Showing Posts Upvoted By lordvroom.1274:

Some WvW opinions from a long-time player

in WvW

Posted by: Fozzik.1742

Fozzik.1742

WvW feedback / suggestions… or… Why pretty much nobody plays on your new map.

Having spent considerable time on the new desert borderlands map, I feel an uncontrollable need to provide some feedback. I’ve heard rumors that a major WvW overhaul is under way, perhaps some of this might help those designers to better understand things from a player’s perspective.

A short background – I play WvW a lot. More than most people. Definitely more than the current intended audience that ArenaNet seems to be designing for. I play with an organized guild / skill group. I’ve commanded guilds and pugs. I follow blobs sometimes. I roam in small groups and solo. I used to even take over a tower or keep and just upgrade and defend it for hours sometimes. I play every profession and every imaginable build and role. I have thousands of hours invested in WvW, thousands of WvW ranks, and WvW has been, for the last couple years, the only aspect of GW2 that has kept me playing. I’ve played in both NA T1 and T4 since the expansion, and seen much the same issues in both.

So, for those at Anet or on these forums who might have a limited understanding of the game mode, let me lay out a few things which I feel are crucial to WvW “working”…being fun to play and worthwhile and fulfilling for those of us who primarily enjoy it over other game modes. These may also give a bit of a clue why so few people play on the new map…I believe its design displays an unbelievable lack of understanding about the game mode.

Let me start with a very basic premise that I believe should be true to make WvW a fun open-world large-scale PvP game mode.

My premise is this: It should be about fights. Mixing it up with your opponents. Clashing with red names.

The whole design should start and end with this. Everything about the game mode should encourage, incentivize, and streamline people fighting in large groups, small groups, and duels. Period. Dueling isn’t a dirty word. I have no idea why ArenaNet has always made that so hard. Yes, there’s PPT…but PPT should be about fights, too. Want to take an objective or hold one? It should be a fight!

This idea that WvW is just a place for people who love PvE to dabble in the safest, lowest skill PvP is totally wrong. You should be designing ANY game mode for the people who want to play it well, and be rewarded for doing so. I’m in WvW because I want to play large-scale open world unbalanced PvP battles with attacking / defending objectives as an incentive/focus/variable to the action. I want that freedom to develop builds, comps, and tactics and use them to defeat opponents, so I need opponents readily available along with friends.

Right now, the game design heavily favors joining a map queue blob and karma training around knocking over objectives with no resistance…never meeting or even seeing any enemy forces except for the occasional blob verses blob press 1 festival of lag. Builds don’t really matter, levels don’t matter…you just stick to the zerg like glue and profit. This needs to change. So here’s how.

-You need to be able to get to the fights.

There are several parts to this, but it really should be a given (for some reason it seems that it’s not). First of all, through scouting or skilled reading of the map, I need to be able to FIND the fights. I need clear ways to see and follow an enemy’s movements. The change to sentries is a step in this direction, and one of the few positive things about the expansion for WvW.

Once I know where the enemy is, I need to be able to get there. Either by myself, with a small group, or with a large group…players need to be able to get to where the action is in a timely fashion. If I have to run a 10 minute obstacle course to get to where the action is, the action will be over. There is little more frustrating in WvW than being late to a fight. This is a PvP game mode and the idea is to be able to mix it up with opponents, and decide things based on attackers and defenders both being present and one side outplaying the other (ideally). Should attackers be able to “surprise” cap an undefended objective? Sure! But that should come due to good strategy, not because the defenders are running 500 miles of stairs to get there.

This is an area where the new map falls down big time. Want to know why few are using the map? Because a large percentage of the time, it’s painful or even impossible to get to where the action is happening. By the time you get there, it’s often over. If the objective of the new map design was to provide a safe way for PvE players to run around and PvDoor objectives, than this is exactly the map for that. It’s totally wrong for PvP. The “verticality” BS that you’re using in PvE maps to make them seem larger than they are because it takes half an hour to go five feet…does NOT lend itself to any type of PvP other than the kind where nobody fights each other. Yeah, that makes no sense.

-You need to be able to get BACK to the fights.

This should also be a given…but perhaps the totally obvious emergent behavior in WvW isn’t obvious to people who don’t play the game mode very much. The behavior is this…fights tend to happen near to waypoints. Why do you think that is?

If you want people to be willing to mix it up and actually engage against other players, it cannot be super painful and time consuming to get back to the fight if you die. If dying creates too much of a penalty (I can’t enjoy fighting for several minutes simply because I got slightly out of position for a second), people won’t fight. This is displayed quite clearly, all the time, in WvW on every map. Fights may start over an objective, but they just about always migrate towards the respawn points. Smaller-scale fighting, dueling, etc…these things happen where both sides have a nearby waypoint. Constant ongoing fighting happens when both sides can easily return if they die.

The new map again is an example of what not to do in this respect. Basically any death on the new map incurs a huge time penalty. It’s too hard and slow to get back to wherever the fight was, so people don’t fight (or fights are fewer and farther between). The new waypoint system is terrible. Most of the time nobody has a reasonably close waypoint to any fight. Things are always contested…it’s just WAY too hard to get back to a fight, so very few people are willing to engage unless they have an overwhelming force. The new map absolutely killed roaming / dueling on the borderlands, in large part due to this problem.

- Defending needs to be a thing.

Anet paid some lip service to this idea, but really misfired with the design. It’s way too hard to get to objectives to defend them (see the two points above), and when you do manage to get there…the new objectives are harder to defend instead of easier. Whoever designed the “kill boxes” around the doors on towers and keeps has obviously played very little WvW, or only plays as part of a blob. A Defensive position is completely worthless if it’s a thin walkway directly above the opposing zerg…because they can just cast all their AoE right under you and murder anyone or anything up there. The “kill boxes” are death for defenders, rather than attackers. Why?

Viable defense for a tower or keep needs to account for a small number of players defending against a zerg…because this is what happens the vast majority of the time. Because joining a giant blob and karma training around the maps is so heavily encouraged and incentivized by the game design (most rewards, easiest play, safest play), very few people defend. In order for defense to be viable, the defender needs to be able to hit the enemy without being hit themselves. Very basic…but it’s the central design of all defenses since tribes started building huts thousands of years ago. I have to be able to hit you without you hitting me.

Now I know it might seem on the surface that it wouldn’t be “fair”, but again, remember how the game is played. The vast majority of the time, a huge blob is running up and bashing down the door of the tower and one or two guys are frantically trying to stop them. The blob doesn’t need any more help, for heaven’s sake. Help the two defenders so defense might be a little fun and worthwhile and then more people might do it and fights for objectives might require a bit more than just getting in a blob and running over everything.

If a large attacking group and a large defensive group show up at an objective, the defenders should have the advantage. It’s a tower or keep, is it not? Attacking forces should be trying to draw enemies out of defensive positions, rather than just beating the door down and having all fights in the lord’s room. Defenders shouldn’t have to sacrifice their wall or door just to create a choke point and actually fight to defend.

- Objective cascades.

To make the play a little bit about strategy and skill rather than just zerg (and to create more fights), objectives should be set up so that siege from one can hit others, and so that objectives block access completely to areas of the map. I should be able to control an area if I own an objective, and forces should be able to “creep”, taking one thing in order to take another in order to take another. This is possible on EBG and was a little bit possible on the old borderlands map, and that style always provides for more actual conflict. The new map is a mess in this regard as well. There should be more of this, not less.

This idea will focus players into areas of the map…allowing them to find the action and keep fights going. This also incentivizes defense, because the value of objectives is more significant than a bit of PPT for a tick or two. It brings the opposing forces into contact so fights happen, rather than zergs just dodging each other and playing ring around the rosy back-capping for karma.

- Real, actually fun and worthwhile play for any size group, including individuals.

I know this isn’t easy, but the design should strive to achieve it. ArenaNet should constantly be thinking about the solo roamer / dueler, the small havoc / skill group, and the large group. Unbalanced PvP means that all those play styles are going to occur, especially for those of us who play the game mode a ton. How are each of these play styles encouraged and rewarded? How are they supported? All of the above need to be possible and worthwhile to get the maximum number of people playing the game mode 24/7. We don’t always have a zerg, even in tier 1.

I won’t always have my guild online and raiding. Sometimes I might still want to play WvW. If all I can realistically do is run around taking sentries or killing yaks without ever seeing an enemy player, I’m probably going to log off. This is another reason why the new maps are so lonely.

Objectives need to scale better based on attackers. The auto-upgrading system is not good. It further incentivizes getting in a blob and ignoring anything except the door in front of you. At the moment, camps auto-upgrade just by sitting there to a point where soloing them is extremely annoying and takes too long, and defending anything as an individual is worthless and frustrating. You’re leaving roamers with very little to do. There’s absolutely no reason not to cater to multiple play styles, because more people on these maps is better, right?

There needs to be a super easy way to find and play with others, both enemies and friends. If I want a group I should be able to find and join one easily. If I want opponents to mix it up with, I should be able to find them. I know, crazy. Whatever play style I’m in the mood for, I shouldn’t have to spend an hour looking for it.

Some suggestions -

WvW maps should be designed with the above in mind. Getting to the fights, getting back to the fights, objective cascading and area control, and support for solo, small, and large groups.

WvW needs to be more rewarding, in line with PvE and sPvP. Add reward tracks like sPvP if you want…some method where WvW players can earn everything the other game modes can earn, and in comparable amounts of time. It’s fun to play the game the way I enjoy, not be forced into a game mode I hate to get the reward I need / want. You’ve made steps in this direction for other game modes, it needs to come to WvW big time. Steps in this direction have been far too little and too slow. Stop picking at the edges and tear that band-aid off all at once. Make it rewarding.

Objective upgrades need to be manual. Players need to be actively engaged in fortifying / defending, and it needs to be as rewarding (fun and gold) as attacking. How about a system where upgrades require turning in large amounts of supply…allow players to loot supply from their dead opponent players. This way, fights matter more, and a successful defense against a blob will provide resources to better defend next time, rather than the zerg just slowly beating you into the ground with shear numbers.

There should be objective upgrades which over time create defensive positions in the objective where defenders and siege can function to defend and can’t be hit by attackers until the attackers enter the objective. Yeah, you read that right. Don’t worry about the attackers, they’ll figure out ways to succeed, and the game already heavily favors the PvDoor blob.

There should always be places on each map where at least two opposing forces have nearby waypoints which are not contested. Design with the idea of hot zones in mind…creating places conducive to people mixing it up and diving in to try actually fighting without so much penalty for losing. Bring people into contact with their opponents with less formality and effort.

More strategic objectives which can be attacked / defended by small groups or solo players (like camps).

Populations / coverage need to be more balanced across servers. I’m not sure how you do this, but it needs to happen. Some sort of megaserver implementation that allows guilds or servers to play together? Merging lower-tier servers into higher-tier? Something.

You’ve got to figure out game design ways to break up the blobs. You need to incentivize and support smaller forces acting alone or in concert on a map. Just running in a group of 60 and pressing 1 all day should be the LEAST rewarding and effective method of play. I’ve suggested ways of doing this in the past. It needs to happen.

Thanks for reading.

(edited by Fozzik.1742)

Small Guilds earning Favor/GH in HoT

in Guild Wars 2: Heart of Thorns

Posted by: Tongku.5326

Tongku.5326

This is same as complaining why raids need 10 people and why can’t they be soloed or 2-3 manned (nobody actually complained yet, but you get my drift).
Point of guild quests/events is that more people gather to do guild related stuff to advance the guild. If you choose to have guild with 20 active players, few online at a time then that comes at a cost. Cost being harder guild advancment and sometimes not being able to do all stuff bigger guilds can. You can’t compare your guild to a guild that has 200 active members and demand equality. Big guilds are harder to manage and in return some benefits must come from that. It’s harsh but it how it is and how it’s fair. Otherwise, everyone would make small guild and easily grab all the rewards that come with it.

you are incorrect in your comparison.

I am also in a small guild, very small PVX guild which is WvW focused.

Point is, in a WVW focused guild you HAVE TO HAVE WvW upgrades going which is possible and doable within the current system of influence.

But to our understanding, after HOT launches, we will have to have a guild hall and continuously obtain the new currency in order to maintain WVW effectiveness.

We do not need to raid for armor, only those of us that want the new legendary armors will go after them and they are not necessary for WVW, but the WVW upgrades are.

So a better comparison would be that we will have to do PVE raids in order to maintain the WVW upgrades (regardless wether those raids are guild missions or new upcoming raids in HOT). That is the issue.

Heavy Deedz – COSA – SF

Feedback on claiming sytem

in WvW Desert Borderlands Stress Test

Posted by: Recluce.3709

Recluce.3709

A few of my thoughts on the guild claiming system:

I would like to see some sort of pop up or reminder window regarding the guild claiming. So, lets say I claim a tower, and it starts upgrading. I’d like to slot stuff in, but hey, we’re moving on to the next objective and I can’t do put in tactics until the first tier! The tower slots slip my mind as we get into a fight and 30 mins roll by…. It would be great if those in the claiming guild who had the rights to slot tactics got some sort of visual que when another tier had unlocked. Perhaps a pop-up stating that “Tower XYZ had new tactics available and would I like to open the Claiming UI?”

I hope that the new change – where tactivations go public w/no guild members on the map – has a waiting period, maybe 15-20 mins. I’d hate to leave for a few mins and come back to all my stuff blown by a troll. There could be a countdown timer visible to the public on the Claiming UI.

I would also like to see a way to allow public activation PER TIER. I don’t see a problem with the public using tier 1 stuff, but some 2 and a lot of 3 stuff is where I am concerned.

Is there any way for a guild to leave a short message on their claimed stuff? Or even just a contact name or way to contact the guild…. an alert button with a pre-programmed message sent to guild chat that soandso character wishes contact regarding a claimed objective? It doesn’t seem too farfetched to me, as we truly take ownership of these things we claim. The NPCs get our guild tag, we are responsible for the upkeep and equipping of the objective, and the NPCs “report” to us on the movement of enemies. Why can’t they also be a portal through which our allies contact us?

Tyler, how viable are these solutions?

Mordrem Invasion Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Carighan.6758

Carighan.6758

I’m ofc not sure whether a dev will read it, but I figured that since most of the commentary so far is focused on the negative, I’ll try to gather some ideas instead.

I really think that with just minimal changes the event could be a lot of fun, and given that, I really hope there’ll be some changes before the event is over. It’d also leave a good impression with newcomers, showing how willing to react to customer feedback you as the devs are. Considering that the effect this has on the new players is one of my key criticisms.

Anyhow, what do I think works well about the event:

  • Scope. The events are everywhere in the affected maps, really shows off the size of the mordrem army.
  • Individual event mechanics. They’re not trivial. Seeing the poison AE around the bomb-vulnerable plant actually kill someone is refreshing, it means the event needs people do stop and read and consider instead of just hammering #1 at the biggest target.
  • (estimated) Duration. Longer than 4 days and this’d get very boring very fast. But at 4 days only, it’s a nice little interim event, assuming something else follows before the xpack, say these invasions affect more and more zones slowly.

What I think doesn’t work:

  • Participation: This is the biggest issue, and it affects everything else. Rewards are given by personal stack count, encouraging very bad behavior by players, ignoring events and jumping from point to point, tagging them to get more stacks.
  • Reward cost in general: Income is low even if you farm the events like above and ignore other players and completion.
  • Community feel: Given (1) coupled with (2), this really brings out the worst in players. They’re flat out kittens to each other, encouraged by event mechanics that reward them for being this way.
  • Scaling: Too few elites/champions once we’re at 30+ players, instead large groups of normal mobs which are dead the moment they spawn.

Now, to be fair, most of my issues center in some way around the way rewards are given out, as does the criticism of most players. And in turn, I believe just a small change to this could easily alleviate most issues with the events. Not all, but enough to make it a positive memory for people.

My proposal:

  • Main reward-counter is the map counter. For every 10 events completed, players in the map get 5 seeds. This encourages working together instead of working against each other.
  • If an individual player’s personal stack is below 5, they’ll get 20% less rewards per stack missing, down to 0% at 0 stacks. This makes sure players cannot just idle in the map entirely.
  • In addition, each personal stack rewards a bonus item of which 20 can be combined to create a once-per-day bonus chest with 20 more seeds.

Examples:

I’m doing my first map a day. We finish 46 events, and I participated in 8 of them. I get 20 seeds for the map having 40+ events, I get 8 of the bonus item for the bonus chest.
I’m doing another map, later. We only get 38 total and I idled much of it, having 3 personal stacks. I get 9 seeds (15 for the map, -40% for low personal participation). However, I get 3 more of the bonus-chest items, and I now have >20, so I get my bonus chest with 20 more seeds.

And so on.

I feel this would be a much more balanced approach, and rewards players for actually partaking in the community fight against the mordrem. At the same time income is slightly higher, which means more players feel like they can viably get something (this’d come not sooner than the weekend, so there’s only 1-2 days left in the event).

Thanks for reading.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Account-wide bag for Heart of Thorns, PLEASE

in Guild Wars 2: Heart of Thorns

Posted by: Librascythe.3152

Librascythe.3152

Just my take on a way to implement a method to use items between characters, drumming up more item usage and sales for Anet.

—The Start—
A new tab would be added to the bank interface, this tab would be an account pouch (name open for change) this tab would the only way to add or remove items from this pouch. The tab could have a start up price of gems (400, would be reasonable, due to character cost later on). Tab could have less space than a bank slot, with room to buy more.

Include in this tab are 3 Tool Slots, one pick/axe/sickle. The slots would hold, usable items Revive orbs, merchant summons, summon stones, potions, drinks & foods, Boosts, and WvW items) Salvage Kits (Merchant bought, infinite or black lion) Toys, Movement changes, and Instruments.
Along with items such as the Infinite Continue Coin or not infinite, possible even pick locks that would allow you to use the items from the pouch, same method as the tools.

—Way to access—
A new icon would be on the bottom of the inventory interface, clicking this would have a pop up of just the slots, and will stay open until closed (this way you can use salvage slots with little effort). You would only be allowed to use the items, no switching, no moving and no adding anymore through this interface.

—Tool Slots—
The tool slots would be the major reason for the character cost. My idea for this is the you can store any type of tools, infinite or merchant bought in these slots. The way to use those tools is to not have any equipped on your character while trying to mine/chop/harvest. This would allow you to use different tools if your wished to, such as having a bone pick in the account pouch for back up but still like using the golem pick for an Asuran character for role play, or alternative use up those specials ones like frost tools.

—Cost—
Now the biggest complaint is that this could take money away from Anet (nothing I want to do) so the best way to address that is to make it that each separate character would have to pay an amount of gems (200 or less) to unlock the pouch icon on the bottom of the inventory interface (this is the better option so that the bank tab does not get stuck behind a gem lock for each character).
Although I would prefer not having to pay twice for items already purchased.

—Why—
Alot of people will just switch items around, that is all well and good for them but I don’t like having to run back to do so, and lets face it I forget about alot of them items and most of them sit and do nothing, I have no reason to buy more because I don’t use them as is. But if they get used and I find I like them alot more I may buy more.
The same goes for infinite tools, I bought a few at 800Gems each, but at 1000 I have no interest in buying anymore this way Anet can still make some money off my already bought tools because I would use them for new characters with little hassle.

(edited by Librascythe.3152)

Account-wide bag for Heart of Thorns, PLEASE

in Guild Wars 2: Heart of Thorns

Posted by: Dreggon.6598

Dreggon.6598

Copper-fed salvage kit, terrace pass, permanent bank/merchant/TP, mystic forge, black lion gathering tools, and the executioner axe for getting around. It’s a lot of things to shift between characters, and I’d really like an account-wide bag where I can access them all without the hassle of moving them in and out of my bank.

Feedback on claiming sytem

in WvW Desert Borderlands Stress Test

Posted by: Tyler Bearce

Previous

Tyler Bearce

Game Designer

Anyone who participated in capturing the objective that also has claiming permission for their guild rank will see the Claiming UI.

Gates versus Walls

in WvW Desert Borderlands Stress Test

Posted by: Chaba.5410

Chaba.5410

I have a feeling that players are going to be hitting walls more than trying to attack gates. The gate areas feel way too hardened against an attack compared to walls. It’s those auto-turret things right above the gates that might be doing it. Walls have nothing comparable.

Most of the time I was tagged up I only had 5-10 players around. We hardly ever had the supply to deal with sieging an upgraded gate area.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

Feedback on claiming sytem

in WvW Desert Borderlands Stress Test

Posted by: Tyler Bearce

Tyler Bearce

Game Designer

Next

We’re making a couple changes as a result of the lastest testing.

  • By default claimed objectives will be flagged for public activation. Guilds can still toggle that permission whenever they want.
  • If no guild members are present on the map, the objective will auto flag for public activation.

Jumping Puzzle

in WvW Desert Borderlands Stress Test

Posted by: Sinbold.8723

Sinbold.8723

The whole freakin’ map is a puzzle.

Something to Help Defenders & Commanders

in WvW

Posted by: gatsu.2813

gatsu.2813

Hello everyone^^

Fro the Warrior of Maguuma has worked very hard designing a site that many of our server commanders are using now to help get a better grasp of enemy movements and territory control. I thought it be best to share this since it has alot of features (especially the voice announcement on capture) that is greatly helping me keep up with the map reading while I command. You can also customize your own server map by selecting your server and updating upgrade intel to help fellow pugmanders keep up to date on the exact upgrades running on the keep/tower. Anyways, I thought it would be best to help people keep up with the scouting^^

Site: dev.wvwintel.com

[Suggestion] Buildables!

in WvW

Posted by: Zietlogik.6208

Zietlogik.6208

Re-plugging some of my old suggestions back in here for good measure >.>

New Buildables:
– Walls/Barricades
– Slow Traps
– Buildable Watchtowers
– Buildable Supply Depot (Allow players to deposit supply, not only withdraw)
– Ramps for high terrain/walls (fragile/low hp)

New Camp Upgrades:
– Dolyak Armor: Equip your Dolyaks with the latest and greatest in combat platemail, allowing them to engage enemies when struck and soak up more damage. (requires guard upgrade first)
– Dolyak Carrot: Increase the speed of your Dolyak, allowing it to run to its location.
– Watchtower: Upgrades the camp with a watchtower for your Guild Claimer and grants the Guild Claimer a ranged secondary weapon to defend itself.

New Garrison Upgrades:
– Golem Factory: Upgrade your Garrison with a Golem Factory add-on, allowing for automated Golem creation. Builds 1 Golem every 1 hour, max: 5 Golems. (requires Waypoint Built)
– Runic Portal: Allows portal travel to the Bloodlust Ruins (located between all 5 points) (requires Waypoint built)

New Map-wide Upgrades: (located in Citadel)
– Upgrade Sentries your world controls into small outposts, consisting of 2 Guards, 2 Archers and 1 Scout (marks nearby targets). Requires Home Borderlands Keeps and Garrison under control.

New Structures:
– Skritt Hovel (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NW of the map to be a new claimable location with bonuses.
– Modniir Stronghold (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NE of the map to be a new claimable location with bonuses.

New Structural Upgrade:
– Warhorn / Signal Fire (Players activate Warhorn / Signal Fire to debuff enemy attackers, and create a visual / audible que to show players a structure is under attack.)
– Electrified Gates (Players who strike the gate with standard attacks have damage returned.

Gate Upgrades: Reduce gate health by 25% and apply a bonus:

- Dredge Tech: gates are immune to flame blast vulnerability.
- Asuran Tech: gates deal damage back to players striking it without siege, with a 10% chance to stun on damage.
- Sylvari Tech: gates slowly regenerate health without requiring supply, but are twice as vulnerable to Flame Blast.
- Charr Tech: gates cast off metal shards when struck by siege weapons, bleeding and crippling enemies nearby.
- Human Tech: barricades are built on both inner and outer sides, limiting space near the gate entrance.
- Norn Tech: Totemic gates give nearby allies bonus might, and periodically chill enemies (1s per 10s)

Electric Fence (bit of a joke rly)

Who can use it: Electric Fense is an upgrade available to guild members of an owned Keep/Tower/Garrison with Claiming permissions.

What it does: When purchased and completed, Electric Fence will prevent all players from directly interacting with the supply depots of the claimed location. This process can be activated and deactivated by an NPC.

Players attempting to access the Supply Depot without permission will be given a quick shock, and a small amount of damage or blindness.

Why use this: This is to alleviate issues with trolls, and players who do not know build procedures within higher value structures, unintentionally (or ex Trolls, intentionally) delaying the progress of structure upgrades, or preventing them completely.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Commander tags will become account bound

in Guild Wars 2 Discussion

Posted by: Sean.8274

Sean.8274

Who are the poorest players in the game? WvW Commanders!

Who will benefit most from the new color commander tags? WvW Commanders!

Lets make them spend 300g for each additional color they want. Makes sense. Let’s make the poorest people even poorer.

Lucy Ursa~80 Guardian | Worf Rozhenko~80 Warrior | Vera Valentine~80 Mesmer | Cupcake~80 Engi
King Arcturus X~80 Ranger | Suki Serra~80 Thief | Count Charon~80 Necro | Regulus Leo~80 Ele
HoD since launch

Commander Tag Changes Feedback [merged]

in WvW

Posted by: godz raiden.2631

godz raiden.2631

If you cannot afford it yourself, then perhaps friends or guildmates of yours can chip in. That was how the first players obtained their tags in the early days of the game.

Some people don’t like begging people for gold like some sort of moocher. Especially when it’s only because Anet refuses to throw a bone to the WvW community.

Godz Raiden (Thief)
Maguuma

(edited by godz raiden.2631)