Showing Posts Upvoted By Edragor.9164:

Auto-Loot in WvW

in WvW

Posted by: thiagoperne.7340

thiagoperne.7340

How great that would be. Now with the loot update(wich we’r all thankfull for) it’s been a pain looting in wvw, especially large battles.

You shouldn’t have to waste time picking up your reward in such a dynamic gamemode. How many bags have you left behind choosing game objectivity over looting, nobody likes making that choice ignoring possibly loots like precursor, neither spamming F while fighting. Instant loot would eliminate all that giving wvw objetive/fights much more focus and consequently way better pvp.

(edited by thiagoperne.7340)

Sick of 3v5, 4v5, and other unfair odds

in PvP

Posted by: Verdelet Arconia.6987

Verdelet Arconia.6987

actually they already have half of the system in place,they just need to refine it.

when the tournament room is ready we are getting the pop up appear so we can go now or auto warp in 2 minutes.Just remove that auto warp feature, and replace “Go now” with “I’m ready”.in 1 minute,who ever didn’t click I’m ready,will be auto-removed from roster. All those who clicked “I’m ready” will be notified that the roster is not full and it is auto-resubmitted.The empty slots is refilled with those in queue and the pop up is again made available to all participants in each roster again. This will pretty much ensure that a full active party starts the tournament each time. It won’t solve genuine DC or AFK problems but at least it solves the. problem with manual re-submission of roster and starting without full participants.

(edited by Verdelet Arconia.6987)

Sick of 3v5, 4v5, and other unfair odds

in PvP

Posted by: Zinwrath.2049

Zinwrath.2049

i hate that i have to keep using league of legends as a comparison.

But they have put in two great systems for this.

First.

Before a match starts it asks each player to click that they are ready (you have about 10 seconds to respond). If not it throws them back into the shuffle till it can find another. If you had to get up and afk or walk out of the room or got distracted, your team would not be punished for this. you would simply have to reque when you are able to come back from what you were doing and play the game.

Second.

Leaver buster. Seeing as people who abuse the system by dodging matches they dont want to play often do it a LOT. The system tracks when they leave and picks up if they’ve been doing it an abornomal amount of times in great succession. For example, if you leave a game 20% of the time after its started. GOOD CHANCE you need your ability to que removed.

Separating Solo and Premade; Ques and MMR

in PvP

Posted by: Fantastic.5298

Fantastic.5298

My argument:
Create Solo Only and Premade Only Tournament Ques, and create a Solo Only MMR and a Premade MMR

Reasons:

1)Affecting personal MMR when in Solo Que
A lot of my friends wont solo que because they don’t want to hurt their MMR, and quite frankly if one persons MMR meant anything I wouldn’t want to either. Despite going into a tourney solo que’d and losing a bunch of matches I’ll still be able to meet up with my friends and face appropriate teams later on due to their unaffected ratings. I believe many more people will feel inclined to solo que tourney in doing so

2) Being Appropriately Matched for Solo
If there were solo que MMR and Premade MMR then people could solo que and be matched appropriately against other players with solo MMR around yours. As of right now, I will que solo in Tourneys and will face many premade teams just because someone on their teams has a rating similar to mine. Tournaments would be more fun if they are on level playing fields

ARGUMENTS)
So there are some arguments against this like,
“Why not just do hotjoins if you want pugs vs. pugs?”

-Well myself and many others enjoy the full-game experience, that allows a much higher degree of coordination than hotjoins do; with people leaving and going and no MMR what so ever.

“Why don’t you form a team?”

-Forming teams takes time, and I (or anyone else) may have a quick hour to spend playing and we don’t mind being put with pugs as long as they’re around the same level. Not all servers are like Anvil Rock NA where there are people readily in the HotM so it’ll make queing from outer servers easier.

“Rewards would be given out too easily”

-Well there are a lot of people that like to solo que as it, and if people are assured they will be put against fair solo qued players I’m sure it will increase. This would lower the value of already inflated “Paid tourney chests”. So why not make solo que people partake in the 3-Map tournaments, where those spots can be filled by the large numbers OR just reduce the reward on the Solo Que win chest.

I’m sure these ideas can be optimized and that’s why I ask the community to give input based on what I offered here and hopefully ANET will decide to balance the way tournaments are played currently to make a more enjoyable experience and rating system.

[SOTG] Questions Poll

in PvP

Posted by: faeral.7120

faeral.7120

1. Build Diversity ( 2 parts )
a. Does ANet believe that there are more viable, competitive builds for each profession in the current design than are recognized by the playerbase, or do they agree with consensus that professions are pigeonholed into very specific specs?
b. Are the small tweaks yielding the results they are aiming for, both in perceived balance & actual balance?

2. Custom Servers – What is the payment model? Does the increasing opinion that Customs should replace the Hotjoin system outright affect their decision process?

3. PvE / PvP splitting – Does ANet have plans to draw a more defined line between balancing for PvE & PvP separately, or will they continue to attempt to balance both? If they aim to balance both together, do they feel this design philosophy plays a role in limited build diversity within specific gametypes ( PvE/WvW, PvP )?

[SOTG] Questions Poll

in PvP

Posted by: Davinci.8027

Davinci.8027

It’s been 7 months already. Where are my viable builds?

Give specific examples of how you are going to change something for a class. If the devs acknowledge that Corrosive Poison Cloud is a useless PoS skill and finally plan on changing it, I want to know what they’re going to do to change it. If the devs understand that the Elemensalist and Mesmer are overpowered in every way, shape and form, I want to know what they plan on changing.

Here is an important topic I’d like them to talk about.

  • Every class currently has an ability to stomp opponents, which is nice. Are mechanics such as shroud-stomp or mistform-stomp intended?

There are viable builds. They just haven’t been explored enough. 3 months ago, people were saying rangers were crap. Now, they’re the meta. 3 months ago, people were saying mesmers were the 1v1 king. Now almost anything can 1v1 them.
On the new map, I’m seeing plenty of new builds that I never thought would be viable before and are working.

I don’t think the issue here is balance. I think the issue is features and how they are implemented and what is needed to ATTRACT players to the game. There is not a high enough player-base, therefore there is no competition, and this fends off people from continuing to play. It’s an endless cycle.

The devs need to find a way of first keeping whatever players they have left, and then focus on attracting new and old players.

My 3 suggestions are:

1.) Implement leaderboards and visible ratings/ranks AS SOON AS POSSIBLE.
2.) Get rid of hotjoins to be replaced by custom arenas. Solo Queu will then be MORE POPULATED which will lead to players being able to find teams.
3.) Use the QP system and create daily, weekly and monthly tournaments for more substantial rewards than the chests/glory.
These points are listed in my thread, however I picked the three that I felt are the most important.

Hope this helps.

[SOTG] Questions Poll

in PvP

Posted by: felivear.1536

felivear.1536

1) can we start being more transparent since your lack of it thus far has been crushing to the game’s success.
2) Since paid gear is a joke now , can we get new gear that is MMR tier based? Copper, silver, gold MMR tiers get that unique gear respectively.
3) what are you actively doing to ensure 4v5 matches don’t occur?

feLIVEar: Your resident forum king.

[SOTG] Questions Poll

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Nice idea.

My points:

1. competitive scene: ladder, better pvp reward, qualifying tournament, observer mode

2. pvp structure: rework hot join, solo/duo queue 1vs1, team premade queue 1vs1, weekly/montly tournament, better ingame tools to make/look for a party

3. balancing: soften burst damage (expecially d/d haste thief) / bunker resistence

[SOTG] Questions Poll

in PvP

Posted by: Rerroll.9083

Rerroll.9083

1) When will we have the ladders
2) When will we have the custom arenas
3) When will we have spectator mode

Up Rerroll

[SOTG] Questions Poll

in PvP

Posted by: Rozbuska.5263

Rozbuska.5263

- More stats in game visible for every one – When match ends I want see who was best in kills, capturing ect.

Tekkit Mojo – Engineer
Tekkit’s Workshop

[SOTG] Questions Poll

in PvP

Posted by: edruviransu.1029

edruviransu.1029

1. When will we get a public ladder and a way of monitoring our ranking within our region?
2. Contents of march patch
3. Will we ever get some form of team rating (as opposed to merely the average of personal ratings)?

[SOTG] Questions Poll

in PvP

Posted by: Larynx.2453

Larynx.2453

Here’s what I’d like some questions to focus on:

1. Viability of more classes, as well as more options per class (hammer warriors, burst guardians, pistol/pistol thieves, and other less used builds)

2. A meta that consists of less bunkers, and deeper coordinated play between group fights (synergy between professions, more depth in combat especially with combos and condition/boons)

3. More frequent and larger updates, no more of the “slow and steady” approach (custom servers being a “top priority” feature since early October, very few actual balance changes that have an impact on the meta)

(edited by Larynx.2453)

[SOTG] Questions Poll

in PvP

Posted by: Hammerheart.1426

Hammerheart.1426

1. Weekly Bug Fixes / Small Balance Changes. Your game is in a state of flux, and monthly patches aren’t going to cut it. People will stick around for weekly fixes, no matter how minor they are.

2. Total Transparency, practice it.

3. Less focus on PvE Content. None of us, be it pvp or pve, pay monthly for this game, so why do PvPers get treated like second class citizens? There is no such thing as a PvEsport.

[SOTG] Questions Poll

in PvP

Posted by: reedju.5786

reedju.5786

1. Now that we have MMR what is the next big project they are working on.
2. How do the PvP devs feels about the state of balance and their plans on changes/improvements.
3. Now that they have had time to test rating systems, are they satisfied it is working and planning to make it viewable.

Black Avarice

[SOTG] Questions Poll

in PvP

Posted by: Xeph.4513

Xeph.4513

Hey, firstly I would like to start with saying, that I understand everyone has a lot of questions that they would like to see asked in SOTG, but sadly there is a time restriction which means there is only a certain amount of questions we can get through; so what I am going to purpose to you in this thread, is to put in three questions that you would like to see asked in SOTG, what I am going to do just before the live cast is tally up what topics have the most interest. I promise then that those questions will be asked.

I am going to start with the questions that I would like to ask.

1. Contents of the march patch.
2. Balancing the game for casuals.
3. Solo Que.

Please refrain from writing large walls of text, if you have any additional comments you can leave them after the 3 initial questions, but please make sure that you keep that to a minimum as to make it easier on me when I have to tally those up.

Thank you.

Team Paradigm.
Xeph.

Point system : Make the kills count!

in WvW

Posted by: Vohnnyan.4058

Vohnnyan.4058

Its funny because I was about to make a thread just about this.

This must become a part of WvW scoring, to avoid exploiting, you just need to implement it like this:
When a player is killed by a oposing realm, (no fall damage or pve dead), the oposing realm is awarded 1 point;
When a player is killed by a oposing realm a hiden debuff kicks in for 10, or 15 mins preventing future deads from awarding any points;
Changing map, or leaving wPvP doesnt remove the hiden debuff;
If a player is tagged by 30 other oposing realm players, and dies, he still only gives 1 point.

This would award a maximum of 90/80 (depending of map cap) possible points, per 10, 15 min cicle, but in reality even in a very busy hour the points from objectives would always be potentially higher.

So why should this be implemented? It would give a new purpose to wPvP, not only smaller responsible groups would be rewarded for their playstile, servers that stay in keeps defending them, not changing kills with oponent would soon start losing great amounts of potential points, for example:

In a borderland map contested by 3 realms that are equal in strength, Realm A has garrison and north towers, realm B has hills and tower, realm C has Bay and tower, in this scenario, realm A and B have been fighting in a deadlock for 2 hours from garrison to hills, awarding Realm A 400 points (50 kills per 15 min) points, from kills, and realm B 320 points (40 kills per 15 min), during this time realm C spent more time in its zone upgrading the keep and preparing future atacks on realm A and B, or simply doesnt want to risk atacking enemy objectives, in this case they get a total of 100 points for (100 kills in 2 hours), because they could only be part of smaller skirmishes and never won, or tried to win a fight in enemy realm side.

Why would this be good? It would eventually discourage leming behaviour of zergs, a zerg ball that constantly dies, and reses itself for no reason would be punishing its server, on top of that a server that doesnt engage in responsible fights, or that simply avoids them would be losing a great chunk of possible points, so it both discourages mindless zerging, and shy play, no risk, no reward.

There is a final tweak that could be made to this system:

Extra points for killing players in objectives, for example 2 for defensive kills and 3 for offensive, why the diference? to encourage atacks on heavly defended objectives, anyone that has played wPvP knows how hard it is to fight under siege fire against equal numbers, to prevent a server from holling up and farm kills in theire upgraded keep and actually go for a try on enemy keeps, then why give extra points for defense?
The extra points for defense is there to force people to try and defend the keep instead of just abandoning it for fearing of losing it anyway and giving the enemy extra points for kills.

All this would hopefully encourage more active play in wPvP and give the game mode a more interesting flavor.

Stealth in World vs World needs a nerf.

in WvW

Posted by: Sunflowers.1729

Sunflowers.1729

In my opinion the problem with thieves comes in 2 parts
1) Thieves are just not fun to play against. Say what you want about all the ways to counter stealth, (e.g. attacking the air) – a decent thief will be able to escape most encounters that he is losing. And before you say to snare/cripple.etc him, remember that thieves have the most blinks in the game (Ride the Lightning/Burning speed doesn’t work when immobilized for example)

That’s not to say it isn’t effective – cc is the #1 cause of death when I play my thief. However what happens if you successfully immobilize any other class when they can’t sustain in the fight anymore? They die. Why should thieves be any different?

So basically if I win against a thief, they get away and I get to survive. No loot or anything. If they win I have absolutely 0 chance of getting away short of being a D/D elementalist or a nearby keep/allies. Then run all the way back from the spawn point. Kinda skews the risk/reward ratio doesn’t it? Of course this isn’t a problem in sPvP since the aim is to stand in the circle.

2) Thieves ARE overpowered. With the cheesy D/P build I find myself spamming 5-2-1 5-2-1 over and over again, and it works! Yeah so I have to walk behind the enemy and manage initiative, as well as use Hide in Shadows/Blinding Powder occasionally. Big deal.

Sometimes I come across really amazing players that would have destroyed me on my D/D elementalist or guardian or mesmer, and simply by spamming pistol 5 + heartseeker I can fight on even terms with them. So in my opinion – (at least) this thief build is overpowered. I don’t feel qualified to comment on the other weapon sets/builds as this is the one I use the most frequently.

I will say one thing though – the initiative system is too good for PvP. Being able to use any skill on demand provided you manage initiative properly, AND also being able to frontload damage so severely is really, really good. Yes I know it means you can’t just lolspam everything like an elementalist would, but initiative regens pretty fast anyway.

And to all the people that say thieves are only good in small encounters, this is a blatant lie. Sure you might need to switch out a few utilities (wow that’s so difficult), but the smoke wall is amazing with a low cooldown, cluster bomb is a spammable blast finisher (super high might/healing, anyone?), and of course you can just go behind their zerg and pick people off. Shortbow 4 poisons and leaves poison fields – reducing healing by 33%. Nothing comes close to a well timed Dagger Storm. That’s far from useless.

Also stop saying that 1v1 capability is useless for actually getting points. Something that I like to do is run around killing dolyaks. Nobody – at all – can kill me (unless you bring 5+ people, and even then I’ll probably stealth away) and this has a far greater effect on the score than running around with the massive zerg. Few classes can do this as effectively as the thief by the way.

Being able to delay the trickle of people from their spawn point is excellent for helping your zerg too.

TLDR; Thieves are OP (and I’ll gladly post a picture of my thief if you think I’m just making stuff up)

EDIT: By the way D/D elementalists have some of the same problems, and as you can see Anet nerfed them citing too much mobility with RTL. So don’t use them as an example of why thieves aren’t OP.

(edited by Sunflowers.1729)

Point system : Make the kills count!

in WvW

Posted by: charas.8321

charas.8321

My suggestion is simple : we need to have a way to make the amount of kills we make in wvw matter. Its sad to see a system that is mostly rewarding for PvD servers more than for servers are are actually up to put up some fights.

An easy solution to that would be to implement a counter and make 1kill correspond to 0.1pt. Each kills made by players from a server would be added to each others during a match up, the total amount of those kills would then be added to the amount of points each server have at the end of a 1 week war period. The winner would then ofc be the server who managed to capitalize most points AFTER the kills addition.
(Nb of kills . 0.1)+Pts = final score

-Rewarding for servers who fight
-Motivate more players to actually go in the open field and meet their oponents
-Encourage the players to group up in organised guilds to optimize their field skills
-Nerf the impact of mindless PvD.

I m very very sure that most of the wvw community would welcome this change with a lot of enthousiasm.

There was never a war where the amount of death didn’t matter.

[VcY]Charas Mind Trickz – Ele – Seafarer’s Rest
www.VelocityEUGaming.com

Sick of 3v5, 4v5, and other unfair odds

in PvP

Posted by: Fenris.2894

Fenris.2894

Well at least somebody who posts on this topic is getting a Dev response since there have been plenty of posts about this so far without any response.

TO ANET: Did you consider that the pattern between accidental leaver and intentional leaver may not be that different? and if you try to distinguish these two groups you will be opening your system up to exploits. By that I mean people will leave in a manner that fools your system into thinking it was accidental.

The community really doesn’t care anymore, if it’s an accident that sucks but it’s not the responsibility of the other 4 players. It’s the responsibility of everybody to ensure their system is stable enough for team PvP and if it’s not, play at your own risk.

If you still think that’s unfair fine, but the community has been crying for this since the beginning of tournaments and we would all be satisfied with a simple deserter system. Give us that, and fine tune it later to distinguish between accidental and intentional leaving.

Loot bags, loot bags everywhere!

in WvW

Posted by: rhodoc.2381

rhodoc.2381

Next step is change the way of obtaining bags. My F key is nearly broke and my finger has got some muscles.

[VcY] Velocity – Gargamell

Will World XP and Titles be retroactive?

in WvW

Posted by: Esoteric.5490

Esoteric.5490

If you want to talk about “entitlement” or being “childish”, talk about the attitude that people who did not dedicate themselves to WvW have that this is perfectly okay since it’s “fair”. Excuse me, if you want fair, then every WvW player should be compensated with a legendary of their choice. My 1000 hours in WvW would have netted me 2 or 3. Do you think ANet is going to give me one? Nope. So do I think ANet should balance title progress for people who never played WvW? KITTEN NO. You cannot complain for a second that PvE rewards weren’t there and weren’t plentiful. WvW players lived in monetary squalor with nothing but the amount of kills we had to mark that we accomplished anything. Now with 5,000+ badges collecting dust and WvW title tracks that won’t “count” for any ATTAINABLE titles, what do I have to show for that 1000 hours other than the fact that I could pubstomp you if you came into a quarter mile of one of my towers?

Talk about fair? Childish? Compensation? Kitten, man. We are just asking for EVENT CREDIT. Like escorting a Dolyak for no karma and no silver and no experience. Give me just the title based off of what I’ve done and just have the passive bonuses catch up eventually. Give me the little medal at the top of my screen to say “Good job, champ!” It isn’t “getting new content immediately”, it’s getting a title that I and many WvW players like me EARNED with hard work. Instead, WvW players are left with empty bags, bank slots, infusion slots, and title tracks while players like you can waltz in with your legendaries like you’ve been here the whole time. Give me a kittening break.

Blackgate Forever,
Riven – [KnT] GM – http://KnightGaming.enjin.com
Commander – Grand General of Blackgate

(edited by Esoteric.5490)

WvW Rewards - New Gear?

in WvW

Posted by: MikeFerguson.8921

Previous

MikeFerguson.8921

We are planning to add more stat sets and appearance options that can be purchased with badges in the March update. We’re still working on the full list so I don’t want to dive into details yet, but it is something we’re working on.

Loot bags, loot bags everywhere!

in WvW

Posted by: Habib Loew.6239

Habib Loew.6239

Gameplay Programmer

Next

Hey all,

We made some very intentional changes to the way we calculate loot. One of the effects of this change is that there is more loot dropping in WvW. Yay! Increasing the loot in WvW was one of our goals and we’re glad that it’s making some of you happy. Also, just to be sure that we were comfortable with the impact it had on loot in WvW we had our economist do some analysis of the drop rates in WvW after this patch. After looking at his results we’re still comfortable with the changes. On a personal note, I was very happy to get a much better badge drop rate when I played yesterday

Tl;dr: it’s not a bug, enjoy the loot!


ArenaNet Gameplay Programmer

Loot bags, loot bags everywhere!

in WvW

Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

Obviously, the increased rewards will be deemed “too high” and then cut back. How do I know this? Any time people like they are actually earning rewards in the game means it gets nerfed / scaled back fairly fast.

That warm, fuzzy feeling you had inside about actually earning some loot in WvW? Yeah, it was an oversight and will be corrected shortly.

Given the previous comment that someone was making 1g per hour plus tokens under the new wvw system that 1g/hr does not even come close to 3g/hr that i hear dungeon runners are making.

The only reason there is a thread about this is that WvW players are used to getting close to nothing – so any kind of reward buff is mind blowing.

This is definitely a step in the right direction – precursor drop every 10,000 kills is a logical next step to fixing the precursor supply issue and rewarding committed players

Today was a step in the right direction.

in PvP

Posted by: Teldo.1473

Teldo.1473

They said that the big PvP patch will happen in March, if I recall it correctly.

Also: The new queue system is better than the old one and a step into the right direction as well!
I like being able to queue solo for 1-round Tourneys, even if I might lose every now and then against a full premade.

isnt it like 6 am in germany now ?? :0

Yes but my love for Guild Wars 2 > my Timezone!
And I’m honestly pretty sure that the big WvW/sPvP Patch will actually come in March, cause they announced it ages ago and when they do announce something they usually keep it, let’s be honest here. (since release that is)

I like engineers!
www.twitch.tv/teldoo
www.youtube.com/teldo

Today was a step in the right direction.

in PvP

Posted by: Phantaram.1265

Phantaram.1265

So initially without seeing all the patch notes I think we were all more than a little upset. The unfinished patch notes just had no clear direction and didn’t accomplish anything we wanted balance wise in the current meta, and probably looked more like a step backwards.

But after we’ve figured out what has actually changed, it’s clear attempts at nerfing or buffing some things we wanted nerfed or buffed (mostly nerfed) were made. Were the changes to cantrip ele’s enough? I honestly don’t know yet, and I can tell you any unexperienced team will still fall extremely easily to the double cantrip ele guardian strat that has been used as of late even after the nerfs. But at the highest level of play, maybe teams like us and curse and others can deal with double cantrip ele guardian well enough now. We’ll just have to wait and see.

The point is they are almost all a step in the right direction. Getting GW2 pvp to the point we all want it at has been a long process we are all tired of waiting for and today we got a little riled up by the mistake anet made by not listing all the patch notes and it’s probably because we are all almost on our last straw with this whole waiting thing.

We’ve waited soooo long but guess what pvp community? This game is headed in the right direction and we are so close to the big pvp patch, just a little bit longer, don’t make all that waiting you have done up until now for naught!

Edit: There were actually a good number of game breaking bugs that were fixed this patch too. To list some I know of.

Arcane blast broke some stuns, and now doesn’t
Scepter Earth #2 broke some stuns, and now doesn’t|
Stomping/killing a necro sometimes didn’t rally players, completely fixed and now does.
A vengeanced warrior dying wouldn’t rally people, completely fixed and now does.

(edited by Phantaram.1265)

Towers flipping more quickly

in WvW

Posted by: Dutchares.6084

Dutchares.6084

Soon servers will adept, they will stop zerging and have 3-5 groups running around..
So there is always a group close to a white sword to check it out.
And to defend the towers if needed.

Towers flipping more quickly

in WvW

Posted by: Theftwind.8976

Theftwind.8976

Orange swords no longer appear on the towers but the white swords do. Since nothing but the enemy attacks towers (no quaggans) then all you have to do is pay attention to your map and look for white swords as well as orange ones. In truth there is little difference then before, only that you no longer can ignore white swords on supply camps towers or keeps.

Theftwind (HoD)

Towers flipping more quickly

in WvW

Posted by: Pendragon.8735

Pendragon.8735

Scouting over glorifies it a bit, its more sentry duty to be honest. Sure you can run circles around your assigned tower if you want, but you really can’t afford to let a zerg slip on a door or wall at all. Once 3 or 4 rams are down, without being interrupted, the place is likely gonna fall before reinforcements show up anyway, espeically if WPs aren’t established. Not like those are hard to contest ahead of time either.