Showing Posts For Shining One.1635:
The Devs specifically allowed BlackGate to overstack. They couldn’t be dumb enough to open BlackGate over and over and over and over again when BG was hibernating. Nobody is that stupid.
Why do so many people assume this is a manual process that involves a developer “opening” up a server to allow a transfer? I’m fairly sure it’s an automated process.
Offer bribes to break up the server? BG has dealt with win trading, double teams and server linking. We play for pride, you can’t buy that.
You do not speak for 100% of players on over-Full servers. No one does. At least some portion of the players would be motivated to move to servers that earn rewards at a faster rate. Those players that move off would not be replaced due to the lock on incoming transfers.
How about instead of “harming” anyone, just incentivize the population to rebalance itself. You could quadruple all rewards for servers below the Full threshold, double the rewards for servers at the Full threshold and cap those servers, and provide no increase to the servers above the Full threshold. I bet those over-Full servers would start de-stacking when players on Medium servers start earning their legendary armor in 1/4 the time.
I like the idea of an entire zerg falling out of the sky because I capped the ruin they were using.
Not sure what exactly you are saying… Participation does give credit to your tracks in Obsidean Sanctum. And the 4 WvW maps.
He’s saying that if you leave WvW, your participation status remains unchanged. If you leave WvW at Tier 6 and return to WvW the next day, you would start at Tier 6. This would incentivize players to not tick down their participation at the end of their play time.
you can get rewards at the same rate by wasting supply in SMC by repairing a section of the wall every 10 minutes as you can by being the top damage dealer in the main group.
While I primarily roam, I do run with the zerg on occasion. Actively running with the zerg is always more rewarding than actively solo roaming. Yes, they get the same amount of pips and reward track progress, but the zerg player gets considerably more loot, experience, and karma.
Players should be incentivized to fight and possibly die. Adding a death penalty would only incentivize players to run away from fights, which already happens too much.
What about kill/event rewards divided by participants? If 20 people kill 1 person, they each get 0.05 pips. If 20 people kill 40 people, then they each get 2 pips. In the case of assault/defend events, use the numbers from both sides to determine the pip rewards. Assaulting a keep with no defenders would yield less pips than one that’s defended.
This originally started as a joke in another forum, but I think the idea has merit. I often see “elite” players saying that high end content becomes easy once the mechanics are learned and the optimal builds/composition discovered. The only way to prevent this is to have dynamic content.
Picture this: You’re nearing the end of a raid wing. You’re in the room before the final boss. The boss summons 10 champions of the mist to face you. You must defeat them before you can fight the boss.
These 10 champions would be real players who queued up for the event. If the raid party wins, they go on to the boss. If the champions win, they get some raid currency and return to wherever they were before the fight.
What do you guys think? I know I would queue up for this while solo roaming in WvW or doing open-world PvE.
Another side idea had was to put the next raid into the mists as the next wvw map. That way pvers and wvwers could work together on their legendary armor. Maybe even have the ghost of scarlet as the main boss.
What about making WVW players part of the raid? Pit the raid party against an equal number of WVW players. If the raid party wins, they continue on to the raid boss, if the WVW players win, give them some raid currency. It will definitely add a new, variable challenge for the raid community.
“Can someone in Soldier’s gear be as effective in dps as someone in Dire gear in small scale combat? (small scale being under 10 players)”
I’ve played both a Soldier and a Dire ranger in the past. I found the Soldier “somewhat effective” all of the time. I rarely dropped anyone incredibly fast, but I also rarely found myself completely useless. With the Dire ranger, I had some fights in which I dropped people quickly and other fights in which I was absolutely useless. These were all 1 v 1 fights.
I’d like an achievement for unassisted kills.
We are aware of the stability issue and are working on a fix.
I hope you’re looking at all defense abilities and boons that can keep someone in the air when hit with a CC attack. Gliding should be a calculated risk, not a get out of jail free card as it is for some classes/builds.
I may have missed this, so apologies if it’s already been mentioned. Any thoughts on Legendary Aqua Breathers?
What does this mean for people you knock off cliffs with your own skills? Do they still fall to their deaths?
How about you just post a screenshot of the location without the player there. I’d bet lots of people will check that spot.
So I log into EB, group with the usual 1 or 2 guildies already on map, kill a few people and stay at t6 til I log off.
See the difference now?
It’s pvp
I was actively participating in PVP (fighting two players) while my participation was decaying. In retrospect, if I had just let them kill me quickly by not participating in the fight, I would have suffered less decay.
The poster was inactive both in waiting for something to flip AND in not going to another map to find something to flip. The poster could have grouped with other solo players and might have been able to take an objective that would have given them participation. If the whole map was one color, move to another map. If the enemy has a tower or keep then group up with other players.
Sitting around and waiting for something to do, something you can do by yourself, is not participation and shouldn’t be rewarded.
I was not standing around waiting for anything. I went directly from one objective to the next. The only waiting involved standing in capture circles. How exactly is that inactive?
I started at southeast spawn on DBL. Spawn tower was ours, camp was not. I flipped the two nearby sentries while I waited for the RI to finish on the camp, then I flipped the camp. I proceed to flip all three Air Shrines. Someone else on my team had already flipped northeast camp and the two nearby sentries. I went to flip the east Earth Shrine. After killing all of the guards, I got attacked by two defenders. I managed to down one of them, but not get the kill before I died myself. I was already in a state of decay when I respawned. I had no nearby objectives to flip, so I lost more than a tier by the time I could get to something to stop the decay. Explain to me how I was not participating.
It was added with one of the July 11 Updates.
This option already exists.
A new option called Hide Optional Announcements has been added to the General Options > User Interface section. Enabling this will disable the “Objective captured!” notification in WvW.
After playing with these changes for a couple nights as a solo roamer, I’ve come to the conclusion that it’s not hard to maintain participation. However, in order to maintain participation efficiency, I would have to change a few things:
I roam primarily on DBL. I start off by capturing the spawn camp {+10}, and then flip both nearby sentries {+0}, {+0}. I’ll have about 7-8 minutes on my timer after doing that. At this point, I normally flip the three shrines at the nearest keep {+0}, {+0}, {maybe reset to 2 minutes}. Now, it’s more efficient to skip the shrines. They are a net negative on the timer after flipping a camp and if you get killed along the way, it’s even worse.
I frequently solo flip the spawn tower. Now, I think I’ll be less inclined to do so. Before, the risk of being killed was worth it because even if I got killed and failed, I still had slightly less than 10 minutes on the timer from doing siege damage to the walls. Now, I can find myself with under 1 minute in the same situation.
As I run through friendly structures, I would refresh the siege. Now, it only makes sense to do this if I have a decent time buffer.
I often responded to requests for help. Now, I have to keep my timer in mind and determine if it’s worth risking going to help and possibly not getting there in time or getting killed before receiving some participation.
Anything that increases pips for skirmish victory and reduces pips for Outnumbered will only create more server stacking. While I agree the pip system can use some tweaking, any changes should serve to incentivize balanced matchups, not stacking to a high-population server for easy wins or a low-population server for Outnumbered pip-farming.
The most distance I’ve achieved was an unintentional group effort. We were defending Hills. The guardian next to me pulled the guy I happened to be targeting. The pull sent him straight up and my knockback shot sent him flying off into the distance.
Yep. The two allied servers would need to share everything – structures, points, VP’s so that, for the duration of the alliance, there is no advantage to either partner over the other.
There will be copious amounts of supply trolling. My 40-man zerg needs to resupply, let’s go to our ally’s garrison and take 25 supply each.
Furthermore, since you can reasonably predict when the alliance will end, what’s preventing one server from placing a havoc group in the lord’s room of each of their ally’s structures right before the alliance ends?
During this ‘mandated alliance’, neither of the allied servers can kill each other, or capture anything belonging to the other.
Let’s say Server A is dominating a matchup. Right before the mandated alliance takes effect, Server B k-trains most of Server C. Server C is now stuck with almost no buildings and very limited supply for who knows how long until the scores become closer.
I’m all for Social Awkwardness week. It would be nice to give all of the NPCs Boon Thieves too. Heck, a no boons week might be fun too.
They can’t control the weather, but everyone knows that if you’re hosting a server you should have backup electricity and maybe arrange things beforehand instead of letting us wait for over 5 hours on a patch day…
Production servers live in a data center. Developers work in an office building. The standards for uptime are very different between the two. I don’t know of any company that tries to maintain 99.99% uptime for their development environment. I can only imagine how much that would cost!
Stacks of Tomes need a “Consume All” option.
One of my favorite pastimes is knocking players off cliffs. Please don’t take that away from me by enabling gliding.
I’ve killed the Vinetooth with only two other people. As soon as the breakbar popped up, the Mesmer broke it by himself. It was smoother and quicker than any 30+ Vinetooth events I had participated in.
It’s gotten to the point where some of my friends and I use builds specifically designed to compensate for other people’s lack of CC. A few of us run a Chronomancer to use Continuum Rift for two Signets of Humility.
Thanks for sharing. I wasn’t paying close attention, but how many actual AB members did you guys have? I’m just curious as to the guild/PUG breakdown since things were so well executed.
I wasn’t even on the map to do Octovine. I just wanted to farm a couple events to get the 30 Lumps of Aurillium I needed. I didn’t have my second longbow on me (I usually do dual longbow to help push the bomb). I’m glad I stayed.
Do you guys do scheduled runs? I’d love to work through the rest of the “Saving the City of Gold” achievement this way.
Yeah, I was so happy everyone followed me to instantly kill the breacher and frogs before pushing bomb.
I was pleasantly surprised by that too. I had suggested killing the frogs in the past, but not enough people listened, so I just stopped suggesting it.
I was only on South, so I didn’t see the other lanes. Do you guys do anything different from the “norm” on any of the other lanes?
That was the smoothest Octovine event I’ve been a part of. South is so much easier with dead frogs.
When did DR get such a population boost?
It weird actually, when fighting Three-Toed Tootsie, there is rarely any knockbacks! Even with several rangers with longbows shooting at it.
Tootsie is immune to knockback except during the brief window when it’s trying to run away. If someone else interrupts Tootsie before the knockback shot connects, it won’t knock it back.
Ironically, the only time I’ve been yelled at for this was with Three-Toed Tootsie. Of course, I got yelled at for letting it run away after I stopped.
I like Trahearne and hope he survives.
As for a replacement, how about Palawa Joko?