Showing Posts For Manvaeris.9857:
Thank you Anet. The grind for Hero Points was no fun for me. 250 HP is a good compromise.
Edit: I am not a casual player and I know many WvWers who didn’t like grinding 400 HP aswell.
There are problems when you do the living story episodes in a group. We did episode 6 and 7 and only me, the opener of the instance, got the rewards. There was no popup where they could choose if they wanted to evolve or something.
I just don’t understand, why you can’t gain your mastery points for tyria in WvW or PvP. It would be slow leveling, but you could do it while you play the gamemode you love.
Instead I need to grind orr or dungeons, that don’t give acceptable rewards anymore. You do the same content again and again and again.
Hi everyone,
I just started playing the expansion and I am curious if I get things right about mastery points.
1. There are 3 mastery-lines for Central Tyria (pact commander, legendary crafting, fractal attunement) and 4 for Heart of Maguuma (gliding, Itzel lore, Exalted lore and Nuhoch lore)
2. If I want to level one of these, I need to gain experience either in Central Tyria or in Heart of Maguuma, depends on which mastery line I would like to do. So I can not level the Central Tyria masteries while playing Heart of Maguuma and the other way round
3. I can NOT level any of them in WvW, EotM, PvP or in instances like the mad kings labyrinth. I also assume XP from dungeons, fractals and raids don’t count aswell, but I haven’t test it.
If my summary is correct, then I wonder if it was intended, that people need to grind hours and hours for XP on the old maps.
I take myself as an example: I am a WvW player. I would really like to craft a precursor, as it is quite difficult for a WvWer (who doesn’t actually has a lot of gold) to get them. I am comfortable doing quite a lot PvE for crafting a precursor, I also would like to play the new content as I am interested in lore. But now, as it is, I need to grind a lot XP on the old maps if I want to craft a precursor. There is only one word for it: boring! There is nothing new to discover, all you need to do is kill mob after mob after mob, harvesting stuff, resurrecting NPCs and so on. I really hoped it would be a funny journey, unfortunately it is the most boring thing I’ve ever done so I will propably stop doing it.
Please correct me, if I misunderstood something or if there is something I didn’t though about.
Greetings, Manvva
Many many people complain about lags that are even worse than anything they experienced in the past.
The other thing is, they would need to redesign every WvW-Map, even EOTM since there would be 4 colours instead of 3.
Even if this is a nice idea, this is not gonna happen.
The new time is much better in my opinion! Not the best solution, but a compromise. However I feel sorry for SEA players.
I still wonder why a reset during the week is not an option? Wednesday or Thursday would be good reset days as 1-2 days before reset matches are already decided. IMO it would be even better than Friday, since there is only karmatrain until reset.
An argument against Wednesday/Thursday is, that there are less people playing WvW, but instead we would have a whole weekend to play and to have great fights. We can still celebrate the start of the weekend by organizing friday night like we do now. Having a whole weekend to play makes up for maybe not being able to participate on every reset. What do you guys think?
Is there any progress on this thread or will the lag remain when the expansion comes out?
I would really like to get some response.
I gotta say I fear that friday and saturday will become “dead days” (=karmatrain days) as most matchups are already decided two days before reset. Just take a look at current EU matchups. Most of them are already pretty much decided (only two are pretty close). If matchups would be fair, the change of the reset day was a good choise in my opinion. Unfortunately, at the moment it is not.
I really don’t like the idea of mass invisibility for 2 minutes for the whole zerg, because it supports karmatrain even more.
Instead I would like to see some improvements to obliterate karmatrains.
For example:
- rewards for killing other players
- nerf golems
- nerf stealth
- buff rewards for a successfully defense
It is no fun flipping some keeps with a golem army with the help of mesmer ports – there is no challenge. It is no fun losing your keep when you don’t have any chance.
Some whining from a relatively new player here.
You get the best exo gear (salvageable, can be put in MF) in a gamemode where you don’t need any gear. You get dungeon tokens and charges and tomes and much more. You get it all even for losing. I know people who play PvP exclusively and they just have no use for all this loot, they don’t know what to do with it. And it’s hugely advertised by PvP weekend buffs.
Played PvP for a weekend, got lots and lots of exos I don’t need, threw them all in MF – got a precursor.But… You get crap, crap and more crap in a gamemode where you actually need the best gear possible. And if you want to command you need gold for sieges. Gear that you can get for WvW badges is also requires gold. And it’s non-salvageable. And can’t be put in MF. Meaning when (if) you get to ascended by playing WvW you would have to just throw away your old gear and pricey runes in it.
Played WvW for 270 ranks and the most valuable thing was a BL key. Got myself a mini skritt from it.What I want to say is… I like skritts.
I like Bats.
In any case I understand what your saying and I really hope they can build a more stable reward system for everyone that plays WvW not just those that PVD or field fight.
I want the new players to come and stay so we get some new blood into WvW. So it can be the dynamic battle that I know it can be.
The last bit is the thing. The game is constantly pulling you out of WvW. You want titles? Get out of WvW. You want fancy gear? Get out of WvW. You want gold? Get out of WvW. You want legendary weapons? Get out of WvW. You want legendary armour coming? Get out of WvW. You want a new character? Get out of WvW. You wanna switch builds? Get out of WvW. You want to get some consumables to play WvW? Get out of WvW!
This is something that’s really evident when you’re a WvW guild on a small server trying to recruit new blood.
You said very good and true things in this thread, thank you for doing so.
I really hope they will do something about it.
Please consider this polishing to make squad system usefull for wvw
https://www.reddit.com/r/Guildwars2/comments/3nm3tg/squad_ui_in_wvw/
especially
- seperate targeting (for each subsquad)
- more then 1 tag available in 1 squad (make it as circle or w/e for sub squad coms but it’s super important for wvw guilds)
- squad com and sub-squad com should be able to see other tags on the map.- and need somehow to make it visible boons like small party UI that is extremly important for wvw meta (and future meta i belive) mby you could chosoe wich subsquad members wil lbe shown in small party UI seperate from just heir health that dosn’t give enough info for hardcore wvw combat
Yesterday we were forced to use the new squad UI in our guildraid and I completely agree on this.
Bug: I created a squad and my party members were invited, aswell someone I was whispering to who is not even playing on my server.
For that matter, if you want the issue resolved, why are you not posting information commonly known to be needed to assist in resolution? Is the act of complaining about it really hold more value then resolution to the issue?
Well, they have quite a lot information about this, but I will give some more.
Server: Kodash
My location: Germany
ISP: 1&1
Issue: Nearly every fight is laggy (constantly high ping around 150, sometimes huge lag spikes when it becomes unplayable / low fps), no matter which time of the day. Tried to use VPN several times, doesn’t help. Meanwhile our whole WvW roster complains about lags. I feel no difference between EBG, Borderlands or Obsidian Sanctum.
Something positive: Yesterday evening was the first time I was able to play quite normal without lags!
I often had the feeling there is something wrong with how many people of each server can actually play the map. Would be nice if a dev could look into this.
Concerning queues I’ve noticed another bug recently. My partner (who was sitting next to me) and I queued up for a map. I was 3 positions ahead of him, as I queued up about 1 minute before him. Then we noticed he catched up and then even passed me. He went on the map 4 positions before me.
The lag is worse than ever. I said before that WvW is sometimes unplayable. Now it is nearly time unplayable, when there are fights (even 20v20). The ping is constantly high (around 150) and there are huge ping spikes.
It is so sad that I am not able to play my favourite part of the game I love.
Please, could you eventually fix WvW?
I think that a long timegate on Guild Arenas will make them ineffective at addressing some of the concerns of players who are pushing for them the hardest, and I hope that we can find a smart way to address this before the expansion drops. Hopefully we can get a feedback thread started for ideas.
+1, Well said!
My positive feedback:
1. The map design is so awesome. At the first beta weekend I spent all my time to look at the beautiful landscape and buildings. Good work!
2. The oasis event is really fun.
3. No PvD anymore, I love it. I also like that enemies are marked on the map when they walk by sentries etc.
My negative feedback:
1. More players should’ve been invited to the stress test. Everytime I went on the map (played 3,5 hours alltogether) we had about 4-7 players on each side.
We managed to flip earth keep with a small golem army and only 1 defender. This map is too big for such small numbers. How are we supposed to test the new map like this? I would really love to test it with at least 20 players on each side to do some sieges for the keeps and so on.
2. Too much PvE in general. There are too many PvE mobs on big areas where you could do really good zergfights. Sometimes they are even Elite. The keep- and tower-lords seem a little hard for a small group. Do they scale? We were unable to take a spawn tower as five players vs. a lord and 1 defender. I don’t know if this is intended, just wanted to report this. I want good fights and no PvE-Events in WvW. If I were on a low population server I would hate this map. Not that I love blobbing, but all the NPCs are too much PvE for me.
3. The map seems way too big for the current population. Even when I imagine some of the big servers fighting each other, there are so many pathways on different layers, where two zergs could easily walk past each other without noticing.
Conclusion: I’m afraid this map will become a karmatrain-map like EotM. Please focus on players fighting each other. Maybe make better rewards for killing an enemy and for defending or something like this.
Bugs / Suggestions:
1. Many “no valid path to target” when I tried to blink on a plane ground.
2. No underground-map for the fire keep makes it really hard to move around. Some people of our small “zerg” got lost in there when we tried to capture it.
3. Having two waypoints in your spawn tower (one emergency waypoint) is a bit confusing.
4. When you lose a buff like the wind-buff (no falling damage) the icon should blink for about 5 seconds so that you are not smashed to the ground when you lose the buff in mid-downfall.
5. The result of the Oasis-event needs to be shown. We won it but I didn’t notice what impact it had.
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I had the same problem.
After login and clicking on “Play” nothing happened. I tried to start several times. Then I tried it with the -perf flag and it worked.
Same here on Gunnars. Lots of people already complaining about random crashes. I’ve crashed 2 times over the course of 30 minutes – some people have already crashed over 5 times.
Same here on Kodash.
More improvements coming with our next release. As always, I’d love to hear if anyone notices an improvement. This one should be much more significant. A lot of the improvements so far haven’t been very visible to players, but behind the scenes have really made an impact.
Hi Bill,
I havn’t seen any improvement, sorry. As I told some posts before the lags got even worse. I was not joking when I said it was “unplayable” since friday. It is really impossible for me to play. Can’t even hit something with autoattack sometimes, the lag is HUGE. On reset our commander had about 4 disconnects in 30 Minutes, others aswell. It destroys the game for me at the moment, as WvW is my favourite game mode. So I played PvP instead and I had no disconnects or heavy lags, but teammates or enemies were often dc’ing, which is no fun.
Really looking forward to our guildraid this night. ..:-( People are getting frustrated when they can’t play the game they love.
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Oh wow, what did Anet do with the patch that launched today?
Worst reset in a very, very long time. People are dcing left and right, lags, rubberbanding, crashing, etc.
This. Half the people are constantly lagging with screen freezes, the other half can’t even get on the wvw server for more than 3 mins….
A few weeks ago I experienced the worst lag in WvW in 3 years, but yesterday it got even worse. It is unplayable.
I’m afraid I won’t buy the expansion until I see an improvement relating to those lags. WvW needs some love. :-/
The game itself is still a beautiful piece of art and WvW still has the potential to be head and shoulders above anything else out there and it is underachieving on that score. WvW needs substance, not gimmicks.
There have been dozens, if not hundreds of ideas put forward by the community with the aim of improving the gaming experience, ALL have been ignored in favour of meaningless fluff and all have been more nails in the coffin.
+1
I had insane lag spikes on sunday and monday night during EU prime time.
Sunday during EB 2-way zergfights and after I moved to riverside borderland I experienced lag aswell. On monday it happened during relatively small guildfights on riverside borderland (15v15 or something like that, sometimes three guilds in one area). Couldn’t cast, insane rubberbands, some disconnects… it was like having a delay of ~10 seconds.
I never had so heavy lags, not even in 3-way EB fights.
As a slightly dissenting voice to the above comments:
I did not experience any lag, so I’d imagine that it was the result of player computers not the servers.
Downloading the client wasn’t an issue. I put it on overnight and it was no big deal.
Queues will not be an issue when the game is actually implemented. If you look at things now when the streams aren’t ongoing, there is no queue or maybe a small queue.
The rest of the complaints are entirely speculative. Some bits feel like they’re too easy to defend with a few arrow carts (but this would make the map easier to fight on if outnumbered), but we won’t really know until they’re implemented. The actual size of the map is probably not entirely different from EBG except for the fact that you actually have to make use of more of the map…
Please remember that not everyone has good internet. For me it took ages (was still running three hours ago, nearly playable) and the first client was buggy. So this was an issue for many people.
And if people tell their experience (with lags for example) we should be happy that they do and don’t stay quiet. I will test it after work.
Are there any news?
They reduced the number of players on each map.
Since they have not done anything else, take this to be their “solution” .
Yup their solution is to let fewer people play!
I experience the map cap every night during our guildraids.
It is really great when you play on a borderland with 2 other guilds, you get an exe-crash and find yourself on pos. 25 in a queue, who is not moving at all. That is the point where you can only do two things: 1. go offline or 2. hope that one of the other guilds leave the map.
We need a fix. Really soon. Many WvWers left to play other games already.
Is Anet even aware of the lag we have during “normal” fights, even without golems?
I am all for special events like these to make stuff a little bit interesting from time to time. But, seriously, just the thought alone of having even more golem rushes (for more than just this week) makes me think about staying away from WvW for a while.
Golem rushes are the easy mode of WvW. It is the low skill, low effort, time efficient (yet high coin cost) solution to razing maxed T3 keeps even if the keep is defended. The only side having fun at a golem rush is the attacking side, since the other side is usually doomed to just watch a keep go to waste with pretty little counter-play that they could bring. And I am saying this as someone who has experienced both the receiving and delivering end of a golem rush plenty of times.
This is the in-game equivalent of giving the finger to all those numerous players who put hours, coin, and much effort into upgrading keeps, scouting them through periods of low coverage, keeping the economy going, and defending keeps in actually interesting siege battles instead of just banging their head to a door with the karma train like everybody else, just to see their keeps razed in sometimes even below 3 minutes.
As for the perspective of where WvW should be heading, we don’t need more golem rushes. We are actually still in desperate need for a mechanic to limit their no-fun effectiveness.
If this is just a one week of craziness then, heck, why not, let’s do some all-omega raids. If anything, it will help to reduce the supply of golems. But, please, don’t ever even think of this as a testing event for a future permanent update.
This!
My thoughts on the upcoming event are: I won’t be playing WvW in that week, apart from our guildraids.
I don’t feel they have any idea of what the WvW community wants. I want good fights, hard fights. I don’t want karmatrain anymore, I don’t want those big blob fights with massive skill lag.
Nobody is listening to this sub forum.
Are there any news?
Interesting changes with the waypoints. I think I might like this.
Would be cool to see all maps tri-colored.
With this you can be sure to loose your 2 keep at each prime ! It’s just impossible to hold 2 ennemies blob with no WP in your keep and with ennemy TP just near your keep….
The last MU our team keep hills for 5 days long !The situation now is, there can be really long sieges in the outer keeps, which is great in my opinion. The time you need for running is pretty equal for both teams (e.g. SW-spawn to hills for the invaders, mid-keep to hills for the defenders). Tactics are very important here.
As you say, the invaders will have the advantage for “their” outer garri. That is the reason I worry that the homeland defenders won’t be able to hold the outer keeps for a long time. The invaders just need to block the mid-keep-waypoint and the chances to hold the outer keep are pretty low for the defenders.
I agree with Paavotar on this. I think it would be great to see more tri-colored Home BL.
The most boring thing in the world is to log in and see all three BL the home team’s color. Because that means nobody’s fighting. Sometimes when I log in and see that I just log right off again.
It will be good for the Home BL to lose their side keeps during prime. Holding Hills for almost the entire matchup is is not good for the game I don’t think.
Unfortunately the mentality has developed that the entire Home BL must be secured before going to the enemy BL’s (at least on the non-top tiers). This leads to more PvD, more K-training and less fights.
Each map is set up in thirds. The side keeps in the BL are not the home teams keeps. They were designed to be the attacking enemies keeps. That way the fighting will stay fresh.
Huh, on my server this is nearly never the case.
This is a brilliant idea.
Maybe they can add lootbags as a good you can buy from the battle historian with claim tickets. Even if they are expensive, this would be great for people who don’t like the skins or have all the accessories, infusions and ascended materials they need.
I like the idea, but I see how this could become too overpowering for servers which already dominate, as many are pointing out. What if the upgrade time was based on the number of keeps you hold. Perhaps and inverse of the ratio of owned Towers/Keeps per map.
There are 3 keeps and 4 towers on a borderland map. If a side owns 0 towers they have a 100% improved upgrade speed at the time of capturing their first tower. Now they have 1 tower out of 7 total. This is about 14% of the available towers, so they now have a 86% improved speed upgrade on the second tower they capture. If the ratio was distributed Red – 2, Blue – 2, Green – 3. Then Red 2/7 = 71% speed, Blue 71% Speed, Red 57% Speed. If a server owned over a certain percentage, maybe 50% 4/7 towers/keeps or 70% 5/7 towers/keeps their timer would stop and they would have to upgrade by escorting dolyak caravans to the keep. This would cause servers which were dominating overnight more trouble since they couldn’t just cap everything and move on to get a full upgrade overnight, since a small group could kill dolyaks and force them to defend to get a full upgrade. Obviously the numbers could be tweaked or the ratios even made cross borderland/EB to promote more balanced matches. The new system it a great start, but it could be improved.
This could help to balance matches better and allow servers which normally can’t gain a foothold some advantages. Basically the more you hold the more difficult it becomes to upgrade new keeps, but if you have nothing you can get established quickly and into the competition. This would also help servers that are behind to come back quickly with their initial keeps upgrading much quicker until they catch up in total towers/keeps.
This is a nice idea!
Another one:
Consider the number of players for each side currently on the map? E.g. If your side has 20 more players than both enemies, you need to escort dolyaks to upgrade your towers and keeps, they won’t upgrade automatically.
I really hope a dev reads this.
(edited by Manvaeris.9857)
Interesting changes with the waypoints. I think I might like this.
WP’s are only for the closest team, thats good. Now people will have harder time to camp spawns as they have to run a loooong way back if they die.
Bay and Hills loosing waypoints means that the map balance will shift more towards the three-section way like EB is (the way I think the map should be played). Now the attacking teams have the advantage for the keeps closest to their WP.
The situation now is, there can be really long sieges in the outer keeps, which is great in my opinion. The time you need for running is pretty equal for both teams (e.g. SW-spawn to hills for the invaders, mid-keep to hills for the defenders). Tactics are very important here.
As you say, the invaders will have the advantage for “their” outer garri. That is the reason I worry that the homeland defenders won’t be able to hold the outer keeps for a long time. The invaders just need to block the mid-keep-waypoint and the chances to hold the outer keep are pretty low for the defenders.
There is no reason to siege up hills or bay, when you know it will fall every prime time. Maybe servers with a small population won’t be even able to capture an outer keep.
I worry that there won’t be long sieges anymore.
.. that I’ll see even more blobs with omegas rushing keeps.
.. that there’ll be less equal fights.
Just to clarifying a few points, since there seems to be some confusion. On Borderlands the 3 capturable waypoints are at Garrison, SE Tower and SW Tower. Garrison is for the home team and then each of the invading teams gets a waypoint at their closest tower. These waypoints can be contested as normal. We’ve considered home team waypoints for the Bay/Hills keeps too, but that’s probably too strong. Keep supply depot max goes up to 1100 at T3, not 500.
Thanks for clearing that up.
Speaking about the current borderlands map as we didn’t play the new map yet:
It looks like the enemy teams on your own home border will be strengthened a lot. Defending the side keeps will be a lot harder, as the enemies can just waypoint pretty close when they die in fights. This could be really frustrating for the defenders and I see the home borders even more abandoned in the future.
I loved the sieges for hills and bay, no matter if I was the defender or the attacker. Those battles could last for several hours. I question if those fights can still happen with the new system. It all sounds like it will be a lot quicker game mode.
Another thing I worry about is that dead defenders will lay there for the whole five minutes waiting for someone to rezz them, as they need to run much farther when they decide to waypoint. Personally I hope this will be an incentive for people trying to become better with their characters so they don’t die 24/7.
I’d rather prefer no waypoints at all (except the spawn points).
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Today, the reset happened 2 hours ago, there are massive skilllags in kodash-deso-sfr matchup. It is unplayable for everyone on my map, the problem needs to be solved.
Pretty nice suggestions!
Ofc they need some tweaking, but Anet should definately consider them.
Okay, as (good) postings are getting deleted in here, I need to ask my question again:
Dear Anet, could you please tell us the purpose of your request?
As they presented the new map as a place to fight while waiting in queue, I was pretty exited. It came out, I never enter EotM while I am in queue for the real WvW-maps. I only enter the map when I want to level a twink.
The reason is: There is only PvD/PvE in EotM. No epic battles, only karmatrain, no defense. A few times there are commanders that defend and search for fights, then it is really fun. But these are only few.
Also the map is way too imbalanced. The overgrowth-buff is just a joke.
You mentioned already good points on why EotM is, what it is right now.
In my opinion These two major things must happen so that EotM is a cool place to fight:
1. Rewards for defending! As Dayra said, why not let the Lord of a Tower/Keep drop a chest for the guys that defended the objective? Also do that in real WvW.
2. Personal rewards for winning a matchup, as roamzero said. Nothing that effects real WvW but something like a chest with blueprints and stuff in it.
Imagine how much fun EotM would be if Anet realized those things. I like the map, there could be really really cool fights and sieges.
PS: The WXP-earns shouldn’t be that high in EotM, IMO. msalakka said why.
(edited by Manvaeris.9857)
I like a few ideas in this thread. In particular:
1. Adding a special Black Lion chest, that can be dropped by Keep Lords. WvWers would buy keys in the Gem Store.
2. An endless trait line to spend your rank points for receiving more gold (in %) for every event you are doing in WvW. A good reason to buy Wxp-boosters.
3. Some cool looking skins for siege weapons in the Gem Store.
WvW is the only reason I am still playing this game, although I enjoy the other parts like PvP and PvE aswell. Please don’t let WvW die, Anet.