Showing Posts For Sathure.1562:
It’s not the matchmaking. It’s the number of servers and there cosmology. There’s only 24 NA servers to be paired up with each other in 3 way matches. The problem we have is there’s a select 4 servers that have massive guild alliances spanning across multiple timezone. This puts them at a despairing advantage to all other servers.
To put it bluntly the Guild Alliances are harming WvWvW substantially and may possibly be the end of it there isn’t some sort of remedy.
There needs to be a mechanic place to help keep matches from getting out of hand. Obviously you can’t go and break up the alliances. But there should be a mechanic in place to help prevent one server from just owning the entire match.
(I’m gona keep bloody linking this till some one actually reads it. :P)
https://forum-en.gw2archive.eu/forum/game/suggestions/Single-Server-Domination-of-WvWvW-Matches/first#post101288
(edited by Sathure.1562)
If they literally have 40 people in the puzzle. Then that’s 40 enemies not out on the field.
Go take their undefended stuff.
a small map with one keep to have fun perhaps?
I actually really like that idea and I’m going to run with it.
Since overflow shards are global. You could have a “Red” “Green” and “Blue” team. But instead of being composed of the same server. Fill them dynamically with people from all servers as people come and go from the Overflow map. This way High Pop Servers that are full 24/7 arn’t just owning the overflow map all day long. Basically just have a practice zone for funzies.
I’m having trouble seeing the complaint. It be one thing if ALL servers had ridiculous queues. But that’s not the case at all… There are numerous servers that have zero queue times. If queue time is such a big issue on your server then transfer to another. Transfers are free.
This is something that’s honestly going to unavoidable due to the way WvW is set up. WvW takes place in singular zones, there isn’t an overflow. So they can’t shard people off to separate instances. There’s a finite number of participants that can be introduced before the server reaches capacity. Push it further and the overall response quality is going to suffer. There’s only so much you can do on Hardware.. The only other option would be to open MORE servers. But again there isn’t any need to. There are several servers already that have instant queues.
Heck even on Blackgate we’re a High pop server and #5 in the rankings. At most I see a 15 Min queue for our borderland maps.
(edited by Sathure.1562)
Um what?
http://www.blackgatewvw.com/wp-content/uploads/2012/09/33.jpg
That off Hour Presence killed us. We were about to over take JQ during prime time and then we all had to start heading to bed.. Wake up to a 50,000 point lead..
It’d be nice if we could get paired off against each other with another A-Rank server instead of one of the major alliance servers getting bumped off their bracket. Would actually have a close match for once instead of complete steam roll.
Now if the NA players of Blackgate and the International players of IJ could come together into some weird hybrid server. THAT would be a force to be reckoned with.
(edited by Sathure.1562)
So I got a PM that my original thread was moved to the Suggestions subsection. Yet I can’t find it. I’m reposting a new thread here. I didn’t know this section existed when I first created it.
I believe there’s going to be a major issue once we move onto longer term one week / two week matches. We’re seeing servers with the presence of large guild alliances completely destroy those that lack this organization. To the point where they can literally claim all four maps. This can completely demoralize the other servers and keep players away from WvW. What’s the fun if there isn’t a snowballs chance? Especially when the week long matches start. How much of an effect this is going to have on server moral if they’re being completely crushed for an entire week?
There needs to be a mechanic in place to help prevent or at least stave off slightly this sort of dominance from happening. Lets face it the games a lot more fun when it’s a more even playing field and not just one side hopeless crushing the opposition.
My idea would be to add some sort of upkeep mechanic based on the servers current potential point score. Tie the supply spawn rate directly to the amount of potential points a server currently has. More points = More Areas Capture = Supply takes longer to spawn from camps. This would help balance things out if a server starts taking too much territory. The underdog servers would gain supply at a faster rate to aid in building offensive siege equipment and fortify what points they have left. Where as the server that’s taking on territory would find supply rate slowing and find it more difficult to repair and fortify. This would also add a more strategic approach to captures, you wouldn’t want to overstretch yourselves and lower the supply rate if it’s a point you won’t be able to defend.
Anyways that was just my idea. Any one have any other thoughts?
Your numbers are off, even with the 500 man marker which we arn’t certain is valid any more as I’m fairly certain they’ve increased WvW capacity since early beta when those numbers were introduced.
They said 500 per map. There’s 4 maps. So 1000 × 42 = 84,000. Again though I doubt these numbers are accurate. And there’s 2 million units sold but not 2 million concurrent players at any one time. :P
If your seeing long queues then move to a server on a lower end of the bracket. Majority of them have 0 queue time for most maps.
(edited by Sathure.1562)
you get buffs for your whole world.
Only in WvW. I think Bloodtau was taking about an item or currency.
No, the buffs apply to EVERYONE on the server in PvE world and WvW. Only the Orb Buffs are WvW specific.
As for the buffs being “useless”. There directly proportionate to total points the server has. We’ve been doing 1 day long matches. The system is in place for 2 week long matches. When we start getting into larger matches the advantages of the buffs are going to become a lot more apparent.
It isn’t just Blackgate or any of the other Teir 2 servers that’s getting crushed. The coordination and participation level deviance between servers is astounding.
I play on Blackgate and there are times when generally we’re doing the stomping. When we arn’t getting destroyed overnight by one of the servers with an international presence, then we’re out crushing smaller servers. I rarely ever see close matches it’s always fairly one sided with one server with a HUGE point lead.
There should be a mechanic in place to help prevent this. Push matches to a more fair close setup. If servers are just getting facerolled for one to two week long games. People aren’t going to bother with WvW period.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Single-Server-Match-Domination/first#post87066
While I agree with this. I do hope they at least warn people in advance the Free Transfers are closing. I know several people who temporarily transferred to other servers to play with friends in PvE since Guesting hasn’t been implemented yet.
I’m not certain that’s going to be the case entirely though. The primary issue is you have servers like HoD and ET with consistently full maps 24 hours a day. This is due to the Guild alliances on those server. They have guilds from every part of the world for the specific intention of being active 24 hours a day.
The brackets are being ironed out and there actually getting fairly good a matching the servers together but there’s still always going to be limits. You can’t just have the top 3 servers fighting each other for all of eternity. One eventaully loses and they go down a bracket and then faceroll the servers in the lower bracket. The skill level and organizational differential between servers can be staggering.
I consistently see more matches involving one server completely steam rolling the others than I’ve seen close neck and neck scores. That shouldn’t happen IMO. Or at least no where near as frequently as it has. While the suggestion wouldn’t outwardly prevent this from happening it would at least alleviate it somewhat.
I believe there’s going to be a major issue once we move onto longer term one week / two week matches. We’re seeing servers with the presence of large guild alliances completely destroy those that lack this organization. To the point where they can literally claim all four maps. This can completely demoralize the other servers and keep players away from WvW. What’s the fun if there isn’t a snowballs chance? Especially when the week long matches start. How much of an effect this is going to have on server moral if they’re being completely crushed for an entire week?
There needs to be a mechanic in place to help prevent or at least stave off slightly this sort of dominance from happening. Lets face it the games a lot more fun when it’s a more even playing field and not just one side hopeless crushing the opposition.
My idea would be to add some sort of upkeep mechanic based on the servers current potential point score. Tie the supply spawn rate directly to the amount of potential points a server currently has. More points = More Areas Capture = Supply takes longer to spawn from camps. This would help balance things out if a server starts taking too much territory. The underdog servers would gain supply at a faster rate to aid in building offensive siege equipment and fortify what points they have left. Where as the server that’s taking on territory would find supply rate slowing and find it more difficult to repair and fortify. This would also add a more strategic approach to captures, you wouldn’t want to overstretch yourselves and lower the supply rate if it’s a point you won’t be able to defend.
Anyways that was just my idea. Any one have any other thoughts?