Showing Posts For elementalest.1679:

New Worlds

in WvW

Posted by: elementalest.1679

elementalest.1679

I think this makes sense, the more worlds, the more granular control anet have to better balance matchups. I wouldn’t leave my current server unless all my guild left and the transfer was free.

Identities of Linked Worlds

in WvW

Posted by: elementalest.1679

elementalest.1679

I’m not very keen on 1&2, however, 3 seems like a good idea to somewhat improve the situation.

Given there’s a simplified nameplate feature coming, perhaps the coloured icon can be different for each server (same colour for linked worlds of course). The colour allows the team to be quickly ascertained, but the icon identifies the specific server.

The icon can be part of the server identity. It would be good if it were possible to show all linked server icons on the maps next to the map name. Hovering over an icon would bring a tooltip up with the name of the server.

Maybe if this is implemented, a weighted random selection for a linked servers name can be chosen, rather than the largest linked server. The largest servers would generally have their name on the map, but every now and then the smaller server (in comparison) get a turn.

WvW Poll 04/28: Scoring vs. QoL (Closed)

in WvW

Posted by: elementalest.1679

elementalest.1679

I agree with many here that population imbalance is the real problem behind scoring. If pop imbalance is fixed, the scoring is by and large fixed. However, short of drastically changing the game (WvW 2.0, what we have now is like WvW 1.5), or making some unpopular design decisions, fixing it is going to be really hard.

So, I voted for scoring. However, i noted some suggestions about build templates. I think this should be a very high priority for Anet. It would be one of the best (if not the best) QoL addition to WvW, if not the entire game.

In WvW it could be attained via spending points. In PvE its part of a mastery. In PvP its automatically enabled.

In WvW players could only swap templates within an uncontested (no swords) tower/keep/castle. In fractals/dungeons/raids, only at start/checkpoints etc.

Your top 5 priorities for WvW-Overhaul

in WvW

Posted by: elementalest.1679

elementalest.1679

This is my perspective from a now T7 server that used to be T2 back during the last WvW season.

1. Timezone balance – Currently in my T7 server, its quite common to join WvW only to find the entire map has been capped (including BL) and is fortified. A few players might get together and try retake a keep or a few towers and camps. If they havn’t been immediately rolled by a zerg 2-4 times their size, the points they take are simply flipped 10-30 mins later. You feel like you achieved nothing for the overall game. These days, when i decide to play WvW, if i see the map like that and there’s not many in my WvW guild online, i don’t bother joining WvW.

There’s currently no incentive to stay and defend rather than capture other points. Even though you’re not really able to contribute to the overall game score by capping points (as they will be flipped back again shortly anyway), its something to do and you at least get some decent wxp and loot. Even if you decide to defend, its hard and often merely ends up delaying the attackers a little bit. You ultimately fail and seems like a waste of time. It would be better to let them cap quickly, so you can then flip it back asap, as well as get loot and wxp. Furthermore, there’s no real reward for defending. Even if you stay and defend, managing to hold off against impossible odds, there’s practically no reward compared to attacking. Maybe, if you fail to defend, you could be rewarded for how long you held out, (non-linearly) scaled by the number of attackers. If you successfully defend, you get the same reward as if you captured the objective.

Attacking is also way too easy. Sieging a tower should be hard, let alone a keep. I think defending players should get a buff if there are less than 5 at the objective. This would allow 2-3 players defending to put up a good fight against 10 attacking players. Part of making siege harder, could also involve increasing the cost of siege. This would prevent players from spamming it.

2. Stability – There’s not much more i can add here that the thread hasn’t already addressed. The only thing i would like is a bit more of a visual hint/aid to display when a player has gone invulnerable or has stability. I currently find it really hard to track the boons/conditions as they shift in the bar when they are added or removed. It also means i need to take my eyes off the fight and what i’m doing. I feel like boons need to be on a different row. Or certain boons need to always appear in the same place.

3. Rewards – I covered a bit of this in (1), but a simple answer is reward tracks. Defending needs more reward, as well as skirmishing. Scouting needs a form of reward, but this might be hard to implement.

4. DBL maps – I dont actually think the new DBL maps are all that bad. There’s is some issues with them, but overall they are decent maps. Perhaps they can be put on a random rotation, so each BL gets a different map. However, given that many people like the old BL maps better, and you would need to fix them anyway (to add them into a rotation), it might be better to just update the old BL maps to HoT.

5. Scoring – I think scoring, while an issue, has no major impact on the enjoyability or fun of WvW. The things that make WvW less enjoyable or break the game mode, need to be addressed first. Though if they introduce WvW seasons again, this would need to be fixed.