Showing Posts Upvoted By Boag.8645:
Culling is now awful as reported in december.
If you like it I’d imagine you are an incredibly small group. anyone trying to coordinate with 15 peopl against larger enemy forces must have experienced how utterly terrible it is in its current form.
there was a post the other day where I tallied up all the responses on dec culling and it was completely and utterly hated by the community. I didn’t even get to finish counting all the negative feedback there was so much in the more positive thread there wasn’t no where near as many posts.
it needs to be reverted back until its better.
Hand of Blood [HoB]
EU – Aurora Glade
Prior to patch, culling issues usually involved you could see both groups of players in a fight, but there’d be 1-2 people loading in that were invisible and doing damage to you, thieves in particular were noted to be invisible attackers due to needing to re-render after every time they stealthed.
Now, you’ll be fighting a small group battle, looking around, there’s maybe 5-6 people each side then suddenly you’re standing in the middle of 3 dozen people and you’re near dead. You didn’t see the group running toward you, you didn’t see anything, they’re just suddenly there beating on you. This happens all the time just constantly. Instead of players loading in one by 1 they apparently load in all at once but only at a bare minimum distance when there’s no way to get out.
1. [FR]Vizunah Square Very High 1800
2. Desolation Very High 1800
3. Seafarer’s Rest Very High 1800
4. [DE]Elona Reach Very High 1800
5. [DE]Kodash High 1000
6. [ES]Baruch Bay Very High 1800
7. [FR]Jade Sea High 1000
8. [FR]Augury Rock High 1000
9. Piken Square Medium 500 <- People not needed or wanted for WvW
10.[DE]Riverside Very High 1800
11.Gandara Very High 1800
12.Aurora Glade Very High 1800
13.Gunnar’s Hold Medium 500
14. Far Shiverpeaks High 1000
15.[DE]Miller’s Sound Medium 500
16.[FR]Arborstone Medium 500
17.[DE]Abaddon’s Mouth High 1000
18.[DE]Drakkar Lake High 1000
19.[DE]Dzagonur Medium 500
20.[FR]Fort Ranik Medium 500
21.Underworld Very High 1800
22.Blacktide High 1000 <- People badly needed to repair WvW
23.Ruins of Surmia Medium 500
24.Ring of Fire High 1000
25.Whiteside Ridge Medium 500 <- People not needed or wanted for WvW
26.Fissure of Woe Medium 500
27.Vabbi Medium 500
Bare in mind, after the Reshuffle Whiteside ridge will be in the same situation as Piken,
What we are going to end up with is bandwagoners jumping to Whiteside/Piken, bumping queue times until the big guilds jump to a “dead” server to be able to play, dead server moves up but stays medium pop… bandwagoners jump to it again… cycle.
It’s not healthy for the game.
They need to reset scores, change to 24hour matches and change cost to move to match WvW queue times (which we know they have access to)
And to the people who keep saying “PvE will be affected” no it wont! the whole point is that guesting is now in place so that you can play on whichever server you want as long as there is a friend there… us WvWers don’t have that luxury and atm we can’t play with friends as we have almost a 2 hour queue each night, but with transfers still being the cheapest around.
Hello,
So there is my question. Why price of transfer depend form general population both PvE and WvW instead be on base activity on WvW?
Now some examples:
Underworld EU – server population high WvW population low (no queues) and they need new people and price is 1,8 gems
Piken Square EU – general population medium , WvW population very high (queues 30-1h) price 500
as I’m player from Piken don’t know situation on other servers but can tell you Piken Square is overload, guilds cant get squads to WvW more and more people get frustrated and angry.
Can any one from Arena net explain why paid transfer which should help servers balance on WvW doesn’t count activity on WvW at all?
So now you make flood servers which don’t need and all ready suffer from long queues.
Now please find way to fix that problem asap other way you will face a lots complains from frustrated players in similar situation. So maybe price should depend from ranking not population?
There is easy way just price depend from position in ranking like:
Tier 1-3 – 1800
Tier 4-6 – 1000
Tier 7-9 – 500
Can be dynamic too so if server fail and drop from bracket to lower tier that’s mean need more people on WvW and can become cheaper to transfer. And will help suffering servers to get WvW alive again and protect overcrowded servers to get too much people on board
Before game was lunch you promise to care about players so lets see now.
(edited by Khrums.3765)
No thank you.
I enjoy the epic battles we have in supply camps, those are the best ones. Also I play WvW so I can choose to go in a small team or follow a large one, not so i’m forced into small teams to do certain objectives, which happen to be some of the ones I enjoy most.
Maybe your idea has credit as another game mode, but not as WvW.
Having guards on yaks provides little protection. If you spend the money to upgrade them, which is required to get more guards around the camp, you should HAVE to kill the guards before you can damage the yak.
@ Wispy. It’s been explained several times already. BP has a bunch fair weather fans, if they are in first place they show up, if BP isnt’ they dont show up.
@Helemar, BP and AR are simply playing smart. They are trying to keep GOM from running away with the score early like they did last week.
If you can get a big lead over the weekend, it can carry you over the week. This goes for all 3 realms and we know it.. This is going to be a slug fest all the way till Friday.
-K
(edited by Kodiack.2783)