Showing Posts For ahn.9271:
Roughly, what is the current score in your match-up?
80,000/40,000/27,000
What is the worst/best thing about your current match up?
BAD: We are just getting zergballed everywhere we go. We can’t get siege up and hold a point because we simply do not have the numbers to compete against the larger servers. And even if we work our arses off to take a tower, it makes no difference with the points. The point system is too objective and does not accurately reflect how hard we are trying.
GOOD: There is a small group of us who are die-hard WvW players and we are having as much fun as we can have with it. Mixed drinks seem to help…
How does that compare to last week’s match-up?
Last week we were perfectly matched up. I think the point difference between the winning server and the losing server was maybe 10,000 or 15,000. Very good game.
What was the worst/best thing about last week’s match up?
GOOD: We were evenly matched, so all 3 servers were actually going for it – nobody gave up.
BAD: Still the same old issues with siege and all that.
For servers that are not winning:
Do you feel like your match-up is too difficult? Why or why not?
It is too difficult. I know part of the reason we are against this large server is to test the whole system – I know that’s just part of it, but man it’s disheartening. There are simply too many of them and we are just slamming our heads against walls over and over again.
Besides adjusting the variation, what is the single best thing ANET can incorporate or add to WvW to make your current match-up more fair?
Make the outmanned buff drastically more dynamic. I posted here about it https://forum-en.gw2archive.eu/forum/wuv/wuv/Server-Match-up-is-TERRIBLE/page/10#post2223012
but, in essence, I think that servers who are in this situation should have access to systems that only come into play in these situations. Traps, lowered siege supply requirements, etc.
With all the complaining, I though it’d be good idea to have a thread that addresses issues in a more positive way. Remember, they knew and told us that the new system would be a little chaotic – and remember that adjustments take time. Maybe we can help speed up the process with some direct information, combined with opinion. So, try and answer these questions as honestly and positively as possible, if you don’t mind:
Roughly, what is the current score in your match-up?
What is the worst/best thing about your current match up?
How does that compare to last week’s match-up?
What was the worst/best thing about last week’s match up?
For servers that are winning:
Do you feel like your match-up is not challenging enough? Why or why not?
Besides adjusting the variation, what is the single best thing ANET can incorporate or add to WvW to make your current match-up more challenging?
For servers that are not winning:
Do you feel like your match-up is too difficult? Why or why not?
Besides adjusting the variation, what is the single best thing ANET can incorporate or add to WvW to make your current match-up more fair?
Simple, quick, and to the point. There are dozens of other questions that need answers, but maybe if we have just one thread that keeps it simple and provides ANET with some focused feedback, it will help.
Thanks!
- The last thing we want to do is discourage people from doing WvW. If you too harshly disadvantage the winning server, you run the risk of them logging in less. If you fail to give the losing server a proper “handicap”, you run the same risk. But there are ways to give the losing server a bit of an advantage without over penalizing the winning one. One of the problems is this: more people = more money and resources. More money and resources = easier to wage war. In addition to lowering the amount of supply-per-siege-item for outmanned servers and making siege refreshment more responsive to numbers, it might be a good idea to look at how much it costs to set traps. 50 people can set more traps and a lower cost-per-person than 10 people can. The game of golf recognizes things like this, too. Men can strike the ball harder and hit it further… so women get a headstart. It’s not sexist or unfair. It’s realistic – and the point is to balance challenge with benefit to encourage people to play. Maybe servers given the outmanned buff should also receive a reduced price for traps?
- OR be given access to traps that are not available when the buff does not apply. For example: “Zergbuster Trap” – lasts 5 minutes, each enemy that walks over the trap adds 0.5% incoming damage (stacking) to allies within 900 (max 20 stacks). I know ANET has new traps planned, but it might be a good idea to consider not just what the trap does, but how it can be used to equalize the playing field, rather than just cause mayhem. Another example: “Clumsy Trap” (again, can only be purchased when you have the outmanned buff) – when triggered, enemies within range of the trap are effected with siege clumsiness, all siege skills recharge 50% slower for 5 minutes (obviously, you’d have to be realistic with the range).
Just some ideas off the top of my head that I believe would change the dynamics of WvW drastically and for the better, if thought through. Zergs of 50+ would be wise to slow down a bit – send scouts in to trigger traps and find ways around them. This would give defenders time to situate themselves for the best defense they can provide and make the whole experience, win or lose, more gratifying.
Finally – and this has been mentioned more than a few times – additional world XP is a good thing, but it really comes down to the points you’re ticking. When a hero does a little in the face of overwhelming odds, she is seen as a champion. Her name goes down in history. She is rewarded for her courage. It should be the same in GW2. Somehow, ANET has to figure out a way to reconfigure how points are ticked in situations like this. It cannot only be about how many camps and towers are being flipped before the timer resets – it has to also be about how well you do considering your circumstances. The individual battles between the ticks matter and the points should reflect that somehow. I’m not getting paid to think about these things too much, but I’m positively sure that it cannot be too daunting a task to award more or fewer points (not too drastically) to effectively reflect the courage and heroics of the disadvantaged server.
And keep in mind: every server will, at some point, be on the losing side. Those of you who are winning right now – consider how you will feel about these ideas next week when you’re in the ring with a server that vastly outnumbers you and has 25 hour coverage.
I’m gonna play WvW either way. I love it, just like a golfer loves golf. And even the most disadvantaged golfer still gets up, gathers his clubs, puts on his shoes and his ugly polo shirt, and heads onto the course. But at least he knows that, with a little luck AND a handicap, he can end the day with a score that accurately reflects not only how well he played the game according to the rules, but how well he played the game considering his opponent.
TL;DR: We are going to wait at least a couple more weeks before changing any of the math behind the new system, but it is very likely we’ll decrease the size of the variation at some point.
Splitting this into 2 messages:
I’m not sure it’s the variation that needs to be addressed – and this is coming from a player on a server that was in first place last week in a very close, very good match-up, but is in dead last (with TC beating us 77,000 to 25,000) this week. We are having as much fun as we can have with the situation, but it is a little uncomfortable.
Granted, the variation should be tightened up enough to keep a blow-out like this from happening in the first place, but other things can be done and many of those things have been discussed in other threads.
There are tons of really good ideas that can be incorporated to make WvW more dynamic and challenging. A close match-up is the most fun, but it doesn’t have to be about numbers. Golfers get handicaps as an equalizer and to make the game more interesting, more challenging to the “pro” (“zerg” in MMO terms), and to give people a reason to actually play the game. In GW2, we have the “outmanned” buff, but I think such a buff should be more dynamic – and I don’t think it would be that hard to calculate the dynamics. I’ll mention it below along with some other aspects of WvW that I think should be addressed, considering the new match-up system.
- AC are still FTW and they shouldn’t be. I can’t for the life of me figure out how an arrow cart can destroy a ram or a catapult… realistically. Sure, they would easily kill the person manning the thing, but it seems to me that the few arrows that would actually stick into the ram wouldn’t be enough to destroy it. A simple and helpful fix: AC can only do damage to people, not other siege. Additionally, it seems to me that 10 AC all aimed at exactly the same spot would interfere negatively with one another. The arrows would collide and throw each other off course… sure, collectively, they’d do more damage than 1 AC, but probably not 10x more damage. Maybe a 10%-30% total damage reduction for each arrow cart that is aimed in a manner that crosses more than 50% of another AC’s path? Something like that.
- Siege is necessary, but there needs to be some way for the vastly outnumbered server to be able to get siege up in the first place. It’s nice to have an outmanned buff, but when you’ve got 10 people trying to take a tower and they’ve got 50+ defending, it’s tough to get even a small foothold. Maybe outmanned buff can carry with it a reduced supply-per-siege-item buff as well… how does 30%-50% less supply sound? Further, we are up against a server that has so many WvWers that they have up to a 3 hour wait to get into WvW. If they have that many people on the map and that many waiting to get in (and we have 0 wait), they should have an easier time refreshing siege. Conversely, when a disadvantaged server spends all their time and effort gaining a foothold and then moves on to a battle of attrition at another point on the map, it is difficult to have people break off to refresh siege – every able-bodied person counts… Perhaps the outmanned buff or the disparity between one server’s score and another server’s score or the number of people in queue should have an effect on siege refreshment?
any plan to do this soon?
I suppose we can talk about any ascended items missing – no problem.
However, the carrion armor set is relatively popular and I can’t think of any good reason not to have them. I’d hate to spend my laurels on a piece that doesn’t match right and then they come out with the items I actually need in a month or two.
Where can I post or ask about this to get an answer from a dev? Specifically “why aren’t there carrion ascended items for WvW (or at all)” and “are there plans to introduce such items in the NEAR future”?
everyone i know is putting their points back in the exact same way they had them. AC are still FTW.
Unless I’m missing it…
There are no WvW ascended items to match chrysocola style trinkets: pow/vit/cond.
I’d like to know why…
hmm… they removed my screenshot of the map that showed all the BoFs.
that’s an odd thing to do…
there is a solution, ask Anet to provide GvG sPvP (5, 10, 15 and 20 player) it dsnt have to involve WvW. I come of a little more harsh in text, sry for that. I like the way WvW is now and I don’t want the “squeaky” wheel to get greased, so I post in these kinds of threads. I do agree skill lag needs some fixing not the large group. There is a diff between large group and Zerg… code dsnt know it but we do.
I would like to see a percentage of how many things people ask for are actually implemented into the game. I’m guessing it’s pretty low.
ANd how long has this game been on the market? A little patience goes a long way.
Word.
What happens when you get knocked out of the tourney?
Liu – increased party size is brilliant. “Stack on me” would work much better with a party of 12 or so.
More XP for defending would be good, too. That would actually remove the constant headache of “what do you mean they didn’t siege up bay?!? They just capped it and ran off?!”
I just think those ideas have more potential to make WvW more strategic and beneficial to players IF they choose to go for the XP, rather than just zerg cap and run all day.
I think a better solution would be to simply give bonuses for balanced combat and penalties for unbalanced. If a fight is 5/5 or 10/10 or 100/100, everyone involved gets X world xp. If the fight is 50/10, the side with 50 gets less world xp. The more severe the difference in numbers, the more severe the penalty/bonus.
Now – I don’t think this should be map-wide. It should be an area. So, if 100 people rush a tower that is only defended by 5 people, they get the tower; but they all get lower world XP. If, however, 10 or so break off the zerg to go cap the tower (instead of bringing the whole group), everyone gets full credit. Commanders would have the choice then to either break up their zerg a bit and send parties in different directions so that xp stays equal or continue with the zerg and handicap players’ leveling.
This would, in most cases, encourage more of a skirmish mentality that would benefit WvW in many ways (lag being one of them).
The details would have to be worked out, of course. But I think this is probably the best way to give players a choice. What do you want more? The map fast and easy or the map and the xp that goes with it?
Concerning the OP… i certainly do not support more AI in WvW. There are too many NPCs on the map already.
Three questions….
First, (for the devs) why in the world are Boxes of Fun even allowed to be placed in WvW?
Second, (for Yak’s Bend) are you that desperate that you’d resort to intentional lag tactics like this?
Third, (also for YB) was it as funny to your zerg as it was to our “zerg” when, despite your attempt to lag us out, we still sent you all back to your spawn point?
- But seriously, I see no WvW-functional reason to allow items like BoF to be placed in WvW zones.
On a thief:
I re-traited to test out a different build and didn’t like it. So, I switched back to 30 crit and full zerker gear (as high as I can afford to get it, which is 53% displayed).
I use sigil of accuracy (5% crit) and sigil of air (30% chance on crit), furious retaliation (20% crit for foes under 50%), side strike (+%crit chance from side or back), and hidden killer (100% crit in stealth).
First, compared to before I messed with my build, crit is going off VERY rarely, even though my % is the same.
Second, I’m not critting out of stealth with HC. I know I’m not because I’ve tested it every which way. In fact, I seem to do LESS damage on my first strike out of stealth than I do when I’m not stealthed (i.e. I’ve done heartseeker in and out of stealth on full health moas in WvW, about 50 each way, and I do about 2100 not stealthed and 2010 stealthed).
Now, I know that hodden killer was messed up, but it was posted on these forums that the last patch claimed to have fixed it (that is the most recent post about the issue).
Any ideas on what the issue may be?
I changed the trait to something else and the numbers are the same, so it’s not a trait issue. The issue is this:
Wielding a sword (in any combination) generates 2%-3% less crit chance (depending on what level you are) than any other combo – a SD or SP combo ends up with less crit chance than bow, DD, DP, PD, or PP, even though the precision is the same.
Why does it change by 3% depending on what weapon I have then? Could be a bug with my skin. The sword is zerker, but has a different skin.
The IX on CS for thief is Combo Critical Chance: Dual Skills +5% critical chance. I can’t figure out where the bug is, but there definitely is one.
When you switch from (for example) SP to DD, there is only a 3% difference. I tried it with all weapon combos (switching from dual to non-dual sets) and I tested it fully outfitted as well as naked – still, the hero tab only shows a 3% difference in crit chance when switching. Now, here’s where it gets weird…
No weapons equipped: 47% crit
Only one dagger: 50%
Only one pistol: 50%
Sword: 47%
So, equipping ONLY ONE dagger or ONE pistol gives +3%, but ONE sword does not. Ummm… why??? There’s nothing “dual” about holding one weapon.
Further…
DP: 53%
PD: 53%
PP: 53%
DD: 53%
BUT…
SP: 50%
SD: 50%
The argument can be made, I’m sure, that the reason for this is because the sword is ONLY a main-hand weapon, while the other two can be off-hand. However, that does not logically follow, because SP and SD “combos” give you unique dual wield skills; therefore, the game considers them to be dual wield; to wit, any benefit to DW should be extended to SP and SD combos.
That, or the trait needs to be renamed.
In any case, it should be 5%, not 3%… yeah, that’s a problem.
Thanks!
(edited by ahn.9271)