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Showing Posts For Vakabiel.2750:
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Go do the 4 jumping puzzles in WvW and you’ll get 8 blueprints a day for free
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There’s a hard limit on how many commanders there can be at any time. 2.
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I have enough of thieves that are completly invisible during the whole fight
in WvW
Posted by: Vakabiel.2750
Thieves has several stealth abilities that they can use to hit and run during fights… that plus the lag might have caused the issue. I play one and I will fight, stealth, repoison, fight again, repeat.
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I beleive a radius around the siege weapon preventing an identical siege weapon from being made would be a good solution.
This is already in place as well as a limitation to how many siege structures you can have in one area total (not just by type).
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Right now they current limitations might be in place until they can calculate what additional upgrade might be needed in the server cluster to handle the load. I’m hoping we might get an official response on this.
i doubt it’s a load problem.
it’s more of a balance problem then anything. increase the population too much? high population servers have an advantage over lower population servers. keep it too low? queues everywhere.
Right now with the cap being set to 166 people per server per map (4 total) there are queues into 5 hours for the higher population servers. I don’t think increasing the population will hurt anything. The people who can’t field the numbers would drop down in rank to other servers that can field around the same number.
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The loot bags will hit a time limit and disappear also if you don’t get them.
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They can not add more waypoints. It would break WvW to have them in abundance and possibly even to have them at all.
There must be a benefit to killing a player. Your team makes some headway in the battle because your opponent’s numbers have decreased. You cancel all of this by putting waypoints to allow an instant resurrection of the player or reaction to an attack.
No attrition = no progress
I fully agree. There has to be a penalty for dying, and a long run time back is just it. Now I get that people can find it frustrating to assault a keep that is far from your spawn…but you are essentially going into the enemy territory. You cannot have a WP that allows you to go right into their territory as it would make it fairly difficult for that side to retake control on their points.
They actually made it harder to capture objectives that are closer to the enemy spawn on purpose so I agree with you.
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As a Thief that can teleport when down to a small distance away in large battles this has saved me multiple times. The Stealth function when down saved me also plenty.
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Auto loot needs to be added in WvW in my opinion. It’s annoying that you have to get off siege to try and loot bags only to lose the siege from someone else camping it.
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What weapon types would you like to see added to the game and why?
Current in Game Weapon Types:
One-Handed
Axe
Dagger
Mace
Pistol
Scepter
Sword
Two-Handed
Greatsword
Hammer
Longbow
Shortbow
Rifle
Staff
Off-Hand Only
Focus
Shield
Torch
Warhorn
Aquatic
Harpoon Gun
Spear
Trident
Weapons I feel are missing:
Two-Hand
Axe
Spear
Scythe
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I used to be an adventurer like you until I took an arrow cart worth of arrows to the knee.
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I think the choice was made in the manner that it was to mimic a real living economy. Things get worn over time and break and need replaced. If you are spending money on repairs you are keeping the economy in check along with the other ways designed for the economy to work.
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Good Post – I think everyone could gain something from reading it if they want to take W3 seriously.
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Putting waypoints outside of controlled keeps that you own (and could then teleport to) or the starting spawn would just allow points the other side could spawn camp.
The starting borderlands waypoint for every area has more than one way out to limit the amount of spawn camping.
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I would imagine that eventually there will be something like the Camelot Herald that will show you rankings of people and stats and it’s just not finished yet.
It would be interesting to see a Realm Rank type system put into place but it needs to be done correctly or it will unbalance things in much the same way DaoC had for awhile back before ToA.
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45 min? on JQ i wait an hour or three most days
My times have ranged from 5 minutes to 6 hours with no real method to the madness.
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Right now they current limitations might be in place until they can calculate what additional upgrade might be needed in the server cluster to handle the load. I’m hoping we might get an official response on this.
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Currently right now I’m a member of a large Alliance that is doing very well in WvW but we are only able to get a small fraction of our Alliance into WvW at any given time. This is the end game for us and many of us went in at level 1 and have spent our time leveling by defending our realm. It’s the main reason we wanted to play this game.
That being said, is there anything conversations going on in the background about fixing it so more are able to get in or adding a indication of what number we are in the queue? The only solution for another Alliance was to transfer to another server that was low population so guarantee more members would get in. I don’t feel like that is an acceptable option with all the time and money spend on guild upgrades for each guild.
Also – it doesn’t seem like the queue actually works as intended as we’ve conducted experiments where we’ve queued up at the same time and some pop in 10 minutes and other 6 hours. We’ve also noticed that if you re-queue every 10 minutes you are way more likely to get in.
Thoughts on this?
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(edited by Vakabiel.2750)