(edited by RiWiJo.7502)
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As long as you can target the ground or wall, through the gap at top of a gate, through a portal on wall, hell even through a window or around a corner, The arrows will somehow hit the target.
The real problem is that Burning Oil doesn’t work. I have never seen anyone successfully use Oil as a defense. You will live a fraction of a second trying to use the Oil. Therefore trebs, catas, arrowcarts, are all used as an alternative to Oil.
It really doesn’t make any logical sense that attacking your own gates with a treb or cata is a good defensive ploy, if anything attacking your own gate with siege should bring it down faster.
Now we know why forums are not listened to—after all it is only one player out of millions.
I have been reporting this for months with pictures—nothing is done about it. I figured it was on purpose. So we discovered a way to take that treb out. There is a spot on the East side of Citadel where it is possible to jump up and get into forbidden territory. Carefully avoiding legendary guards a small group can sneak up on that treb and take it out—we did it a couple of days ago.
Cool, I can think of other name changes that might be more descriptive.
Citadel can be renamed to “Exploit Treb Spot”.
Garrison can be renamed “Sandwich”
Cliffside might be named “Hapless Target”
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I am happy for the update. I can’t tell you how confusing that was for me. More updates like that and we will have WvW sorted out.
Personally, I like that there are only two WvW maps—it breeds certainty after playing them enough.
I also like the big zergs, cause I don’t like to think much.
And finally I love the fact that not much changes in WvW — the certainty thing again.
Actually all Anet needs to do is create an exchange merchant in Lions Arch where one could exchange Dragonite Ingot, Bloodstone Brick, or Empyreal Star. “Got to much Bloodstone Brick and not enough Dragonite Ingot go exchange your Bloodstone Brick for some Dragonite Ingot—that simple.”
This is a game. A game by definition means the sides are relatively equal. There are many things in existence that can make a game equal, handicapping, minimum requirements, weight rules you name it but every sport, every game tries to balance the sides to make the game fun, fair and interesting. As it is now because there is no mechanism in place to balance the sides and you have people flocking to winning servers, improper population distribution, servers that don’t have a chance against servers that just walk all over everyone. Hardly a fun game.
You could argue that it is part of the game to stack servers, etc. But if it is not fair, in a game, something should be found to curb the appeal.
Your idea might work if it is based on a 5 to15 minute tic, and if it is based on the total population currently in WvW for each server at each tic.
As I see it the main problem I have running as a commander is accurately keeping track of squads and groups. Since I cannot do that I have to run as a blob or zerg.
I would like to see three tiers of commander tags that can be chosen when a commander logs up.
Green Tag would be a group level tag
Red Tag would be a squad level tag
Blue Tag would be a map level tag
The Blue Tag would be able to see all Red Tags on the map and in a list form such as:
Red Name of Commander (20)
Red Name of Commander (15)
The number in the parenthesis is the number of people running in that squad.
Red Tag would be able to see all the Green Group Tags that are in his squad and in list form:
Green Name of Commander (5)
Green Name of Commander (4)
Green Name of Commander (3)
Green Name of Commander (3)
Only people in Groups could see that groups Green Tag Commander
Only people in Squads could see that squads Red Tag
People in a group and a squad would see their group commanders green tag and their squad commanders Red Tag.
Everybody could see the Map Blue commander tag.
Of course this would allow groups to run with a Green Tag and if they are not in a Squad they would be essentially anonymous as an individual havoc team that no-one could see except other group members.
This would work without the necessity of building a complex raid management system such as might be found on other games. This would allow for much better field management of personnel.
Later the ability to kick individuals or groups, or move players could be added.
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Unspent rank should be account bound. Thus accumulated rank can be spent one time on any character. Once spent it is soulbound unless Anet resets the WvW rank.
I don’t think that if character A earns 10 points, for example, that he should be able to spend 10 points on A and B and C. He should be able to spend 10 points one time on whichever character he chooses. He should be able to break up the 10 points across characters thus give A three points, B four points and C 3 points.
Lowlands does not have a waypoint! It is a supply camp.
A stealthed “anything” should not be able to contest “anything” while stealthed.
Commanders are natural targets, because of their tag and because they are leading. As a result they become the brunt of all abuse—players sending them whispers or map chat, insults, hair brain advice, complaints they are doing it wrong etc. Most commanders just play through all this. Commanders are people too, just like you, if you want them to stand up then you need to support them, even defend them when you see them being denigrated.
Commanders get better over time but, many armchair commander types are eager to harp on what they perceive as immediate faults although none step up to lead themselves.
Here is a suggestion—If you see a commander make a mistake and it really kitten es you off just don’t follow him. I guarantee that others are telling him if you are not. If you see a commander do well or you have fun following him let him know. When you log off or take a break tell him he did a good job. If a commander thinks people like following him he will be more likely to log on and continue getting better.
Many of what you report sound like Runes, spells, traits, etc.
I am not discounting your speed hack claims, I know they are happening in WvW but usually they are very obvious.
For example my entire guild witnessed a solo Omega Golem speed hacking and fighting us at Hills. He would attack the walls, then us. He would then run away—blinking away (only way I can describe it as he seemed to just skip across the ground)—faster than anyone in our zerge could even follow. He would then come blinking back and attack us and the wall a couple of times and then take off faster than any of us could follow. We would chase but he would quickly out distance us and then turn around move back into us, attack, turn around and blink away again—all over a two or three minute period. Understand this was an omega golem. Our whole guild reported him. So yes I know it can happen. But I have been playing a long time and this is the only sure hack I have seen.
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The problem you are experiencing is called ‘fair weather player syndrome’. The server starts losing (usually after a good comm/guild leaves) and people get disheartened, preferring to spend their time in mindless zerg trains of champ farming/scarlet/LW which yields them much better returns with little to no risk of having to play their toon properly or learn how their class works.
Less players= less wins= less players..you get the idea.
If your server suddenly started winning then I guarantee the fair weather players would all be back in wvw zerging away happily- right up until you hit a hard match, when they all disappear back into pve.
It would help if commanders were more realistic about their targets, and more people stuck with them rather than wondering off to do their own thing (being wiped time after time trying to take Bay will make roamers/quitters out of most people). Too many commanders tend to focus on the most obvious big target even when there are 10 of you and you know there are at least two groups of 20 of the enemy just waiting to stomp you after you deploy the rams at the outer gate. Playing smart and avoiding battles you cannot possibly win makes for a much more enjoyable time than being stomped all the time. Some of the best fun I’ve had in wvw is with a small group of 10 vs an entire full border of enemies- porting, splitting into two groups and timing attacks on the two top camps, reforming, ninja attacks on towers and generally outwitting the enemy.
Most lower tier servers don’t properly utilise a server ts and don’t have strong wvw guilds- but can easily muster 80-100 people for a Jormag.
The above is an excellent post.
As Dirty Harry would say “A man has got to know his limitations”
I play in a T1 server and even with the biggest zergs running around a 5 to 10 man group can have fun if they realize their limitations and play accordingly.
The best thing you can do to have fun, in my opinion, is to first get Team Speak for your group, guild. Try to get other guilds on your server using the same system so that you can coordinate activity. Let it be known you are a “havoc group”. You will find the commanders running the large zergs will have many uses for your group if they know you and can communicate with you. You will also learn how you can have an impact on the overall server score, by your harassment, or distraction activities.
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I think most commanders tag up to lead their guild. That is usually why you have more than one on a map. The guild followers usually use “Join Squad” to isolate their commander from others. As the “blob” moves around commanders pick up other players not in their guild. As commanders become good then people look for their names to join. All of this can be easily managed through “whisper lists” or “commander coms (CComs)”. It can be quite confusing for inexperienced players but eventually you catch on.
Probably the single best thing a player could do to sort it all out is join the server on Team Speak or Ventrilo, which ever one is being used by that server.
Absolutely nothing to do at all with well known SoR commanders tagging down and refusing to tag up until pugs have left the map.
Nothing to do with same guilds being completely abusive and horrible toward players on any SoR WvW maps who aren’t in their guild, otherwise classed as “pugs”.
Nothing to do with these same “pugs” on SoR wandering around with nobody to follow, getting abused when they do eventually join teamspeak, asking what the hell is going on then leaving WvW and from what I’m hearing, the server itself.
Not only have some of your childish and abusive guilds trolled the forums here but, and this is not a recent thing, have been continually abusive and horrible toward your own community. People are leaving your server in droves not because you were beaten by one single guild who transferred from Europe, not because BG fought hard continually even before that guild transferred here but because your community on SoR is rotten to the core.
Other than a complete disbandment or transfer off, of some of your most abusive and rotten guilds, your server is and will continue to destroy itself from the inside.
If SoR as a server is to be saved, it’s about time all of those “pugs” or “rallians” on your server finally stood up for themselves and demanded equal status and respect and do their very best to get rid of the abusive guilds who have ruined their WvW gaming and are intent on destroying the server itself.
This is sad but kinda true. The SoR WvW community is very unforgiving to new players. Many guild commanders tag down and run tag-less an yell at PUGs who wants to join them, you cannot just assume that everyone has been playing WvW for 300 hours. The new achievements which attract PvErs doesn’t really help either
This is truly sad if true, but I can guarantee it is not true with my medium sized guild. Yelling at or abusing any player should not be allowed.
Lately some nights we run with our commander tag down because we found as soon as we put it up we got ambushed a lot—had nothing to do with non-guildies running with us—but the enemy had an uncanny ability of knowing where we were when we ran with tags up. Once we dropped them we had a lot more fun.
SOR and BG are very equally matched during our NA primetime and usually the ppt is very close swinging one way or the other. The 10,000 ppt gains being made are not being made during that time. Any server that is making 10,000 ppt gain in a night is not meeting much resistance during that time—simple as that. Neither server has much to brag about during that time it is just a fact that BG has better coverage on their server than does SOR.
So does that destroy SOR’s moral—it shouldn’t and if it does you are putting too much into the game instead of playing to have fun. Does it boost BG’s moral and make them feel big and bad, it shouldn’t everyone knows what is going on including BG. When it comes down to a hard fight between equally populated servers at the same time all the servers are very tough. Then the outcomes will be close and hard fought. When they are not close and hard fought there is an imbalance somewhere and that is nothing to be proud of.
Its not illegal, just really dishonorable.
Not illegal or dishonorable, but just the way it was designed. Diplomacy can take many forms, from bribery, coercion to self interest. Whoever is best at it will get the ally.
Make it 90 minutes. Long enough to forget about it so it will despawn anyway. But also long enough that you don’t feel you have to constantly run around tagging things.
Waypoints should not ever be contested unless the enemy is in the lord’s room. At that point the enemy should be able to destroy the waypoint just like any other siege, gate or wall. Until then the waypoint should be safe as it is inside a protected keep.
Otherwise it is simple to have a few people make the waypoint useless by constantly hitting the outside doors or walls something that does not make any other thing in the keep not work.
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What is needed is a simple UI to accurately show the current state of the WvW server in any time zone so that informed transfer decisions can be made.
I envision something like a 24 hour clock face where you indicate your anticipated daily or weekly play schedule. Something like a slider, for example, that will show I will be playing from 7pm to 10pm Server time most week nights. Based on that slider a calculation would be done for that time slot:
[Average number of people in Que for WvW]/[Average number of people in WvW] = [Que Percent]
This would show the average percentage of people in que during that desired play time for that server. No proprietary data or actual counts is revealed, but the player considering transfer can now analyze a server and all time of play elements relating to that server and make an informed decision whether to transfer there.
The community can best regulate itself if given the proper information.
If you want completely balanced pvp then pvp—same group sizes, same gear, etc. There are lots of imbalances in WvW—player vs larger groups, player vs siege, player vs tower and keep walls, etc.
Right now I think the ascended armor and weapon upset is a straw horse argument when these things don’t greatly effect the outcome of WvW anyway.
I don’t agree with you. I am on a tier one server—you would think that on such a heavily populated server it would be impossible to attack a tower or keep without the whole server being aware of it. Not true every day there are situations where small groups can be effective against towers and even keeps, even with huge zerges moving around the map.
I think on lower level servers a good havoc team or group would have a “blast”!
Not much I can agree with here but I will have a go:
7) I don’t understand this point.
The WP resets and becomes available when the timer goes down to 0 as if no one was contesting the keep, yet there is only a zerg in the keep or better yet, capping a point. When you mouse over it it says contested. So what part of having a group in there makes it magically not contested after a timer? It is a logic issue. Just changing contested to another word would be fine too, it’s just illogical to remove the contested with a zerg standing right by it. What does the word contested mean to ANet really is what I am wondering. If its like in the English dictionary, then they are using it wrongly.
Thanks for explaining. I have also wondered about why the point would uncontest every couple of minutes during a siege—doesn’t make sense. The way it was explained to me when I asked my guild about it was that it was some programming gliche with ArenaNet. Similar to when the ppt timer goes down to 0 it still take 10 or 15 seconds to register points and restart.
In the meantime, it does add a little complexity and team play—“Whats the time on Bay” or “Give me a count down on Hills” yelled out across the game during siege. Kind of fun actually.
Not much I can agree with here but I will have a go:
1) I might agree with this except until they release the overflow maps in WvW it will just increase the ques.
2) What can I say—learn to play—arrow carts can be easily neutralized.
3) Why? Superior siege is not that hard to make, and is an ideal guild collaborative effort.
4) Respec WvW points should be allowed but maybe only once every 24 hours or once a week.
5) No.
6) I’m not sure where you are playing but my tier is hardly a farm fest. There should be good rewards for defending I agree.
7) I don’t understand this point.
8) Disagree—The way it is now is a lot of fun, otherwise just zerg the lord kill him and be done with the cap.
9) Definitely need a commander/raid UI. I don’t agree that commanders should be able to see my build specs, that ability would be abused.
10) You are just wrong here, again learn to play your class. This attitude is another reason commanders shouldn’t be able to see spec builds.
Yeah some of the lag is almost comical—mashing into portals and not able to get through, running and suddenly falling dead from a jump I took 20 seconds ago, that kind of thing.
I think the only fix for this kind of thing is either reducing population which will just increase ques—very player unpopular or upgrading hardware which is very-very expensive and very ANet unpopular.
Once ANet has released the new Over Flow Maps in WvW they will be able to control population better by shunting more players into overflow, which is probably their easiest and most cost effective way of handling the problem.
I think ArenaNet saw this coming. That is why they are trying to build the WvW overflow maps. They just need to do them sooner rather than later.
One of the most thoughtless and immature posts I have read.
What about all the players in those T1 servers that have been there from the beginning—who didn’t transfer. I suppose you are just laughing at them too.
yeah but most of those transferred to T1 are financed by those already there…. so they get the share of the blame too…
Not true. I don’t think it is right to try to generalize something to excuse a bad post.
Another be happy with what you got and shut up post. If we did that nothing would ever improve—must be a government worker.
One of the most thoughtless and immature posts I have read.
What about all the players in those T1 servers that have been there from the beginning—who didn’t transfer. I suppose you are just laughing at them too.
1. Raid/Commander UI
2. Alt friendliness
3. Server Population Management
What goes around, comes around.
I’m just saying.
It seems like it would be simple to incentivize transfer to lower population servers. Such as some kind of XP increase for a day or week, providing you limit the number of transfers allowed in a given time frame. But none of this is going to fix WvW because there is no guarantee that those transferring will even play WvW.
Most fields have short timers as is. It is usually a sign of group skill and practice to get a lot of blasts into a field—it is not as easy as you think, especially while moving on a WvW map. To just take away another guild ability or the necessity of learning to work together just makes the game more dull.
Right now the outmanned buff gives you free trip to spawn with no repair penalty if you die—sounds about right to me. Also the buff lets you know you are outmanned so you can plan tactics accordingly—sounds about right to me.
Any other tinkering with this buff will just make the situation worse!
I know that the implication is that the weak servers are outmanned because they have low populations and they should get help against the strong or large population servers. However, that is just not true. I play on a tier one server which has a very large and robust WvW community and depending on the time of day or the BL we are on we get the outmanned buff—often. We are usually miles ahead in PPT but would it be right if we also got some huge buff because we are not properly covering a BL?
I like the way it is now. The person who drops the siege can commandeer it if needed.
That ability needs to be extended to golems however. Can’t tell you how many times my guild has build a group of golems just to have some jerk get in them and walk them off a cliff or out into an enemy zerg. The person who dropped the golem blueprint should be able to take over the golem just like every other siege.
Make towers and keeps give PPT according to how long they are in ur possession. Upgraded fortifications and fortitfications for a long time in enemy hand would also give significantly more rewards when capturing it.
The game simply give no insentives to a world to keep any structure.
This!
I personally like sieging up towers and keeps and defending them. It is much more realistic than just flipping paper castles back and forth. I don’t play WvW so much for the individual reward but the satisfaction of beating the other servers.
Actually a 100 gold is not that easy to get in-game. Our guild will help some new commanders get their tag.
No-one in our guild or any WvW guild that I know of will just follow a tag around blindly. Using the join squad option blanks our any other tags (tags you don’t want to follow) in a BL. Maybe new commander tags will confuse some new WvW players but not for long.
Also I agree with earlier statements—commanders improve by commanding.
Personally I like the idea. I would add one or two deep underwater complicated entrances.
I like the Idea of Nodes being more separated into the corners of the map, that would definitely eliminate the zerg on the them.
Oh well, just a dream.
This is not a WvW Patch
It looks like 5 sPvP zones were dropped in the middle of the WvW map. There are no new keeps, no new siege opportunities, but lots of sPvP like maps and action. Already several Raid Leaders in my guild have announced that they will not be playing in the middle but continuing raid as usual on the outside. They are leaving the middle to small pick-up groups or havoc teams. With the new “Bloodlust” and “Stomp” bonuses this may be a mistake.
Players are not stupid, nor do they like being manipulated. It looks like the whole update is designed to pull more WvW players into a kind of intermediate sPvP. As a result many WvW players will move that way, many others as they see the results of Bloodlust and Stomp will start looking for the next game.
I like the new colors. Does that make me bad?
How old are you really? Just asking!
We are announcing a new Raid management system where commanders can move players in and out of specific groups—similar to what every other MMO can do. Better late than never.
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Playing while outnumbered is not fun for long (for either side). I am all for ideas that equalize the conflict during those times. The siege buff option is one of the best solutions I have heard, whether it is power being increased or just the amount of supplies required to build siege being reduced or a combination may be a solution.
I don’t think the devs set movement speed based on what other games have but instead set it based on what is most fair for most players in the GW2. I know for a fact that in WvW movement can be hectic and difficult to keep track of. If movement speed were much faster it would nullify the ability of commanders to direct their teams teams properly.
Wait..what?
4 or 5 arrow carts should be able to hold a large group at a door or tight spot!!
If anything they should be more powerful than they are. As they are now I can still dance in and out of multiple rings of arrow fire and not die.
Not everyone can dodge every 2 seconds for a full minute..What is this mysterious dancing you speak of?
Nerf ACs. They should be nerfed hard already. Sieging is a joke with ACs now.
I simply meant don’t stand still in the ring, move in and out as you can. I can’t recall the last time I died to just AC fire alone.
Seriously though, you don’t think you should be able to stand in an AC ring for a full minute do you?
Wait..what?
4 or 5 arrow carts should be able to hold a large group at a door or tight spot!!
If anything they should be more powerful than they are. As they are now I can still dance in and out of multiple rings of arrow fire and not die.