Showing Posts For Monchichi.9301:

Solution to fix the population imbalance

in WvW

Posted by: Monchichi.9301

Monchichi.9301

Mergers
Sever mergers will not solve the coverage problem, it will just add queues during NA/EU primetime and it will destroy some long-standing communities. My server has had a pretty stable population since the early days. Yes, guilds have left, some have transferred on, and some that left have since come back. But many of the mid-sized guilds and lot of PUGs have been on the server since day 1. We have a certain playstyle and generally pull together when we need to. Mergers could kill that, even if we keep our name, and not solve the biggest problem for most servers… which is coverage.

I’d be OK with mergers, even with the risk to community pride and shared tactics, if it solved the coverage problem. The only way I see to do that is to merge NA and EU. I have guildies on my NA server that are playing from EU. There has to be a way that could work.

Mercenaries
While most servers have a coverage problem, some do have a population problem. I’d like to see some kind of mercenary system, where people on high-population maps can guest to like-colored low-ranked WvW maps. You could drastically increase personal rewards for guesters. They may make friends there, or share/learn zerg busting tactics.

Combine the mercenary system with with free transfers anytime to the three lowest-ranked servers, and you could spread out the WvW population a bit.

Faster rank movement
I’d also like to see the ranking system be much more agile. You shouldn’t need more than two or three weeks of blowouts before dropping. Maybe use a system that takes into account only the last three weeks of matches? With faster rank changes and free transfers, it could give us more varied matches. Hopefully it would keep servers that are currently at about the same strength fighting each other instead of fighting servers which used to be a match for you.

Also there needs to be something to slow the point gain of servers that are ahead. Matches are usually not competitive at a certain point. One server’s lead just gets too insurmountable. The other servers have morale problem and have a harder time catching up. So when there is a lead of say 10,000, cut the amount of points the first place server gets for holding objectives. It could give the other servers a chance to rally and catch up and it would make the other server work harder to keep the lead.

Alliances?
I do think the Alliance idea sounds interesting, but it may be a bit drastic to start with.

Collaborative Development: Commander System

in CDI

Posted by: Monchichi.9301

Monchichi.9301

1) Seeing squad members could be helpful to keep track of scouts and smaller groups sent to take camps and defenders left in keeps/towers. But people still need an incentive to join a squad for this to work with the overall group following the commander. Either the commander system needs to be obviously helpful to them taking objectives, or there needs to be a small buff when in squad. I think a lieutenant system would be slightly better, but we could use seeing squad members in similar ways.

For commander visibility: I can’t stress enough how important it is to keep track of the commander in open field fights. I’d like the tags to be much larger.

2) A door-killing event would be detrimental to taking a keep/tower. The group is there to build rams, kill cannons/oil and protect the rams. The rams do most of the work. The main group needs to be ready for incoming and keep the walls clear of defenders.

Being able to create events to take camps, take bloodlust or kill yaks would be awesome though. Events to build siege, or some kind of effect/glow on commander dropped siege would also be extremely helpful.

Account bound tags would be the single greatest improvement, I think. We’re already working within the current system. But when a commander asks for someone else to take over and other commanders on their alts can’t because of a queue, we don’t even have that.

3) Guild gating would work if it wasn’t the ONLY way to get a tag. I think guild tags should be available, as they help with guild missions and PvE content. But you shouldn’t be required to have guild support to command in WvW. There should be another option for that. There are great commanders from smaller guilds and there are WvW guilds that don’t do missions and other guild content.

4) I’d like to see some kind of text the commander can add to the tag to explain what they’re doing, something we can see when we hover over the tag on the minimap. Just a few words like “guarding keeps”, “yakslapping”, “defensive patrol”, “offensive east side”, “zerg busting”.

Collaborative Development: Commander System

in CDI

Posted by: Monchichi.9301

Monchichi.9301

I’d like to see two things done for commanders – improve general functionality for all (maybe add options to get tags through badges and guild unlocks) and add some ranks in wvw to make them even better/more focused.

General improvements –
Account bound tags (commanders on their alts, usually get ctrl-T on their heads anyway).
Increase squad size, a lot, like up to 80 or 100. It’s better to have room and not need it than to need room and not have it.
Color changing tags and ability to make it invisible to non-squad members.
Designate lieutenants/scouts (with temporary minitags visible to squad members/commanders only).
Commander chat, visible to all tagged commanders and their scouts on all wvw maps.
No suppression in squad chat (only commanders and scouts can use squad chat).
Supply info needs a wider radius, maybe 1200 or 1500.
Called targets should be visible to squad members.

WvW ranks: (yes, I think these should be bought per character, even thought the general tag and wxp is account bound)

offensive commander ideas for bonuses
ability to change tag to crossed swords and activate higher-tier bonuses
increase to wxp gain (or magic find if on pve map) to encourage squad joining
add a glow/beacon of light from above visible to squad members while in combat
faster rezzing for those around you when you’re not in combat
ability to kick people out of/take over golems

defensive commander ideas for bonuses
ability to change tag to a shield and activate higher-tier bonuses
increase the defense of npcs and yaks that are near you (1200 range)
increase the defense of siege that is near you (including mortars, cannons and oil)
increase the effectiveness of supply used to repair when you are near
siege you tag now has a two-hour decay timer

havoc commander ideas for bonuses
ability to change tag to a circle/skull, something different, and activate higher tier bonuses
squad members have 25 percent speed boost when near you
supply spent by squad members is twice as effective when near you
you can see enemies on the minimap when in range (3000 range?)
siege you place is invisible (but usable) for 5 minutes

Most of this seems simple to me, and wouldn’t require a big UI rework. Maybe just a little one. A better raid UI system would also be good someday, but the general changes at least would help a lot. And I don’t think it would put new commanders too far behind as most wvw’ers have quite a lot of wxp points. Hopefully there will be periodic resets (maybe every four months) so future new commanders can respec into command functions.

Collaborative Development: World Population

in CDI

Posted by: Monchichi.9301

Monchichi.9301

The most obvious solution to me is a timezone-bridging capstone event somewhere on the order occurring every 12 hours that acts as a primary accumulator of points in WvW, and uses the number of controlled nodes as a multiplier for the number of points rewarded such that winning it and denying other servers it is the single most important thing to victory.

As it stands, ticking every 12 minutes for points leaves the mode subject to the most subtle of population fluctuations. Constant 24/7 activity is far too necessary, and the point system would be my first consideration for relieving that.

That’s certainly a different direction. My concern here would be that we put too much emphasis on a very specific time of day. It might be the case that we should try and put more emphasis on specific portions of the day, but the more focused it is, the more you encourage everyone to show up at exactly the same time, which makes the queue worse and just lessens the experience for everyone. I think there is something to the idea of PPT being higher during certain times of day, but it has sort of the opposite problem. That’s the balance we haven’t yet struck, in my opinion.

Not everyone plays in prime time. Some people in NA are Oceanic and some (like me) are just insomniacs. Don’t punish off-hour people by making what they do worth less.

Don’t punish prime-time people. Not all of us are WvW heroes. There are a lot of pugs/militia/minions/greenies out there. If points are worth more in prime time, they will be asked to leave.

Servers can recruit for off-hours people and guilds. Consider easing the passage by lowering transfer costs/allowing guild transfers to lower ranked servers. Consider doubling or tripling the wxp for defense events in off-hours to encourage off-hour people to seek more than pvdoor.

It is a 24/7 war and a lot of times there is constant action from 8 p.m. to 8 a.m. That’s a good thing.

Collaborative Development: World Population

in CDI

Posted by: Monchichi.9301

Monchichi.9301

IDEA: auto teamups of the two trailing teams

When leading team score > (2nd + 3rd) / modifier then 2nd and 3rd become automatically allied and/or gain bonuses for attacking the leading team.

I like this idea. Too often the 3rd place team drops off and has no effect on the game other than to stop the 2nd place team be competitive to the 1st place team.

This is an intriguing concept. The original idea behind WvW was that this would happen of its own accord, but I haven’t seen that in practice. I think it could be much more of a part of the game if there were a way to do this. Would it make more sense to provide increased score from this or to increase the individual rewards? I would lean slightly towards the latter. I also wonder if it would work to be really heavy handed about it and actually put the two losing servers on the same team. Of course, that presents numerous problems including score tracking at that juncture. But I would think we can find some sort of system that encourages servers to work together to defeat a bigger server.

Temporary alliances, handled like an event, with ppt split on things captured together would give a better fight for all three servers. Things can go neutral when the alliance time is over.

Collaborative Development: World Population

in CDI

Posted by: Monchichi.9301

Monchichi.9301

Let us correct the population/coverage problems with a few tools:
1. Show us how many allies we have on the map. A lot of 30 v. 60 fights are on equally queued maps and are more a problem of organization rather than population. Give people the tools to tell the difference.
2. Publish each server’s average queue times per hour for EB, home BL and an average of the enemy BLs.
3. Show transfer information on the queue popup and in the new overflow map.
4. Base transfer costs on wvw ranking and find an option for guilds to transfer or be able to buy massive amounts of influence cheaply on lower ranked servers. WvW’ers are used to being ganked when we trickle in, we’re stronger as teams.

Help give underpopulated servers a fighting chance:
1. Consider respawn timers if one server has more people on the map than the other two, with length based on how imbalanced it is. When a smaller group can wipe a larger group, they still have to face a constant flood of respawns coming back.
2. Have outmanned halt siege decay, so the few on the map can concentrate on the enemy rather than on tagging siege.
3. Add more organizational tools like alliance chat between guilds/maps. Make it easier to call for help.
4. In the face of a complete blowout (xx number of points ahead by one server) allow temporary alliances between the two losing servers (on maybe a 4-hour timer). Let them share the points for things they cap and have those things go back to neutral when the alliance has decayed. Allow team chat between the two servers during this time. They might not catch the stronger server in points, but should be able to put up a better fight together which is better for everyone.

Do NOT punish us for wanting to wvw:
1. Please no gating. Don’t make people sit in an artificial queue because one of the other servers can only field five or 10 people. It’s not the larger server’s fault.
2. Please no guesting between same-colored servers. There is a lot of rivalry between servers and there would be griefing.

Collaborative Development- Request for Topics

in CDI

Posted by: Monchichi.9301

Monchichi.9301

1. Game modes
2. Larger groups v. groups (ie. 15 v 15)
3. Rewards visible in pve at lower tiers (glows/auras, lesser titles on the way to big titles, etc.)

Collaborative Development- Request for Topics

in CDI

Posted by: Monchichi.9301

Monchichi.9301

1. Precursor drop rate (extremely too low)
2. Condition cap/conditions vs. objects (need a way to explode conditions after 25 and on objects for percentage of total damage)
3. Need a much higher limit on collectibles (for as many mats as most recipes require, you need several stacks of things, but can only keep one stack in collectables. either nerf drop rate/recipe needs or extend collectables)

Collaborative Development- Request for Topics

in CDI

Posted by: Monchichi.9301

Monchichi.9301

1. WxP/alt support
2. Commander/raid tools
3. Guild alliance tools (yes, this is a wvw issue)

End Story Fight Eyes of Zhaitan healing

in Fractals, Dungeons & Raids

Posted by: Monchichi.9301

Monchichi.9301

I just had this same problem tonight. I’m not sure if it’s a bug or a DPS check. Maybe they reset if not killed fast enough? We had someone dc and only had four by the time we got to the second ship.

Even better MMO inventory breakthrough

in Suggestions

Posted by: Monchichi.9301

Monchichi.9301

ANET, you did so much right with the inventory system. The collections tab in general is awesome. The send to collections system is just revolutionary. Sharing an account bank makes so much more sense than having separate banks on separate characters and mailing things back and forth.

I don’t have any problems with anything you’ve done with inventory.

I am, however, still waiting for the game that will put a stop to inventory management game we altoholics tend to play at the end of each gaming day.

On your mesmer, you get a drop that’s great for your guardian, then your thief, then your elementalist, then your necro. You make some food to level cooking that would be perfect for your ranger, and more that would be great for your engineer. You then have to log onto each these characters in turn at the end of the night to clean up your bank. Otherwise you end up with three bank tabs full of gear for alts and another couple tabs worth of food. So you play the inventory game. You log onto an alt and grab some stuff, relog on another one, grab more stuff, and again and again. It’s just something we altoholics do in MMOs. It’s inevitable, like long walks to quests and back again for rewards.

But someday, there will be a game that will let me access my alt’s inventory right from my main. I could just give them greens and pull food and potions right out of my mule’s pockets. Then I could play more of the actual game instead of the inventory minigame. I am still waiting for that game, but I hope it will be here soon.

You’ve done so much to take the tediousness out of this genre – waypoints, event systems, collections. I think – no, I know, – that you can make Guild Wars 2 the hero that finally slays the inventory management dragon.

I’m sure you can do this and hopeful that you will. It may seem a small thing to a lot of gamers. But for someone like me, who has seven characters, two mules as much bank space as I can buy, it would be an epic win.

Post here if you GAVE UP on the Clocktower!

in Halloween Event

Posted by: Monchichi.9301

Monchichi.9301

I did NOT give up on this and I am horrible at jumping puzzles. Why did I not give up? Two reasons:
- It was only available for a limited time, so I have to do it now or never. Never wasn’t a good option.
- It was so hard that when I did make progress, I jumped out of my chair with joy. This happens rarely in games anymore, so it’s a big deal. The excitement did, however, make my next few attempts absolute trash.

It took more than 10 hours, but I am proukittenpt trying and got the achievement. I wasn’t there for the loot. The first five or six hours of this puzzle were a lot of fun. It was hard, but I was making progress. But I just can’t line up the jumps fast enough to stay ahead of the goo and keep accuracy. No matter what I did, I was late or missed a jump rushing unless had a lucky run. Then I learned the next few jumps, slowly, with goo rising around me. So the last five or six hours were very frustrating. I do not have perfect timing/lining up ability/muscle memory that a lot of people running past me seemed to have.

I would have given up, but I made it to the clock face several times and mis-timed the last jump. (I’ve heard from others, this may have been lag on my part or a laggy instance.) I gave up for a while, but couldn’t not do it if I’d gotten that close. The next instance I was in, it took me two hours to get back to the top stairs and I made it into the clock face the first try.

The only thing I didn’t like about this puzzle, even with all the frustrations, was how hard the final jump was. Maybe it was lag that denied me the first few tries, maybe it was all me (I think a mix of both). But if it’s that hard to get up there, it shouldn’t take a perfectly timed jump to get in. Lag didn’t affect the rest of the puzzle, just the end.

P.S. I didn’t have an issue with the char or norn once I found a good path through the first few jumps. It was hard to find that path, but I think that was by design and part of the puzzle. I even had a char with me after the split stairs, matching me jump for jump and couldn’t see myself (a sylvari) at all. It was kind of cool, but we took different paths after the leap of faith. I wish I had taken a screen shot.

Improvements for Collectors

in Suggestions

Posted by: Monchichi.9301

Monchichi.9301

I really like this idea. However I would like to not have it extract the skin as an item, just save the skin to your home instance vendor. I definitely would pay gems for a kit to save skins for me.

FAQ: Gem Store / BLTC / Trading Post

in Account & Technical Support

Posted by: Monchichi.9301

Monchichi.9301

I’m unable to purchase gems as well. No error. The next button just won’t light up in the credit card info box. It’s not a saved card, but it has worked in the past. All the info in the fields was correct. No Next button.

I did submit at ticket this afternoon.