If I were to make something secure, I’d probably go with a passworded bank section.
The winners should get a town clothes nightcap.
Nobody is forced to make legendary items. If you WANT the legendary item, you have to do what is necessary to make them.
Gunnar’s have had kitten matchups since this new matchup system came in.
Arenanet have really hurt our community. Starhejm is just another casualty of it.
In WvW, the (current) downed system encourages zerg-like behaviour.
Thanks for compromising, hopefully we’ll get people saying let’s NOT have the Alpine maps back now.
Also, thanks for all the other changes, this is very welcome.
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7+ hours on queue @ WvWvW ! unacceptable !!!!
The refusal of zerglings to transfer is what exaccerbates the problem with the current system.
Add clones to the list. I NEVER want to target a clone. EVER.
Hmmmm
What would be your guess for this years April 1st joke?
My guess is that they announce an expansion.
Ya, that’s normal. There’s 3 tiers of hit points for the 8 classes:
Lowest HP (about 10k)= Ele, Thief, Guardian
Medium HP (about 15k) = Engi, Ranger, Mes
High HP (about 18k) = Necro, Warrior
This is completely arbitrary and nonsensical.
This fact completes my Daily Disappointment Achievement. Every day.
The problem is that nearly all items aren’t in high demand. In this game, they think it’s a good idea to have a few lodestones and ectoplasms as the key ingredients in every high-end recipe instead of a broader range of different things. Thus lots of things are sitting there, useless and unwanted.
9, but our server isn’t running karma trains while others are steamrolling our maps.
I needs to scale with the ladder ranking, because at top tier it is probably very active and hectic, whereas as the bottom it’s just 1-3 people hacking away at annoying knockdown mobs with no threat from enemies.
In T2 most people ignore it for the first several minutes, and those who complete the event are usually just solo roamers or small groups in their home BL.
Nobody likes doing it is the thing. It just shouldn’t exist.
I understand your sentiment, but I disagree. I think it shouldn’t exist in it’s current form.
- The event is a good idea in theory – something that defenders have to come out from behind their arrow carts and try to win in the open. Losing isn’t the end of the world and they can still defend, but it’s quite punishing.
The idea of hiding this behind annoying mobs is a bad move, particularly as they do knockdown. Perhaps just getting rid of the mobs and having the cogs spawn without mobs would be better, instead?
This is a big deal and doesn’t deserve to float down the forum while people’s whines about the beautiful new borderland map infest the first page.
lol, u want hard. Try to get to ascalon dungeon atleast. You will feel helpless and weak. Also, lving in wow is the easiest thing there is, “do quests, get gear, do dungeon get carried”. I dont find it hard or challenging as u are making the comparision to gw2.
Story Mode! … at min level (I think it’s 35) and you’re not allowed any veteran friends, spoiler videos or yellow gear!
The fact that you lose target (see targetting thread) when a character goes into stealth (a bug, perhaps?) makes it even more ridiculous.
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It’s too structured, limited, and artificial. I’d prefer something more free-form. Not so point-driven, and routine. Something with politics, alliances, consequences, etc. WvW, like the rest of the game, just isn’t that deep of an experience. I was excited about it in the beginning, back when guilds bothered to claim castles and so forth,
I agree with this. Those would be great!
This feedback only represents a small portion of Guardian players.
This small portion is what truly matters,
the rest of the player base is running full PTV staff 0/0/30/30/10 without giving other skills a second thought. For me they are simply mindless drones and will run what is considered “effective” 4 months ago;.
This is a fact. I know I do – frankly, other builds just don’t have a patch on it thus we are forced to spec that way.
Edit: When enemies are churning out this kind of damage, it forces all guardians to try to make up for our abysmal base HPs. That’s the ball-and-chain that’s preventing us from speccing as we like.
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A: win fights in EotM
Fixed it for you.
I will be deleting my thief. I just hope he isn’t reading this.
I usually just panic and run away.
I try to fight then i die.
Run away and hide in a friendly tower/keep/camp or zerg. If they are determined to fight me, I have to just try to knock some health off them and hope someone turns up before I die.
At the core of WvW combat are three systems:
- The PvP system. This consists of people who play thieves or other PvP specced classes in WvW. They often refer to themselves as Roamers, but their victims sometimes refer to them as Gankers. These are most often found near spawn areas especially camps and sentries, particularly near the south end of the Alpine maps.
If you see multiple people with two purple glowing effects on their backpack, I would run the other way – that’s the PvP backpack. - The GvG system. This can be groups of about the same size as PvPers, but these have different builds. They could also have many more players than that. They are often built to synergise with one another and will move together in a tight “ball” formation in order to survive better via the following;
- mitigate damage via the target cap that most AoE abilities have (usually 5),
- pbaoe boons,
- pbaoe condition removal,
- pbaoe heal via blasting water fields
- The Zerg system. Otherwise referred to as the Blob (technically a Blob has at least one guild at the core of a zerg). This works in a similar way to the GvG system, except that the zerg is led by an open squad commander, sometimes not even on voice communications. The zerg welcomes everybody to join in and although it is often derided by those of the other modes for it’s lack of skillful play and brute force method, the zerg is undeniably effective.
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Why was WXP implemented as a character bound grind that fails to reward very important meta-game tasks within WvW, only reinforces the allmighty zerg
The current system really encourages zerging to quickly amass WXP.
On behalf of my fellow server-mates, I want to emphasise that this is very important and deserves developer attention.
Don’t worry guys, Arenanet have been keeping their big WvW update quiet all this time…
… What?
- I would advise against developing a system to award more Warscore for holding higher tier objectives as this will reward an already dominant world.
Self-quoting because of the new patch… and…
I love to say I told you so.
by constant transfering i /we support a-net with gems, considering i /we make 200 players transfer every 2 months.
In return we would like a-net to check the tiers constantly, and to adjust matchups for maximum activity
Don’t you get it yet? After years and years of transferring 200 people every 2 months Arenanet have done nothing to adjust matchups especially for you. The system evidently needs more than 2 months to form fair games and you moving constantly means it never happens.
People should get their WvW rank reseted each time they would transfer over
And there should be only a 2 -3 times server swap in a year.
I support and endorse this idea.
stop letting gunnars hold carry you and do some of the work required to get you up to position 1.
Please understand that the new system is designed around “good matches”. The ladder system is more or less out of the window. By rights it should be impossible for any linkee server to move into the top half of what remains of the ladder.
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communism isn’t a real economic theory but rather fantasy.
#1. Communism isn’t an economic theory, and
#2. Your grasp of the “real” seems somewhat awry.
my goal overall is to create a positive environment here.
See? John can empathise with the masses who will never reach their Legendary goal!
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No.
We had an enemy server who tanked (all my posts with their name in get infracted) into our league and dominated it. We fought them for two weeks, it was brutal and horrible.
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The mode has to do what it originally did;
- It needs offer a variety of playstyles
- It needs to allow some player decisions and actions to affect the outcome
- It needs to offer a sense of ownership (objectives), investment (upgrades), belonging (zergs), community (squad/team/map chat)
- It needs to offer scope for player-deployable objects to affect static objectives
… all of this without mentioning scoring or rewards – which are what Arenanet are reportedly working on at the moment (29/04/2017).
Make the outnumbered buff dynamically. Are you outnumbered 3 to 1 then every character should be as strong as three players. Als reduce the amount of supplies needed by the outnumbered team dynamically. This at least in some way equalizes it is a bit
Okay, I think we all know this can’t work – it would encourage people to tell allies to log off in order to “fudge” the population stats, discouraging the less-able members of your team and making the whole scene elitist (which, for the record, it isn’t now).
I still believe
- the spreading of a resource (it could be guards, supply, or something else) to be a good, solid concept. The more you own, the more difficult it would be to maintain it all. There is a danger this could lead to a similar effect as the above, where players tell others NOT to capture objectives. That said, I think it’s a more elegant solution to the change of circumstances based on active players at any one time.
- a much more powerful and interesting metric could be used to great effect in bringing the scores closer together. The metric would be “Who is leading at any one time”. By measuring this, Arenanet are able to implement systems to effectively slow down that team’s scoring (this would mean closer, more exciting matches come Friday), as you can no doubt imagine.
I will let you stew over these two wonderful ideas what fell out of the brains of the community and were swept under the sofa because they aren’t as simple as server merges.
These ideas don’t solve the population problem, they disguise and mitigate it. It’s still an issue, but might not mean that matches are already decided by any given Monday.
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Just don’t buy any gems with real money. Problem solved.
On the other hand;
- We are a Medium pop server.
- We are facing a Very High pop server (AG).
- The other Medium pop server we’re facing (Miller’s) has bigger zergs than AG.
So your logic, in thinking that certain pop is always indicative of the WvW player-base, is flawed, I suppose.
It’s hardly as though mortars can be moved very quickly and they are mostly easy to destroy (along with the operator).
I like the change, it gives defenders a bit more hope, and they need all the hope they can get!
Nice.
Please add “total time owning the outmanned buff” in the next one.
I agree. The graphics just glorify the winning team, with barely anybody else making the list. If
- the match ups were more even-sided AND/OR
- other metrics were shown,
they’d be much more varied and interesting.
17-20 points – Asura; HAHAHAHA I HAVE OBTAINED SECRETS OF EXTRAORDINARY POWER BEYOND THE MINUSCULE GRASP OF YOUR BRIAN.
Who’s Brian?
So…
Ballista Mastery
- +25% for 15 points
Siege bunker
- +5% for 70 points
Seems a bit … skewed, but okaaaaay.
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I’ve heard thieves claim that it’s guardian, but thieves often choose to attack guardians and seen them do so with great success.
Since it’s now recognised that EotM isn’t really WvW, can we please stop the supply from winning EotM matchups from being delivered to the (usually green) citadel, please? This simply exacerbates the problem of powerful teams dominating in a snowball effect (as do waypoints, but that’s another thread).
Warrior > All.
Seriously, the degree to which the classes are imbalanced is almost unbelievable considering how many beta weekends they’ve had.
… You burn several disablers and almost whole supply depot, broadcast every 25% of outer and inner wall, and finally after X minutes die at lord’s side against [number] attackers;
Then a friendly blob comes, gets credit for killing the enemies and you don’t.
I don’t think the OP’s idea would provide the solution we all want.
Here are the facts, as I see them (feel free to challenge them);
- It feels like a chore to do the event when there are no enemies on the map anyway,
- When there are large groups in the event, it IS fun,
- Killing mobs for cogs in small groups/solo is tedious, but,
- Killing 1 or 2 mobs for cogs is tolerable,
- The centre event is intended to pull enemies out from behind walls for fights,
- The centre event is intended to give small groups a chance to make an impact,
With these in mind, how can it be improved?
I didn’t read the entire thread, but how do you think mounts would work in WvW?
- No mounts like the HoT gliding?
- Mounts that poof away in less than a second when combat is occurs, like in WoW?
This is a disgrace.
I just finished Nevermore and paid 2x as much as all the people with new ones.
These sorts of changes really make me lose faith in the competence of economists.
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: Svarty.8019
I’m going to sticky this thread, with John’s consent, because we feel it contains valuable information that forum members may wish to read.
Thank you very much Gaile, I think it’s important that you did this because a lot of us felt that what John had stated wasn’t actually true after Colin’s recent interview on MMORPG.com.
Let’s remember Mike O’Brien’s statement
We’ve set a clear policy in the past year: we don’t talk speculatively about future development. We don’t want to string you along.
Colin reiterates this in the interview:
we still have work to do to address core fundamental issues like population balance, rewards, scoring, night capping, etc. As always we don’t discuss features in development until they are far enough along to share meaningful details, so for now we’ll just say WvW is the final big game system on our radar
Despite being unable to talk about things in development for fear of stringing us along, I think some of us (I know I am guilty of this) expected a little more communication when John said
As this effort ramps up you will be hearing more from us about the work in progress.
Anyway, that’s a recap of where we are.
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I like this suggestion, but I believe it’s against the ToS to bump threads. I think you have to make something positive up that advances the conversation.
I believe that Ascended Gear from non-WvW activities has some impact on WvW players but that said impact is quite low. If, however, there continues to be additional Ascended stuff available in PvE, then WvW players will be forced to play a form of the game that they don’t necessarily want to. This would be contrary to propaganda posted by Arenanet in the past, so I suspect something will become available via WvW activity in the future instead, though I guarantee nothing. Enough waffle from me, now onto the next bumper…
- Night cap adjustment/ladder system/Glick0 change. Scores are currently unrepresentative of the gameplay.
- Server/alliance man-power balance/repopulation/server merge.
- Modification of maps – a) While I like the idea, Skysplitter does need to be different since so many people hate it, b) The new keep lords seem a little too tough for solo/duo (I’m unsure if intended or not, but because the maps are not populated, one or two seems to be the average party-size there), c) exclude EotM from any new rewards , including WXP, people should not be encouraged to go there based solely on efficiency of rewards.
- WvW Rewards. Reward tracks (Like in PvP!), WvW Ranks/abilities overhaul (people are thousands of ranks above where they could last spend points on abilities).
- Siege weapon changes. For example, manning a cannon or oil pot is nearly always suicidal. Spreadshot on ballista is too situational.
I would add that the new maps DO NOT require flattening or being made simpler. If people actually played them, they would learn them. It is a demonstration of laziness that they spend more time complaining on forums than exploring the maps.
Also, bring back banner-rezzing lords and implement double-rings for capping stuff
- EDIT: Having read some of the other replies, I wish I’d put stability on my list. If you look when the drop-off in players began, you will see it was when the stability change was implemented. This pirate ship meta is rubbish.
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Things you would like to see
Thief nerfed.
DH still hard counter Thief but good try and nice to see your Woe is necro is going strong lol, did I ever say Necro hardcountered thief or say Thief didn’t hard counter necro no no I did not I only specifically mentioned in regards to DH and Mesmer literally no one in this thread mentioned Necro…. bahahahaha.
The implication is this comparison, which you appear to concur with in your previous post:
- Counter to thief (dragon hunter) has to build specifically.
whereas: - Counter to necro (any thief) doesn’t have to build specifically.
and: - Despite being hard counter to no other class (you state in your previous post), thief has no specific problems competing with any class.
This is a part of the larger problem: thieves in general.
They require a lot of attention from Mr Peters and co.
Thieves are fine.
If by “fine” you mean “overpowered”, I agree.