North Keep: One of the village residents will now flee if their home is destroyed.
“I knew it, I’m surrounded by…” – Dark Helmet
jumps off smc into glider
Bye vanilla and free account peeps!
What in the hell?
WHAT WILL HAPPEN IF YOU ARE IN COMBAT? Disable in combat gliding. Otherwise it means anyone can run away from a fight by just gliding away and literally makes HoT Pay-to-win. Seriously. It NEEDS to be disabled to deploy gliding while in combat. Seriously. This is why gliding in WvW has always been the stupidest idea.
I don’t think you have the strongest grasp of how gliding works. If they try and run away by gliding off a cliff, just toss out a little cc and watch them fall to death, lmfao.
It is important to keep in mind that this is a test for gliding in WvW. If we discover with this test that gliding is not appropriate for WvW, we will disable it.
Bolded for missing emphasis
this will be interesting, i look forward to the change, its only within your territory so should be entertaining
Is this for real?? ARE WE GETTING TROLLED??
Hello, Mist Warriors!
I am excited to reveal that on August 8th we will be adding Gliding to WvW. The team has been working hard on a way to make gliding in WvW feel fun and fair, and by using our brand new territory system, we believe we finally have come up with a way to accomplish both goals.
Territories
Each objective in WvW now has a territory associated with it, and the ownership of each objective is displayed by map outlines in the color of the owning team. In addition to the map displaying the territory, the WvW score UI now displays the objective of your current territory next to the War Score your team is earning that tick. The objective icon functions the same way it does on the map and clicking it will open the Objective Upgrades panel.
Gliding
Gliding in WvW does not require unlocking gliding through PvE masteries. Instead, you can acquire Gliding by using ability points in the new Heart of Thorns War Gliding Mastery. The War Gliding Mastery is available to those who own Heart of Thorns and allows gliding in territories that your team owns in the Mist War maps: Eternal Battlegrounds, Alpine, and Desert Borderlands. If you enter a territory that you do not own while gliding, you will be kicked from your glider.
We’ve made several map adjustments to the Eternal Battlegrounds, Desert, and Alpine Borderlands maps to better accommodate gliding. Besides map adjustments, we have also replaced Ballista’s fourth skill with an anti-air bolt skill that shoots people out of the air and immobilizes them for a short duration.
It is important to keep in mind that this is a test for gliding in WvW. If we discover with this test that gliding is not appropriate for WvW, we will disable it.
Ability Point Reset
With the August 8th update, we are also adding a new ability point reset vendor, the World Ability Master, to every portal/home keep (team starting area). A free sample ability point reset is available per character so that everyone with ability points can start gliding right away.
We look at timezone participation but timezone participation is hard to balance because people who play at certain times tend to all gravitate towards the same worlds so they can play with a lot of people. There are not enough off-hour worlds that we could link to create 24-hour coverage for every world. It just is not possible with our current world populations.
Which shows the fundamental deficiencies of a world based system, that the units you can try and balance with (worlds) are far too large, inflexible and unwieldy to get anything evenly vaguely balanced.
And that is without even going into that 5 mins after a new link up is announced you get entire guilds switching server, then in the next couple of weeks hundreds of players following, making the notion of considered balance over what worlds to link, utterly laughable.
Or how silly it is for the mass PvP part of the game to still be based on ‘worlds’ when in the rest of the game (PvE/PvP) ‘worlds’ have basically become an irrelevance.
But I guess that overhaul to actually really address one of the big issues with WvW since day 1 required too many resources, so the papering over the cracks option was the Anet choice as usual.
(edited by zinkz.7045)
You realize people still have to pick a server when they log in for the first time?
so how does your solution solve anything when player will still pick server? your is a short term fix that only lead to the same problem down the road, as new player select the “new” wvw server and then don’t wvw. it doesn’t change anything!
and if you really want to park player, just create a fake handler like “NOSERVER” and automatically assign everyone and all the new account to that and if they click on wvw icon, they will be required to select a server. you don’t need to add new server, in fact adding new server for this purpose only increase the problem.
If a player wants to join wvw they join one of those servers while their old server still exist for pve purposes.
pve no longer have server. it has been so for over 3 years… what you are suggesting is no different from deleting the server because that is just more data anet has to keep that serve no purpose.
They could even turn this back to their idea of wanting to make smaller servers in order to create better links,
this is ideally what we would like, but the reality is anet will likely just lower the server population and prevent people from transferring just to maintain the links. the link has become a bane because match up balance has to be done across links and not just the server itself. and we didn’t really solve anything, it will only be good for a few month, then we will hit the same problem again because the logarithm that balance server and link is still the same. unless anet changes the way they manage link and allow server to grow naturally it will have problem regardless of the number of server it has.
our problem now isn’t server count, it that more then half the server are mark as full when they are infact empty as kitten.
(edited by lagrangewei.8516)
Your full threshold is far too low. Servers are full yet have populations too low to earn your shiny new WvW rewards at a rate similar to say those on BG. There is manifest inequality between servers and this impacts on progress towards rewards due to the way you’ve set them up. Linking as a way to mitigate this is a failure partially due to the wait between relinks which is far too long.
How does BG have an advantage to get the new Wvw gear? If anything, servers who can get the outnumbered buff have the advantage in that regard, otherwise it’s even.
They can run with the constant zerg and hit 1 and get the tickets, and there’s not many times when there is an outnumbered map.
Deleting worlds and redistributing players is something that has been considered and discussed. In the way described it is not an option that we feel works to solve the complex issue of world population balance. There are many factors involved many that are not immediately obvious without the data we have access to.
You have to admit that everything you have done so far has been a disaster of epic proportions. Just look at BlackGate, are you honestly trying to tell us that bs was intended, or good for the game?
(edited by Grim West.3194)
Yea, that’s what I wrote in my other thread. Make server non-mandatory and periodically purge accounts if they not wvwing. Problem is still that we don’t have enough off hours to spread out to 24 servers. Likewise, every server has different coverage which make balance via linking increasingly difficult and impossible to match. So, if we reduce the number of servers, we can consolidate the coverage into a fewer servers.
Right now this full threshold is just slowly draining everybody out, nothing but a slow death to everyone. Then for guilds that want to delay the slow death, they move off to a open server (using their hard earn cash) and only to continue to play under the coverage that impossible to solve with current servers. It is not fun.
(edited by SkyShroud.2865)
Deleting and remaking worlds still the only way to go to balance servers but mehz, people want the gamemode to die instead.
I disagree that it is the only way. The disparity between the calculated WvW population and the actual server population can also be remedied by the removal of accounts from a server if they haven’t counted towards the calculated WvW population after a certain time period, like two months maybe. If they wanted to play WvW again they’d have to pick a new, non-Full world to join (for free, of course). That would have been especially helpful before the June 6th patch brought a flood.
Deleting worlds and redistributing players is something that has been considered and discussed. In the way described it is not an option that we feel works to solve the complex issue of world population balance. There are many factors involved many that are not immediately obvious without the data we have access to.
Apparently my analysis on the server design is correct and likewise the issues, actually those designs and issues are common sense. Deleting and remaking worlds still the only way to go to balance servers but mehz, people want the gamemode to die instead.
No. It is just they do not feel your solution is the one that will work. It’s not more complicated than that.
It is no different from just wanting the gamemode to die anyway.
But see? That is going on the assumption that your analysis is correct.
They don’t feel it is. It’s not personal.
Apparently my analysis on the server design is correct and likewise the issues, actually those designs and issues are common sense. Deleting and remaking worlds still the only way to go to balance servers but mehz, people want the gamemode to die instead.
No. It is just they do not feel your solution is the one that will work. It’s not more complicated than that.
1. World sizes are based on WvW play hours and players. People who do not play WvW, or are guests, do not factor into the population size of a server. If a world is locked, it is because it has a larger population than our “Full” threshold.
Your full threshold is far too low. Servers are full yet have populations too low to earn your shiny new WvW rewards at a rate similar to say those on BG. There is manifest inequality between servers and this impacts on progress towards rewards due to the way you’ve set them up. Linking as a way to mitigate this is a failure partially due to the wait between relinks which is far too long.
1) Server over-all population vs % WvW participation. Right now friends and guildmates who want to WvW on my server cannot transfer there even though our WvW participation is much lower than in the past. Yes, i realize there is a guesting system.
What guesting system?
Greetings ANET,
It seems we have an issue with monitoring server populations, WvW participation, and server links based on my observations over the years and especially recently.
Questions: What is being done to monitor the following?
1) Server over-all population vs % WvW participation. Right now friends and guildmates who want to WvW on my server cannot transfer there even though our WvW participation is much lower than in the past. Yes, i realize there is a guesting system.
2) Does ANET in fact monitor timezone participation and attempt to balance around that with server links? IE, smaller servers with high concentration of players in Time Zone X combine with larger servers with much less player participation in that same timezone?
3) Does ANET use a WvW high participation server such as Blackgate as a benchmark for balancing competition from server to server? I’ve seen server transfers open to high participation WvW servers many times during the period that my server has been locked while those servers already high very high WvW participation than my server. This seems odd given the linking policy.
I fully realize it is not easy to prevent this from happening or detecting who is transferring where for WvW vs other reasons, but it’s clear that at least the server linking policy needs to change where WvW is concerned.
The basic problem is that locked servers have no way to offset their player loss attrition. Guilds on those servers have no way of rebuilding.
Because of this only one established server has been able to maintain a high consistent population level. I am not for punishing BG but rather creating more competition for it. Right now consistently fighting against the BG blobs without fresh blood has proven the short term demise of a few servers.
I totally agree with this. I am on Mag and were suffering now because of these problems.
Blackgate has most of the “hardcore” WvW players. “Hardcore” equals plays a ton and doesn’t care that they joined the bandwagon server just for easy wins.
ANET allowed this fiasco and even encouraged it at times. And the BandWagon kings who run BlackGate played the ANET devs for fools over and over again just to get more bandwagon players on their server.
Now WvW is a joke.
(edited by Grim West.3194)
is it based on the period of play? the number of players? or both?
Because a team of 50 who play 6 to 8 hours may end up closing the server vs a team of 150 who plays 2 hours at a time.
Know what I mean? >3<
Is it limited to timezone? etc. etc?
Without looking up the threads where Anet discussed it, the general gist was play hours. Not people. And only based on play hours in WvW.
Also, as far as population status, it was not understood to be time zone based.
Now, I think they have tried to take time zone coverageinto consideration as far as the links, but I certainly do not know that.
I am also understanding that Anet will not release actual population numbers or the actual algorithm as it would be too easy to game it.
Though, I think Blackgate has been one of the most effective servers at hibernating in a coordinated fashion to influence the server status.
I would imagine they’d prefer to keep exact details undisclosed to prevent manipulation, not that anyone would ever dream of doing such a thing . . .
is it based on the period of play? the number of players? or both?
Because a team of 50 who play 6 to 8 hours may end up closing the server vs a team of 150 who plays 2 hours at a time.
Know what I mean? >3<
Is it limited to timezone? etc. etc?
You all ever stop and think that maybe servers aren’t open and closed because of wvsw? Maybe it infact has nothing to do with wvsw. With megaservers running pve, you might think that doesn’t make sense for them to be open/closed independent of what happens in wvsw. But maybe we are missing a piece of information here.
It would explain alot. Just a thought.
Just a thought.
More locked servers would actually be the solution since it results in smaller servers and therefore more options for re-linking, which is the only option available other than forced resettlement . . .
That’d be really cool tbh. But we’d need way larger maps to make it be really great.
We need mounts
Not for Alpine or Eternal as those are some well designed mounts
The monstrosity known as desert Borderlands on the other hand needs mounts or they could just replace the desert map with another Alpine as that works too.
We need mounts
Not for Alpine or Eternal as those are some well designed mounts
The monstrosity known as desert Borderlands on the other hand needs mounts or they could just replace the desert map with another Alpine as that works too.
so that gets easilly ktrained like alpine map is?
Brilliant idea here. When a treb shoots a cow, it should leave a corpse at impact. And necros have the ability to ressurect it and ride it as a mount. With new skills.
Dead Cow skills:
1) “Moo of death”. 10 closest enemies die immediatly and cannot res for 10 min.
2) “Clean grass”. Your cow eat so much grass that 15 enemies fall though the ground and end up in an random HoT map.
3) “Bullcall”. Raise a dead bull lover that attack your enemies with furious humps.
4) “Moove”. Kick all surrounding enemies with your hoofs and jump back to spawn.
5) Elite skill “Digest”. Your cow eat the closest enemy commander that must pass though all 4 stommachs with 25 stacks of unremovable torment as a result.
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