Sure, bring those things into wvw as they have no combat ability beyond one skill. Make those mounted bags die faster.
Won’t the “expansion updates” to WvW (as always) be new runes, new sigils, new abilities, new builds on characters, new stats on armor/weapons etc etc.. The Mists is sort of separated from the rest of Tyria so why would it change just because we enter a new map in the open world? I don’t remember there being a major WvW update at HoT launch either other than the obvious changes to the previously mentioned. All the major updates came later on, but feel free to correct me if I’m wrong.
As several people mentioned, and Mo mentioned in the AMA, we release on our own cadence and will continue to release updates for WvW outside of the expansion release.
I also wanted to let everyone know that today is all about announcing the expansion, but later this week we will be talking about some of the upcoming updates for WvW.
You just have to wait about a year or 4 for it.
Come to think of it: If the only reason for wvw players to buy the expansion is that the new elites are that OP that without you you don’t stand a chance, and if the new elites only suit their respective weapons (or D/P in thieve’s case because anet don’t get that the set itself is OP) : Then I am forced to play a certain set and that’s the opposite of “play how you want”. If you boil all of it down it’s really so sad.
OR, because the new elites are really freakin’ interesting and you’d want to play them, OR because the new elite specs will be new stuff to the table that hasn’t been in the game so far and it will shift the meta, OR because it’s a game you enjoy playing and it deserves some recognition and support (Yes, wallet support) seeing as how you spent 60$ on it (Or 90-120$) and gotten thousands upon thousands of hours from it in the past 4 freakin years
Btw this is one of the few games where “play what you want” does actually work, because you can play what you want and it will most likely be viable, But some specs will always be better than others, that’s just how world works really, please accept that
Or maybe you want them to make everything equal? Just slap on the same amount of dmg, cc and condi on every skill with different animations, you know, for fairness!!
Violette Glory [Warrior]
Bala Rama [Herald]
It does make some sense to have WvW on its own with regards to development because then resources are devoted to it specifically. If it were put on a schedule forced to coincide with PvE content releases, there’s a greater chance of WvW changes being considered lower priority than something else and not getting worked on. We saw that I think with HoT where Desert BL was released basically unchanged and still buggy after all the feedback from the betas.
It just looks awkward because whenever there is some hype for something new in a different part of the game, people expect all parts of the game to have something new at the same time.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
In a way the updates to wvw we have are sort of like an expansion. The changes have helped and are a major step in the right direction.
We now have a legendary backpack and ascended armor you can get from wvw.
The new specializations for the next expansion will help in wvw possibly or make it feel a bit more new.
Anet has been working on balance, server population, match selection changes, improved rewards and etc.
Anet has been making changes to wvw since the 1st expansion and at least they were nice enough to correct the issues from the expansion and work in extra stuff early.
Anet is working on it and I believe there is another big change coming to wvw that will be added before the expansion.
We just have to be patient and constructive in feedback for wvw solutions and ideas.
I wish they’d slightly resize the desert bl so towers would be in support of keeps like they are sized on the alpine maps. It takes twice as long to get anywhere and the towers are placed in an odd spot in comparison to alpine maps.
I also hope that there’d be a new obsidian sanctum that guilds can queue up with to face other guilds from different tiers and guild halls that would support gvgs without having to worry about the map of the guild hall updating so often and making you change maps.
Or maybe they can add another map selection called a battle royale where you queue in with 5,10, 15, or 20 people and you fight in a HUGE maze with monsters and traps and in the center face off and whatever guild is left standing wins wvw pips.
They could use the maze from the halloween holiday.
(edited by aandiarie.7195)
I am suprised this bug is not fixed yet if a 3rd party addon (Arcdps) can fix it.
For people who encounter this bug frequently I definitely suggest installing arcdps (having it run with UI disabled if you dont want dps meter is good enough)Lolwat that makes absolutely no sense (unless this “arcdps” thing contains malware in which case an ad like this makes perfect sense).
Well, given that it works, and the author has flat out said they included a fix for it it the code, I’m not sure why you think it makes no sense…
The reset times are as follows:
• Killing a Player – 10 minutes
• Killing a Caravan – 2 minutes
• Destroying a fortification – 5 minutes
• Killing a Guard – 2 minutes
• Killing a Lord – 5 minutes
• Killing or reviving a merc npc – 1 minute
• Repairing – 5 minutes
• Siege Damage Wall/Gate/Player – 1 minute
• Destroying Siege – 5 minute
• Killing a Veteran Creature – 5 minutesThese happen on event completion:
• Defending a Caravan – 2 minutes
• Completing a Merc Event – 5 minutes
• Completing a Defend Event – 10 minutes
• Capturing an objective – 10 minutes
• Capturing a Ruin or Shrine – 2 minutes
• Capturing a Sentry – 5 minutesI think this is pretty fair actually, minus the veteran creatures as they were useless anyway and no one ever got what purpose they have. 5 mins is a bit much in comparison what other stuff gives.
But yes, I can understand that the scenario Deihnyx was talking about can cause problems. But I’m not so sure it didn’t before.
It’s not cumulative. It just resets. Killed one guard = 2 minutes. Killed 2 guards = 2 minutes from when the last one died. Didn’t run to the camp in time from the tower AND kill at least one more guard there = you’re back to zero. You can’t solo cata wall in time in this case to be able to extend the participation. Basically needs critical mass to be able to reliably keep the participation. Just your regular rat race for solo/very small groups
Decayed while trying to defend a keep. Nice update 0/5 would not defend again .
It might be better for everyone, anet included, if those of you that are having problems with the decay timer would also mention server, time and map they play on.
It heavily taxes the game mode. I thought you finally gave WvW some love and then you pull this crap.
Sorry I cant follow your Zerg, I have to go tag something, don’t care what it is or where it is, I’m losing my participation.
Change the AFK timer so if your not constantly playing you get logged out. Don’t punish 98% of the playerbase to combat 2% that isn’t playing as intended.what is amusing is it was the dedicated wvwers that were asking for this change. They complained about not being able to get into full maps due to afk pip farmers. When I saw the problem a few weeks ago due to the new skirmish system, I said to a few other friends that “They won’t be able to fix this problem, unless they change how pips are awarded.” Well here is there solution, and it looks like I was right.
Guess what it’s a great change, all the afkers are punished active players easily maintain the max participation which only takes 10 to 20 minutes of activity to do.
All I am seeing is leechers complaining, since it’s not hard to maintain Participation in between objectives.
You can’t even go to the bathroom IRL for 5 min without losing participation lol, if you siege a keep and wipe, you lose participation, if commanders wait for zerg to stack up you lose participation, if you scout or roam you lose participation, if you use siege in some cases you lose participation…
My activity was mainly defense events, flipping sentries and killing enemy roamers/zerglings. Of course, there could still be an issue with participation, but I have yet to find it.
Its easy to find it.
What would you have gotten participation from if your side held all the sentries, no one contested anything and there where no roamers or zerglings around?
WvW is gonna be dull when all you do is watch paint dry. Literally, you watch the color of a monument go white so you can cap it again. Or you escort a dolly, but that take longer than the decay timer. Great.
(edited by Dawdler.8521)
Funny you say that look at my post history I mainly play thief (alt Power Rev and FA Ele) solo Roaming I love the change it promotes active play vs sitting in keep/spawn afk leeching till decay hits.
I have had zero issues with keeping max participation while solo Roaming.
All I see are leechers complaining that they can’t sit afk any more.
I might be going out on a limb here, but how do you sit afk and gain participation? If this is somehow against the rules somewhere, don’t reply to that.
As far as I know, you have actually to do things to gain participation, you can’t merely go into wvw and sit there, can you? What I do, and what everyone else I know does, is I go in, I do stuff, and when I’m ready to go to bed and the night is over, I clean out my bags and collect whatever loot, chests, pips, tickets, whatever it is these days, the system created in place gives me. What I don’t do, and what no one that I know does, is forgo the rewards the system is about to hand them and log out in 2 seconds after hours of work. No one. If this is what counts as “afk leeching” then everyone is guilty of this, and is merely a result of how the system works.
It’s like painting a picture. You paint and paint and paint, and when you’re done, you are rewarded with a nice painting to hang on the wall. You (hopefully) don’t immediately rip that painting into shreds when you’re done. You can of course if you want to, but that would leave you with a lot of hard work for bits and pieces when you could have had a painting. You reap the rewards of your work. And if that is by getting chests or pips or a painting to hang on your wall, then so be it.
And if this is an issue of people waiting for the system to give them the rewards taking up slots when there happens to be a queue, there are so many ways to avoid this other than enforcing an aggressive decay on every single person out there. I’ve seen several good suggestions in the thread here including cashing out with limiters, or even letting people pick up where they left off – you don’t rip yesterdays work on your painting into shreds, but continue the day after, giving you a sense of progression and consistency, working towards a goal, instead of starting from a blank canvas every day. Or what about a lobby? There is already one in place, sort of.
Now if afk leeching is something else that disrupts wvw somehow that I don’t know about, then I’m sorry for taking up your time.
After playing with these changes for a couple nights as a solo roamer, I’ve come to the conclusion that it’s not hard to maintain participation. However, in order to maintain participation efficiency, I would have to change a few things:
I roam primarily on DBL. I start off by capturing the spawn camp {+10}, and then flip both nearby sentries {+0}, {+0}. I’ll have about 7-8 minutes on my timer after doing that. At this point, I normally flip the three shrines at the nearest keep {+0}, {+0}, {maybe reset to 2 minutes}. Now, it’s more efficient to skip the shrines. They are a net negative on the timer after flipping a camp and if you get killed along the way, it’s even worse.
I frequently solo flip the spawn tower. Now, I think I’ll be less inclined to do so. Before, the risk of being killed was worth it because even if I got killed and failed, I still had slightly less than 10 minutes on the timer from doing siege damage to the walls. Now, I can find myself with under 1 minute in the same situation.
As I run through friendly structures, I would refresh the siege. Now, it only makes sense to do this if I have a decent time buffer.
I often responded to requests for help. Now, I have to keep my timer in mind and determine if it’s worth risking going to help and possibly not getting there in time or getting killed before receiving some participation.
BUT sometimes you don’t see action and what about scouts or roamers?
If we are making or refreshing siege or running on that HUGE desert bl map it isn’t a fair or viable option. Decay should be slower at least on a desert bl please since it is wayyyyyyyy more huge.
Rewards people who maxed out their pips for this week, before the patch.
I’ll throw my hand up to request a review of the decay monster.
@Baldrick… I’m not even going into wvw now, and won’t until/unless this is corrected. Totally pointless.
This really sounds like overkill. It is bad enough that WvW did not actually receive any meaningful fixes or actual class balancing that has been turning away players for a long time, but then to go ahead and ruin one of the few incentives that people have to play WvW and basically promote one type of gameplay is just really short sighted and a terrible path for anet to go down.
BAHAHAHAHAHAHAHA.
This is a case of “Be careful what you wish for”.
A loud minority of people raised a massive stink about supposed “Outnumbered Abuse” that was never an issue as it only took place during off peak times. Well now that problem, as well as the AFK farm is solved.
This is just about a dumb a ‘fix’ as it is possible to put in for decay.
Clearly those writing this change have NO CLUE what wvw is like away from mega blob prime time servers.
On a quiet map it can take two minutes to reach a target. Then I might be waiting for enemies to move off before capping that camp. Or waiting for the invuln timer to run out.
It was long enough to reach tier 3 on most maps outside of zerg prime time mindless spam 1 mode, but with this change it’s just got stupid.
Now the only option is mindless zerg and hope for a res if you die, as if you have to run back to the blob fight your decay means only way to maintain pips is to find a zerg and be in it.
The outnumbered fix was fine.
Decay should start after 5 minutes, then unless you do something useful your pip earning stops. So AFK pip earners would earn one set of pips and then nothing.
This decay is laughable. So glad I’m hardly playing now, I can laugh at the ineptitude of this change rather than be playing as much as I used to and be crying over it.
I guess this will stop people complaining about outnumbered pips now :P
Sure. At the expense of people that haven’t abused it, which is clearly the majority, since, if everyone was doing it, there would never be any outnumbered maps at all.
I logged on, saw the decay, nothing nearby to save myself from it, logged off. Now it is, truly – #pipstress
P.S. I do realize you were being sarcastic.
Join 9K+ GW2 players: https://www.facebook.com/groups/GW2Gamers/
All are welcome!
I agree. It leaves barely any time for formulating plans. It should be re-adjusted quickly. I logged back in after the patch, and it was horrible. Couldn’t get to anything fast enough to avoid the decay. Literally.
RIP roaming, RIP organizing the squad’s next objective (whether an open field fight or a cap/defense).
It either needs to be fixed or separate our skills from pve finally (and double our speed skills). Holy mother of Dwayna. :/
Join 9K+ GW2 players: https://www.facebook.com/groups/GW2Gamers/
All are welcome!
Yeah, this is incredibly aggressive and basically makes it impossible to maintain participation unless the enemies literally respawn and throw themselves at your zerg one at a time.
This change wasn’t even tested before pushing live.
Participation decay timers have been adjusted so that players must be more active to keep participation from decaying.
RIP solo roaming, defending, off peak scouting, and defense calls.
Here is the thing, the new decay timer waits about a minute till aggressive decay. Each kill tacks on 30 seconds to the timer for a total of 1 minute. Are you kitten kidding me, you basically took the module for the kill streak booster and added it to the timer?!?
You just basically hurt WvW right there for the reward track system and pip system. There are commanders who wait for those to gather up at a gate before moving out and sometimes it takes them several minutes to gather. Then you will have roamers who are trying to kill stuff on large maps.
Adjust the timers to something more reasonable, the current decay rate is way too fast.
“Oh look! The players can farm the pips waaaay to fast.”
“But well Sir, it still takes a lot of time to get all chests and even if you get all chests it still takes some time to get the things you want for the tickets…”
“Yes you are right: let’s nerf the pips!”
“Sir thats not what i wanted to…”
“NERF THE PIPS!”
Seems like a typical ANet WvW thing, hear some criticism, come to an absolute false conclusion and give the players a “fix” that breaks more than it fixes.
Well done… again…
There is not much of a problem if you play attacker. However, this game mode needs also people who defend the stuff, or all you have is a bunch of karmatrains flipping objectives everytime the timer runs out.
Play outside of the prime time, don’t change maps, stay in your part of the map, build siege weapons, refresh their timer, guard yaks, defend your camps instead of flipping them back and you may understand, that not only afk’ers are left behind by the new system. Basically, the least rewarding role in the least rewarding game mode was nerfed or at least made more difficult.
The outnumbered change, however, is fine.
(edited by Vortigern.1987)
You’ll be the one to say it? Sorry, you’re not the first or the only one to even make a thread about it.
Nor have you put anything new here.
The chances of this making a meaningful contribution to the discussion that is enveloping the entire forum are thus…unlikely.
Note, any of the above posts could have been copy/pasted from other threads—even the OP.