areas, like the Lost Lab achievement area with the dead portal. Any ideas what this room is all about?
Image explanations:
- View of the room from the front door
- Map view of the room
- One Layer down (go through this underwater cavern to get here, followed by climbing up roots of…
- One Layer above, the roots seem to be of the Giant Flax Tree.
- Outside the door, there’s a golem who asks who I am. The last option is what lets you in the door, the others knock you back.
- A view of those #&$^@ roots you have to climb to get here.
- Looking at the door from the inside of the room.
- The turret is where you can slip through to get outside the map.
- A view of the room from the far side. You can see a control panel in front of me, there’s monitors/etc around me.
Already asked Dulfy if she has any ideas as you can see in the chat log. Dunno, maybe the combined hivemind of Reddit/Official can figure this out?
Competitive WvW is dead.
Nothing is being done to improve it from a developmental side.We have to fight ourselves in order to play the game in the manner in which we enjoy.
This kind of thing is super relevant to server tier.
T1 servers do clash enough to be able to be called competitive. They have enough numbers to sustain that to some degree, even if it’s not for PPT, but specifically for the play of it (which tends to play out in score anyway). The competition is not 100% push all the time to win, but as a definition of “competitive” it does fit.
Perhaps more to the point, the question being raised is from the starting point that these things are already competitive. And asking what this will do to that competition, and if it’s considered a problem by Anet. Whether or not you personally see it as competitive is already beyond the point. The word “competitive” is being used to describe the current T1 WvW environment. Call it what whatever term you want, if you don’t want to call it “competitive” and choose a different word, cool. Question still remains valid, what does this do to that environment, is it negative, and does Anet consider it a problem?
(edited by Lorx.8507)
Sometimes re-visiting Chantry of Secrets will make it work.
That did the trick, thanks!
Just ran through and double-checked, didn’t forget any chests
Sweet, I will definitely be looking through that link when I log on next and comparing. GoE or not it’d be nice to have a full 100% instead of “close enough”, even if it doesn’t have as big of a use.
So if I have all the hearts/poi/etc already, but haven’t received the Gift, should I contact support? I completed all the areas a long time ago, before GoE were perhaps in game? Recently went and did all the newer POI’s and Waypoints, but when I finished there wasn’t a new popup for the Gift.
(Saw the other guy’s thread, didn’t want to hijack/derail any help he’ll get, since the areas I’m missing are slightly different)
I’m missing a couple areas for World Completion (99%), but all of my separate areas are at 100%. Like the aforementioned other thread, I’m missing one place in Shiverpeak (174/175), and then I’m also missing 5 in Maguuma (162/167).
Been looking at Shiverpeak in detail on the Wiki, and comparing it to my map. I have Tribulation Caverns, Forsaken Halls, Griffinrook Run (though I haven’t completed it’s jump puzzle), etc. Somehow I have every Waypoint, Vista, POI, Skillpoint, and <3 Quest in the zone, but haven’t been somewhere in there. I compared the list of pieces of Shiverpeak from the Wiki to my World Map, and all the names of areas that should be there, including ones that don’t have anything in them technically, are on my map. Excluding Angvar’s Trove, but I’ve been missing the 1 piece for longer than that’s existed.
For Maguuma, same thing basically. There’s only one piece of an area the wiki listed I don’t have, Dierdre’s Steps, and I’m working on getting in there right now. No clue where the other 4 could be hiding.
Want to finally complete this so I can grab some Gifts of Exploration, anybody have any ideas?
I started an engi for the turrets, the weapon kits are a nice gimmick but thats all I view them as, in a real combat situation I profer my rifle, turrets and the land mine. so far im not too impressed with the engi’s elite skills.
Yeah the elites are kinda…eh. Supply Crate is great because it’s free turrets to distract enemies with, and some healing, but that’s the only one I’d ever use in a serious manner. When I’m messing around the Mortar is fun, but since you’re so vulnerable while using it, there’s not many times when you can.
Out of the four times I’ve run AC, I’ve had two Guardians in my party every time and always at least one Warrior. Seen more of them than anything else, though I do spot a decent amount of Rangers.
I love Queensdale, the Human Starting area, it’s definitely my favorite. Norn and Sylvari are both good too, I think if I had to choose:
Human
Norn
Sylvari
Asura
Charr
There’s only two turrets I ever use, Healing and Rifle, the others have always failed to do anything in PvE for me.
Heal Turret: It has a decently substantial heal when placed, and if you pick it up it has like a 15s cooldown. That’s really good, and since there’s no good reason to leave it down, I always just pick it up immediately. If me or people around me are having problems with conditions I’ll double tap as I set it, to use the second fire of “200 heal and condition removal”, and then pick it up. This, in my opinion, makes it the strongest healing ability for Engineers.
Rifle Turret: Basically the only turret with a rate of fire decent enough to actually fire, which is nice. I only set it down however when fighting a single enemy, against groups it’s far better to utilize the actual reason to take this turret: It’s toolbelt skill. Short cooldown, auto-targets nicely, which makes it super nice for the Lightning Bounce trait in Tools. Allows for really nice mobbing. To make it even better, it can be fired no matter what you are doing. Stunned, knocked down, feared, even channeling another ability (like the poison volley on Pistols), it will fire no matter what, and not interrupt what you were doing.
Every other turret I’ve tried is not worth it’s salt, but I love those two.
(edited by Lorx.8507)