Showing Posts For Ychiju.7960:

Why not a more realistic Scoring?

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Posted by: Ychiju.7960

Ychiju.7960

Due to the 5-4-3 system the matchmaking algorithm obviously allows matchups in which sufficiently high rating differences guarantee that the strongest server cannot gain points and the weakest server cannot lose points.

This matchup: Piken vs Drakkar vs Augury. Piken wins 33/38 gold medals and loses 16,6 points. Even if they won every 38 skirmishes, they’d still lose points.

It’s clearly absurd and unfair, and far away from the pre-skirmish system (without server linking) which alone truly reflected reality, but I think I figured out that it yet makes perfect sense in Anet logic. As long as things just look more balanced, it’s fine?

No more DBL please

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Posted by: Ychiju.7960

Ychiju.7960

Well, everybody who neglects that there is more to WvW than just fighting will go for a map with just a flat green lawn and a vendor, right?

No more DBL please

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Posted by: Ychiju.7960

Ychiju.7960

The tower cant siege bay

The camp can. It’s undefendable. Nobody seems to know or care.
But anyway, I get your point, it sounds reasonable.

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No more DBL please

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Posted by: Ychiju.7960

Ychiju.7960

I believe you have your reasons and I don’t judge them. But, to put it crudely, playing on DBL means being alone and knowing it means being overqualified. By the way, I don’t completely agree to what you say about siege. Don’t you think ABL has difficult spots too (trebs in one of the towers being the cheapest examples)?

No more DBL please

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Posted by: Ychiju.7960

Ychiju.7960

I’m sick of everybody being sick of DBL. I preferably play on DBL but feel a huge uselessness because everybody else’s attitude towards DBL is made of ignorance and indifference.

WvW spawn trap

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Posted by: Ychiju.7960

Ychiju.7960

No, it’s dominance behavior, which is why it offends the other side independent from how many exits there are.

WvW spawn trap

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Posted by: Ychiju.7960

Ychiju.7960

Hey dummy, try going out another exit from spawn? Durrrrrrrrrrrrr

If this is a non-issue, then why do people do spawn-camping? Try to figure out what their incentive is and you’ll find your argument flawed (hint: it’s not about not letting the enemy out).

Escaping a lethal fall

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Posted by: Ychiju.7960

Ychiju.7960

Right there is a bale of straw. I’ve used it several times myself.
Apart from that you can also take a waypoint in mid-air.

Medium server

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Posted by: Ychiju.7960

Ychiju.7960

The medium population servers are guest servers now.

Except Vizunah and GH.
Since Vizu is only medium, they obviously need more people. I expect them to be linked to Jade Sea next time, so that we can look forward to balanced matchups against FSP+FoW+WsR+Vaabi+SFR and an unfortunate third server with less bandwagoners, while GH stays alone again.

(edited by Ychiju.7960)

DBL exploit?

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Posted by: Ychiju.7960

Ychiju.7960

Mesmer, possibly?

new player,Server and active players

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Posted by: Ychiju.7960

Ychiju.7960

There is a weekly reset each friday 18:00 UTC which starts a new matchup. Chances are relatively equal to get any of the colours and several different enemy servers:

http://wvwmatchups.azurewebsites.net/#Seafarer%27s%20Rest

As others already said, give it a break. Don’t get lost to eotm. I’m not on SFR and have never been there, but I guess there will be nice people who appreciate new players. Transfering would probably not change much for you.

new player,Server and active players

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Posted by: Ychiju.7960

Ychiju.7960

Hi, you must dinstinguish between the edge of the mists (eotm) and the other maps.

You might have noticed already that your server is blue in this current matchup of regular WvW, playing against Riverside (green) and Jade Sea (red). Eotm does not belong to regular WvW. It was once introduced as a WvW simulating substitute map for players in queue (WvW maps can be full and generate a queue) and works differently. In eotm servers are grouped according to their colour; you play in the blue team consisting of all five servers which are blue atm. The people you see there are therefor not necessarily from your server.

If you like to get to know the real WvW, best chance to find action, people and a commander is at prime time (evening) most likely on eternal battlegrounds or your home map. Ask for the teamspeak address and join your servermates there. Also consider that the game is four years old. No server can fill all the maps all the time.

World Linking 8/26/2016

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Posted by: Ychiju.7960

Ychiju.7960

Thanks for the explanation, but I don’t get it. Vizunah, a rank 10 server which persistently fails to obtain any degree of fighting skill no matter what numbers they have, is currently so utterly overpowered and menacing that FSP needs two partners to be able to challenge them for the next eight weeks?
Giving FSP two partners will not lead to any “good matches”. Just leave Deso, FSP, Gandara and Piken alone.

WvW Poll 12 July: Repair Hammers (Closed)

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Posted by: Ychiju.7960

Ychiju.7960

I have to agree. The excessive use of shield generators on the attackers’ side has already reached an annoying dimension, and this will take the same line.

WvW Poll 12 July: Repair Hammers (Closed)

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Posted by: Ychiju.7960

Ychiju.7960

2. Can siege be manned while being repaired? In the current design, yes, one person can be using the siege while another person is repairing it.

Apparently, according to an older statement this does not apply to golems:

6. Will repair hammers work on golems? Repair Hammers do work on golems, but only when no one is inside of them.

Pick a Map to be the next WvW Map Setting

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Posted by: Ychiju.7960

Ychiju.7960

A waterworld. No land at all. Only water, and boats.

Ninjas getting marked after capturing

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Posted by: Ychiju.7960

Ychiju.7960

This should’ve been done years ago. The idea that a whole zerg must search every nook and cranny of a Keep just because one profession that has the ability to bypass any and all defenses was ridiculous. Especially on a profession as evasive as a Mesmer.

For me it has always been a sport or an art of hiding. I’ve done this for years, exclusively in inner keeps. I probably put much more passion, experience and thoughts about strategies into this than you can imagine and probably have been the last mesmer in wvw who still did this on DBL despite the marked debuff working correctly. I’m very displeased with the current state.

Mesmer portal play still effective?

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Posted by: Ychiju.7960

Ychiju.7960

Forget about it. Not fun anymore.
You even get marked on the map in your own citadel after your garrison is captured.

Non-HoT Players & Shield Generators

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Posted by: Ychiju.7960

Ychiju.7960

The “funny” thing is… there was a patch some months ago which now lets you utilise the shield generator (when it’s already built), but not its skills.

Defensive Zerg Play: Alpine vs Desert

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Posted by: Ychiju.7960

Ychiju.7960

You add non counterable spot, like nort outer wall and south inner wall at palace… I didn’t find atm counter spot to cata at north UC, wall at right from the door, cata on the hills at north east.

There are numerous options to defend the south inner wall at palace. As for the north outer wall, you can use a) the cannon, b) the m o r t a r, c) a treb at the same spot, d) supply traps, e) omega golem.
Most of you are so hardened in negativity that you don’t even try. Actually, you can defend palace better than hills with less siege.

(edited by Ychiju.7960)

Center event replacement idea

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Posted by: Ychiju.7960

Ychiju.7960

Just move the mystic forge and all the NPCs into the center.

No Counter?

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Posted by: Ychiju.7960

Ychiju.7960

Is there no counter to putting catapults at point-blank range against the wall indicated?

1. The mortar at the southern outer gate
2. A treb on the plateau in the west (which is very good to also counter a lot of other cata spots for the outer wall)
3. Maybe a treb next to the lord’s room that hits the wall on the other side.
4. An omega on the wall

(edited by Ychiju.7960)

Suggestion about siege in Towers/Keeps

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Posted by: Ychiju.7960

Ychiju.7960

I think this is utter karmatrain bullkitten (sorry).
If that many people want to take that keep, they need to take a break from their pvd mode and be more clever.

Arrowcarts aiming just roots of the walls

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Posted by: Ychiju.7960

Ychiju.7960

Yes of course your AC is not safe there, because the wall is not thick enough. Most objects don’t really have a shortage of better spots to place it.

But as this subject is already touched… it really WOULD be nice if you actually could defend those two air keep walls with an AC.

Arrowcarts aiming just roots of the walls

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Posted by: Ychiju.7960

Ychiju.7960

any siege on walls is close to be useless no matter if its setted form the inner side of the wall it is easilly reachable and nuked by eles, and all that takes is a 3-4 seconds max to destroy several siege.

If an Ele can destroy your AC, you built it wrong.

The answer to making defense feasible

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Posted by: Ychiju.7960

Ychiju.7960

On the one hand I like this idea, but on the other hand I see some unbeautiful consequences.

Whenever you defend something without the help of siege, you will have to built siege afterwards just to kill the enemy siege. For example enemies build catas at a random wall. You wipe them. Afterwards the catas are still there. You can either wait for them to respawn or you have to build own siege to kill them.

Right now I don’t consider defending a big problem either. 90% of the wvw players don’t play cleverly when attacking something. However they don’t even have to because very rarely somebody defends in the first place.

Granted that there are ambitious and versed defenders and attackers, I don’t think the attacker has that much advantages. Why is it that aoe skills can annul your entire defense? Anet should just make a few alterations to the east side of the map in order to make it more defender-friendly. In no way can you defend the Palace against a commander who knows its weaknesses.

WvW Bug List

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Posted by: Ychiju.7960

Ychiju.7960

In the earth keep there are those teleporters for the mortars. You can use them even when the keep is not yours.

“Even though you consta contest the WP stays open for them.” /confirm

WvW Bug List

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Posted by: Ychiju.7960

Ychiju.7960

My experiences of two weeks HoT tell me that the marked debuff in keeps never works. You get the debuff, but there will be no red dots on the map.

To state it more precisely: Keeps mark a player always for the wrong server, even for the own server. If Red captures a keep and an enemy player is in it, he is marked either for Blue or for Green, which does not make sense.

And this is from today. Tengus don’t even belong there:

Attachments:

WvW Bug List

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Posted by: Ychiju.7960

Ychiju.7960

Yesterday at the fire keep: Flickering walls. Depending on where you click, the same wall is displayed as normal, reinforced and fortified.

I believe it is the same bugs as this one: “Some parts of buildings do not replace the wooden model – thus resulting in 2 models constantly clipping though each other”

Actually it should have been a paper keep. But I found something now, this description matches:

Patch Bug – Immediately after a patch, structures can be paper, reinforced, and fortified all at the same time with multiple guards and multiple walls and gates inside each other. When the structure upgrades, it appears to fix itself.

Although it wasn’t really a patch. Most of us had a DC and after coming back the shrines and guards were grey.

(edited by Ychiju.7960)

WvW Bug List

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Posted by: Ychiju.7960

Ychiju.7960

Yesterday at the fire keep: Flickering walls. Depending on where you click, the same wall is displayed as normal, reinforced and fortified. While breaking an (allegedly) reinforced wall, with the last shot it turned into (allegedly) fortified with 50% health. The keep was owned for 31 minutes at that time.

WvW Bug List

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Posted by: Ychiju.7960

Ychiju.7960

My experiences of two weeks HoT tell me that the marked debuff in keeps never works. You get the debuff, but there will be no red dots on the map.

Guide to Desert Borderlands Towers & Keeps

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Posted by: Ychiju.7960

Ychiju.7960

Excellent :mr burns finger pyramid:

Mesmers no longer able to hide?

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Posted by: Ychiju.7960

Ychiju.7960

Apparently the ‘marked’ debuff is buggy too. We took the air keep yesterday. No red dots on the map although an enemy guild was at the inner gate.

Mesmers no longer able to hide?

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Posted by: Ychiju.7960

Ychiju.7960

As a Mesmer I always considered it a sport to hide in inner keeps, and gave thought to this matter early before HoT release. In HoT I already have been hiding a couple of times successfully in the new inner keeps even without being seen, so yes, you can still do this, but it’s not as easy as before.
Good thing (for me) is that most people underestimate the mesmer’s capability and wrongly believe that those times of hiding are over.

(edited by Ychiju.7960)

Quick guide to Desert Borderlands

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Posted by: Ychiju.7960

Ychiju.7960

Which images don’t load?

In Firefox the source code says there isn’t even an <img src>. But with Google Chrome it works now. =)

But I will probably make some videos on the desert borderlands too in the future when people know the spots cause right now everyone goes for rams or at most, proxy catapults.

Looking forward to that.
Sometimes you can actually watch the enemy reconsider his strategy if it didn’t work out at the first try, which is quite pleasant. If somebody from SLAY (FSP) reads here, you guys seem to be determined and willing to learn the new map. It was nice and instructive to defend against you yesterday.

Quick guide to Desert Borderlands

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Posted by: Ychiju.7960

Ychiju.7960

Thanks Catalin. I enjoyed your old videos for the alpine borderland; this also provides a good orientation.

You can defend the outer northern wall in Palace with the mortar or with a Treb built a little more to the west.

@ Sich, I cannot view these particular pictures (don’t know why), but yes, I can confirm that you can place a Treb at the outer gates and it hits the rams. Only thing that doesn’t seem to work is supply cows through gates.

(edited by Ychiju.7960)

Make Five Suggestions

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Posted by: Ychiju.7960

Ychiju.7960

1. Remove the laser event. It violates one fundamental rule of comprehensible competitive play: damage is the result of work. At the moment it is not. Some magical laser does everything for you and brings every kittening door on the map to 10% in only 90 seconds. It actually reminds me of the golem rush event week; back then I asked “what comes next; a no doors week?” to express something one could only imagine in his nightmares – this is quite similar. Think of making this area a place where people go without interest in objectives.

2. Remove the barricades. There are four in the north and four in the south slowing down groups and forcing solo roamers to make huge detours with absolutely no gain for anybody. The map should be open and a place to meet other people from other servers. It should encourage action, not impede it with barricades. I disagree with everybody claiming that the map it too huge or confusing. But it’s too restrictive. It could definitely do with some smoothing.

3. No automatic upgrades. Automation takes away an important field of action which actually provided meaning in the old WvW. It was a meaningful strategic element to upgrade an objective manually, it enhanced or even created its value in the first place and made it worth defending or capturing it because somebody had put gold, effort, thoughts and love into this. While the new dolyak buff is very nice, the dolyak itself and camps are absolutely useless now in reference to another friendly objective.

4. Bring back the old waypoint system. This is connected to the third suggestion. A waypoint has always been something you have to earn. “X has a waypoint in Y!” was a classical sentence in teamspeak. Not stonemist castle, but a keep with a waypoint was the most alluring challenge for a motivated commander, because such an objective sent one meaningful signal: The enemy wants to kittening hold it and it will be exciting and action packed to try to capture it. In this spirit, please introduce a waypoint in each keep and make it a meaningful goal to activate it, for any team.

5. Rework the marked debuff. While I also dislike the stealth areas around the earth keep because stealth either tends to prevent action or works in favor of uneven fights, the opposite of this concept, the marked debuff, gives me even more headaches. I don’t have official data about this, but it seems that the area of effect of the marked debuff in keeps is ringlike with a range of ~14.000? Why? No keep has this shape. You get marked while being in the oasis just because the earth keep has been flipped. You don’t get marked while standing in the very north or south of the air keep (a free ticket for mesmers since nobody cares to sweep). It’s obviously not how it is supposed to work. Also why do sentries give you that debuff while you are not even in attack range?

Most of the things I complain about here are elements which reduce action and meaning rather than the opposite: the laser, the barricades, the automation, the missing or free waypoints. This is what makes the new maps (which are full of potential) currently unattractive.

(edited by Ychiju.7960)

Baruch Bay server full, problematic.

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Posted by: Ychiju.7960

Ychiju.7960

Maybe ArenaNet can make another server Spanish? One of the lowest populated servers perhaps. They did make Riverside a German server just before releasing the game

+1 make Riverside Spanish.

Ok, I’m not even Spanish, but feel sorry for you guys. Come one Anet, where are new Spanish players supposed to play? It’s not like every server would have an acceptable population if only the “full” servers gave off some of their players to other servers. Just closing the bottom 12 servers at least would be a better solution.

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(edited by Ychiju.7960)

The real 4 main issues with the new WvW

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Posted by: Ychiju.7960

Ychiju.7960

Like, can you actually stop for a moment and truly immagine and visualize it how it would be riddiculous to siege such a big area AND REFRESH that siege?

That’s actually quite easy. I already built extensive siege in the air keep at every outer AND inner gate AND wall plus extra siege on the plateau in the west. It took me 4 minutes to refresh everything. Get to know the structure and you won’t find it so big anymore.

Local limit for siege

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Posted by: Ychiju.7960

Ychiju.7960

My personal record is having disabled 11 catas with 1 siege disabler. It was two weeks ago when Jade Sea built this amount of catas at the west garri wall. I don’t know how they did it, perhaps somebody from JS can explain.

AC Exploit

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Posted by: Ychiju.7960

Ychiju.7960

It’s refreshing to see that there are still players out there with that attitude.
In my opinion the real problem is not the ACs but that you can cast through walls (roofs, doors etc. respectively). If you build an AC outside of a keep and clear deff inside, you don’t shoot over the wall, but through the wall. Guardians cast through walls with their staff and kill defensive trebs in this way. That is what makes it absurd. Sadly, most of the players will lightheartedly take advantage of any of the game’s flaws just because it makes it easier.

Ring of Fire - Drakkar Lake - Whiteside Ridge

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Posted by: Ychiju.7960

Ychiju.7960

I don’t understand why this is always an issue. In future, our commanders should quickly calculate the number of people needed for a specific action each time and send the rest to the spawn to wait. ^^
Anyway, just wanted to say special thanks to everybody for the lovely duels at the new arena, it’s been good practice.

Ring of Fire - Drakkar Lake - Whiteside Ridge

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Posted by: Ychiju.7960

Ychiju.7960

Well, I do try to roam more often because I know that you guys probably don’t find much amusement in fighting the big Drakkarian zergs. Keep running into groups or zergs both on RoF and WSR side though which cruelly hunt me down then. =)