Showing Posts Upvoted By Carize.8532:

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Xillllix.3485

Xillllix.3485

I’m kinda disappointed. WvW need’s the biggest change and it doesn’t look like it’s happening soon.

What exactly are you trying to do with WvW?
The most complex map doesn’t count for PPT and merges servers into colors (not much lore went into that idea), and the old map do not merge servers and count for PPT. Basically you have two different systems in place and none of them are really satisfying:

The merge servers with no PPT is boring because everything seems meaningless.
The independent servers with PPT are totally unbalanced and now more than ever often empty.

ESO got their AvA system solid from the start without hesitation about hurting people’s feeling of virtual server-bonding. While you join a specific campaign (matchup) you can guest on other alliances when yours is full. It’s not terribly complicated, solves all population issues.

You can argue all you want about “server’s pride” but eventually someone will have to make the decision of merging the empty servers, reorganizing the maps and overflow, and making everything count for PPT.

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: SirMoogie.9263

SirMoogie.9263

The first CDI on the Living World had many players feeling that Guild Wars 2 needs more meaningful events that impact the world. Megaservers while solving one problem seem to make the task of having a more meaningful play experience impossible as the dynamic events will be constantly resetting to their default states as maps are created and removed. The Temples of Orr were the closest thing you had to world impacting effects, as player actions a zone away actually affected how one corner of the world operated. However, that isn’t the case any longer. It would seem any significant changes to the world will have to be zone specific, and even then, only as long lasting as the map exists. Going forward are there any plans to make players actions matter, or are we just going to have a world that operates on schedules rather than the result of player choice/action? Are more events just going to be enemy forces that run away, even though they are winning, because they have to adhere to a schedule? Changes like these make the world feel less alive, not more so.

I’m all for players being able to make attempts on World Bosses at their leisure, but a better system would not have this being some guild unlock that is used in the map; but rather done through player actions in game. For example, Tequatl could have a dynamic event invasion chain where if he succeeds, he retakes the shores then slowly spawns more events across the map taking it over. Players that organize to retake the zone get to fight Tequatl. Some objectives to get Tequatl to land and fight them could include retaking the invaded outposts and reconstructing the megalaser. If they lose, Tequatl takes the beach again. Players can then keep trying to retake the beach as many times as they like. This system is much like the Temple of Balthazar, one of my favorite events. We as players, not some arbitrary timer, largely dictate how this meta-event runs and how many attempts at it we can make.

(edited by SirMoogie.9263)

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Lankybrit.4598

Lankybrit.4598

  • Gathering nodes are still randomized on every map instance.

To the people complaining about this. You were exploiting the fact that you could know the node routes and thus get the same nodes on multiple characters. I understand that you’re upset they’ve removed the exploit, but it’s good for the game overall.

My Life in Tyria: http://lankygw2blog.blogspot.com/
Updated every Monday

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Crell.6401

Crell.6401

As much as I appreciate the ‘one guild all worlds’ and the idea behind a ‘merge the extreme under-populated map instances’ You’ve destroyed too much of what made the game feel like a living world to me.

1. You’ve scheduled almost all events. Everywhere. It was bad enough that you had large event windows for some world bosses. now you’re scheduling others such that I’ll never get to see some of them outside of finding a guild willing to unlock the event so I can see it. And I understand the ‘force start’ isn’t something you’re adding to all the events? Bad form. With the existing system, I can go straight to a world that’s got the event running and participate which was far more likely to happen with specific worlds and map instances during my play sessions.

2. You’re randomizing each of the map instance’s resource nodes. Part of what made it worth gathering with multiple characters on a single map was that you’d know where they were. The world of LIVING things is meant to change, Ore, isn’t a living resource. Even the organics are coming from places where they’ve grown already. It’s another immersion break to see trees, flowers, and crops growing one day in a field, and another to find it somewhere else entirely. One randomization per main game reboot is enough

3. By merging the Guild functionality so it’s a unified presence without allowing some method of increasing the Guild Member Cap (via either influence or a Gem Store Purchase) across servers you’ve created other problems. 1. You’ve effectively done away with the ability of larger/smaller guilds to do different kinds of things on different kinds of worlds specifically to take part in specific social settings) [EX: Tonight the guild is doing an RP event with the folks from TC!, Tomorrow, we’re doing fractals with a group from… you get the idea]

4. It feels like you’re doing away with servers in all but a loosely defined meta-group-name used for ‘weighted representation, world buffs and PvP’

5. Please disclose the current weights assigned to: A. ‘Main World’ B. ‘Friends’ C. ‘Followers’ D. ‘Guild Members’ especially as it applies to those of us with multiple guilds. E. ‘Guested world, if not functionally the same as Main world while guesting’ (aka Do main world users have a priority to be in the same map over guested users when assigning them to a map instance?)

6. As part of the guild changes, we really need some way to monitor and participate in guild chat for all the guilds we’re a member of at once. It would also be nice if we could client-side color members tags in a specific way so as to draw attention to the fact that we’re guildies while running around. Possibly even going so far as to see all their dots on the mini-map.

7. If Ieave a map area on foot, and then almost immediately return, I need to go back to the specific map instance I left. Traveling the borders of a map instance for some reason or another (like grab a way point, sell some stuff at a town) shouldn’t break my immersion by finding myself in a ‘new version of the world’ just because I left for 5 minutes. Take me back to the group of players I was interacting with before, even if they aren’t on my friends list, group, or guild. Thank you very much.

(edited by Crell.6401)

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Chameleon Dude.1564

Chameleon Dude.1564

Right… where to begin?

I can’t be on twenty four hours a day and I don’t belong to, or want to be forced to join, a large guild that can invoke the world bosses. Also, smaller guilds still struggle with the insane costs for most of these unlocks – we’re already forced to join larger guilds just to play some of the game’s content and access the rewards.

So, I guess I can summarise it with two questions:
1) When will smaller guilds be able to do… anything?
2) Why do I always get the short straw with every update?

(edited by Chameleon Dude.1564)

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Rising Dusk.2408

Rising Dusk.2408

Hi Anthony,

I appreciate what you’re saying however I simply can’t plan to be at home for the Karka Queen Monday to Friday, it’s just not possible, at 9 and 6 I’ll be at or commuting to or from work and because of the whole work thing I won’t be making the one in the middle of the night.

If you changed the order they spawn in from day to day like I suggested in my other post in this thread then it’d be possible to at least try her every now and then.

Day 1: Karka Queen -> Tequatl -> Evolved Jungle Wurm
Day 2: Tequatl -> Evolved Jungle Wurm -> Karka Queen
Day 3: Evolved Jungle Wurm -> Karka Queen -> Tequatl

The weekends aren’t much better.

Similarly why spawn only one boss at a time? It’s not like there’ll be a shortage of people to play with now, why have everyone playing on, for example, 6 Fire Elemental maps when you could have 2 Fire Elemental maps, 2 Svanir Shaman maps and (maybe) 2 Dredge Commissar maps attempts? Surely the choice is worth it.

If you doubled or tripled the number of bosses that spawned at a time it’d be more convenient for people and you would be able to spawn all the world bosses on timers. Maybe off peak you can drop the number of bosses that spawn at a time to better suit the server numbers.

+1, this post really hit the nail on the head for me. I cannot participate in a lot of content I used to enjoy because of these changes. That is unacceptable.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

[suggestion] Make mouse arrow HIGHLY visible

in Guild Wars 2 Discussion

Posted by: Darthaemos.6370

Darthaemos.6370

+1 to this pointer issue getting resolved in the next QoL update.

FWIW, I don’t think it’s the particle effects and explosions that are hiding the cursor. I think it just straight up disappears and then reappears randomly in other parts of the screen. Too many times have I accidentally prompted the vote kick on a party member when I was just looking for my mouse and right clicking to move the camera while fighting.

Birgitte / Graendhal / Aveandha
Death and Taxes [DnT] | http://www.dtguilds.com/

[suggestion] Make mouse arrow HIGHLY visible

in Guild Wars 2 Discussion

Posted by: ArchieD.6972

ArchieD.6972

Would just like to add my name on the list. It happens to me more than I’d like. Sometimes it takes a few seconds of moving my mouse around for it to “appear” (for me to see it). A few seconds in a fight can be critical.

10 Level 80s | http://tinyurl.com/oj4e9hr
1900+ Hrs Played | http://tinyurl.com/ppq4ksz
No Precursor | http://tinyurl.com/njgsg3l

[suggestion] Make mouse arrow HIGHLY visible

in Guild Wars 2 Discussion

Posted by: Hitman.5829

Hitman.5829

How many times have you been on a zerg fight or just a regular fight and cannot find the kitten cursor because of all the fancy animations and bling-bling animations and brightly things going on on the screen?

You move and move the mouse just to see if you can locate it on the screen but you fail to locate it?

Anyone hate this?

Side note:

Also add an option where we can disable all the skill description when you put the mouse on top of the skills. It is annoying that they pop up like spam on a web browser.

Mass buy orders, against ToS?

in Black Lion Trading Co

Posted by: Dave.2536

Dave.2536

Compare/contrast this with 21 karma weapons?

Those were punished using an obscure catch-all “no exploit” clause. Is this immune to that clause, or is it up to ANet to decide to enforce it somehow?

Content in this game will always seem
to be faceroll at the high levels, because it
needs to be accessible to the casuals and bads.

Mass buy orders, against ToS?

in Black Lion Trading Co

Posted by: KarateKid.5648

KarateKid.5648

Perhaps the most popular items should use a better algorithm. Something that takes into consideration the ratio of orders that exists at an upper range vs the overall number. I’m not a math-guy, so I don’t know how this sort of magic works, but I’m sure there’s a way to get a better image of real demand vs fake 5,000,000 minimum possible offer orders.

I’m still fuzzy on how order popularity (on either side) is even conveying a real and useful message to a potential trader…

Number of items actually SOLD or BOUGHT would be useful, but that landing page (and most of the hype on the GW2 “M@ke G0ld Nao! with our secret method” web sites that are out there) is not.

Spectate Mode should be removed from Hot-join

in PvP

Posted by: Aomine.5012

Aomine.5012

At what point are you seeing players join teams from spectator mode? Rewards are based on time played on a team, so are people forgoing partial rewards to be on the winning team?

Hint: you can just join the game once and press spectate asap, then the timer starts to tick and the spectators are still afk watching you. So can you remove the spectate mode in hot-join now?

In addition, most people do not really care about the petty reward of pvp, they just want that win credit.

Furthermore if you actually lose the game, you only get maximum of 200 points even if you participate for more than 8 minutes. As to players who’re on the winning team, they only need to play 2~3 minutes to reach that number.

At the very least, you should make hot-join room separated into “join game” and “watch game”. If you pick “watch game” you cannot join the game and can only watch the game. If you pick “join game”, you’d be assigned to the team with less number, and if the number is equal, to the losing team.

Spectate Mode should be removed from Hot-join

in PvP

Posted by: Liewec.2896

Liewec.2896

The problem with that is that it will encourage meta builds in Hotjoin.
The only way to win is to use a meta build.

not really, i never play meta builds but can still win when there are some (not all) meta builds, i dont see how better balanced teams will change that!

Hotjoins should be fluid, allowing players to come and go as they please. Maybe someone just destroyed you and you want to see their build/playstyle to learn, then hop back into the game to try out your new strategy. Maybe I just got stuck in the map and need to reset my position in a very fun game.

when was the last time you got stuck in the map and had to leave?!
and if people are so desperate to view someones build then they can, but they’ll have to join another server after that,
or we could even let them rejoin, but only on the team they were previously on,
maybe give them a 20 second window before bringing in a replacement player.

there are plenty of ways we could better balance it, the big question is why is such an abusable system still in the game? and why has nothing been done to better balance the matches?
they were far more balanced before team select and spectator.

Spectate Mode should be removed from Hot-join

in PvP

Posted by: Liewec.2896

Liewec.2896

how it should be:
game starts, players get put on (mostly)random teams,
perhaps it could use ranks and try to balance them as best it can.

if a player joins while teams are even and score are the same, player gets put on random team.
if a player joins while teams are uneven, player gets put on less populated team.
if a player joins while teams are even but scores aren’t, player gets put on losing team.

players can still choose to change to a spectator, but doing so will make it so you cannot join the same game until it ends, even if you leave and rejoin.

the current problem is the one outlined by the OP, whan a team starts winning people will wait in spectator mode to join the winning team, and while this is happening people are leaving the losing team, in severe cases you can have the match ending in a 1v5 because noone else is joining the losing team.

also to the people saying “just do tournaments!” you need to understand, many of us can’t stand meta, imho thats the main function of hotjoin, its the mode where you can get away from most of the meta clones and play with none meta builds yourself, would you really want to play tournaments as a p/p thief? or a greatsword glasszerker warrior? you’d get cursed by your team and facerolled by the meta clones of the other team, sure we still have some meta clones in hotjoin, but there are alot less of them so you get to play the more enjoyable builds and face different ones!

Spectate Mode should be removed from Hot-join

in PvP

Posted by: Curunen.8729

Curunen.8729

Spectator mode is a good thing – sometimes there are great players and its good to watch them the following match to learn something – even in hotjoin.

The real problem is allowing players to switch teams:
- you should not be able to go into spectator mode once the match has begun – either spectate from the start or play from the start. Spectator mode and swap team should be locked once the match starts.
- players joining after start should be forced to the losing team or team with fewest numbers.

Spectate Mode should be removed from Hot-join

in PvP

Posted by: Aomine.5012

Aomine.5012

@Aomine

Is this a fact or only your opinion of HJ and the players?

How do you check that the most players in HJ are “noobs”, who sit at the spectate mode?
How do you know, that all these people waiting until they can join the “winner team”?

PS: Your suggestion making the same, what you critizise.
This would give them the possibility to wait until they can joined the winner team.

You never PVP do you?

It’s fact and people who pvp alot knows it.
Lots of time there’d be as high as 6 people watching unfair 3 v 2 / 4 v 3 going on for several minutes and not joining.
Even if they do join, it is for the purpose of forcing auto-balance so they can join the winning team after auto-balance.

As to my suggestion, it shows that you’re completely clueless about what I am talking about whatsoever.
Solo Q and Team Q do NOT have auto-balance, and you CANNOT join half-way.
That’s why adding spectate in those 2 modes has no problem whatsoever.

Spectate Mode should be removed from Hot-join

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I think it should stay. I like to sometimes see exactly how player X just so totally wiped me. However I would also accept once I enter spectate mode, I can’t exit it until end of match.

E05: Lag Spike Strikes Back!

in Bugs: Game, Forum, Website

Posted by: eleshazar.6902

eleshazar.6902

Yup fifth night this week. Would be nice to get a statement from you guys. I know that there was a major DDoS using NTP reflection attacks on Tuesday, but you guys haven’t released anything talking about what is going on, what you guys are thinking/doing, why the issue is ongoing when the attack was on Tuesday.

Some transparency is all we ask for. Not looking for you to fix the problem, just talk with us so we know what is going on.

All professions level 80| Champion Paragon, Phantom, Genius
Phoenix Ascendant [ASH] | Rank 80

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: jenzie.4083

jenzie.4083

It’s pretty kittened up they keep changing the mesmer skills and not fix the bugs.
Imagine if it was a car.

-“Hey my steering doesnt work, sort of locks up in uneven terrain”
-“Ah ok, we’ll have a look, come back in a week”

A week later.

-“Hi, my car done?”
-“Yeah dude, totally. We changed all tyres, extended it a good meter, gold plated the mirrors and.. hmm what else..”
-“The steering?”
-“Uhm.. no but ah yes, we repainted it for you, a color called Sylvester, what a name huh?, cost a fortune though, cash or credit?”

Open raid content doesn't work!

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

Being in the open world isn’t the problem.

The marionette is great, one of the best bosses since release. It’s difficult, rewarding when you win and yet still enjoyable when you lose, and it can be played a ton of different ways. Players are already begging for this event to be permanent. And it is open world.

And then there is the Great Jungler Wurm (and tequatl) which requires memorization and precise repetition of a group of game mechanics then boils down to the games harshest DPS check. Players are already abandoning this event like they did tequatl. It, like the marionette, is open world.

Clearly the problem is not the open world.

The problem is twofold.

Firstly, ANet is completely ignoring their promise of scaling content, all three of these are frustrating and nigh impossible on overflows because of they scale very little to not at all. If these bosses actually scaled properly, they would be fine as open world content, main or overflow.

Secondly, ANet seems to think that difficulty comes from stat checks. Having an encounter that requires precise memorization and repetition of mechanics is all well and good. It’s a particular design aesthetic that we don’t see a lot these days, and I see no reason why it doesn’t fit in some content. But combining that with a hard stat check (How fast does your dodge regen? How much DPS do you put out? How much ground can you cover?) is not okay. There is nothing less fun than getting the mechanics down only to be chop-blocked by the stat system.

(edited by Conncept.7638)

Open raid content doesn't work!

in Guild Wars 2 Discussion

Posted by: Bombsaway.7198

Bombsaway.7198

I agree with the problem. The encounters are just too hard with an open field team and too many of the other problems (e.g. over flow) occur.

I disagree with the solution seeming to be proposed by many that you make it instanced and people “pick their raid teams”. Trouble is that leaves out so many casual players who frankly are the reason you have 2 week updates to try to anchor them in the game.

The trouble is having such difficult content on what is really a more casual PvE game.
The Tower of madness was great because pickups could work together and get thru it. Sure it took a time or two for each player to get what the mechanics were. That is different.

Fractals are really different because you have the difficulty scale with experience running them. They are very accessible upfront to casuals then as the casual gets experience, they get harder. Ok, that works for everyone.

A permanent World boss that is in a raid instance works ok because people learn how to do it, share it, and you can learn on the fly a bit as a casual.

But, when the content is very temporary, and instanced raid favors those who are extremely well organized and can figure it out quickly. It would just never really get done by a pickup group before the content was replaced. That is bad bad bad bad.

Why WVW is broken... really

in WvW

Posted by: bigtimetopbanana.9725

bigtimetopbanana.9725

Defending in this game is NOT underpowered. It’s simply not rewarding, and so very few people are actually GOOD at it.

But too often towers and keeps are left empty and without siege until they are being attacked, at which time it’s often too late.

If defending was more rewarding, the tools are already in place to be successful at it.

I agree with Solstice. Make defending rewarding and more people will do it.

If I log on for 2 hours a night, I want to run around and pick fights, collect bags and get my daily laurel. I’m not doing that by sitting on an outer wall and waiting for people to come and attack. Nor is that any fun.

The meta for this game is attack, attack, attack.

The only time I’m going to defend is if there is a queue for EB, and I don’t have a zerg or raiding party to join in one of the BLs. Nor am I selfless enough to want to sit on a wall, and then spam map-chat when under attack, only for no-one to come anyway. Kitten that.

Why WVW is broken... really

in WvW

Posted by: Tongku.5326

Tongku.5326

I have issues with map design of the borderlands. Specifically, that it takes about half the time for an attacking force to get to Hills / Bay of off their respective waypoints, then it does from Citadel to the northern towers / garison, assuming gari waypoint is non-stop tapped, which 90% of the time it is when a large opponent force is present on the map.

This is the biggest flaw in the game which makes it hard to defend. Your home BL should be harder to attack and easier to defend because it is your home BL. This is currently not the case.

Heavy Deedz – COSA – SF

Why WVW is broken... really

in WvW

Posted by: Berk.8561

Berk.8561

As a player who has been in WvW since beta I have come to the conclusion that it is all but impossible to defend. Think about it, the defenders inside a structure (keep, tower, garri) should have the advantage. The have the high ground, they have the walls, gates etc… but they are actually at a disadvantage. If you are on siege on a wall, in a location where you can actually hit an enemy, then you are AOE’d by a 30 man zerg.

It’s bad enough that one can get attacked anywhere on a wall but it’s even worse than that. The walls actually get in the defenders’s way and help the attacker. Cannons have blind spots. Mortars are put behind crenellations and structures that block their fire. The walls usually have a lip that helpfully prevents attackers from pulling defenders off of the wall, but it also blocks outgoing ranged attacks, including AoE attacks down forcing defenders to jump up on the wall… where attackers can pull them off. Only a madman would build fortifications that do more to help the attackers than the defenders.

Want to make WvW more interesting? (And, yes, I know this would be a nightmare to balance well.) Make all the locations flat-topped boxes and let players place the built-in siege, add crenellations and lips to the walls, put in a moat, ditch, or spikes to keep pesky Dragontooth Elementalists away from the wall, add siege weapon platforms to the insides of walls to build siege weapons on further in, add small siege weapon towers to allow ballistas and other weapons to fire down without being on the edge, and so on instead of forcing players to defend a stupidly built location that they can’t fix. Let players actually build up the sites they defend.

Kerzic [CoI] – Ranger – Eredon Terrace

Why WVW is broken... really

in WvW

Posted by: Dawdler.8521

Dawdler.8521

As a tradeoff to defenders being able to properly defend, attackers should be able to properly besiege and starve defenders. Loosing 3000 HP every 5 second inside a keep that has no supplies and is contested sounds fair.

Discussion: Downed/dead state and zerging

in WvW

Posted by: Yoh.8469

Yoh.8469

I have a few suggestions.

  • 1) Make Reviving Speed scale based on Healing Power (or some other new stat), so that someone who invests heavily in Support (Including runes and traits) will revive allies orders of magnitude faster then someone with no investment. (Similar to how someone with full Berserkers DPS is orders of magnitude greater then someone who has no investment in any of these stats)
  • 2) Reduce the base revival speed for everyone who has no investment in reviving, and make a greater difference between reviving someone who is downed vs defeated, outside combat vs while in combat. (Currently investing in reviving is unimportant because you can already revive extremely quickly with no investment what so ever, whether they are downed or defeated. If it took several minutes to revive somebody in combat when they are defeated, you’d be more incline to revive them when they are downed instead since you can get back to the fight quicker.)
  • 3) Introduce a Time Limit on Defeated players, that if they are not revived in say 5 minutes, they fall into a Dead state, and can no longer be revived and must use a Waypoint. (This in conjunction with the above changes would put a high value on reviving quickly, and thus support.) In addition, once revived the time limit refills slowly, so if you die again in quick succession the time limit is wherever it was last at. (or however much as refilled since then)
  • 4) While in a Defeated state, you also get a visual effect as your dying. Say, the color drains out and sounds begin to muffle, and slowly black draws in from the edges of the screen until it is all black and silent. (This would counteract dead Scouting, if the effects of being dead is that you cannot see nor hear anything.)

The general idea of all of this is to lower the current base reviving speed, but increase the peaks of reviving so that a support character is innately much faster at reviving, while making the speed in which you revive a valued metric with a time limit, and have a thematic lore friendly way to fix dead scouting.
So not only could we fix/improve death and revival, but improve the role support has as well in all areas of the game.

How can I show casuals the importance of TS?

in WvW

Posted by: Phlogus.2371

Phlogus.2371

As a guild leader I ask all of my guild members to come on teamspeak. Our guild is entirely WvW focused and members know that when joining. We used to use a private ventrillo server but have moved to the Devonas Rest public teamspeak so that other members of the server and our peer guilds can work with us. The value of strong guild alliances and coordination has been a huge benefit to the quality of gameplay our members enjoy. Along with the many valuable points given above about battle command I would like to add the following.

1. You own your channel you have to maintain the quality of communications in it.
During operations there is no" did I tell you about my girlfriend?" conversations
Keep it clean- no swearing, discrimination, sexism, belittling other players in channel

2. Don’t expect everyone to talk and DO limit traffic to battle information only. There are other channels where you can make friends and chat about your cool guardian build.

3. Maintain a clear and even temperament during combat, people will respond to steady confident leadership.

4. When you have multiple guilds in channel identify primary / priority speakers from each and reduce traffic from all others to allow leaders to command their forces.

I am totally convinced that voice communications can be a vital tool to build cohesion, enhance momentum and effectiveness. It can also be a draining and corrupting experience if it is used poorly.

OP- as to the how of getting people in I would say a couple things
1. make your channel a valuable place by keeping it clean and professional so it isn’t draining to listen to.
2. There are people you don’t want in teamspeak as they have diarrhea of the mouth and can’t shut up, stop begging, whining etc.
3. Direct engagement one on one makes people want to commit to a method. Recruit guild members one to one recruit teamspeak participation one to one. The time it takes to have the conversation and set the standard for use will make the new persons participation worth it.

Phlogustus Male Char DD Ele
Molen Labe Female Human Necro
Devonas Rest – Black Rose Legion -CF4L

(edited by Phlogus.2371)

How can I show casuals the importance of TS?

in WvW

Posted by: Hule.8794

Hule.8794

TS takes away a bit of anonimity in game. People will hear your voice so most of the people will not be so qq like in map chat.

Swamurabi put here great example on TS coordination.

I have other one:
We were outnumbered and trying to defend a tower. We made it inside, 10 players, while tower was being attack by 30 enemies.
Another 5 players joined us in game but not on TS. But we advertise TS in map chat that those players should joined us.

We stacked behind portal, buffed up, and on my mark we moved through and start killing enemy. On my next word we moved back to tower while 3 our eles were finishing those downed enemies at gate by meteor shower.
Water field, blasts, buffing #2 and run out again.
We made 3 these raids through portal and then all enemies were killed.

result:
1 raid – all our player that were not on TS with died because they stayed out too long as they did not hear order to retreat into tower
2raid – 2 guys dies as they were heading to kill rams, they managed to get those rams to 10% and our eles finally killed rams
3 raid – we managed to finally kill all enemies

Another example?
Yesterday afternoon RoF border, we heard that SM is under attack and outer is down. Few people that were on TS(like 10-15 if i remember) moved to EB, Sheepie from TaG put his commander on and started to lead us to defend SM.
There were Arborstone players trying to get in, and also Blacktide players trying to get in.
North and south gates were down, they even broke north inner. We managed to get in SM in time and we managed to defend SM sucesfully.
Without TS, we would not be able to do that as they were 2 big groups trying to kil us, and there was really a huge mess in SM. But with help of TS, our commander did not need to stop and start writing orders. He just say those orders while he was killing enemies or trying to repair gates.

And this is how TS is helpfull. Without TS we would not be able to do this. And this is why I am still using teamspeak everyday talking with those great people there.

How can I show casuals the importance of TS?

in WvW

Posted by: Swamurabi.7890

Swamurabi.7890

If you’re in a PvD karma train zerg you don’t need TS.

If you don’t mind repairing your armor a lot you don’t need TS.

When I was a more casual WvW player I used TS to determine which guilds/leaders were the best to run with. Just as important, you can use TS to determint which commanders NOT to follow. Some of the bad commanders when I first got on TS have improved to the point now that they are worth following. However, there are a few that are still bad and I will follow their tag ONLY if it’s a PvD karma train.

What changed my mind about TS was when I was in my own BL and the enemy took NW tower. Our side gathered at gari and pushed to the tower, only to get wiped by a zerg that popped out of the portal, moved as a ball of death, melting any in their path. They went back in the tower and waited. Our side decided to build a treb and finally knocked down their wall. The masses rushed to the opening only to have the ball of death chase everyone back to gari, at least those that survived. They went back into the NW tower and waited, did the same tactic 3-4 times and never did repair the wall. Eventually they got serious and built a treb, knocked down the gari outer wall and systematically destroyed all defenses in gari and took it.

All during this there were about 5-10 people screaming in map chat that they had the best plan to beat them and that everyone else should listen to them. It was at this point that I knew that TS>map chat.

TS gives you the opportunity to live longer and collect more loot bags.

How can I show casuals the importance of TS?

in WvW

Posted by: Maelwaedd.5842

Maelwaedd.5842

Part of joining a server TS is making friends outside your guild or small group of friends you regularly play with, there is no need to talk until you feel comfortable or you are scouting.

Just like finding a commander tag you enjoy running with, finding the right TS commander is crucial, some like to yell or speak rapidly others will speak with an accent or even in a foreign tongue, what is important is the communication a commander will give during a fight which cannot be typed out in map

Make your servers TS a community hub, let guilds have their own channel and have channels for those seeking PvP and dungeons to go to. Promote the server all the times, especially after a commander wins a fun battle and even after a group has been wiped.

Having such a strong community hub allowed Blackgate to get the first Tequatl kill, but alot of people had never used it as part of their everyday GW2 experience until that time, thats what you need to encourage as a server, WvW, PvE and PvP all player types need to want to load into TS whenever they load GW2

Some people do not know what TS is, make sure to occasionally include the how to download TS or vent or raidcall whatever voice program you use for your server

also you need to have an admin group who can be trusted and community driven, willing to sacrifice their playtime to verify those looking to join, setup the permissions and kick trolls and bots

Even on a server like Blackgate we do not have 100% TS numbers, usual numbers are between 50-75%, and as it was already mentioned running tagless is a great way to get people on TS even if it is only during the fights, be glad for those who do join you in TS and realise you will never get 100%

Also using something like plug dj to have shared music playing for those wanting to listen to music is also fun and can add something when the drunken commander starts to sing in TS :P

TLDR: You need to make your servers TS feel like one big server wide guild and somewhere anyone can join and enhance their game time.

Maelwaedd Sylvari Necromancer Blackgate
Resonance WvW Officer
http://resonancegaming.com.au