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Who will be the new top WvW guild?

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Obviously Iron.

Keep Lord Battle Standard res

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Imagine when people start using the other classes reses, that are on lower Cds, and on utility slots.

Vizunah/Desolation/Seafarer (2.03-???) T1 EU

in Match-ups

Posted by: Vohnnyan.4058

Vohnnyan.4058

We’re doing GvG ofc we never actually stopped xD I know Coin will be up for it too, they like loots bags as much as the next player!

//Wrex

Let no man forget, Iron never turned down a GvG challenge.

Point system : Make the kills count!

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

This already happens with doliaks, but with players it would be a bad thing? I dont see warbands defending a doliak to prevent the enemy realm from getting X points gain.

Neither would people stop playing to prevent enemy point gains, because the desire of playing the game is superior to that, and “half” the wPvP playerbase doesnt really care about scoring in its current form.

At least this way half of what you do in wPvP would actually matter, instead of just pvp door and time coverage.

Dolyaks favor the underdog side. If you just killed dolyaks and never flipped a camp on a map that was completely the other sides…..

And after playing a pvp game that had a rating system based on deaths/points, yes, people would stop playing due to dieing. “Don’t feed them” will be the new battle cry. Right now the best people can come up with for not fighting is the repair bill.

Actually killing doliaks and not caping the camps will potentially give more points then caping the camp itself, still you dont see people exploiting this because suplies are too important, and without camps you cant maintain objectives or upgrade them.

If people dont come out and fight, they wont be hable to maintain their objectives and will lose the matchup, in a system like this the realm that avoids fighting will lose points over 2 other realms that actually fight each other.

Point system : Make the kills count!

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

This already happens with doliaks, but with players it would be a bad thing? I dont see warbands defending a doliak to prevent the enemy realm from getting X points gain.

Neither would people stop playing to prevent enemy point gains, because the desire of playing the game is superior to that, and “half” the wPvP playerbase doesnt really care about scoring in its current form.

At least this way half of what you do in wPvP would actually matter, instead of just pvp door and time coverage.

Point system : Make the kills count!

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Its funny because I was about to make a thread just about this.

This must become a part of WvW scoring, to avoid exploiting, you just need to implement it like this:
When a player is killed by a oposing realm, (no fall damage or pve dead), the oposing realm is awarded 1 point;
When a player is killed by a oposing realm a hiden debuff kicks in for 10, or 15 mins preventing future deads from awarding any points;
Changing map, or leaving wPvP doesnt remove the hiden debuff;
If a player is tagged by 30 other oposing realm players, and dies, he still only gives 1 point.

This would award a maximum of 90/80 (depending of map cap) possible points, per 10, 15 min cicle, but in reality even in a very busy hour the points from objectives would always be potentially higher.

So why should this be implemented? It would give a new purpose to wPvP, not only smaller responsible groups would be rewarded for their playstile, servers that stay in keeps defending them, not changing kills with oponent would soon start losing great amounts of potential points, for example:

In a borderland map contested by 3 realms that are equal in strength, Realm A has garrison and north towers, realm B has hills and tower, realm C has Bay and tower, in this scenario, realm A and B have been fighting in a deadlock for 2 hours from garrison to hills, awarding Realm A 400 points (50 kills per 15 min) points, from kills, and realm B 320 points (40 kills per 15 min), during this time realm C spent more time in its zone upgrading the keep and preparing future atacks on realm A and B, or simply doesnt want to risk atacking enemy objectives, in this case they get a total of 100 points for (100 kills in 2 hours), because they could only be part of smaller skirmishes and never won, or tried to win a fight in enemy realm side.

Why would this be good? It would eventually discourage leming behaviour of zergs, a zerg ball that constantly dies, and reses itself for no reason would be punishing its server, on top of that a server that doesnt engage in responsible fights, or that simply avoids them would be losing a great chunk of possible points, so it both discourages mindless zerging, and shy play, no risk, no reward.

There is a final tweak that could be made to this system:

Extra points for killing players in objectives, for example 2 for defensive kills and 3 for offensive, why the diference? to encourage atacks on heavly defended objectives, anyone that has played wPvP knows how hard it is to fight under siege fire against equal numbers, to prevent a server from holling up and farm kills in theire upgraded keep and actually go for a try on enemy keeps, then why give extra points for defense?
The extra points for defense is there to force people to try and defend the keep instead of just abandoning it for fearing of losing it anyway and giving the enemy extra points for kills.

All this would hopefully encourage more active play in wPvP and give the game mode a more interesting flavor.

Misbought Ascended gear

in Guild Wars 2 Discussion

Posted by: Vohnnyan.4058

Vohnnyan.4058

You should be fine, its only a loss of 4(9 if you get a fine infusion) stat points, and you can always put versatile infusions in, unless you are trying for utility infusion, still no word on making them upgradeable through MF.

Yes I was aiming for a utility infusion :P

Misbought Ascended gear

in Guild Wars 2 Discussion

Posted by: Vohnnyan.4058

Vohnnyan.4058

Unfortunately, you’re stuck with it. Nothing can be done about it. Anet will say it’s a player error, and rightfully so. Sorry if that sounds mean, but next time double check your purchase before buying it.

Yeah, its silly I should had paid more attention to it, on a side note anet should had made a single amulet that can be upgraded with each of the offensive/defensive or utility upgrades, to avoid cases were noobs like me lose 30 laurels :P

Misbought Ascended gear

in Guild Wars 2 Discussion

Posted by: Vohnnyan.4058

Vohnnyan.4058

Hello, I was wondering if there was a way to replace misbought items, when I bought my ascended amulet I didnt notice there were 3 diferent types of infusions, unfortunatly I got the wrong one.

Please remove JP from WvW

in Suggestions

Posted by: Vohnnyan.4058

Vohnnyan.4058

Just make them instanced, seperated from Borderland and Eb map caps, and remove the badges/siege drops at end of run.

It is ilogical that someone with 1K/2K wPvP kills could have 4K badges, or more.

Dynamic Player Cap per Map/Balancing WvW

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Posted by: Vohnnyan.4058

Vohnnyan.4058

The day something like this would be implemented I would quit this game.

To the op this isnt sPvP where you can leave and reenter a new game any time, on a whim, maps are permanent, and if you have a queue on 4 maps, YOU CANT play wPvP, because your sever pop is too big, or there are too many pve carebears doing jump puzzles or unlocking pve map.

Finally why would you cater to a server that may be dead, or its comunity doesnt care about wPvP, this change would be so ilogical.

Can this change be for the better?

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Posted by: Vohnnyan.4058

Vohnnyan.4058

Bannok go play sPvP if you are concerned about non equal fights in wPvP, if they introduced something like this most of wPvP player base would quit the game in a second.

AoE Limit

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

I think most reasonable people that have played wPvP seriously, would know that removing AoE target limit is not a great idea, to not say idiotic.

Edit: Lol at people that say the counter to aoe is to dodge out of it, indeed it is a good counter, but going from being hable to dodge aoe to no target limit in aoe is a huge leap in logic.

(edited by Vohnnyan.4058)

Culling Poll: 1327 votes 23% Better 64% Worse

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

I used to have an issue where players would not cull until they were on top of me and I was half dead. Now players cull at a distance that is outside of my 1200 range. That is a significant improvement to me albeit not perfect as the poster below you mentions my servermates not culling at close proximity but seeing them is not a priority.

This is what I’ve been trying to communicate. Everyone is so caught up in actively SEEING the culling happen, but fails to realize you can actually see an enemy portal onto you or charge from a distance or come through a tower door. No one realizes that combat is more balanced now than it has ever been because you can see a force coming and respond before you are half dead. I’d guess the vast majority of those that voted “worse” somehow expect culling to be 100% fixed and anything but is automatically considered worse.

I guess only people with terrible computers have seen a improvememnt in culling, to all the others that could already see everyone in front of the screen now are forced to see the fail that anet has done.

Culling Poll: 1327 votes 23% Better 64% Worse

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Posted by: Vohnnyan.4058

Vohnnyan.4058

Here’s an uneditted 45 second clip from a fight we had at blue bay last night in Tier 1. I believe the culling is working much better and have had no problems since the last patch.

The maximum number of people on a given map is constant across tiers. It is irrelevant that you are in Tier 1. The fact that you feel the need to mention it makes me question everything else you have to say.

You are playing a staff elementalist, casting at ~1,200 range from your targets, using ground targetted AOEs and a few single target abilities on tab-targetted opponents, from the safety and comfort of your friendly zerg. The experience of a melee or mid-range player would likely have differed significantly. Culling isn’t even a concern for you, and this video doesn’t show a darn thing.

I like the fact he shows this has a good example of why it is better and doesnt even notice the invisible elementalist 5 meters to his right, or the unknown number of players bellow him on the right spaming skills (you see where the projectiles start and land, but dont see the players)

Also those 5 guys that charged your group on the wall were very brave, or were they more then 5?

Culling Poll: 1327 votes 23% Better 64% Worse

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Posted by: Vohnnyan.4058

Vohnnyan.4058

Its worse then before, if this is the way anet fixes things Id rather they didnt fix anything, just revert it back, both culling and map caps.

Veil encourages everyone to exploit rendering

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Posted by: Vohnnyan.4058

Vohnnyan.4058

Mesmer is the only class ingame that can have 3 elites in the skill bar.

Queues for WvW: The Official Thread

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Posted by: Vohnnyan.4058

Vohnnyan.4058

Do as they do in WoW:

Offer a free transfer from a highly populated server A to an empty server B, for a couple of days.

Do this until you achieve balanced populations on all servers.

Will not solve a thing if map caps are oo low, because fighting, 60-80 player is not the WvW the majority want.

just to give you an idea this is 5 medium guild groups, or 2 big guild groups per map, the WvW population in the higer and medium tiers has much more players then the cap they are given, increasing the cap by 20-30 would make it all much more enjoyable.

On a side note I kind of think why they reduced map caps on purpose, its because of guest system, they were afraid the servers wouldnt hold the Wpvp maps with old caps and people moving from server to server.

Why would you even implement a guesting system, that has no use, since you can already goup with people from other servers to do instances, and completly wreck WvW to fix what wasn’t broken, is just ………

Queues for WvW: The Official Thread

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Posted by: Vohnnyan.4058

Vohnnyan.4058

A new official statement would be nice!!

They’ve given you plenty of official statements. The queues are the result of a large number of people transferring to a small subset of servers. Hell, they even referenced this fact as one of the reasons they did the ranking reset.

Where can I read this official statement?

There’s a nice big one on the first page of this thread.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Any-Tarnished-Coast-citizens-agree/first

There are also many more scattered around.

Thank you for the help, so this is why we have queues on every server with active population, even tough maps are empty compared to the last week, its because people are messing with the queue system, waiting for the travel to borderland timer to go down before re-entering the queue, and if they do press to travel, the massive duration and strain that all this causes on the servers prevents 30-40 other players from getting a pop in 1 hour, when in the previous week they had to wait 5-10 mins to enter a full map.

Queues for WvW: The Official Thread

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

A new official statement would be nice!!

They’ve given you plenty of official statements. The queues are the result of a large number of people transferring to a small subset of servers. Hell, they even referenced this fact as one of the reasons they did the ranking reset.

Where can I read this official statement?

Bugged WvsW limits/queues on European servers

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Bug? I think, this is a decision, not a bug.

Yep, form our French CM : “This is not a bug”

https://forum-fr.gw2archive.eu/forum/support/bugs/Bug-file-d-attente-McM/first#post120697

So if it’s really not a bug, it’s pretty amazing that Anet make 0 comm in some things like that..

If its not a bug, anet intentionally reduced map caps, and therefore the queues are longer.

If this is like this, great work to whoever made this decision, I hope you realise how damaging this is for the game, in time.

[siN] official video thread!

in Community Creations

Posted by: Vohnnyan.4058

Vohnnyan.4058

Welcome to Linksville Sin

[MOVIE] Cull Hard 3: Cull Harder

in Community Creations

Posted by: Vohnnyan.4058

Vohnnyan.4058

I think the update stated that it was not a fix to culling, which is server side. I think the new system sets priorities for what loads first on the user end, and that users of high end computers really shouldn’t notice too much of a difference.

The culling in the above video really isn’t bad at all compared to what I’m used to.

Yeah defenetly I was used to having 50-60 people on screen at all times, now in fights were there are only 10-15 players in screen some of them cull, seems miles away better then what Im used to, oh wait no it doesnt.

[MOVIE] Cull Hard 3: Cull Harder

in Community Creations

Posted by: Vohnnyan.4058

Vohnnyan.4058

No comments, working has intended.

Culling v AoE

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Its hilarious that op puts single target and thief in same post, thief is defenetly amazing at dealing single target dmg but in WvW thief is the most no brain AOE class in the game.

Bugged WvsW limits/queues on European servers

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Posted by: Vohnnyan.4058

Vohnnyan.4058

Anet droped the ball on this one, not only this “reworked” culling fix is has bad has the last 1 week “culling fix”, were you have friendly culling in a group of 10-15, people 5 meters in front of you disapearing and on top of that there is a clear bug related with map queues, or worse then that, the map caps are lowered, hopefully because of some bug introduced by new patch.

One can only hope devs stop “sweeping under the carpet”.

Any Tarnished Coast citizens agree?

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Hi all,

Queues are per map, per team – so there is a queue for TC players on the Eternal Battlegrounds and a different queue for TC players on each Borderlands, and a different queue for each of the other teams on each of the maps.

During the time it takes for players to change maps it is possible for there to be a queue even if there are less players in a map than the maximum capacity because the players taking up those empty slots are still “in flight” between maps. It’s also possible for a slot to take a while to fill if e.g. people see the queue pop, wait until the progress bar for the automatic transfer is almost empty, and then choose to renter the queue. At that point the system will move on and look for other players to fill that slot but all of that takes a bit of time. We’ve watched the queue numbers a lot and generally it’s only a few slots that are in this reserved state at any time.

Just to be sure I ran a quick database query for the last few days and all the queue numbers look quite reasonable.

So I don’t know where in the map those players are when you’re looking for them, but they’re definitely in there somewhere!

Players arent stupid, people that have played wPvP since release can notice 2 things:

Queues are much longer;
Maps are much lighter in player numbers then before.

Red Guard a Guild vs. Guild video

in Community Creations

Posted by: Vohnnyan.4058

Vohnnyan.4058

Anet closing their eyes to good feedback, and pretending some problems dont exist, it certainly will lead to amazing results.

(edited by Vohnnyan.4058)

Golems and Food buff

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

You dont lose the buffs (for entering or exiting the golem) but the food/oil have no active effect, when inside the golem.

Piken Square Vs Gandara vs Augury Rock x4!

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

And PIKEN, you do know that in the next tier or the following ones, eventually we’ll run into someone who can put up a good fight and we’ll be held back, or worse, beaten, then the tourists will move on and we’ll have an epic fall back into the lower tiers.

This is what I’m hoping for, please let this happen before they add paid server transfers!

Mother of god.

[Video] Taking on double + zerg in EU T1

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Amazing video, Amazing Jackie.

Credit for kill/damage

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

This clearly needs fixing players killing themselves trough confusion and reflection need to be credited loot bags.

Remove WvW Badges from JP.

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Posted by: Vohnnyan.4058

Vohnnyan.4058

Personally I think the “pvp” jump puzzles are a interesting idea, you can have interesting out of the ordinary pvp, but badges should be only from player kills, not chests or npc loot.

I also dont understand why they share the wPvP instance, since people that do this jump puzzles (not all) most often then not are not interested in pvp or wPvP just want to farm the badges for the legendary/some specific item.

Unfortunatly if they didnt drop badges/siege the amount of people that do this JP would drop considerably, so it would never happen.

Blacktide/Vizunah Square/Arborstone

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Yup, didn’t saw any great fight yesterday on BT bl.

Rg had more number than all As together on this map. +Cir dealing with PvDoor.
Just nothing we could do.

So you didnt had more then 20 players?

So, about that Grub..

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Fortifications are monuments to human stupidity, the purpose of WvW should be the big, long unpredictable fights, fortifications and cap points should be a mecahnism to enable this fights, the more pve mobs, and pve events you had the less interesting it becomes, the less fights you have, if you want more pve Des, if you add more npcs you arein fact turning wPvP into wPvE.

So, about that Grub..

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Terrible idea, WvW development should move in the oposite direction, remove npcs and pve from it to make it better.

That is PvP already. There is a place for it. the same thing just without siege weapons (some maps still have a treb).

You are talking about that dull cap point thing, designed to encourage spliting with not a single interesting mechanic or rule, also very dependent on npcs for scoring, a shadow of what Gw1 HoM or GvG had to offer, and just feels like the boring niche TA that were removed from gw1, Id rather quit the game then play that “pvp”.

So, about that Grub..

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Terrible idea, WvW development should move in the oposite direction, remove npcs and pve from it to make it better.

Care Police looking for players interested in wPvP

in Guilds

Posted by: Vohnnyan.4058

Vohnnyan.4058

Looking for more players, currently need 1 Guardian and 1 Thief, other classes are welcome, what really matters is your attitude has a player and your love for small scale fights, or just good old pug bashing

Care Police looking for players interested in wPvP

in Guilds

Posted by: Vohnnyan.4058

Vohnnyan.4058

Still looking for players, please contact us if you would like to play with us.

Example of what we usually do, even tough we are runing a diferent setup right now:

Care Police looking for players interested in wPvP

in Guilds

Posted by: Vohnnyan.4058

Vohnnyan.4058

We are a european semi-hardcore guild, currently playing in Piken Square, formed with the intention of setting up small roaming groups to find interesting fights, like fighting disorganized zergs or other groups similar to ours.

What we do isn’t particulary easy, and requires a bit more personal commitment, but if this is the kind of action you’re looking for in Gw2 we can offer a good environment full of experienced and helpful players.

We are looking for team players, with a good attitude, not only wanting to have a good time playing in our groups, but also understanding the importance of focus and winning.

Our playtimes are usually during the night, with groups being formed at around 7:00 pm UTC, since many of our members have jobs or uni during the day, this doesn’t mean we won’t have players online during afternoons.

If you would like to play in a group where you can feel your actions change the outcome of a fight, and enjoy a challenge please contact us;

Ingame contacts:

Vohnnyan.4058
Heru.5427
Delete.3975
Hecksa.7140

Forum:
http://carepolice.enjin.com/recruitment