Okay, the initial title was: “I feel bad about the devs”. It’s been changed to “Desert Borderland Map”.
I didn’t do this.
If Anet says you’re kitten then you’re kitten.
Very nice indeed. Now enforcing simple player models as performance improvement would be great also. Imagine if the game only had to keep those simple models in memory.
Problem with desert bl is that its huge compared to alpine. They need more respawn points, maybe in that oasis in the middle.
Have you actually taken stopwatch timer how long it takes to run from garrison to each of the camps? I haven’t, but seems it would take very similar times. Desert borderland has those +40% movement speed shrines and portals to speed up travel, which alpine doesn’t have.
Don’t use staff and scepter if using them makes playing a Mesmer dull. I use Greatsword when at range and sword/focus for melee.
I would use greatsword but it’s a bugged weapon. Animation displays but it targets enemies way outside range and deals no damage.
I’m talking about staff and scepter here. Slow moving projectiles and long casting intervals. This coupled with mediocre range makes playing Mesmer really dull. Compare this to shooting a rifle or longbow, you can really tell the difference.
Thief can appear from shadows and instantly spike you down. Warrior can leap on top of you. Necromancers have awesome death shroud and spinning scythes. Staff mesmer? Putt….putt….putt. -_-
Guild Wars 2 API has a bunch of statistics that websites can use, for example this site:
https://gw2efficiency.com/account/statistics/values.summary.value
How do I find out what gold value my material storage, dye collection or wardrobe has?
This looks more like a loophole. If friending enemy is disabled, then there’s no reason why messaging them should be allowed either. Enemy names are anonymized too [servername] [rank]. Disallowing right-click block for enemy server players would be a simple fix.
I think that a middle ground could be found, somewhere in the middle between,n “We’ve been working on scoring changes for the last 6 months. Ok? Bye.” and “Hello folks how is it going today?”
Saying that they aknowledge population balance to be a problem is different than saying they’re going to merge servers. I understand that they don’t want to say the latter, but why not come forward with their own view of what the game mode needs?
Resident fleeing destroyed building. So they’re concerned about immersion I guess? That means they’re unlikely to implement many gamelike features that would put the focus away from role playing? It’s less about chess and more about fancy architecture of fire keep corridors. Journey of twisting paths in magical jungle with no concern how it would be like to have large scale battle in such location.
Fine if they think that way, but it should be communicated. We don’t even know what to suggest when we don’t know their values.
Mike O’Brien explained how we choose to communicate in this forum post a few years ago. What he said was, "We’ve set a clear policy in the past year: we don’t talk speculatively about future development. We don’t want to string you along.
Right. So no talk of future developments. What about priorities and values? How do you see WvW as a game mode and where would you want it to be? What are its best features and what do you feel needs improvement?
Is it all just “management” to you?
One thing I would really want to see:
Better scouting. Where are enemies going? Where are our guys going? This is a vital piece of information that makes or breaks the game mode. All too often there’s a group of players sieging a tower and capturing it without any opponents coming to defend it. That’s because none of the opponents know what’s going on. White swords pop out if you do as little as engage the guards (without even killing any) and last for a long time. Boy cries wolf and invalidates the message.
Then, after fifteen minutes or so the tower is recaptured again with no resistance. It makes WvW have this “player vs. door” type of gameplay that is not very interesting.
Scouting needs to be made into a role. Individual takes up a spot and relays accurate information automatically. It could work like a sentry feature. Marking enemies should stop contribution loss.
What about the part of playing with other people? I suggest that players should be able to highlight their presence at their own discretion on map, similar to how squad members are highlighted. Maybe just to tell other players on their side that they are not alone on the map and without leadership burden that comes from showing a commander tag.
Longbow Ranger.
I did have Steam active on backround. Thanks.
Sometimes minimap gets bugged so that right-click dragging will draw line instead of moving the minimap. Left-click will ping instead of move the minimap.
How to fix?
That’s vague. Examples…?
Thieves that turn invisible and stay invisible, warp around map, engage and disengage fights at will and are able to kill you in split-second.
Actually downstate needs to be removed instead.
This is a better suggestion
first the current scoring system is 5-4-3 (might as well be 1-2-3 imo but what ever) and second because with the current state of wvw it would be, server a has all the points while server b and c have kittened off because having no points would be demoralizing as kitten
How so? 5-4-3 makes it difficult to see any contribution. It’s pseudo numbers with no meaning, just like the rest of the game. With 1-0-0 even the worst server could easily see that against all odds they have won a skirmish once.
McKenna, what about 543 to start with. But when a server is behind 10 points or more, it gets +1 bonus for winning a skirmish.
Yes but only if this applies to red server on tuesday evenings when they are 10 points behind and +3 otherwise. But if they’re on 5-win streak then apply special -1 debuff. This could work with scrambled server linkings every 6 hours. Also all scores should be multiplied by 100 because who doesn’t like big numbers? If losers are still losing then they should be transferred to first place because that’s only fair. It’s all easy for Anet to do so let’s go with that.
Scores will appear closer, they won’t be closer.
I vote for 50001, 50000, 49999 scoring system.
I’m genuinely curious: do you people at Anet have any original ideas? Are you players, invested in creating gameplay? Or are you some kind of anthropologists examining behavior of alien subjects by altering variables that have no inherent meaning to you?
(edited by Zenith.6403)
Presumed pros such as “well this surely encourage 2 and 3 to focus 1!” has been thoroughly plowed into the ground both in theory by people in the forums and in practice ingame over these weeks.
I must have missed this. Where was it?
I like it when defend event for camp starts only after I’ve already killed all the guards. Makes sure nobody has chance to interrupt me.
I just came here to say I disagree with this idea before some Anet representative comes to say “We got support for point decay system so we’re going to implement it”.
Hahahaha… I dont think you have been reading the same things we have. It’s disliked by almost everyone. That’s not exactly a mixed response.
Who is this “everyone”? Everyone who comes to complain to forums? Certainly not the players who are enjoying the game by actually playing it and seeing the merits of the system, namely closer and more interesting matchups that aren’t about ganging up on the weakest server.
5-4-3 is exactly the same as 3-2-1, only numbers are closer and thus more difficult to tell apart.
I find the biggest opponents of DBL are zerglings who don’t like the extra effects (cripple, etc) or the length of the map. Alpine by comparison is very omniblob-friendly due to the proximity of waypoints to objectives and the general shape of the map.
I can imagine that the shape and design of desert borderlands heavily discourages fighting. How do you fight someone on zig-zagging staircase? How do you scout someone moving there? Does the map have any easily recognizable places one can refer to in chat?
All this does is unfairly punish newer players by giving them even smaller chances of getting exciting loot off mobs. This is not a good solution.
Oh, you’re right. Maybe add (HIDDEN) “new player bonus” to MF so that everybody is happy. They’re already doing something similar with rewarding returning players with exotic item drops.
Furthermore, continuing to increase the cap as soon as people hit it begs the question of why even bother having a cap in the first place. If Anet didn’t want to cap MF then it wouldn’t have been capped period
This is just the key point: magic find is useless. You don’t know the base value or the code how drops are determined. Reason why we have magic find is because it affects behavior of some people. They look at numbers and feel good about themselves when they repeatedly kill mobs. Maybe cap is there to get some kind of rush when you’ve “maxed” a stat.
This still doesn’t address the problem, it just delays it. Eventually, people would hit the new cap of 400% and have the same problems that they do now. If ANet does anything, they should implement a proper solution to this.
I think it’s a fine solution. Increase the cap so that addicts can continue to chase their meaningless numbers. Once it becomes full again increase the number and also reduce the hidden base value so that rare items don’t drop above reinforcement threshold.
Now when there are more and more ppl having magic find at full level, essence of luck became useless.
It always was. What do you care about value you can’t see or measure?
There wouldn’t be a need for stealth traps if stealth wasn’t so broken in design.
Stealth should be completely redesigned.
Sorry to ask, but what is going to be the use or the point of changing the servers link again? ><
Linkings are changed so that players will spend gems to transfer servers.
It is exactly because this sort of thing happens that I’d argue that a lot of your ranking is up to dumb luck of the draw. You can’t argue that the rankings are an accurate determination of skill, and explain how the same player can end up completely different on two accounts.
Statistically speaking a sample of 10 is indeed dumb luck of the draw. Especially early on when rating volatility is greater. Try playing at least 30-50 games before making judgment.
I report it by shift-clicking objective name, then adding number of enemies, direction and wall/gate status. Since Anet refuses to add any automatic form of scouting, these manual scouting reports are the only way to know what’s going on in the map.
I’m frankly offended to be censored like some spammer.
What is this? I get this when doing scouting reports on map chat. Just this time I hadn’t said anything for several minutes and when I try to report enemy position my message was suppressed for “excessive messaging”
Could you please take it off please? Excessive messaging is when someone copypastes stupid things, not when people do scouting reports. Thank you.
Tomes of knowledge are far more useful than majority of the trash that comes from reward tracks. They allow you to recreate characters if you feel like playing another race or profession without grinding for a month to reach level 80.
As there will be no difference between 2nd and 3rd, this will only incentivise constant 2v1s against whichever server is placing 1st. This will be no fun for the 1st place server. WvW is supposed to be a 3 way matchmaking system, not 1v1.
Exactly this is what makes three-way competition intense. Attack the leader, not the idlers. Aim for top place, not second place.
The ratio between 1, 2, and 3 are the largest you can get among whole numbers. Instead, award 3, 4, and 5. This would lower the ratio and make it so there is still a close match by the end of the week, unless the 3rd server is just really outmatched.
This is not true. 3,4,5 is same as 1,2,3. Winner is ahead of loser by 2 points.
The big difference is that for any given skirmish the top placed server/link group gets twice the score now compared to the second placed instead of 1.5 times. This will make the top placed servers harder to catch as they win more skirmishes… or am I missing something here?
No, winner gets 2 points others get 1 point. Winner will be easier to overcome, because third place server won’t be 2 points behind after every skirmish and also because rational players would focus score leader.
(edited by Zenith.6403)
I just realized I can make another character and have it instantly on the same power level as my main character (if same armor class).
1. Use 80 tomes of knowledge to get to level 80.
2. Transfer all ascended gear from main character to new character.
3. Transfer 20-slot bags, gathering tools and other stuff from main to new character.
This is pretty cool.
Well, I play only WvW and I got full ascended armor. Also reward tracks give another ton of loot and salvage material but I got my armor before that was added to the game.
Am I the only person who finds this insulting?
I think it depends on tone, but when people post things like “WoW has X, Y and Z how come GW2 doesn’t have those things?” it makes me wonder why they come here to complain when they could be playing the game they clearly like more.
And people who are so invested, geez! It’s like one game is supposed to be the ultimate solution to all your pastime needs. The way this world works is things get outdated and replaced by better things. Even if you got the best engineers and limitless budget to work on GW2, some decisions are made that just can’t be unmade without building another game.
+ For gods sake, allow WvW players a way to get ascended armor by playing WvW.
You’ve got to craft it. Every objective has grafting material dispensers that refill every so often too.
Add a boss to the center to solve the maps main issue being a donut.
The event should take place randomly once every skirmish and give 500 or 1000 points.
Yes! Let me propose a fetch quest with slow progress bar so that everybody can get to contribute. We EB raiders will be thrilled to get some variety to our routine. Sieging a keep at one time, assisting Professor Zonk gathering energy crystals another. There should be big score bonus or massive laser show too so that Professor Zonk won’t have to wait for long! Best assistants should get a unique title, something like “Helper of Worlds” to honor their valuable contributions to World Battles.
You cannot start a dungeon or use the WvW or PvP reward tracks until you’ve done story mode; you can’t craft new legendaries without the appropriate mastery; and you can’t use some of fractal NPCs without the mastery — each of those is a basic feature that gets earned. I don’t see that big a difference between having AoE looting included in the base game & having to earn no-interact looting.
There’s a good reason why things like WvW are paced until players is experienced and familiar with the game. I suppose skills unlock with character levels so that new players don’t get overwhelmed. Autoloot behind grind is like putting fullscreen feature behind grind.
Serious question. Have you ever played another game? Like, at all? Skyrim, warcraft, guild wars 1? No game ive ever played allowed you to kill creatures and pick up loot without doing literally anything.
I’ve played hundreds of games. Castlevania is one series where you don’t have to click to get items, just run over them. Many arcade racing, first person shooter and sports games are same way. Good games with click looting imply making a choice. Do I want to swap this bazooka to this machine gun?
GW2 you are point blank vacuum that hoards everything anyway and F click is not a meaningful choice. Then after looting you become inventory manager. I’m holding the best weapon in game with easily changeable skin too, where do I need these blue and green weapons? Salvage it. But wait, need to buy salvage kit first.
Shame GW devs are not gamers.
No, not really. Some games don’t offer “basic” features, some games only offer them as paid-DLC. Some games offer some basic features and ask you to pay or earn upgrades.
That’s a racket dressed as game. Targets are people who become invested and feel the need to pay small sums of money to “get ahead” of others. I’d have to wait 20 hours to finish this upgrade or give them 10 dollars. I’ll give them 10 dollars instead.
Hit and sink.
1) its your own assumption its a basic feature.
2) plenty of games have mechanics you need to earn. Shouts in skyrim. Shots in rayman. TM’s in pokemon, nothings ever handed out.
3) it adds to fun to have a meaningful reward behind a challenge. Why would you have challenges and not have meaningful rewards?
1. Well, it doesn’t affect plot or provide any meaningful reward, then it’s basic feature. Developers made the game cumbersome and now they’re asking money to make it not so. That’s all there is to it.
2. Those are plot elements so that you can’t just walk straight to final boss and finish the game.
3. Challenge is something like “beat the final boss” or “finish a level without dying”, but farming anything is not a challenge. Rewards are shiny badges, new moves, pieces of equipment and recognition. Whether or not you have to spam F every time something dies is a matter of design. There’s nothing fun about spamming F.
Do you want a button that unlocks all legendaries, gives you 150AR, fully unlocked wvw skills and a ‘press to win’button for pvp?
I don’t.
don’t be lazy kitten . earn it. work for it. others did, so could you.
Remember when games used to be fun and not work where you had to “earn” basic features?
Scout: “10 people on south bay!!!”
arrive and see 50+ pouring in
Which is why instead of vague descriptions by scouts it would be nice to have automatic scouting feature like Detected whenever there’s scout present in objective. Maybe there was 10 first, but then 40 more came in. Scout tried to report it but got chat suppressed.
Rewards like those should be given based on the player’s contribution to the total. Ideally it should be easier to get better rewards on under-populated servers.
This is a good suggestion, but let’s not forget that rewarding activity doesn’t have to be flooding the player’s inventory with salvage trash. I would find it very rewarding indeed if there was some high score list to acknowledge those who do useful work: capture camps, kill enemy players without getting killed and defend towers. Naturally in lower population servers there’s less competition for top spots.
Appears to be a bare-bones implementation. Unaware of the decision making behind it but definitely sub-par.
Most of Anet’s implementations are like that. It’s hard to make a game when you’re not a gamer yourself. They are not gamers.
There are a lot of rangers that haven’t gotten past the open-world mentality of just unloading at a distance
In case you didn’t know, longbow’s autoattack Long Range Shot deals more damage when fired at greater distance. That’s why you see rangers firing at distance and not coming to melee range to hold your hand.
The commanders know when a player is good on a ranger, thief, or anything, really so long as you’re visible, but they can easily check their damage logs to know precisely when someone isn’t good and hurting the group, and it’s the easiest to determine it as a ranger, because not many professions are so capable of killing their own allies while having that damage recorded in logs.
I’m not too familiar what stats commanders see, but I haven’t yet found a way to kill my allies when playing ranger. Is this another passive-aggressive whine from you “if Timmy wasn’t playing Ranger and was playing banner warrior instead we wouldn’t have died – he killed us !!!”
Oh so your whole argument is based on the assumption that every enemy group you come across is full of brain dead morons….
Play and learn the class. So many players here have no clue how to play ranger. They put it on some zerg mob and are surprised when it doesn’t work. Oh really?!
Taking…plans? What are you talking about?