Showing Posts For Zombiesbum.3502:
Hang on, let me just log into my 100 or so games in my library “Just in case” there is temporary content that later becomes buy to play.
The way people talk is as if there is only one game on the market.
Also I was not even around for the living story one, but that does not bother me and you might think “why?”. Simple, it is no longer available to anyone. There is no scammy cash-in on it. It was an event within the game for free and never changes.
If living story s2 was unavailable and you could not buy it, that would also not bother me.
If you cannot see the disrespect from Anet by this method of cashing-in then I really feel sorry for you when(not if) you get screwed over by Anet or any other future company.
Some people are also under the impression that everyone who has not unlocked the chapters were available to be around. Imagine if you have never played Gw2 and you see the “buy once play forever”. There is nowhere that it says “When you buy Gw2 you must also purchase living story chapters” But it still mentions the living story as playable content.
Now tell me, what’s your excuse for Anet then? Please enlighten me on how Anet are so respectful to their customers by not telling them about the living story costs.
I never realized that WoW gave you their old expansions for free.
The key word being “Expansions”.
Also the fact that they are cheaper over time and if you buy the full game again you are not paying £200 but a price which relates to a normal game.
It’s a lot like watching television in that you can watch (and record) an episode for free when it airs. If you miss it, you can buy the episode off iTunes later. Does that make sense?
No no no no, it’s not like television though is it? If you miss a program you can wait for it to air again.
If you missed a season episode you do not have that luxury. It’s a scam and I won’t ever be purchasing those episodes. If I wanted a good story I’ll go read a kittening book or, get this, go buy another game. “WHAT?! THERE ARE OTHER GAMES OTHER THAN GW2?! HOLY MOLEY!”
I think a lot of people are missing the point. When you buy a game, you buy everything that the game adds to it. If it’s an expansion then that is fair enough as the content of those are usually vast enough to warrant the sale of content.
Very false, when you buy a game, you buy the content that it had at the time of release unless it is otherwise stated in legal documentation. Any future content is purely up to the discretion of the developer and publisher.
Except that is was free. Wasnt it? But of course players that actually unlocked it for free are so far up their own kitten holes they are too blind to see that actions like this also may effect them in the future. Let a company extort it’s customers while they say “yeah it’s okay” and guess whats going to happen? More extortion.
Of course a company has a right to sell what ever content they want, but they should also respect their customers and not view them merely as wallets with cash.
The game is fun, but it’s things like this that make me think twice about purchasing from the company in the future. I want to buy the expansion to experience it’s content but I’m also very skeptical of their actions.
(It’s not the first time Anet has made dumb actions ‘Remembers the perma bans, Oh sorry! I meant 72 hour bans, for buying items from vendors’)I may just say screw the expansion and go play other games, there are other games out there and companies who strive to treat their customers more like human beings.
A company has a right to sell what ever they want. But a customer has a right to voice their dissatisfaction. The people here who are shouting down those opposing views with illogical bigotry should try coming up with logical views rather than the moronic “Oh well if you logged in when you had no idea the game even still existed in a playable state…”.
Yeah, grow up children.
Sounds like you need to grow up, No im not kidding.
It takes at most 3 minutes to open GW2 and let it install and log in and get the free unlock for the 2 weeks or more thats its up for free. 3. Minutes. I managed to do that while i was working a full time job, going to college, and having to take care of my sick dog. If i could manage to afk open GW2 before i leave for work and log in when i get back so to can you. There is no reason for you not to be able to get the free unlock unless you simply just stopped following GW2 altogether, which then its your fault. Not ANETS, not ours, Not NCsofts, Yours. For not following the GW2 releases. For your info, i wasnt even playing GW2 while i was working, i had no interest, id done everything i wanted, and so i stopped playing, still logged in though.
As i said in another very similar thread, My brother who cant even play the game because of his kittenty computer managed to log in when a new story was up and hes so busy with school and homework that he has no other life other than school.
Stop being mad at everyone else and stop blaming everyone else. This is on no one but you. And by all means please, leave, getting all kittened off and mad when its so easy to get for free, is just sad.
When you have a job and work 12 hour shifts then come back kid. Everything you say is irrelevant.
Btw I’m not blaming anyone else, I’m pointing out that everyone is blaming the people with real lives (not school lives, that is very casual).
I can be a egotistical kitten head too.
I think a lot of people are missing the point. When you buy a game, you buy everything that the game adds to it. If it’s an expansion then that is fair enough as the content of those are usually vast enough to warrant the sale of content.
Very false, when you buy a game, you buy the content that it had at the time of release unless it is otherwise stated in legal documentation. Any future content is purely up to the discretion of the developer and publisher.
Except that is was free. Wasnt it? But of course players that actually unlocked it for free are so far up their own kitten holes they are too blind to see that actions like this also may effect them in the future. Let a company extort it’s customers while they say “yeah it’s okay” and guess whats going to happen? More extortion.
Of course a company has a right to sell what ever content they want, but they should also respect their customers and not view them merely as wallets with cash.
The game is fun, but it’s things like this that make me think twice about purchasing from the company in the future. I want to buy the expansion to experience it’s content but I’m also very skeptical of their actions.
(It’s not the first time Anet has made dumb actions ‘Remembers the perma bans, Oh sorry! I meant 72 hour bans, for buying items from vendors’)
I may just say screw the expansion and go play other games, there are other games out there and companies who strive to treat their customers more like human beings.
A company has a right to sell what ever they want. But a customer has a right to voice their dissatisfaction. The people here who are shouting down those opposing views with illogical bigotry should try coming up with logical views rather than the moronic “Oh well if you logged in when you had no idea the game even still existed in a playable state…”.
Yeah, grow up children.
(edited by Zombiesbum.3502)
I think a lot of people are missing the point. When you buy a game, you buy everything that the game adds to it. If it’s an expansion then that is fair enough as the content of those are usually vast enough to warrant the sale of content.
It’s like saying “Oh we added ascended gear, that will be £20 for access to that content!” It’s stupidly kittened.
The “I had a life” card should not even come to question. Simply put, if you bought a game, you should receive everything that anyone else received regardless if you put the game down for ANY reason.
Quite frankly its very backwards thinking. You don’t give out content for free and THEN charge people. That’s absurd. Content becomes cheaper as time progresses, that’s just the nature of business. Obviously the Anet marketing team are a bunch of potatoes.
I won’t be buying the stories, ever. Fvck the marketing team.
bump for win…………………
Title says it, more weapon types for each class. Why? because having more choice is full of win.
Some examples would be;
Snipers. Pros; high damage, long range. Cons; single target, slow attack.
Crossbows. Pros; high damage at close range, good mobility/evade skill. Cons; low damage at long range, single target.
Pole-arms. Pros; long range melee skills (300-600 range), high damage AoE, crowd control. Cons; low damage at close range (0-300 range), more difficult to use.
You get the idea, others could include things like; slings, boomerangs, flails, bazookas, chakrams, scythes, etc.
Also another thing is weapon traits, or a better word would be weapon augmentations, these could increase the effectiveness of certain weapon skills or give them another effect all together.
Each skill for every weapon could have several changes to choose from. Lets take the Mesmer’s Greatsword skill number one as an example; You could choose to augment this with split attack, instead of hitting one target it can now hit three, maybe at reduced singular damage output.
Just thought I’d put that idea out there, even though it’s a lot of work.
So as the devs have already stated, they like to take their time when it comes to releasing changes, thus is the reasoning for painfully long waits for needed updates. Anet want to make sure that everything runs smoothly before releasing the updates.
Is that why my pet will no longer attack stationary buildings in certain areas (Even if commanded to, they will stand there and look at you like your trying to squeeze one out).
Oh and looting is somewhat bugged (you have to run around a little over a corpse to actually be able to loot).
Yep, Good, Excellent, Fantastic.
It’s not a bug, it’s just very poor information given. The TP deducts 15% total of what you sell on there. 5% listing (Which informs you clearly) and then 10% fee when you sell the item (Which doesn’t seem to inform you)
It’s just yet again another design flaw (Or is it?)
Agreed, between DR and all the other issues arising lately, I am seriously contemplating quitting this game. I had a lot of fun, however it seems they keep taking that fun away. This is not what I paid for.
How does one quit a game they’re not paying for? Is it really quitting if you can return to it at a moments notice. Is this like quitting smoking or drinking where you have to actively make the choice at every opportunity to not start playing again?
It’s an empty gesture that serves no purpose.
You don’t need to have payed a subscription fee to “quit playing” the very act of not playing means 1 less player. If 10,000 players (who also don’t pay anything) suddenly stopped playing what do you think will happen?
The game will not only loose out on the 5-15% of those players who would have spent money for gems, but also the game is now less popular meaning less people are inclined to stay and then more players leave again.
Basicly it’s whats called a vicious circle.
You mother’s IQ is so low she plays League of Legends
Nobody mentions ranger, the one class you would expect to be super fast Loooool what a joke.
Please excuse my language
I realy cannot believe the stupidity of some people. Every time I hear “ITS FINE!!!”“211 THEYZZ STOPPINZZ UUZ FROM FREEE SIEGESSQ!!!” I just want to scream!
First of all, Time is NOT free!
Secondly, if you are stopped at all during the puzzle jump, it is no longer worth the time, if fact I don’t think its worth it anyway. You get more siege zerging objectives and that is by far easier.
Now when it comes to PvP in the puzzle zone it is all fine and dandy, sure you will get peeved at times when you get ganked by 10 people, that’s PvP, it’s always like that and always going to be like that in every game.
But when a couple of players build 2 or 3 arrow carts (which are hitting you) in certain unreachable places (even by a ranger with 1500 range) and when you combine that with combat speed, the game becomes broken.
The “you need more guys” realy only works if the other team are:
A) Really kittening stupid that they either build the arrow carts in the most kitten place or don’t know how to use them.
B) AFK/Left due to being bored.
I did say it once but ill say it again. The blueprints are NOT free, they take more TIME to get than mindless zerging.
(edited by Zombiesbum.3502)
Well, if having fun is the reward, let me know in 6 mounths if you’re still playing (Thats if they haven’t introduced the reward system by then)
kbyethx
Not even gonna bother explaining simple logic to people anymore, its clearly wasted on them
(edited by Zombiesbum.3502)
Well like i have already stated, there is a core problem with WvW, I was merely stating the facts and how it could be implamented with numbers i took from my A***.
Though I belive many other things needs changing before the score system does, this system wouldn’t hurt the game. If the winning side is already winning and continue to win then it doesnt matter how much more score they get on the last day. But if a server makes a come back from 5 or 6 days of loosing, they can turn around a huge score gap.
Though like I said and ill say it again, there is a core problem with WvW and this would not change it. (Im not saying its a bad idea either)
Also I would like to hear these “Problems” this change would make if it were to be implamented (Lets just pretend for a moument that it does). What? the winning side will just streamroll harder? happends anyway.
I hear alot of people talking out of their butts to be frank.
(edited by Zombiesbum.3502)
You seem to have fergoten what an MMO is actauly about. Its not some FPS or RTS. It is a Role Playing Game, in otherwords, those shiny pixel you so seem to not care about? they are real in the RPG world, its what makes RPG’s a complete success or complete failure. At the moument, this game has no longivety.
Its fun for a while like any game would be, but you will get bored, why arnt you still playing red alert 1? that was fun wasn’t it? Oh whats that? you go bored? Yeah… its a natrual acurance with everything. Thats why MMO’s need that addiction factor to keep you hooked, MMO’s cannot survive off a comminity that picks up the game, plays for a few mouths then stop for a year before playing again.
Now im not saying they need to add more gear as such, but they do need to add something that will allow you to have a feeling of progression. RR seems to pop up alot and wouldn’t be a bad idea if implamented correctly.
More than anything, there needs to be something for winning a WvW match, those who tend contribute in more subtle ways won’t just say “F*** it! Im gonna go with the zerg for the easyer and faster reward(s)”.
(edited by Zombiesbum.3502)
I covered some things in a post I took some considrable time to write. The orbs i think should remain as a stat bonus personaly as they do give that feeling and “You must have them” and not a “Oh its nice to have them” I do feel however that the buff they give needs a deminishing returns (Less effectiveness for the 2nd and 3rd orbs).
Also the squad commander should not be something you buy or earn through materialistic ways. It should be more ladder based for a set amount of players on each server.
Its all in this post: https://forum-en.gw2archive.eu/forum/game/suggestions/WvW-Concerns-and-suggestions/first#post242124
Enjoy the read :P
Instead of allocating supplies (Like stoping players from taking them alltogether) I think there needs to be a “Retain supplies” so for example you have 100 supply in a tower, you can retain up to like say 50% or 75% of the total supplies so it can never for below 50 or 75. Just an example.
This can also be harmful at times, but I think it may be an improvement. Though there are many more pressing issues that i would like see changing before this.
I can see your point, but also you need to adapt. As a ranger i would love to switch to my greatsword and smash some faces, but 90% of the time I cannot. At the moument, until the system changes from favouring constant zerging then melee isn’t as uselfull in full out zerg vrs zerg.
My only suggestion is to either carry a ranged wep with you and/or switch to a support roll if you are able to.
What I like is when people try to justify this kind of behaviour. Becuase you can build seige in unreachable places to exploit players to be stuck doesn’t mean its ment to be there as feature.
Using that logic, building catapults behind your own gate and stoping enemies outside from using their rams by hitting your own gate is clearly not a game mechanic flaw. Oh! I wonder why Anet is trying to change that?!
Camping is another story all together, while a little douchbag-ish it’s not strictly exploitable content.
Reserved for later use.
I think the main problem isn’t the token/xp/karma/silver you gain throughout the progress of WvW, but rather the end result, the moument when you win or loose, that feeling of completion.
You feel a little bit empty, Some poeple get hard from thinking they own other servers and all the BS, but many others including myself realy don’t care for that stuff.
Im sure many players love to tell all their friends that they are the number one server on a computer game, oh wait maybe not….
I think the core of the problem is that there is no incentive to carry on playing if you’re loosing. There is no reward at the end of it all thus people will just loose interested the second they aint gaining massive amount of xp/karma/silver.
Numbers just for example
But yes you’re idea does sound reasonable (I think this is what you ment): Like day 1, objectives give 100% periodic point gain,
Day 2, 110%,
Day 3, 120%,
Day 4, 140%,
Day 5, 180%
Day 6, 260%
Day 7, 420%
This would mean that the last day would be worth day 1-4 (minus 50%) and thus be worth enough to allow servers to regain their “footing”. However, that is all pretty pointless without any sort of reward at the end of it (shiny chests, realm ranks (like from DOAC) or even cosmetic gear would be a start).
The progress rewards would very likely need tweaking to compensate.
There is grindable rewards from WvW which you buy with Honor Tokens or you can buy gear from the Karmar you gain.
No real reward though, once you have the gear thats it, you have now completed the game, grats you can stop playing.
Reserved for later use.
Contribution Credit
What bothers me about this game at the moument is that it doesn’t reward players who help in less subtle ways. Player(s) that branch off from the main zerg will loose any credit on a the point that they are potentionaly helping.
For example, The zerg is going to take a tower, a small group of players head off to take the nearby camp to both stop enemy supplies and supply thier newly captured tower with fresh supplies. While somtimes they would make it back in time, it doesn’t always happen and in other examples of “Trying to win” it happends more.
While this wouldnt matter as much if there was a reward for winning, it is still a little bit anoying to be punished for taking the inititive.
My suggestion is: Any player that is near adjacent objectives or between them and the Event or captured point will be awarded with the Xp/Karma/Gold.
Two things may need to be done with this change though:
A: Reduce the rewards from captured points slightly
This will be to compensate for the extra reward an attacking force would get for defending any adjacent points while they arn’t actauly there (They would still be defending it in a way by playing offensively. “Offence is the best defence” some belive)
B: Allow players to kick and temporarily ban players (Botters and afkers) from that map. Wrongly kicked players can apeal and be compensated for the inconvience (And become immune from being kicked again by the same players, though im not sure if that would work well. It depends on how well Anet can determine a botter from a real player (As well as being exploitably AFK) which can be difficult if not impossible.). As long as a considrable amount of players/accounts don’t do this then it shouldn’t be too much of a problem.
An edgey idea, but one that would be great if it were to be made less exploitable.
Combat speed and puzzle maps
This is something that has a little bit bemused me (More so on the puzzle maps). I can understand there being combat speed in the PvE zone. But I honestly struggle to find its “use” in player vrs player combat.
It reduces the effectiveness of the speed boost for a start if you’re tagged as in combat by an random NPC or player’s pet, meaning it’s that much harder to get away from multiple players. Also most notebly it blocks any progression on some parts of the puzzle maps.
I really cannot think of a single reason why there is combat speed in WvW. If someone can give me a valid reason, then that would be great.
Next thing, Siege on the puzzle maps, this is realy starting to peeve me off, you get a couple of guys in certain areas on a puzzle map building unreachable balista’s and arrow carts, meaning you are there for hours trying to get past. I have even taken a break and come back hours later to find either the same guys or differnt griefers just camping that area.
While I don’t entirely mind getting killed by agroup of players, as much as it anoys me its understandable. but to build siege equipment to completely block game content, yes BLOCK (Which im sure Anet doesn’t want) is completely douchbag-ish (Frankly I think players like that need some sort of punishment).
However part of the problem lies with the end game WvW content, these players are probably lvl 80 and bored to bits of doing the same thing in WvW for stuff they don’t even need or want (Still doesn’t excuse their behaviour).
The solution is obviously to disallow siege to be built in the puzzle area, and also to implament something more to WvW than taking objectives just for the sake of taking objectives.
Walls and gates
I personaly think its a bit silly for walls and gates to instantly reapear after one tap of the hammer when fixing, and im sure everyone agree’s. Simple solution: Walls and gates need to be repaired to X% of health before they reapear.
Ok that is all for now. Im sure that Anet is aware of certain bugs and exploits and im sure they are on their way to being changed. I may add more things that weren’t on the top of my head later.
Ok now I want to get down to some of the other issues that come to mind (In no paticular order.
Towers/Keeps/Castle being capped to quickly
Now while some players like that kind of fast paced play it is a little bit bothersome that each side just zergs the crap out of an objective and it just turns into objective swaping due to the pace at which they can be taken (More notablely the towers this happends with).
It seems to be alot more worth it to just zerg around and take towers and camps within a matter of seconds or minuits. where as deffending takes more effort (most of the time) with often less rewarding results as attacking.
Of course you will always have people defending and calling in team chat that the place needs help. But often it’s already to late before the “main army” can make it back after either caping an objecting or abandoning it.
Now my suggestion isn’t to make guards stronger, or gates harder, but rather a more realistic solution.
The reason why gates go down so fast is simply the amount of rams that can be placed. Four rams will surely just rofl stomp a door within seconds.
Its simple realy, add a “Pad” infront of gate doors (This pad should be invisable or blend in with the floor so its not so “ugly”) only one ram can be placed on this pad (Keeps and caslte may or maynot contain multiple pads). This means, if a server wants to take out a gate faster, they will need a siege golem to do so, or alot of catapults (Which would be pointless for a gate as they would then be better off attacking the wall).
This idea isn’t unique, but for me it seems more logical and less messy to implament than fiddling with gaurds and gate health, etc.
This idea will slow down the pace at which towers and keeps can be taken without directly or indirectly nerfing siege equipment. It allows servers that little bit of time to get back to a keep or tower to deffend.
Players with supplies
One thing that has been mentioned is there to be some sort of tag or sign when a player has supplies on them, this isn’t so you can tell that player off for not using the supplies, but rather an idication of how many supplies a group has.
Another method could be to show at the top of the screen how many total supplies are being held by nearby players. Both ideas have their cons and pros but overall it would be a good change.
Also another thing, often (And I mean very often) if you build siege thats not within the 90 degree cone of players sight, it will not be built. A suggestion would be to, everytime a siege blueprint is deployed a notification (With a sound effect also within a limited range that is default as Enabled) will apear and the siege will automaticly be shown on the mini map for everyone on the map.
This will make it easier for people who are having tunnel vision at the time to stop auto attacking a gate for 20 damage and contribute.
Another thing. Remove supplies from players who leave the battleground all together. The supplies can be removed after not being in a WvW map (Or queing) for 5 minuits, this is so sudden DC’s dont loose even more. (Though slightly off topic, DC’ed players should retain their place in WvW for a least a short period for a chance to log back in)
" Squad Leaders
This is the one thing which kind of made me cringe. Farm gold to become a leader, eventualy everyone will be squad leader (ok, maybe not everyone) But it also implies that money = can now lead properly. Its just a little bit……. wrong. It should not be this way in my opinion.
The way I think this should be done is: during the course of a WvW round, each player can be voted for to be next round’s sqaud leader and then the top six (number just for example) will be elected to squad leaders.
This allows for players to judge who is the best for their server, it also encourages good behavior. The only downsides I can see to this are:
A: Large guilds voting for their own member(s).
B: To many cheifs, not enough indians (but that kind of happends anyway).
Ok thats it for now, there are a few other concerns on my mind, but ill leave it at that."
Additional information of the squad leader idea(About guilds voting for their own):
“Yea I also thought that would be a problem. No system is full proof I can tell you that.
However to compensate there would be a system in place that voting for anyone who has been in the same guild for that week would have deminishing returns.
How this would work is that if any player (even if hes not in any guild) has been voted by 100 players of the same guild (Just an example) then for the first X amout of votes, they would count as a full “Point” then for the next X amount of players it would be reduced and keep reducing down to a cap. Also if the player who votes has joined or left a guild, he is both registered to his/her new guild and his/her old.
This means that any big guild that wants to take control of this system would have to have everyone who votes leave the guild and stay out of the guild until the next round, this would be a very risky move for even the most orginized guilds.
Another thing, Delicate information that could affect the outcome, like current votes would be hiden.
Just an idea, I mean you can always just merge the two ideas. Needing X amount of contribution to be considered to be placed onto the voting board."
(edited by Zombiesbum.3502)
Originaly posted in the WvW section (Probably buried by now).
Ok so I posted some of my concerns about WvW and how they could be changed. I want to add some more of the less important, but still anoying issues of WvW.
First ill begin with my original post (Removed the {quote} to make writing easyer to read):
“Iv’e been playing WvW for a while now on Ring of Fire server and I have some concerns about the longevity of the game as well as some other parts of the game which make me cringe just a tad.
WvW Rewards
Iv’e seen this talked about a few times, even before I started playing GW2 I was wondering why there arn’t any rewards and/or reward system in place.
You got to ask yourself, why do I want to help ferry supplies or spend my gold for upgrades? To win? Why do we need to win? To have fun? Fun factor wears out on everything one may enjoy.
What driving force is there to make you stay and deffend a siege engine and not gain anything for it?
The answer: For the reward at the end of it all.
Only problem is, there is no reward. I could not give a monkies testicals (and im sure many others would agree) about braggin rights. I mean, your going to tell all your friends that your server is ranked number one on a computer game? yeah I didn’t think so….
Also just to clarify two things:
World wide buffs is not a reward., they are nice but not what one would consider an endgame reward, you get nothing from it once the game has ended and a victor has been decided.
The other thing, taking objectives is a reward, but not the right kind. Yes you get karma and gold, but its also very comman, any shmuck can run with a zerg and grind that. It also doesn’t reward players who try to win in a more sutle way: Like defending a siege engine, ferrying supplies from a camp to a keep for repairs, etc.
While I agree you should be playing just for fun, and it is fun. But there is no incentive for me to make a sacrifice every so often. Why do I want to run to a camp to grab supplies to fix this wall thats being attacked? ill loose karma and gold that way, and thats not fun.
Getting rewards is fun: This is the one thing which makes people stick to a game once the “oohhh thats cool” has worn out. Developers know this, its why WoW is so popular, and while I dislike the way its done in that game, there is no denying it. Getting shinies is what its all about.
The reward(s) can be just cosmetic (if added correctly) in a nicely coloured chest at the end of each round to winners. Of course the differnce of the reward you get from your fellow players could be determained by a number of factors for example:
-How many WvW’s you have taken part in.
-How long you take part in them for.
-How many objectives you take, how many players you kill/revive.
-How much gold you spend on upgrades/siege.
-How much damage/healing you do with and without siege.
If the reward is just cosmetic then casual players shouldnt feel any “squeeze” on gear difference.
Moving on….."
Just a side note: The reward doesn’t have to be gear or a chest, it was an example. It can be like another player suggested: Realm Ranks like the ones in DOAC.
" Orb of Power
I found this to be probably the second most alarming feature about WvW. While I agree with many when it comes to adding that depth of struggle for survival kind of thing. But for me it is done just a little bit to much.
Just imagine for a moument: Three equal teams (in a perfect world) each with their orbs gaining 5% hp + 50 stats for everyplayer. While if one team manages to get themselves two orbs not only does that improve that team to 10% hp + 100 stats it decreases the other team to Zero, meaning it’s now 15% + 150 difference.
While then it would be apparent that the two weaker teams should “team up” against the stronger, that doesn’t happan always. Part of it is down to orginization from two sides that cannot comminicate through “normal” means. The difference on a three orb server against a zero orb server needs to be:
A: Toned down.
B: made apparent that the 2/3 orb team is a more apealing target.
My suggestion would be to reduce the effectiveness of the second and third orbs owned by a server and make objectives/players worth more to take/kill for each additional orb."
(edited by Zombiesbum.3502)
Reserved for later use.
Reserved for later use.
Contribution Credit
What bothers me about this game at the moument is that it doesn’t reward players who help in less subtle ways. Player(s) that branch off from the main zerg will loose any credit on a the point that they are potentionaly helping.
For example, The zerg is going to take a tower, a small group of players head off to take the nearby camp to both stop enemy supplies and supply thier newly captured tower with fresh supplies. While somtimes they would make it back in time, it doesn’t always happen and in other examples of “Trying to win” it happends more.
While this wouldnt matter as much if there was a reward for winning, it is still a little bit anoying to be punished for taking the inititive.
My suggestion is: Any player that is near adjacent objectives or between them and the Event or captured point will be awarded with the Xp/Karma/Gold.
Two things may need to be done with this change though:
A: Reduce the rewards from captured points slightly
This will be to compensate for the extra reward an attacking force would get for defending any adjacent points while they arn’t actauly there (They would still be defending it in a way by playing offensively. “Offence is the best defence” some belive)
B: Allow players to kick and temporarily ban players (Botters and afkers) from that map. Wrongly kicked players can apeal and be compensated for the inconvience (And become immune from being kicked again by the same players, though im not sure if that would work well. It depends on how well Anet can determine a botter from a real player (As well as being exploitably AFK) which can be difficult if not impossible.). As long as a considrable amount of players/accounts don’t do this then it shouldn’t be too much of a problem.
An edgey idea, but one that would be great if it were to be made less exploitable.
Combat speed and puzzle maps
This is something that has a little bit bemused me (More so on the puzzle maps). I can understand there being combat speed in the PvE zone. But I honestly struggle to find its “use” in player vrs player combat.
It reduces the effectiveness of the speed boost for a start if you’re tagged as in combat by an random NPC or player’s pet, meaning it’s that much harder to get away from multiple players. Also most notebly it blocks any progression on some parts of the puzzle maps.
I really cannot think of a single reason why there is combat speed in WvW. If someone can give me a valid reason, then that would be great.
Next thing, Siege on the puzzle maps, this is realy starting to peeve me off, you get a couple of guys in certain areas on a puzzle map building unreachable balista’s and arrow carts, meaning you are there for hours trying to get past. I have even taken a break and come back hours later to find either the same guys or differnt griefers just camping that area.
While I don’t entirely mind getting killed by agroup of players, as much as it anoys me its understandable. but to build siege equipment to completely block game content, yes BLOCK (Which im sure Anet doesn’t want) is completely douchbag-ish (Frankly I think players like that need some sort of punishment).
However part of the problem lies with the end game WvW content, these players are probably lvl 80 and bored to bits of doing the same thing in WvW for stuff they don’t even need or want (Still doesn’t excuse their behaviour).
The solution is obviously to disallow siege to be built in the puzzle area, and also to implament something more to WvW than taking objectives just for the sake of taking objectives.
Walls and gates
I personaly think its a bit silly for walls and gates to instantly reapear after one tap of the hammer when fixing, and im sure everyone agree’s. Simple solution: Walls and gates need to be repaired to X% of health before they reapear.
Ok that is all for now. Im sure that Anet is aware of certain bugs and exploits and im sure they are on their way to being changed. I may add more things that weren’t on the top of my head later.
Ok now I want to get down to some of the other issues that come to mind (In no paticular order.
Towers/Keeps/Castle being capped to quickly
Now while some players like that kind of fast paced play it is a little bit bothersome that each side just zergs the crap out of an objective and it just turns into objective swaping due to the pace at which they can be taken (More notablely the towers this happends with).
It seems to be alot more worth it to just zerg around and take towers and camps within a matter of seconds or minuits. where as deffending takes more effort (most of the time) with often less rewarding results as attacking.
Of course you will always have people defending and calling in team chat that the place needs help. But often it’s already to late before the “main army” can make it back after either caping an objecting or abandoning it.
Now my suggestion isn’t to make guards stronger, or gates harder, but rather a more realistic solution.
The reason why gates go down so fast is simply the amount of rams that can be placed. Four rams will surely just rofl stomp a door within seconds.
Its simple realy, add a “Pad” infront of gate doors (This pad should be invisable or blend in with the floor so its not so “ugly”) only one ram can be placed on this pad (Keeps and caslte may or maynot contain multiple pads). This means, if a server wants to take out a gate faster, they will need a siege golem to do so, or alot of catapults (Which would be pointless for a gate as they would then be better off attacking the wall).
This idea isn’t unique, but for me it seems more logical and less messy to implament than fiddling with gaurds and gate health, etc.
This idea will slow down the pace at which towers and keeps can be taken without directly or indirectly nerfing siege equipment. It allows servers that little bit of time to get back to a keep or tower to deffend.
Players with supplies
One thing that has been mentioned is there to be some sort of tag or sign when a player has supplies on them, this isn’t so you can tell that player off for not using the supplies, but rather an idication of how many supplies a group has.
Another method could be to show at the top of the screen how many total supplies are being held by nearby players. Both ideas have their cons and pros but overall it would be a good change.
Also another thing, often (And I mean very often) if you build siege thats not within the 90 degree cone of players sight, it will not be built. A suggestion would be to, everytime a siege blueprint is deployed a notification (With a sound effect also within a limited range that is default as Enabled) will apear and the siege will automaticly be shown on the mini map for everyone on the map.
This will make it easier for people who are having tunnel vision at the time to stop auto attacking a gate for 20 damage and contribute.
Another thing. Remove supplies from players who leave the battleground all together. The supplies can be removed after not being in a WvW map (Or queing) for 5 minuits, this is so sudden DC’s dont loose even more. (Though slightly off topic, DC’ed players should retain their place in WvW for a least a short period for a chance to log back in)
" Squad Leaders
This is the one thing which kind of made me cringe. Farm gold to become a leader, eventualy everyone will be squad leader (ok, maybe not everyone) But it also implies that money = can now lead properly. Its just a little bit……. wrong. It should not be this way in my opinion.
The way I think this should be done is: during the course of a WvW round, each player can be voted for to be next round’s sqaud leader and then the top six (number just for example) will be elected to squad leaders.
This allows for players to judge who is the best for their server, it also encourages good behavior. The only downsides I can see to this are:
A: Large guilds voting for their own member(s).
B: To many cheifs, not enough indians (but that kind of happends anyway).
Ok thats it for now, there are a few other concerns on my mind, but ill leave it at that."
Additional information of the squad leader idea (Guilds voting for their own):
“Yea I also thought that would be a problem. No system is full proof I can tell you that.
However to compensate there would be a system in place that voting for anyone who has been in the same guild for that week would have deminishing returns.
How this would work is that if any player (even if hes not in any guild) has been voted by 100 players of the same guild (Just an example) then for the first X amout of votes, they would count as a full “Point” then for the next X amount of players it would be reduced and keep reducing down to a cap. Also if the player who votes has joined or left a guild, he is both registered to his/her new guild and his/her old.
This means that any big guild that wants to take control of this system would have to have everyone who votes leave the guild and stay out of the guild until the next round, this would be a very risky move for even the most orginized guilds.
Another thing, Delicate information that could affect the outcome, like current votes would be hiden.
Just an idea, I mean you can always just merge the two ideas. Needing X amount of contribution to be considered to be placed onto the voting board."
(edited by Zombiesbum.3502)
Ok so I posted some of my concerns about WvW and how they could be changed. I want to add some more of the less important, but still anoying issues of WvW.
First ill begin with my original post (Removed the {quote} to make writing easyer to read):
“Iv’e been playing WvW for a while now on Ring of Fire server and I have some concerns about the longevity of the game as well as some other parts of the game which make me cringe just a tad.
WvW Rewards
Iv’e seen this talked about a few times, even before I started playing GW2 I was wondering why there arn’t any rewards and/or reward system in place.
You got to ask yourself, why do I want to help ferry supplies or spend my gold for upgrades? To win? Why do we need to win? To have fun? Fun factor wears out on everything one may enjoy.
What driving force is there to make you stay and deffend a siege engine and not gain anything for it?
The answer: For the reward at the end of it all.
Only problem is, there is no reward. I could not give a monkies testicals (and im sure many others would agree) about braggin rights. I mean, your going to tell all your friends that your server is ranked number one on a computer game? yeah I didn’t think so….
Also just to clarify two things:
World wide buffs is not a reward., they are nice but not what one would consider an endgame reward, you get nothing from it once the game has ended and a victor has been decided.
The other thing, taking objectives is a reward, but not the right kind. Yes you get karma and gold, but its also very comman, any shmuck can run with a zerg and grind that. It also doesn’t reward players who try to win in a more sutle way: Like defending a siege engine, ferrying supplies from a camp to a keep for repairs, etc.
While I agree you should be playing just for fun, and it is fun. But there is no incentive for me to make a sacrifice every so often. Why do I want to run to a camp to grab supplies to fix this wall thats being attacked? ill loose karma and gold that way, and thats not fun.
Getting rewards is fun: This is the one thing which makes people stick to a game once the “oohhh thats cool” has worn out. Developers know this, its why WoW is so popular, and while I dislike the way its done in that game, there is no denying it. Getting shinies is what its all about.
The reward(s) can be just cosmetic (if added correctly) in a nicely coloured chest at the end of each round to winners. Of course the differnce of the reward you get from your fellow players could be determained by a number of factors for example:
-How many WvW’s you have taken part in.
-How long you take part in them for.
-How many objectives you take, how many players you kill/revive.
-How much gold you spend on upgrades/siege.
-How much damage/healing you do with and without siege.
If the reward is just cosmetic then casual players shouldnt feel any “squeeze” on gear difference.
Moving on….."
Just a side note: The reward doesn’t have to be gear or a chest, it was an example.
" Orb of Power
I found this to be probably the second most alarming feature about WvW. While I agree with many when it comes to adding that depth of struggle for survival kind of thing. But for me it is done just a little bit to much.
Just imagine for a moument: Three equal teams (in a perfect world) each with their orbs gaining 5% hp + 50 stats for everyplayer. While if one team manages to get themselves two orbs not only does that improve that team to 10% hp + 100 stats it decreases the other team to Zero, meaning it’s now 15% + 150 difference.
While then it would be apparent that the two weaker teams should “team up” against the stronger, that doesn’t happan always. Part of it is down to orginization from two sides that cannot comminicate through “normal” means. The difference on a three orb server against a zero orb server needs to be:
A: Toned down.
B: made apparent that the 2 orb team is a more apealing target.
My suggestion would be to reduce the effectiveness of the second and third orbs owned by a server and make objectives/players worth more to take/kill for each additional orb."
(edited by Zombiesbum.3502)
Yea I also thought that would be a problem. No system is full proof I can tell you that.
However to compensate there would be a system in place that voting for anyone who has been in the same guild for that week would have deminishing returns.
How this would work is that if any player (even if hes not in any guild) has been voted by 100 players of the same guild (Just an example) then for the first X amout of votes, they would count as a full “Point” then for the next X amount of players it would be reduced and keep reducing down to a cap. Also if the player who votes has joined or left a guild, he is both registered to his/her new guild and his/her old.
This means that any big guild that wants to take control of this system would have to have everyone who votes leave the guild and stay out of the guild until the next round, this would be a very risky move for even the most orginized guilds.
Another thing, Delicate information that could affect the outcome, like current votes would be hiden.
Just an idea, I mean you can always just merge the two ideas. Needing X amount of contribution to be considered to be placed onto the voting board.
(edited by Zombiesbum.3502)
Yup, I have also suggested something like this. its alot better for the sqaud leader to be more of a ladder based title.
My suggestion of how to gain it was a little bit different though. I personaly think it should be a voting system. Players vote for active WvWers for the next week/round to be squad leader. It would at least a little reduce the insults and encourage more competative leadership.
The reason why I think the deffending/attacking/repairing stuff wont work is: Like buying the sqaud leader book doesnt always make that player a good leader, grinding it doesn’t either.
A good soldier doesn’t always make a good leader.
Like is said, you do make moeny, but no where near the amount you would in PvE. And when I say that I mean its like a 10 – 1 difference.
The durability loss needs reducing in WvW.
I die 3 times and gear is on the verge of breaking. You are right though, you do gain more silver than you loose, but its the same for PvE even more so. In fact I die and avoid damage alot less in PvE and get easily more silver than WvW.
While in WvW you are going to get hit alot more and sometimes die deffending a point or helping a downed player (even more so if you’re taking the front line).
Its only logical that the durability loss is reduced or removed in WvW.
That idea is plausable and would seem to fit well if implimented correctly.
Agreed, the keep/tower capture is a little bitkitten atm, if your not stood in that circle you dont seem to get credit despite any effort you have put in.
Also the looting is a little bit anoying, I understand that they moved the bags to spawn at your feet, but when your moving around alot, often you can miss them and sometimes die before you even loot.
Iv’e been playing WvW for a while now on Ring of Fire server and I have some concerns about the longevity of the game as well as some other parts of the game which make me cringe just a tad.
WvW Rewards
Iv’e seen this talked about a few times, even before I started playing GW2 I was wondering why there arn’t any rewards and/or reward system in place.
You got to ask yourself, why do I want to help ferry supplies or spend my gold for upgrades? To win? Why do we need to win? To have fun? Fun factor wears out on everything one may enjoy.
What driving force is there to make you stay and deffend a siege engine and not gain anything for it?
The answer: For the reward at the end of it all.
Only problem is, there is no reward. I could not give a monkies testicals (and im sure many others would agree) about braggin rights. I mean, your going to tell all your friends that your server is ranked number one on a computer game? yeah I didn’t think so….
Also just to clarify two things:
World wide buffs is not a reward., they are nice but not what one would consider an endgame reward, you get nothing from it once the game has ended and a victor has been decided.
The other thing, taking objectives is a reward, but not the right kind. Yes you get karma and gold, but its also very comman, any shmuck can run with a zerg and grind that. It also doesn’t reward players who try to win in a more sutle way: Like defending a siege engine, ferrying supplies from a camp to a keep for repairs, etc.
While I agree you should be playing just for fun, and it is fun. But there is no incentive for me to make a sacrifice every so often. Why do I want to run to a camp to grab supplies to fix this wall thats being attacked? ill loose karma and gold that way, and thats not fun.
Getting rewards is fun: This is the one thing which makes people stick to a game once the “oohhh thats cool” has worn out. Developers know this, its why WoW is so popular, and while I dislike the way its done in that game, there is no denying it. Getting shinies is what its all about.
The reward(s) can be just cosmetic (if added correctly) in a nicely coloured chest at the end of each round to winners. Of course the differnce of the reward you get from your fellow players could be determained by a number of factors for example:
-How many WvW’s you have taken part in.
-How long you take part in them for.
-How many objectives you take, how many players you kill/revive.
-How much gold you spend on upgrades/siege.
-How much damage/healing you do with and without siege.
If the reward is just cosmetic then casual players shouldnt feel any “squeeze” on gear difference.
Moving on…..
Orb of Power
I found this to be probably the second most alarming feature about WvW. While I agree with many when it comes to adding that depth of struggle for survival kind of thing. But for me it is done just a little bit to much.
Just imagine for a moument: Three equal teams (in a perfect world) each with their orbs gaining 5% hp + 50 stats for everyplayer. While if one team manages to get themselves two orbs not only does that improve that team to 10% hp + 100 stats it decreases the other team to Zero, meaning it’s now 15% + 150 difference.
While then it would be apparent that the two weaker teams should “team up” against the stronger, that doesn’t happan always. Part of it is down to orginization from two sides that cannot comminicate through “normal” means. The difference on a three orb server against a zero orb server needs to be:
A: Toned down.
B: made apparent that the 2 orb team is a more apealing target.
My suggestion would be to reduce the effectiveness of the second and third orbs owned by a server and make objectives/players worth more to take/kill for each additional orb.
Squad Leaders
This is the one thing which kind of made me cringe. Farm gold to become a leader, eventualy everyone will be squad leader (ok, maybe not everyone) But it also implies that money = can now lead properly. Its just a little bit……. wrong. It should not be this way in my opinion.
The way I think this should be done is: during the course of a WvW round, each player can be voted for to be next round’s sqaud leader and then the top six (number just for example) will be elected to squad leaders.
This allows for players to judge who is the best for their server, it also encourages good behavior. The only downsides I can see to this are:
A: Large guilds voting for their own member(s).
B: To many cheifs, not enough indians (but that kind of happends anyway).
Ok thats it for now, there are a few other concerns on my mind, but ill leave it at that.
One last reserve for later use of which I need to use 15 characters for a valid post :O
Reserved for later use of which I need to use 15 characters for a valid post :O
Minor traits
Marksmanship:
Adept Trait: Opening Strike: Cause vulnerability with your first strike when entering combat.
Master Trait: Alpha Training: Pets have Opening Strike.
Grandmaster Trait: Precise Strike: Opening strike always critical hits.
These triats don’t seem that bad when at first glance. its great to do extra damage, but when you think, this is for one attack at the start of combat. I really don’t feel that going this deep into a tree and sacrificing durability from others is worth it. Only the first trait needs a real change for the entire tree to be transformed in my opinion.
Suggested change:
Adept Trait: Opening Strike: Finds an opening and causes vulnerability with your attack(s) (8-12 second cooldown).
Master Trait: Alpha Training: Pets have Opening Strike.
Grandmaster Trait: Precise Strike: Opening strike always critical hits.
Now you don’t need to go 30 points in to make these 3 minor traits half viable and going even 10 points in wouldn’t be a waste.
Skirmishing:
Skirmishing’s minor traits to me are pretty good and well suited for that tree so we won’t touch on that.
Wilderness Survival
What puzzles me is the tier three trait in this tree.
Grandmaster Trait: Peak Strength: Deal 5% extra damage when your health is above 90%.
This trait just seems a little bit random to me, first of all 5%+ damage is actually pretty nice even if it is just until you are taken below 90% hp. That’s ok cause you have range.
Though +% damage in a more defensive tree is not going to scale very well.
However, this really isn’t much of an issue despite it being tier three as you do have a maximum of 70 points to spend.
Nature Magic
Grandmaster Trait: Bountiful Hunter: You and your pet deal 5% more damage while you have a boon.
Again I feel this trait is in the wrong place (along with: Nature’s Wrath: 10% of healing is given as a bonus to power, from the pet tree)
Suggested change: Swapped
Beastmastery: Grandmaster Trait: Bountiful Hunter: You and your pet deal 5% more damage while you have a boon.
With:
Nature Magic: Grandmaster Trait: Nature’s Wrath: 10% of healing is given as a bonus to power.
So I’ve been playing the Ranger class for the most part after the launch and must say I rather enjoy it. Also I would like to say that this game seems to be really well thought out as a whole and the only issues I have are a minor part of the overall game experience (Even though it may seem like the opposite later on within the post)
There are a couple of things which concern me mostly with the trait layout and how some of them work against each other, not to mention some traits/abilities being a little bit useless. (I’m also unsure of where or even if there is a suggestions section)
Lets begin with the Attribute layout from bottom to top, then the Minor Traits. I won’t mention Major Traits (yet) as I don’t want to spend all night “keyboard bashing”.
Enjoy the wall of text.
Also note; these are just my opinions, it does not mean I’m right (or wrong for that matter) but do leave your feedback.
Beastmastery: Healing + Pet Attribute Bonus
Now these attributes don’t seem that bad, but in fact the Healing stat is (in my opinion) ineffectively placed. If you are going to increase you’re pets stats, then surely you would need to be a little more durable.
Now you can argue that the Healing stat is good due to the fact you can heal yourself and your pet more (A pet that may or may not get focused). I’m pretty sure that the extra vitality is more effective than the extra healing.
You can also argue that you’re taking more of a “support” role with this line, I can’t help but disagree as there is already a (what should be) a “support” tree.
The fact remains, you die, you’re pet dies.
Suggested change: Beastmastery: Vitality + Pet Attribute Bonus
Nature Magic: Vitality + Boon Duration
For obvious reasons, this tree is deemed as what would be closest to a support tree.
Suggested change: Nature Magic: Healing + Boon Duration
Wilderness Survival: Toughness + Conditional Damage
This is another weird placement of attributes. Toughness yes. Conditional Damage? why? Surely Conditional Duration would make at least a little bit more sense.
I suppose you do have your Sharpening Stone ability so the extra damage wouldn’t be entirely wasted. Oh wait that’s right, that also doesn’t make a lot of sense for a Survival skill in the first place (Which may I add is also a trait in Marksmanship……)
Suggested Change: Wilderness Survival: Toughness + Conditional Duration
Skirmishing: Precision + Critical Damage
Now I don’t have much problem with the attributes in this tree. I do feel that Conditional Damage would be very beneficial for this tree as you would be more likely to be using more variety of weapons/abilities with conditional damaging effects. Precision would be the one major attribute that needs to be in this tree due to the amount of traits with on-crit effects.
Suggested change: Skirmishing: Precision + Conditional Damage
Marksmanship: Power + Condition Duration
Again for obvious reasons I would place Critical Damage on this tree. Now in the current state of some of the traits in this tree (I’m referring to OS which I’ll get to later) Critical damage is not a good choice without a decent amount of precision. While you will gain this through gear, unless you spec into Skirmishing you will loose out on a hefty amount of crit chance. But with some tweaking of traits it shouldn’t matter.
Suggested change: Marksmanship: Power + Critical Damage
(edited by Zombiesbum.3502)