No white swords = BAD idea. It doesn’t require testing. All you are going to do is promote karma trains….
Follow @twitch.tv/Luvpie
+1 for free legendary when you start the game
The leaderboards are currently ranked by your Glicko2 matchmaking rating (MMR) which is hidden.
How much your ranking changes depends on a few things.
- Your current MMR deviation. Glicko2 tries to factor in how well it knows you. If it doesn’t know you, it will adjust your MMR more to try and find the best placement for you.
- The MMR of the team you last fought against. A win against a higher MMR team will raise you faster, while a loss against a lower MMR team will lower you faster.
- Decay. The leaderboard itself has a decay mechanism that will lower your ranking after periods of inactivity. However, since we don’t want to destroy your MMR because its valuable for matchmaking, this decay is only on the leaderboard itself, so when someone plays a match after a long-ish period of inactivity they will jump around faster.
- How much the other players around you are moving. The people near you are probably very close to you in MMR, so any small changes can mean a relatively big jump.
How does matchmaking work?
Right now the algorithm is incredibly simple. (Read: not intelligent)
- For solo arena we find 10 players near the same MMR and then shuffle those players into teams to make the teams as even as possible (MMR-wise).
- For team arena we find 5 players near the same MMR, no shuffling. We then find another team near the same MMR and put them together.
- The range of players you get paired with grows over time as you’re waiting to increase chances of finding a match. Which can lead to playing with people outside your skill range (usually lower).
- It doesn’t factor in PvP rank, profession, leaderboard rank, or anything else. It’s all about the MMR.
Isle of Janthir: Flux, Latch, Aegir
(edited by Justin ODell.9517)
The trading post is not an auction house.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
The Silly thing is a good match up would of been JQ, TC and SOS, and it never happened.
Here’s a proposal I pieced together from several ideas posted by forum users:
(exactly one year ago! o_O)Dude…This is like real good.
- We don’t lose server pride.
- We are still merged.
- Loving the idea of assisting other matchs on different tiers.
- Reducing queues.
Attention to this man.
Can we discuss this?
I feel this idea would be spreading everyone too thin. While generally in t1 you can find fights at any time, and that’s why I enjoy it, even in t1 sometimes there’s just dead periods, and spread that population out over half a dozen servers… that’s going to mean a lot less action.
Contrary to popular belief we’re not queuing maps 24/7, we have a deep queue reset night, then we queue one map if that at any given time, we may see 2 maps queued on a saturday/sunday but that’s about it.
A year ago when the guy made the video it may have been solid, but I really don’t think the current population can handle that without it being a pretty spread out and small force type thing which honestly would have me not very interested in WvW anymore as even now I’m logging off sometimes when after 30+ mins we can’t find a force to fight. Walking Yaks isn’t fun to me.
I don’t think it’s a bad idea, I just don’t think the current population can handle that many servers. Alliance up and use fewer overall servers for a season then we could talk but not half a dozen servers with 4 maps each spreading the current populations over all that area.
The score is a symptom of the larger population/coverage issue. Treating the symptom will not fix anything.
Do not get target locked on balancing the score when reasonably fair fights is what is important. Some previously suggested “fixes” to this include:
- Guild Alliance matches that are aligned weekly rather than Server v Server
- Allow some guilds to be unaffiliated with servers and assign them to servers that need them each week
- Create a limited amount of free transfers to specific servers each week to help balance out populations
While I agree that fixing imbalance issues will have a profound effect on scoring, we’ve already had that discussion.
I dont think we can have the conversation in a vacuum.
Especially when so many of us believe that any scoring change will be most likely be a bandaid until they can address the real problem of lopsided servers/population imbalances.
The proposed idea (which I loved a year ago when it was first proposed) would – most likely – fix it all – without disrupting server communities or in any way and let them focus on other ways to make WvW fun for everyone without having to get creative with scoring or lopsided buffs (which other games have tried and failed with – if anyone remembers WoW’s Wintergrasp “solutions” to a similar issue years ago) .
DaOC – front runner with this type of play back in 2001 had it right. They had a player portal for weekly stats. That alone resolved 90% of the issues with population because even if one server didn’t own all the relics you could still do things that assisted the individual players reputation and score.
Provide a similar incentive and guild alliances with rewards for defending assets one tends to forget the match score. Roamers still score points and zergs still do their thing. At the end of the day kill is still a kill and a point is still a point. Solo kill player gets all the points vs. a zerg getting 1/16th of the same point distribution…
We can’t shorten the match from a week, to a couple days, to a couple hours because the population and clock coverage is still there. I’m not a huge fan of guild merging options across servers or something like that because then we face the last person picked for a team syndrome
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
It’s not possible to make a competitive scoring system for a game that’s played 24 hours a day and allows players to play as often or as little as they want. Not while preserving fun gameplay, at least. The way I see it the score already does what it should by matching up servers with similar coverage so they can have good fights. The only problem is that wvw has lost so many players that this doesn’t really hold true in most tiers anymore.
Some of us don’t like the garbage they call Edge of the Mists and would not step foot there.
EotM is pretty much a PvE karma train. About 80% of the time you will not see other players. You’re more likely to get 25 badges before you see them. If you dislike EotM because it is a PvE karma train, then real WvW shouldn’t be a problem for you.
You should have several hundred from AP chests.
“Spend 25 Badges of Honour” requires no actual WvW whatsoever.
…OR you can PvP while on the dungeon track of your choice.
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
This is why I liked the Spoon collection and Trash collection.
Those items were bound and you had to go get them . . .
I don’t know, maybe they were meant to be long term goals and the purpose of them isn’t just to buy everything off the trading post. That would be my guess.
The problem is, if you remove junk items, it means people will loot less often. Which means less motivation to kill things.
The coin from selling them is not bad either, when you start adding it up. It seems like so little, but it helps to offset things like waypoint costs.
Visit vendor, select “sell junk.” Junk gone!
Yes, they exist to pollute the loot table. Sometimes we don’t have time to steal the boots or dagger off of a bandit, so all we get are broken lockpicks.
Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.
Jon
When it comes to guilds IMO there are really only two options (GW2 doesn’t fit in either).
1. The traditional One-Guild set-up
2. Multiple Guilds.
The current system is not really a half-way house between options 1 and 2, it’s really just option 1 with a way to easily switch back and forth between guilds.
IMO ‘representation’ should simply be about which guild shows up next to your characters name, and that’s where the prioritisation should stop. If you’re in a guild, you should be actually ‘in’ the guild, not ‘nearly’ in the guild. As I see it, the whole concept of representation – as it currently exists – is the cause of any feelings of lack of community in guilds. The problem is not in being able to join multiple guilds, its in being unable to interact with 4/5ths of your guilds.
I think everything would work much better, if it was truly multi-guild in every possible sense of the word.
With Chat Channels you’d remove /guild (or perhaps tie it to representation) and would instead create /g1-/g5 which are tied to the 5 guilds that you can join.
With influence, you’d earn an equal amount of influence for all your guilds while you play. With exception perhaps of guild missions etc, where only the appropriate guild would get any influence for success.
With regards to managing the guild, accessing vault, queuing up upgrades etc, you’d be able to manage and look through any guild that you’re a member of, at all times.
If the system is going to ‘prioritise’ one guild over the others, then you should not be able to join more than 1 guild at a time, and it would make far more sense to switch to the traditional one-guild system.
If the idea is to have a multi-guild system, then IMO it should be a REAL multi-guild system, or it’s just pointless.
Table Warfare Miniatures - Armatures, Custom Miniatures, Moulds etc.
(edited by Kaz.5430)
For the rewards
Seriously, pretty soon this game will have more weapons/armor originating from the gem store than from the actual game.
Oh well, the woes of a F2P game I suppose.
Are people OK with this? I’d actually almost prefer at this rate to not have new stuff added if it’s only gem store based.
What happened to doing a cool quest line or killing a difficult boss to get a weapon skin in games?
You get that from the good ole sub-based games. Anet has to keep paying the rent, so the Gem Store is what we get.
The easiest and best solution though that should work for everybody is to just not add the jumping puzzle to the main content or story. Have it like every other map where you have to venture off to a remote area to partake in the jumping puzzle. Nobody should be against something like this; if anything, they’d have reason to make the JP ridiculously harder than this one currently is.
This way, nobody should feel restricted in partaking in the actual story. If someone complains they don’t like questing/fighting in an MMO and would rather jump around like Super Mario as part of the main story line, then an MMO is not for them. Jumping puzzles were fine as they were, optional content away from the main story line void of map completion. Yes I am aware this new map isn’t needed for map completion, but apparently if you wan’t to progress the story it’s needed.
Agreed and I hope that Anet goes back to this in the next region. The aspects are ok, if really annoying for some, as a one-off but not as a regular thing.
What do you consider a jumping puzzle? I do consider a jumping puzzle only the last part of the way up to the diving goggles in the new area. Everthing before was just basic jumping, no actual skill required. As for the last part, there were two achievements tied to this part and that’s good. You got one achievement for reaching the very top of the rock, which you get for every jumping puzzle you complete. And you got an achievment for jumping with the diving goggles as you got before for jumping with all other diving goggles spread around tyria. So all in all I can understand your point of not wanting a jumping puzzle tied to the story. On the other hand I don’t see a jumping puzzle tied to the current story.
When was the last time you bought paper and wondered why a 20 dollar bill is so expesive?
Considering the number of groups you have to join and leave in order for this pop into active mode is usually quite high (unless you encounter a bug, which I never have), perhaps it’s justified.
This exists solely to reduce the greifing of joining, leaving, joining, leaving, repeatedly. And not necessarily joining a different group each time. There are some people that will repeatedly join, and leave the same group, impeding their ability to get people that actually want to play through a dungeon. That’s why this exists.
Lol for 25 gold per extractor he can buy 3-4 div runes. Extractors are useless.
Been There, Done That & Will do it again…except maybe world completion.
Greetings!
We want to give you an update on our rollout of the megaserver technology. It is progressing nicely, and we have turned it on on the following maps:
- The Grove
- Heart of the Mist
- Black Citadel
- Timberline Falls
- Southsun Cove
- Rata Sum
- Straits of Devastation
- Fields of Ruin
- Brisban Wildlands
- Hoelbrak
- Iron Marches
- Blazeridge Steppes
- Dredgehaunt Cliffs
As a reminder – once we turn megaserver on for a specific map, you will not be automatically placed in the new map. You have to leave the map and enter it again. You will also not be able to join your friends until they do the same.
We are continuously monitoring the process and will continue rolling the tech out to more maps based on that. Have fun playing!
Boy, some of the things you guys get upset about….
I’ve never looked at someone and wondered “what’s the name of their weapon???” It’s usually “hey cool skin, where/how did you get it”. You can still call your weapons whatever you want….in your heart.
It’s a medical condition, they say its terminal….
I don’t like it either, but compared to some of the other stuff, this is minor.
Do.not.remove.the.cap please. For once there might be a little bit incentive to queue up.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
Evan Lesh cleared this up on the PvP forums:
There is a reward track progression cap in custom arenas, but none in solo or team arena. Unfortunately this isn’t clearly messaged. We’re discussing ways to resolve the confusion.