[Aia] Amoria- The guild of pleasant love
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This is why you need scouts.
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Utter rubbish, if you were not investigating / scouting white swords before as well as now your doing wrong.
Whiners got to whine.
Ps no gates seen the same to me.
You cannot spawn camp in this game. The term is derived from FPS’ers and referred to being insta killed upon respawning from a previous death. GW2 has a safe area where you cannot be killed in and in which you respawn in, however you can kill from this area or place counter siege there as well. So you have the advantage.
On this occasion FA was doing this in the middle of NA PT, I’m sorry but what else are we to do? DB is our threat to going to T2 due to their pvdooring SEA guilds. No disrespect but they field 10 – 1 our numbers in that time slot and claw back the ratings for 4 hours a day at 550+. We want better competition for the rest of our coverage that is fairly solid and we are only getting that for 30 minutes at a time in T3.
Siege just aloud us to defend with less so we could hold off the marauding YB w3 EB players.
3 exits, if some people continue to go out of 1 of 3 over and over to death, then they should think a bit more about the other 2 exits from spawn.
I think everyone here keeps logging in and is still playing.
Would be strange otherwise.
Most people just want the game to be better and are trying to have their voices heard. Sort of the same reasons your post exists.
Lots of whining, and complaining, and negativity. Lots of people saying it’s so bad. Do me a favor. Find a different game. Stop whining. You’re not improving anyone’s experience of the game, and you’re not improving your own.
This game isn’t perfect, but it’s so much fun I keep logging in…
Personally I don’t really care how many people it takes to pop orange xswords or if they exist at all, as far as I’m concerned if they removed them entirely it would have been just as fine. I wasn’t “born” in tier1, I’m not in tier1 now and I’ve played everywhere from bottom tier to tier 2 so far, so I’m decently informed about the metagame across tiers.
Here’s a personal example of why it doesn’t really matter as much as some people make it out to be: Waaaay before this change, I’ve solo-broken both outer and inner walls of a keep to then cap it with 3 more ppl called in over mapchat and white swords were up all the time. Nobody bothered to check, so the keep was lost.
Now, instead of up to 4 guys attacking your keep, it will be up to 24, white swords will still pop, you will still have a window of time to check on it and call the nearest group/zerg (whatever you prefer to call it) to come and defend.
I don’t see this as changing the reality of ninja takes; they occurred before this change and they will continue to occur (arguably more often now and at a faster pace), which means less time for defenders (that are possibly zerging around halfway across the map) to react. Even before this change you could, for example, take 25 people, build 5 catas outside hills walls and take down both outer and inner walls really fast without any orange swords, then proceed to cap. This change makes this kind of tactic viable through doors as well. (such a massive change, wow!)
The difference this should lead to is that now you won’t afford to have your entire map population running mindlessly in one mega-blob (for higher tiers) or mini-blob (for lower tier) from point to point following the orange indicators on a map. You will have to either:
a) leave scouts and regroup to defend where needed;
b) split your <insert size here> blob/zerg into 2 or more <insert smaller size here> group to cover designated areas of the map.
Sure, the effect of this change is different as you move up and down the tiers, but relying on orange swords meant offering the enemy opportunities for ninja takes as much before as it does now:
In a lower tier, chances are you don’t have enough people to run a big zerg during off-peak anyway and ideally you would be scouting keeps and holding/recapping camps and calling people in from all over to defend when needed (at least that’s how we used to keep a decent ppt over night across all maps in lower tiers with like 20-30 ppl online total). If you have less than 25 people yourself, you will be able to “ninja” a keep at a decent rate now from an enemy less adapted to change, instead of wasting an hour solo-ramming/catapulting 2 doors/walls. If you’re on the outmanned side and your enemy is running a big zerg instead of spreading out, you can confuse them more easily by triggering white swords on multiple objectives while you’re at it, increasing your chances of success as they run between all objectives to check.
On the other hand, in the higher tiers this cripples the map-wide blob tactic which relied on running your entire map population between objectives marked with orange swords thus overwhelming any enemy that didn’t want to blob the entire map up.
I don’t know what kind of scouts your servers have, but you shouldn’t need more than one person per objective to ensure a timely call of attacks (and I don’t mean the idle lazy type), maybe 2 for SM and garrisons. Just improve your communication within and across maps and you will do just as well, if not better. Make it even more simple: just treat white swords as if they were orange swords. (don’t forget to kill the quaggan node )
(edited by Gabi P.3094)
You get white swords for that purpose.
Literally almost the exact same mechanic as “if you get close to a keep an alarm will sound”.The problem is that there’s no distinction between a 10-golem attack, a 20 person attack or quaggans.
One thing we’ve seen is that you can simply keep everything on the map marked as “under attack” by having a couple thieves scoot around and knock on doors. They’re virtually impossible to stop, it will stop waypoints from being used and you never know where the real attack is.
Again, in DAOC you would always know where the real attack was. It’s counter-productive to hide it. Sieges with no enemies are just bad, boring PvE but some people want points more than good gameplay.
This isn’t DaoC,
DaoC already exists, if you’d like to go play a game that IS DaoC.
Using thieves to keep everything contested is not a new tactic.
Anet is putting a purpose out there for scouts and small groups so the entire map can’t just zerg around and rely on orange swords to tell them when they need to redirect.
If karma-training around WvW is all you want to do, then that’s too bad for you.
Well in a way, its what people have been asking for. It does cut down the zerg sizes if you don’t want to be noticed, and for the smaller servers its actually better for you. If you can’t field 25+ then you have nothing to worry about.
I will agree 15 would be a better number but really, this is nothing but good for the smaller populations.
the problem is that people can just tag a gate real quick and now the entire zerg will run there while the real enemy lets say 24 zerg is attacking a keep.25 is too much i think 10 15 would be better.
Stop zerging!!
Problem solved!
Realy people should stop QQing
Stop with the big zerg, thats the reason of the change.
Yes if you would keep zerging up like crazy you will loose towers/keeps by ninja groups.
If you have 4-5 groups running around all over the zone, instead of a big zerg you wont.
You dont even need to have scouts if you organise with groups in what part of the border the stay, because they can check a keep and 1 /2 towers while moving around… and even get supplies and build defence while doing.
Game Designer
It sounds like they had big plans for November-January, but the reality is that those months had very little to offer for PvP, with Temple and the new Paid system being the only really notable changes (invisible matchmaking to a lesser extent). They’ve said numerous times that making new maps is relatively easy, meaning that Silent Storm/Spirit Watch can’t have sucked up that much of their development time. So where did all of their plans go? What exactly interfered with their schedule when visible changes have been so rare?
Custom Arenas were taking longer than our original estimation, so we temporarily postponed the feature to get the Ratings & Matchmaking system in. While I won’t say how close the Custom Arena feature is to release. I will say that we are back to working on it, as well as Spectator Mode – as hinted at by Colin’s “Guild Wars 2 in the Months Ahead” January announcement.
1) Implement a Raid grouping system or something similiar to the “Warband” system used in Warhammer online. Grouping system for 20-25 people showing dots, health bars, custom chat channel, call target and waypoint marking.
2) Improve the commander and squad system using feedback from the users on these forums so it can be effectively used for more than 20-25 people for large scale grouping.
3) Allow people to exchange/sell Commander Tomes back to the NPC for 100gp if they choose to once the changes are made.
This..
It was simple
You start with a party when it filled up to 6 people typed /warbandconvert and 24 slots would open up
/warbandallianceonly
/warbandguildonly
Set permissions for guilds or alliance member to join you.
You could see all your members dots on the map.
I think it would be helpful to have an identifying color to the members of a squad for those who have joined, and maybe at the very least some quick links to number of squad members and total amount of supply, this way you have fast info on hand without a large UI to deal with, and avoid playing to the UI. Also an option to have the icon only show to your squad members or the map would be extremely helpful.
Just some random ideas.
The squad has a size of 50 player. i regualary get that full when i do morning zergs.
just wanted to trough that in there befor i start explaning what i want.
most important part for me is that player that are in a squad see eachother. Like i can mouse over guys that are on a wall because i see there points on the map and say in teamspeak that xx and xy should assist player xyx in his doing there. It would also give players a reason to join a commander. Because right now nobody does use the map marks besides guys that are organizing guildzergs and thats everything that is profitable for the zergling. I gain alot of numbers by forcing guys into my squad and its realy helpfull. But its not as easy as it should be. people cannot even join over the click on the minimap what would be the easyst thing to do because that feature is perma buggy. But thats a topic mayn guys here allready rambled about.
It would be nice if you could invite a garden. When you click on a commander on the map, however, that “join squad” command does not work. You have to physically click on the commander in game and right click their portrait, then proceeding to press “join squad” in the list.
Regarding squad size, it is capped at a maximum of 30, which is unfortunate since I thought the entire point of the squad was to not have a size limit. It is, however, possible to see who is in your squad and how much supply they each have and how many of those squad members are not in the immediate area by typing /squadinfo. It is also possible to see the number of players, their names, and the amount of supply they each have in your immediate area by typing /supplyinfo. Remember that supply info has a range of approximately 2 feet so you literally need everyone to stack on top of you in order to see the real supply count and numbers.
Its really annoying squad only works with selfinvite, why cant I invite players myself?
1) Implement a Raid grouping system or something similiar to the “Warband” system used in Warhammer online. Grouping system for 20-25 people showing dots, health bars, custom chat channel, call target and waypoint marking.
2) Improve the commander and squad system using feedback from the users on these forums so it can be effectively used for more than 20-25 people for large scale grouping.
3) Allow people to exchange/sell Commander Tomes back to the NPC for 100gp if they choose to once the changes are made.
The commander and squad system is NOT what guilds are asking for.
I could go in detail, but it’s the same information that’s been posted since BW1. We just want to be able to group with more than 5 guild members at a time and the commander system is NOT the answer.
Sometimes we don’t want to coordinate our entire server, we don’t want random people joining our guild events and we don’t want to have to pay 100gp per character to do it!!! How many people in a guild are actually commanders? And what if those person(s) don’t happen to be online….. you’re out of luck?
You need a FREE way for guild members to group up over 5 people. A raid system for up to 20 people. Heck even make it a guild upgrade, but charging 100gp for a single character just so guild members can group up is frustrating.
We had money donated from our guild for our first guild commander but one of our officers had his account hacked and the money was taken. So now we’ll have to raise the funds again… the game has been out since Aug 28th and our guild still can’t group up with more than 5 people.
Really hate the fact anyone with 100g could become a commander. It’d be much better as an Art of War research boon. Perhaps 24 hour research time, 24 hour duration and only one guildie can be a commander at any one time.
Also update the map’s commanders icons to show guild emblem.
The problem i’m seeing is that we have commanders who aren’t actually very good at it, barking orders at the zerg and even fighting with other commanders over tactics. It’s not really working.
By joining a squad, you lost the ability to see other commanders. So it is useless now. A commander should lead not the squad only, he needs to lead the whole map . So chat is not usefull atm…
Suggestion: Replace the commander icon with the guild’s icon. There are a lot more commanders now and it’s hard to keep track of your commander.
Well, so far I’m not impressed with the changes made for culling.
In fact, it seems to have made the rendering of players on my screen even slower.
However, this is mostly in PvE, and places like Lion’s Arch.
There are times I run into (not using the waypoint) the Mystic Forge location in Lion’s Arch, only to arrive there and wait up to 3 seconds for all the NPCs and 3 other Players to render completely on my screen.
Now, if there were hundreds of players there, then sure, I’d totally agree about the results, but just three!? umm…… something’s not right.
It’s not only me, by my friends who play the game as well.
I don’t have a slouch of a system IMO. GTX580, Core i7 cpu, 8gb ram (which the game only uses 2gb of….). Running the game off an SSD drive.
Perhaps make an option in the game client that allows the user to inticate if they wish to have the character models scaled down automatically in areas with a lot of character model rendering. I.E. in Dragon encounters with 30+ people, one doesn’t need to or really have much time to sit and enjoy the beauty of character models during the encounter. In WvW zergs, one also doesn’t have the time to do the above either.
I’d make an OPTION in the client to allow the player to select if they want the game to only render HIGH-MED-LOW character models in locations where there’s 10+ players in a given radius around the character.
ALSO, where is the PARTICLE EFFECTS sliders? We should be able to adjust the particle effects we see our character do, other players do, and NPCs/Game does.
This will help players fine tune their experience. Lots of other MMOs have this. What’s the issue here Anet?
incoming STEALTH CUSTOM SERVERS on the 26th.
Dont play with my feelings
Custom arenas were announced on the pvp blogpost that was published on October 8, 2012: https://www.guildwars2.com/en/news/structured-pvp-iceberg/
IMO they were a really nice idea. The perfect solution to GW2 pvp:
As you can see im a big fan of it.
However they were pushed back. why? The blog post I linked gave the impression they were almost ready but 5 months later we dont know anything else about them. They have appeared in other dev posts or pvp blogs, but no new information was given. Many of us have created & disbanded guilds to prepare for this, others have been saving gems for months and others even hosted websites to support this. I think players that have been around since game release do deserve an update on this topic. Some questions that pop in my head are:
1) Why were they pushed back?
2) What’s the current development state?
3) After the matchmaking/ranking is released, is it 1st priority?
4) Could you give any new info about prices, rules, #players, customizing…?
Even a negative would be something.
Thanks for reading.
(edited by Rerroll.9083)
So while an aoe nerf is being discussed armies of 20 golems are still being portaled to reinforced gates and destroying them in 3 seconds with time warp and capping a tower or keep much faster than the waypoint resets so no oppurtunity for resistance can be made. And then the golems are waypointed to safety. 2000 supply worth of siege portaled to a gate then waypointed away.
Not to mention AOE is already so gimped because of the 5-target cap that a defending side could not take those golems down before they get the door down.
In the field, as a bunker Ele I will routinely stand in AOE as I can comfortably outheal the damage long enough to stall a push or halt a rout on our side using counter-CC. The idea that AOE is too strong in WVW is laughable.
I would prefer to see the AOE 5-target cap removed and only then look at reducing AOE damage based on distance from the geometric centre point/line of the AOE that same way DAOC did it. eg: centre of the AOE = full damage, close to edge of AOE = half damage.
WVW desperately needs mechanics that punish zerging/balling up so that more group-based strategies can flourish, or at least have the tools that they can counter zergs through skilful play. I find it ridiculous that the current game mechanics reward/encourage zerging/balling up/turtling in order to mitigate already woeful AOE damage when every other area of the game seeks to punish this behaviour.
(edited by scerevisiae.1972)
I have no problem with some PvE stuff in WvW, as long as it’s out of the way or offers strategic advantages. People have mentioned dragons; what if you could complete a number of events that spawned a dragon to fight for you? Perhaps one to defend SM?
These events could become a clever mechanism of splitting up the zerg (numerous events spread around the map that need to be completed at the same time? No one zerg can manage it). It may encourage smaller guilds to communicate, or provide lots of smaller scale fighting. Anything that stimulates interesting encounters must be good.
The point is, done well, PvE elements in WvW could be amazing. The ‘PvP purists’ and their monolithic zergy guilds need to realise that they don’t speak for everyone, and that the Environment has an impact on the quality of PvP in WvW too.
So why did we put the bags at your feet rather than just dumping the items into your inventory? Part of the answer is that it was the smallest possible change that could work (programmers like stuff like that). We already had the bag spawning system so we could just reuse it. Another part of the answer is that picking up loot can be a bit like unwrapping a present and we didn’t want to ruin the unwrapping for everybody. Finally, if we just start putting loot into player inventory then we need to deal with a bunch of edge cases and at the time we had more pressing issues to work on. For example, when your inventory fills up items you receive go into inventory overflow and your character becomes encumbered.
We have tossed around some ideas for ways to improve the system but it’s relatively low priority so nobody is actively working on it right now.
You could always auto put a WVW Bag (aka a modified Miner’s Bag or other such loot bag) into the players inventory. They could/should stack to 250 and can then be opened at leisure. Thus only needing lets say four slots of inv space for a 1000 loot bags to be stored for a long war session.
This provides auto-loot without losing the “like unwrapping a present” feeling.
For extreme cases keep the loot bag on the floor system you have at present as backup for a filled inventory.
If there is a problem of loot level for killing low level players in the wvw then have WVW8 Bag for 80’s, WVW7 Bag for 70-79 and so on. Thus requiring a few more open spots in inventory but at present you need a ton of space and a fast as lightning ‘F’ key anyway, so 7 or 8 slots open instead of 30+ to me seems like a good compromise.
From a programming perspective, each player is allocated a certain amount of memory on the server to track the number of bags they have, their location, and their content. It seems to me that once a player is killed, a roll occurs, declares the loot and places that content into some queue. A despawn routine probably runs and removes each of bags that are past their TTL. Adding loot directly to your inventory, you now have to check each players inventory and in the end, for the edge cases, you still have to have the memory allocated to for each player’s loot bags as well as the overhead from having that system running on the server. The more players involved in fighting, the more taxing it becomes on the server.
Then there’s the question of rolling. The tagging system gives better loot for doing more damage (this needs to be addressed more than looting). So what do you do then? You either have to have predetermined bags in inventory or just roll for rewards when opening the bags. Now you have to rework the rolls to adjust for this change. Either players who do less damage get a better shot at loot inflating the system and everybody loses if you level adjust the drop rates to account for this. That’s a lot of research and testing that affects everyone from badge drops to economy.
Finally, if you didn’t have to worry about bag space, then there would be a lot less pressure to not only spend gold on higher level bags or to purchase additional bag slots with gems. Remember, you don’t pay a subscription and bag space is not a game breaking experience. Right now it seems like Anet is focuses on pumping out content to maintain a player base and in turn give them more flexibility in hiring people later. Personally, I’d rather have more content than an auto loot bag system.
If you want to make an easy loot fix, why not create a new bag item called “spoils of war” and have this auto deposited into inventory on kill. The item would function like other loot bags in the game, except it would use your wvwvw loot table for that character. Of course, the bags would be soulbound.
Seems like that would fix the issue of picking up bags mid combat, as well as inventory space issues while you are fighting since the bags would be stackable. Maybe less rendering resources too
How about this as a solution:
ArenaNet appears to be able to easily change where the loot bags drop on the ground. Since that was their quick and easy solution.
What if they have the loot drop at the nearest Waypoint to be picked up after you inevitably die and port to it?
That would require dying every 3 minutes or less since loot despawns in 4 minutes and there is loading time. On the other hand having all your loot deposited at an NPC that you can “pick up”(like picking up stuff from the TP) later would be nice. Could even use the same queue system as the TP and the game won’t have to render any bags!
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