OK gusie listen
im decent pvp
but my gf left me
coz of lederborsd
i mean W T F
i enter new leaderrbord after reset
and i say i am decent
i adapt
i see no gaurd so i think ok go gaurd
i go imba heal guard
adn i am gona mid
and i heal and i heal and i heal moar
but w t f
i am alone
no one helps no loves
1vall
i die no win
next game i say ho ho ho no guard no gaurd at all i go imba power crit wahtever
but guy at srat say ok gusy lisen plan
1 close 1 animal 1 far rest mid
ok ok i say i am mid coz far is noob
burt map say i am 1 mid rest animal no close no far
and i die hard lol
loost
then enters next
and i say lol i know now i follow plan noooobs
w t f skyham
i change imba engi canon trololol
so caanon here i comes
1 mesmer hiding and pul no prob i push and push broken glass canon all mine
i shoot a shoot b shoot c
w t f
non see abc
they all canon gate coz it causy no push nothing just fight fight fight
chase chase chse
i say go b go a and go c
all say lol noob u here for golds
lossst
gf now half interest
i say ok lissen good i win next i go up 90%
but i dont
all ranks 10 for goold
next is same and next
70% and down
ranks down too
i go guard i am mad no guard love
i go engi bunker power right no nothing
i do ele i go war ooops w t f war nerfes
69% and down
gf dont impresss say she leaving now
all is vain
Hey all,
A while back I made a roaming video using GS/Sword+Shield. I really liked that build and since HoT came out I wanted to see if I could make it work with the new berserker elite spec.
I used three builds in this video, each with their pros and cons, but with berserker it doesn’t really work out perfectly. You NEED Discipline, so that means you either lose Strength or Defense. Without Defense you become quite squishy and need to play very carefully. Without Strength however, you lose out on 3 damage modifiers which will lower your damage output by a lot.
The only thing the new berserker spec excels in is burst damage. With the quickness and taunt you can down people very quickly, but it’s just not as good in longer/outnumbered fights. This is why I eventually went back to my main SwordMaster build, using Discipline/Strength/Defense and no Berserker. It’s better overall, but Berserker does make things more interesting and fun!
Builds:
1. Vanilla warrior gs/sw+sh: http://en.gw2skills.net/editor/?vJEQNAseRjMdQVI2FCmhAnIG6BKLA+gIQbjwPMwaoHyBA-TFCEwAsU/Jl+gIPAgY7PwU5HkzAwWlgAOUAbGGAYkRGhUABu1C-w
2. Offensive berserker GS/Sw+Sh: http://en.gw2skills.net/editor/?vJEQNAseRjMdQVI2FCmhAnIW6Bs3pb297aEA+ARAl2Q4LMA-TFCEwAsU/JyDAAyZAAwhCgpyvU6Dit/wWlgBAQA4mH9mH9m3sUABu1C-w
3. Defensive berserker GS/Sw+Sh: http://en.gw2skills.net/editor/?vJEQNAseRjMdQVI2FCmhAnIWuCs3Pbpd1iEASAFAlcQrrFA-TFCEwAMV+B4QBA5MAEb/hIPAAWq/sVJYK9BBAQA4mH9mH9m3sUABu1C-w
So ya, berserker isn’t that great for this weapon set since the sword/shield doesn’t have a lot of raw damage and this build relies more on combo’s. It’s still fun for GunFlame tho :P
lemme know what y’all think and I hope you enjoy(ed)!
-Hollts
Yes.
That said, we’ll be increasing the cooldowns on all tactics by 5-10 minutes. Also, once the scribing costs come down, as part of the april build, we can start looking at rebalancing their actual effects as well.
Regarding this kind of statement, I have a relatively simple question that I think a lot of dedicated WvW people would like to know:
Is ArenaNet’s unflagging dedication to failed World vs. World updates worth the high cost of continued and irreparable harm to its own game mode?
Yes, they should be in the Alpine Borderlands.
But, they should not be the same as they are now
- They must take longer to recharge.
- They must be cheaper and more available for more guilds, even if they are smaller.
- And there should be a way to get 1-time weaker tacticators in the location’s tacticator slots by getting them for a reasonable cost from the trick and trap vendor. The ones from the guild being an alternate cheaper way to get stronger versions, like with siege and guild siege.
Lol, tier depends more on luck and time played than skill.
You would be surprised.. it has better chance at becoming esport than this junk called “pvp”
Playing Smite since mid s2, f broken gw2.
Yay cheaper scribing! That alone makes me super happy lol
And bringing Alpine bl back?!?! omg yes!!!!
Alpine BL HYPE!!! The long waiting is about to end soon™
what’s the scope on the skill balancing?
Well, I wasn’t playing the game since HoT, now I cam to the game to play some PvP. Currently I’m in legend but fought my way with ele, when I prefer to play warrior… Why is that? Cos most core classes aren’t viable anymore! New ones like Reaper or DH are too good when compared to core ones… This isn’t correct… This isn’t correct ffs! Anet is basically forcing players to buy expansion or let them being stomped by Reapers… Just look at warrior’s state! He can’t do anything during current balance. Reapers just throw tons of condis while warriors can’t cleanse it in any way due to anet’s balance… Moreover warriors aren’t viable anywehere now… in any game mode. But it isn’t about warriors only… U want to play engi? Sure, but if u don’t play scrapper ppl yell at u and ORDER u to change character… U want to play as Guardian? Sure, but u need to be DH… Just wtf is going on?!
The nature of the MMR hell (Matlab analysis)
To those who are unfamiliar, MMR hell refer to the long streak of losses many players experienced in season 2. It’s caused by reducing MMR lead to reduced teammate quality which leads to further reduced MMR. This also applies to win streaks. Some people do not believe this happens, and think everyone who has this problem is bad (ROFL).
I have written a Matlab Simulation of the Season 1 (and unranked) and Season 2 algorithms to find out exactly why this happened and what factors were involved. I made some educated guesses on the distribution of player population and implementation of the matchmaker. The purpose of this is not to publish in Nature, but to reproduce the symptoms people are experiencing. If you are interested in the assumptions, please see the figures at the end of the post and comments in the source code. I also made the source code available to anyone interested in running this simulation. (http://www.ssnt.org/personal/pvp/pvp_sim.rar)
For the complete post with inline figures, see:
(http://www.ssnt.org/personal/pvp/pvp_analysis.pdf)
For Full Sized figures, see:
(http://www.ssnt.org/personal/pvp/figs.rar)
So without further delay, the pretty pictures
http://i.imgur.com/eFxtmkR.png
Unlike real players, true skill levels of simulated players are assigned. This allowed me to have a look at how matchmaking captures the real skill. Both algorithms were terrible, with S2 being a little better with the added “benefit” of vastly inflating or deflating rating of some players. In this simulation there were about 4.5% of stuck players, and that number did not decrease as season progressed.
So why is this happening? Let’s look at a few factors.
Login Randomness
Eliminating the login randomness not only kills the MMR hell, it also allow S2 algorithm to vastly out-perform S1. If everyone who played less frequently only logged in while people who played more often are online (In the other words, the number of players online is a perfect sinusoid), there is no snowball hell. This is probably why Anet thought season 2 algorithms was better on paper. But reality doesn’t work like that. People have jobs.
http://i.imgur.com/O1uJLQI.png
This happens because people can’t find even games during off-hours. Looking over the data for the stuck models, I realize they overwhelmingly had very poor number of close games. But before we get to that, there is another factor to consider.
Within-team MMR Tolerance
http://i.imgur.com/eZmb03K.png
Removing the limit for difference between MMR of teammates improved the situation dramatically. It did not eliminate the MMR hell (about 3.5% player were stuck) for S2, but it did allow the MMR to have some resemblance of actual skill. The reason is an increased number of off-peak games, which increased the chance of finding even games during these hours. This leads us to the heart of the problem.
Rating Error and Close games
http://i.imgur.com/O0T1eDm.png A
http://i.imgur.com/eEz1DP8.png B
http://i.imgur.com/0RX0EEw.png C
In every case (A-baseline, B-Nonrandom Login, C-No MMR limit within team), the Maximum Rating Error is a decreasing function of number of CLOSE games (team MMR difference less than 300). This can be seen from the Glicko equations. A close game where team MMR is identical changes MMR by five times the amount of a game where the team rating difference is 600. This means as far as Glicko is concerned, games between teams with vastly different ratings are not meaningful. The team with the higher rating cannot gain MMR, and the team with the lower rating cannot win.
The job of Glicko algorithm is to estimate a player’s true skill from CLOSE games. Without them, Glicko cannot rate players. While these streaks of wins or losses are subjectively satisfying or frustrating, they don’t provide any meaningful information about the players’ true skill. The job of the Matchmaker is to provide Glicko with these games from which true skill of players can be inferred from wins and losses.
By removing the limit on the MMR difference of red and blue teams, Season 2 matchmaker is wasting everyone’s time with strings of pointless games. It’s less efficient without any benefits. In less technical terms, season 2 algorithm is dumber than two bags of rocks. Relaxing teammate MMR requirement for the old algorithm would do a better job.
Assumptions
http://i.imgur.com/R2GV77G.png
This is the distribution of player models used. It makes the following assumptions:
- Most players are casual and plays a couple hours a day, but a small number of players …
- Online time modeled as sum of a sinusoid with a random variable, and is strongly correlated (R squared ~=.5) with a pure sinusoid.
- Player skill is normally distributed and is strongly (R squared ~=.45) correlated with play time.
The more you play the better you get.
- Most players are okay, but there aren’t many past 2500 ratings, and there are 2% player with zero true skill ratings, which represent AFKs, brand new players and people who intentionally throw matches.
- Most players are pretty consistent between games. Their performance in each game is a Gaussian random variable with a log-normal deviation. A 100 deviation means 95% of performances will fall within 600 rating points.
- The ratings were adjusted in each game assuming each player played a series of game in the time interval against every player on the other team. Email communication with Dr. Glickman indicates the algorithm was never intended to be used in a sport where teams can rearrange between matches. I also tested the alternative interpretation where the teams were adjusted as a single player. But it made no difference. Please check team_adjust in the source code for this implementation.
- Teammate MMR requirement was 100 for baseline and 1000 for the relaxed case.
(edited by RubberDougie.2750)
ArenaNet Communications Manager
If you wish to share your thoughts on the tragedy in Belgium, you may do so here.
Please note that others may feel this is an unusual post for a game forum. However, there are Guild Wars 2 players in Belgium. In fact, I have personal friends whom I met through Guild Wars who live in Belgium, just as I have friends in other places hard-hit by terrorist acts.
In the end, let’s think first as human beings. Let’s keep this thread civil, kind, and supportive, please. If you are not inclined to post with consideration, do not post at all.
My thoughts are with Brussels and all of Belgium at this sad time.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
(edited by Gaile Gray.6029)
Legends of Traumatic Stuff and Lions Arch unite to show we care for the people affected by the tragic deaths in Belgium
Setting the Scene
Edge of the Mists.
The clouds roll across and the air seems chilly.
Snowcapped panels of gaming software span the horizon.
Three friends are ‘chilling’. (See what I did there?)
Lady Bliss
Connor
Thorn
[img]http://imgur.com/2587FnU[/img]
When an aching in their hearts stirs. Some great disturbance in the force. It was as if… as if.. a great evil had entered, corrupting all that existed in their beautiful little world.
They stared at each other with unease.
Connor “Do you feel that?”
Thorn “Yes. It’s … this seething evil. I can’t stand it”
Bliss “Oh grow a pair. It’s just some trivial thing. It must be”
Donning their weapons, our Heros prepared for the worst. With a glint of nervous excitement in their eye, they looked at each other, grinned and looked at the path ahead.
Connor “Ready?”
Thorn and Bliss nodded in response.
[img]http://imgur.com/tX6mqFp[/img]
With such imposing (and beautiful looks by the way), they set forth.
They left their sanctuary of snow covered bliss (Bliss “Do we have to leave?”) and the secure lands of Frostreach.
Onwards they journeyed through the many dangerous cliff drops, the confounding levels and the occasional white-out on the screen as the mists covered their faces.
Through the empty deserts of the Badlands, that broiled with cannon fire (which would knock one on one’s kitten so much that our Heros’ cursed the design) and enemies alike.
Through the teeming jungles of Overgrowth, which reeked of uplevels and trolls that would rip off your face (and defiant stance all your attacks).
They trekked onwards. And all the while… the evil was getting closer. And closer. And closer.
They could feel it in their bones. A chill.
Connor “I think we’re back at Frostreach guys”
Bliss “Yes it’s chilly again”
Thorn opened his mouth to reply. But the words never came. He had spied an object. But it was not the object that had caught his attention (even though a catapult on a gate by such a guild would suggest they had failed to understand the mechanics of their own game). It was the tag that was etched along the object’s
Bliss “Catapult. Just say Catapult”
Thorn "Shhh, it’s called the Suspense Factor
Ahem.. … etched along the object’s wooden boards. The Red unmistakeable colosseum icon. The Arenanet employee tag of oppression and tyranny.
[img]http://imgur.com/t9hOMsv[/img]
Thorn gasped and pointed. Connor and Bliss looked on and were also aghast.
Thorn “That’s the disturbance! It’s… It’s one of THEM”
They steeled their resolve. Sharpened their weapons. Prepared their plan.
Bliss “I will cloak you in my shimmering strength. Give you the element of surprise”
Connor “Excellent! I will leap in with Faith and use the Truest of Shots to take down our enemy”
Thorn stares at dagger and grins “This will go in their back. It will be a vengeful victory”
With plan in hand, and weapons in mind
Connor “Mistake there; Weapons in hand and -”
Thorn “It’s my story. I tell it”
With weapons in hand and plan in mind, they stalked their prey.
Which was no easy task. They just looked for the red icon amongst a sea of red.
They circled the enemy force.
Connor “They number at least a thousand. We are but three”
“Remember the story of David and Goliath? This is but a trifle. Remember your training” Thorn valiantly said, inspiring Connor and Bliss
They waited in secret, as the enemy army broached the walls of their beloved tower. They screamed obscenities (“YES, KARMA” or “Finally, I can get my last level”) as they charged in.
The Arenanet Overlord surveyed the scene. Then sauntered in and stood behind, watching the minions do the work. He though all was safe.
Bliss “MASS INVISIBILITY” she screamed
“I INTERVENE WITH JUSTICE AND TRUTH” charged Connor, coming out of the cloak of shimmering butterflies and beauty with fire in his eyes.
“I WILL INFILTRATE HER” yelled Thorn
Bliss “Ewww, really?”
Thorn “Yes. Really”
With strength that they had never felt before coursing through their veins, they etched their battlecries in the Arenanet Overlord’s mind as they bursted her down.
She/He panicked (I haven’t decided on the gender) and tried to use the minions as meat shields.
But our Heros would have none of that. They gave chase and their aim was true.
They felled the evil that had almost taken over their sleep time. And the Overlord’s body was strewn, a testament to the will and strength of our Heros
After killing her/him, they felt a sense of relief. A sense of contentment. And they all realised … This was their Wyld hunt. The hunt that they had yearned for. The hunt their hearts cried out for. They were finally complete.
[img]http://imgur.com/d7ouiU7[/img]
Roll Credits
Firstly, remove HoT from the game
https://www.youtube.com/channel/UC7JdqizE-K3ApqHf1_0Skqw
https://www.twitch.tv/obindo
They don’t need to be kept from pvp, they just need to be nerfed down to core classes level.
Yes it’s much better without them, but they can’t really remove them.
^ Usually only characer that i play on
Until elite specs can be brought back to realistic balance, I’m all in favor of removing them from PvP.
Yes, elite specs have ruined this games pvp and potential for esports
Long Live [ASAP] Zerg: The greatest guild that ever was or will be.
I thought the balance in the pre-hot patch was actually quite good, once the elementalists got toned down.
It’s impossible to say how good balance would be in the current state of the game, with the new amulets added and the old bunkery amulets banned, but I don’t think it would be worse.
Broadly speaking, I think it would be really fun if there were a mode with only core specs. I like the idea of game modes with manipulations like that.
Also broadly speaking I wish that core specs were more viable than they currently are. Part of the problem with elite specs at the moment is that, in most cases, not taking the ES is rarely if ever viable.
Alright, soooo……
This raw data represents pages 1-4 only. I plan on continuing but this is time consuming so I’m breaking until laterish. I wanted to get this post up so no one will try and do the same thing which would equal a lot of wasted time for one of us. I will improve on the details. I combined some categories that were replicative or very nearly so. I omitted vague/ absurd/ text walls/ lists that went over 5 things. I plan on listing the categories in descending order (biggest to smallest), and grouping opposites below eachother (gliding/ no gliding). I started adding quotes halfway through page 4, for suggestions that were too lengthy to add to the list or ideas that expanded on existing suggestions in a detailed and thoughtful way.
Yeah.
autoloot/ new masteries 13
population balance/ alliances, merge
servers, dynamic map capacity 56
no alliance/ server merge, more pop caps,
free transfer to low pop servers, reduced
cost to higher 4
cc reduction/ stability buff 41
bring back alpine maps untouched 37
tone down/ remove pve content, guild gimmicks,
banners, lava, tactivators, laser,
airships on smc, chilling fog, stealth
fountain 36
reduce lag, bugs, glitches, hackers,
active gms, qol changes, fix terrain issues
and skills with poor terrain pathing,
improved collision scripting to prevent splash
damage from siege and skills, equipment templates
like gw1 15
no gliding 6
gliding 2
more rewards/ reward track like pvp/
wvw currency buys pve stuff, wvw siege/ gear
skins for gems, wvw only legendary armor 45
separate/ improved profession balance
for wvw/ tone down elite specs, give melee
buffs vs ranged, remove 1 shots, equipment
system like pvp 25
reduce ppt/nightcap, improve ppk, change/
improve scoring system, points per capture,
divide maps into territories that can be
captured and contribute to score 33
reduce guild upgrade cost/ pre hot costs,
more guild rewards, +5 supply back,
reduce scribe costs 17
reward non essential tasks/ roaming groups,
scouting, dolyak escorting 9
buff defense on walls/ in siege, buff
outnumbered buff, buff camps/dolyaks 8
make desert maps smaller/less verticality,
remove gimmicks, smaller keeps,
quicker maneuverability, air+fire get
wps 30
rotate the bl’s weekly, add eotm to
rotation 16
shut down eotm 4
waypoints for fully upgraded keep
/old waypoint system/ waypoints flip
with structure 9
wvw self sustained/ gathering, gear,
food, guild upgrades 15
dead must wp 2
old rally system 1
dont autorepair or upgrade, make defending
an active process of balancing supplies and
forces 7
improved commander capability/ rewards 6
more anti zerg mechanics for open
field fights/ aoe cap, zerg debuffs,
mechanics that encourage fun fights,
reduce boon spam 13
communicate to players/ sync desires to
development, stop relying on false metrics,
expand on forum specialist 15
no open field siege/ stronger structures,
less siege per tower/keep, nerf trebs,
condi/power stat doesnt scale with siege,
can crit siege 10
improved gvg arena/ add spectator option 2
fix keep/ tower lord scaling 5
a wvw spec for large amounts of wxp, wvw
special abilities 3
more incentives to contribute to server,
tournaments that happen more often, rank
specific server rewards independent of tier 19
make proof of heroics account bound 5
wvw rank display system 2
enhanced ui for team up/ to stay organized,
server wide chat channel, lfg gvg section 3
new map with strategic layout, wvw maps
designed for pvp, destructable environments 7
allow fun stuff like transform potion,
firework, broom 1
teach new players how wvw and game mechanics
work 1
buff ai for ogres, dredge and allow them to
take any undefended structure, they increase
in numbers as they take structures 1
pvp like queue that balances players according
to skill 1
impactful gfx like rain, snow, wind 1
PS- title should be consolidata?
This is not a thread to list your top 5 wvw priorities
ugh the grind
(edited by Stand The Wall.6987)
1 – have larger blob servers broken down to lower servers to ease server stress for more stability, force them to be fair. – that’s about as reasonable as forcing lower tier communities to merge. lower tiers think of blobbing the game as cheating, weak meaningless pvp, easy play, else we would have moved.
i suppose a few lower tier servers might consider teaching them real pvp if it was absolutely necessary.
(edited by Ricky.4706)
VOTE: http://strawpoll.me/6023254
For an extremely long time now we the sPvP community have been forced to sit inside Heart of the Mists and endure excessive queue times.
Topics about this issue pop up often, but as often as they pop up, they are ignored by the developers. Players reply to the threads in unanimous support and then forget about the issue before sheepishly returning to play the game and putting up with it.
Queueing outside of Heart of the Mists is indisputably the #1 most requested (begged for) feature by the sPvP community. In fact, the requests to “bring back soloQ” pale in comparison to the requests to stop imprisoning players inside of Heart of the Mists.
When I come back to sPvP after taking a break, I am immediately reminded what pushed me to take a break in the first place. Not the abysmal queue times, but the fact that I have to wait out abysmal queue times in a gloomy lobby that hasn’t changed since release at 2012 unable to do anything else.
This issue is even worse at the high end of the MMR spectrum. Newer players may be unaware of the issue entirely because they get quick matches, but once you win a couple of games, it becomes really old waiting out 20 minute queues for 7 minute matches.
There is absolutely no reason this should happen.
It is time we, the sPvP community, stop putting up with it and become vocal in our distaste with this issue. Please vote on the above poll and please post your experiences in this thread. ENOUGH IS ENOUGH.
Here are the facts:
1.) The sPvP community unanimously agrees (or at least by majority since there will always be trolls) we do not want to be imprisoned in Heart of the Mists.
2.) The only changes to Heart of the Mists since 2012 have been changes to NPC placement or removal of NPCs. It is a dark, gloomy, boring, uneventful and depressing map.
3.) Long queue times at the top tiers of MMR are in part due to the severely reduced veteran player population queueing matches. The algorithm won’t match us with new players and it can’t find any veteran players to match us with, so have fun with a 20 minute queue time. Why are there so few veteran players queueing? Because veteran players quit the game over silly issues like this that shouldn’t exist in the first place.
4.) Many people who stream sPvP tab out of the game client and do something else while waiting out queues. Who wants to watch someone run around Heart of the Mists for 20 minutes? Why is ArenaNet actively deflecting people from playing the game by not allowing them to play other aspects of the game while waiting out queues?
5.) The technology to allow players to queue outside of Heart of the Mists already exists and is simply disabled. Before ArenaNet revamped the tournament system in the game players were able to queue anywhere. In fact, when they first revamped the tournament system and included map voting, the game tried to lock you in Heart of the Mists by displaying a message telling you the queue would be broken if you left the map. It was actually bugged and would still keep you in queue. I vividly remember playing hot joins, keg brawl and other activities while waiting in my “broken” queues. I had no issues accepting those matches when they popped. The fact that queueing outside of Heart of the Mists was previously a thing suggests that it is indeed possible to implement again with little effort.
6.) ArenaNet stated as recent as August 2015 in their blog post for raids that one of their goals with raids was to make sure players didn’t feel like they were (and this is a direct quote) “waiting to have fun.” [source] Isn’t being locked in Heart of the Mists EXACTLY what they describe as something that players shouldn’t have to endure? Why do I have to wait out 20 minute queues to play 7 minute games?
7.) The closest I’ve gotten to getting a response from ArenaNet employees about this issue was in game from Grouch in December 2014. I asked why we have to wait in Heart of the Mists to queue. He replied “It’s a 20s timer for queue accept, load times are longer than that. If you are loading when a queue pops, you’d get dishonor.” [source] I have no idea why we keep hearing about this “dishonor” system that is not and has never been, implemented in the game.
Why could ArenaNet possibly want us to be locked in Heart of the Mists while waiting out queues? These will all be guesses since they still haven’t given an official statement about this issue.
1.) “The Dishonor System.”
- This can’t be a valid excuse, see point #7 under “facts.”
2.) “People take a long time to load maps.”
- There is no way people take over a minute (the current time before a sPvP match starts when a queue has popped) to load the very low-resource-demanding sPvP maps. If anything increase the time before a match begins or start the timer only after all players have loaded into the map.
3.) “To make sPvP appear more active.”
- This is a borderline conspiracy theory but it might be true. Heart of the Mists certainly appears a lot more active since people now have no choice but to wait in there. Even though 75% of them are afk and tabbed out of the game.
4.) “People doing other things while waiting in queues will cancel their queue to finish what they’re doing and further prolong queue times.”
- Nobody queueing on a team is going to do this because they will be yelled at by their team.
- People solo queueing won’t do this because ArenaNet have deincentivized the biggest instanced content in the game (dungeons) and no one cares about leaving uninstanced content like map completion and low priority content like activities. Even then I highly doubt anyone is going to start something important knowing they’re waiting on a queue to pop.
Proof many people feel as I do:
- https://forum-en.gw2archive.eu/forum/game/pvp/Please-let-us-queue-outside-of-HoTM
- https://forum-en.gw2archive.eu/forum/game/pvp/Solution-to-queuing-in-HotM
- https://forum-en.gw2archive.eu/forum/game/pvp/Why-are-we-still-queuing-from-HoTm
- https://forum-en.gw2archive.eu/forum/game/gw2/Since-we-ll-be-waiting-in-HOTM-for-queues
- https://forum-en.gw2archive.eu/forum/game/pvp/can-we-stop-being-locked-in-HoTM/first#post5759718
- https://forum-en.gw2archive.eu/forum/game/pvp/Allow-us-to-Queue-from-outside-of-Hotm
- https://forum-en.gw2archive.eu/forum/game/pvp/Queue-from-other-map-besides-HoTM
- https://forum-en.gw2archive.eu/forum/game/pvp/Please-let-us-queue-from-open-world
- https://forum-en.gw2archive.eu/forum/game/pvp/Queue-issues-need-to-have-high-priority
- https://forum-en.gw2archive.eu/forum/game/pvp/HOTM-Restyling
- https://forum-en.gw2archive.eu/forum/game/pvp/HotM-is-boring
- https://forum-en.gw2archive.eu/forum/game/pvp/Revert-Queue-Changes
- https://forum-en.gw2archive.eu/forum/game/pvp/Request-Queue-from-guild-halls
- https://forum-en.gw2archive.eu/forum/game/pvp/PvP-queue-up-from-open-world-Why-not
- https://forum-en.gw2archive.eu/forum/game/pvp/Is-it-possible-to-do-something-while-waiting
- https://forum-en.gw2archive.eu/forum/game/pvp/Queue-times-are-too-long-nothing-to-do
- https://forum-en.gw2archive.eu/forum/game/pvp/PvP-leagues-lack-most-requested-feature/first#post5374802
- https://forum-en.gw2archive.eu/forum/game/pvp/Queue-Outside-Of-the-Mist-Poll
- https://forum-en.gw2archive.eu/forum/game/pvp/HoT-wishlist
- https://forum-en.gw2archive.eu/forum/game/pvp/Let-Us-Do-Stuff-While-We-Wait-on-Queues
- https://forum-en.gw2archive.eu/forum/game/pvp/Things-to-do-in-the-PvP-Lobby
- https://forum-en.gw2archive.eu/forum/game/pvp/PvP-Que-s-longer-and-longer
- https://forum-en.gw2archive.eu/forum/game/pvp/sPvP-Fix-List
There are literally hundreds- if not thousands, so I will stop copying and pasting and just leave this:
(edited by Power.2957)
Since apparently the old thread has died, I am making this thread so that this glorious piece of gw2 history remains with us.
This is a poem written by a gw2 player called mighty meak and I take no credit for it.
Please do not let it go gentle into that good night.
“OK gusie listen
im decent pvp
but my gf left me
coz of lederborsd
i mean W T F
i enter new leaderrbord after reset
and i say i am decent
i adapt
i see no gaurd so i think ok go gaurd
i go imba heal guard
adn i am gona mid
and i heal and i heal and i heal moar
but w t f
i am alone
no one helps no loves
1vall
i die no win
next game i say ho ho ho no guard no gaurd at all i go imba power crit wahtever
but guy at srat say ok gusy lisen plan
1 close 1 animal 1 far rest mid
ok ok i say i am mid coz far is noob
burt map say i am 1 mid rest animal no close no far
and i die hard lol
loost
then enters next
and i say lol i know now i follow plan noooobs
w t f skyham
i change imba engi canon trololol
so caanon here i comes
1 mesmer hiding and pul no prob i push and push broken glass canon all mine
i shoot a shoot b shoot c
w t f
non see abc
they all canon gate coz it causy no push nothing just fight fight fight
chase chase chse
i say go b go a and go c
all say lol noob u here for golds
lossst
gf now half interest
i say ok lissen good i win next i go up 90%
but i dont
all ranks 10 for goold
next is same and next
70% and down
ranks down too
i go guard i am mad no guard love
i go engi bunker power right no nothing
i do ele i go war ooops w t f war nerfes
69% and down
gf dont impresss say she leaving now
all is vain”
WvW feedback / suggestions… or… Why pretty much nobody plays on your new map.
Having spent considerable time on the new desert borderlands map, I feel an uncontrollable need to provide some feedback. I’ve heard rumors that a major WvW overhaul is under way, perhaps some of this might help those designers to better understand things from a player’s perspective.
A short background – I play WvW a lot. More than most people. Definitely more than the current intended audience that ArenaNet seems to be designing for. I play with an organized guild / skill group. I’ve commanded guilds and pugs. I follow blobs sometimes. I roam in small groups and solo. I used to even take over a tower or keep and just upgrade and defend it for hours sometimes. I play every profession and every imaginable build and role. I have thousands of hours invested in WvW, thousands of WvW ranks, and WvW has been, for the last couple years, the only aspect of GW2 that has kept me playing. I’ve played in both NA T1 and T4 since the expansion, and seen much the same issues in both.
So, for those at Anet or on these forums who might have a limited understanding of the game mode, let me lay out a few things which I feel are crucial to WvW “working”…being fun to play and worthwhile and fulfilling for those of us who primarily enjoy it over other game modes. These may also give a bit of a clue why so few people play on the new map…I believe its design displays an unbelievable lack of understanding about the game mode.
Let me start with a very basic premise that I believe should be true to make WvW a fun open-world large-scale PvP game mode.
My premise is this: It should be about fights. Mixing it up with your opponents. Clashing with red names.
The whole design should start and end with this. Everything about the game mode should encourage, incentivize, and streamline people fighting in large groups, small groups, and duels. Period. Dueling isn’t a dirty word. I have no idea why ArenaNet has always made that so hard. Yes, there’s PPT…but PPT should be about fights, too. Want to take an objective or hold one? It should be a fight!
This idea that WvW is just a place for people who love PvE to dabble in the safest, lowest skill PvP is totally wrong. You should be designing ANY game mode for the people who want to play it well, and be rewarded for doing so. I’m in WvW because I want to play large-scale open world unbalanced PvP battles with attacking / defending objectives as an incentive/focus/variable to the action. I want that freedom to develop builds, comps, and tactics and use them to defeat opponents, so I need opponents readily available along with friends.
Right now, the game design heavily favors joining a map queue blob and karma training around knocking over objectives with no resistance…never meeting or even seeing any enemy forces except for the occasional blob verses blob press 1 festival of lag. Builds don’t really matter, levels don’t matter…you just stick to the zerg like glue and profit. This needs to change. So here’s how.
-You need to be able to get to the fights.
There are several parts to this, but it really should be a given (for some reason it seems that it’s not). First of all, through scouting or skilled reading of the map, I need to be able to FIND the fights. I need clear ways to see and follow an enemy’s movements. The change to sentries is a step in this direction, and one of the few positive things about the expansion for WvW.
Once I know where the enemy is, I need to be able to get there. Either by myself, with a small group, or with a large group…players need to be able to get to where the action is in a timely fashion. If I have to run a 10 minute obstacle course to get to where the action is, the action will be over. There is little more frustrating in WvW than being late to a fight. This is a PvP game mode and the idea is to be able to mix it up with opponents, and decide things based on attackers and defenders both being present and one side outplaying the other (ideally). Should attackers be able to “surprise” cap an undefended objective? Sure! But that should come due to good strategy, not because the defenders are running 500 miles of stairs to get there.
This is an area where the new map falls down big time. Want to know why few are using the map? Because a large percentage of the time, it’s painful or even impossible to get to where the action is happening. By the time you get there, it’s often over. If the objective of the new map design was to provide a safe way for PvE players to run around and PvDoor objectives, than this is exactly the map for that. It’s totally wrong for PvP. The “verticality” BS that you’re using in PvE maps to make them seem larger than they are because it takes half an hour to go five feet…does NOT lend itself to any type of PvP other than the kind where nobody fights each other. Yeah, that makes no sense.
-You need to be able to get BACK to the fights.
This should also be a given…but perhaps the totally obvious emergent behavior in WvW isn’t obvious to people who don’t play the game mode very much. The behavior is this…fights tend to happen near to waypoints. Why do you think that is?
If you want people to be willing to mix it up and actually engage against other players, it cannot be super painful and time consuming to get back to the fight if you die. If dying creates too much of a penalty (I can’t enjoy fighting for several minutes simply because I got slightly out of position for a second), people won’t fight. This is displayed quite clearly, all the time, in WvW on every map. Fights may start over an objective, but they just about always migrate towards the respawn points. Smaller-scale fighting, dueling, etc…these things happen where both sides have a nearby waypoint. Constant ongoing fighting happens when both sides can easily return if they die.
The new map again is an example of what not to do in this respect. Basically any death on the new map incurs a huge time penalty. It’s too hard and slow to get back to wherever the fight was, so people don’t fight (or fights are fewer and farther between). The new waypoint system is terrible. Most of the time nobody has a reasonably close waypoint to any fight. Things are always contested…it’s just WAY too hard to get back to a fight, so very few people are willing to engage unless they have an overwhelming force. The new map absolutely killed roaming / dueling on the borderlands, in large part due to this problem.
- Defending needs to be a thing.
Anet paid some lip service to this idea, but really misfired with the design. It’s way too hard to get to objectives to defend them (see the two points above), and when you do manage to get there…the new objectives are harder to defend instead of easier. Whoever designed the “kill boxes” around the doors on towers and keeps has obviously played very little WvW, or only plays as part of a blob. A Defensive position is completely worthless if it’s a thin walkway directly above the opposing zerg…because they can just cast all their AoE right under you and murder anyone or anything up there. The “kill boxes” are death for defenders, rather than attackers. Why?
Viable defense for a tower or keep needs to account for a small number of players defending against a zerg…because this is what happens the vast majority of the time. Because joining a giant blob and karma training around the maps is so heavily encouraged and incentivized by the game design (most rewards, easiest play, safest play), very few people defend. In order for defense to be viable, the defender needs to be able to hit the enemy without being hit themselves. Very basic…but it’s the central design of all defenses since tribes started building huts thousands of years ago. I have to be able to hit you without you hitting me.
Now I know it might seem on the surface that it wouldn’t be “fair”, but again, remember how the game is played. The vast majority of the time, a huge blob is running up and bashing down the door of the tower and one or two guys are frantically trying to stop them. The blob doesn’t need any more help, for heaven’s sake. Help the two defenders so defense might be a little fun and worthwhile and then more people might do it and fights for objectives might require a bit more than just getting in a blob and running over everything.
If a large attacking group and a large defensive group show up at an objective, the defenders should have the advantage. It’s a tower or keep, is it not? Attacking forces should be trying to draw enemies out of defensive positions, rather than just beating the door down and having all fights in the lord’s room. Defenders shouldn’t have to sacrifice their wall or door just to create a choke point and actually fight to defend.
- Objective cascades.
To make the play a little bit about strategy and skill rather than just zerg (and to create more fights), objectives should be set up so that siege from one can hit others, and so that objectives block access completely to areas of the map. I should be able to control an area if I own an objective, and forces should be able to “creep”, taking one thing in order to take another in order to take another. This is possible on EBG and was a little bit possible on the old borderlands map, and that style always provides for more actual conflict. The new map is a mess in this regard as well. There should be more of this, not less.
This idea will focus players into areas of the map…allowing them to find the action and keep fights going. This also incentivizes defense, because the value of objectives is more significant than a bit of PPT for a tick or two. It brings the opposing forces into contact so fights happen, rather than zergs just dodging each other and playing ring around the rosy back-capping for karma.
- Real, actually fun and worthwhile play for any size group, including individuals.
I know this isn’t easy, but the design should strive to achieve it. ArenaNet should constantly be thinking about the solo roamer / dueler, the small havoc / skill group, and the large group. Unbalanced PvP means that all those play styles are going to occur, especially for those of us who play the game mode a ton. How are each of these play styles encouraged and rewarded? How are they supported? All of the above need to be possible and worthwhile to get the maximum number of people playing the game mode 24/7. We don’t always have a zerg, even in tier 1.
I won’t always have my guild online and raiding. Sometimes I might still want to play WvW. If all I can realistically do is run around taking sentries or killing yaks without ever seeing an enemy player, I’m probably going to log off. This is another reason why the new maps are so lonely.
Objectives need to scale better based on attackers. The auto-upgrading system is not good. It further incentivizes getting in a blob and ignoring anything except the door in front of you. At the moment, camps auto-upgrade just by sitting there to a point where soloing them is extremely annoying and takes too long, and defending anything as an individual is worthless and frustrating. You’re leaving roamers with very little to do. There’s absolutely no reason not to cater to multiple play styles, because more people on these maps is better, right?
There needs to be a super easy way to find and play with others, both enemies and friends. If I want a group I should be able to find and join one easily. If I want opponents to mix it up with, I should be able to find them. I know, crazy. Whatever play style I’m in the mood for, I shouldn’t have to spend an hour looking for it.
Some suggestions -
WvW maps should be designed with the above in mind. Getting to the fights, getting back to the fights, objective cascading and area control, and support for solo, small, and large groups.
WvW needs to be more rewarding, in line with PvE and sPvP. Add reward tracks like sPvP if you want…some method where WvW players can earn everything the other game modes can earn, and in comparable amounts of time. It’s fun to play the game the way I enjoy, not be forced into a game mode I hate to get the reward I need / want. You’ve made steps in this direction for other game modes, it needs to come to WvW big time. Steps in this direction have been far too little and too slow. Stop picking at the edges and tear that band-aid off all at once. Make it rewarding.
Objective upgrades need to be manual. Players need to be actively engaged in fortifying / defending, and it needs to be as rewarding (fun and gold) as attacking. How about a system where upgrades require turning in large amounts of supply…allow players to loot supply from their dead opponent players. This way, fights matter more, and a successful defense against a blob will provide resources to better defend next time, rather than the zerg just slowly beating you into the ground with shear numbers.
There should be objective upgrades which over time create defensive positions in the objective where defenders and siege can function to defend and can’t be hit by attackers until the attackers enter the objective. Yeah, you read that right. Don’t worry about the attackers, they’ll figure out ways to succeed, and the game already heavily favors the PvDoor blob.
There should always be places on each map where at least two opposing forces have nearby waypoints which are not contested. Design with the idea of hot zones in mind…creating places conducive to people mixing it up and diving in to try actually fighting without so much penalty for losing. Bring people into contact with their opponents with less formality and effort.
More strategic objectives which can be attacked / defended by small groups or solo players (like camps).
Populations / coverage need to be more balanced across servers. I’m not sure how you do this, but it needs to happen. Some sort of megaserver implementation that allows guilds or servers to play together? Merging lower-tier servers into higher-tier? Something.
You’ve got to figure out game design ways to break up the blobs. You need to incentivize and support smaller forces acting alone or in concert on a map. Just running in a group of 60 and pressing 1 all day should be the LEAST rewarding and effective method of play. I’ve suggested ways of doing this in the past. It needs to happen.
Thanks for reading.
(edited by Fozzik.1742)
My fighting against other players is such a shambles that I’m not sure how to improve it – by the way I’m a 61 year old guy and have never had fast reactions. Also I don’t really have instinct for weapons spells etc. I have been playing WvW for 18 months now so not a complete newbie.
A few days ago I joined someone to take camps in EB and on the way we met an ‘Elite’ player who killed me in 30s but took over 4 mins to beat my partner. When I arrived back my partner was finished off so I attacked the Elite player and he killed me in 10 secs. Frankly I don’t know what class he was or how he attacked me – it happened so fast. I was Dragon Hunter but have now gone back to combat healer setup with tougher armour, better healing but less DPS – at least I might be able to help keep my team mates alive.
After that fight my partner said he uses just keyboard for fighting whereas I use the mouse for clicking spells etc and just use keyboard mostly for movement. Perhaps a gaming mouse and a lot of practice with it might help me?
I thought the problems might be my slow reactions and lack of battle sense but now I think its also my poor understanding of weapon armour mechanics etc. A few days ago I was a kicked from a 3 man group because I didn’t put down the buffs they needed – I still don’t understand what they meant – acronyms .
WvW is still fun although I need to improve but where to start and what to focus on?
Would doing PvP help me?
How about we actually ban all elites from ranked? Suddenly pvp is so much more fun!
[Teef] guild :>
(Somewhere in Seattle in 2014, names have been changed to project the innocent)
Kolin : Guys, WvW isn’t optimal, we need to overhaul it.
Johann C: Guys? Kolin it’s just me here…
Kolin: Oh! Well what do we have on the overhaul so far?
Johann C: Well.. you just mentioned it, so not much. Oh, Meike O moved Devohn from WvW to his Quaggon!, the Quaggan Dragon expansion pack, Heart of Nice Teeth dev team.
Kolin: Well, get on it!!
Johann C: OK, I’ll gather some info from the forums…
(Late 2015)
Kolin: Hey Johann! How’s the overhaul coming. I just announced we’ve been working on it for over a year!
Johann C : Oh.. uh well… Meike O temporarily moved me to the Quaggon! Expansion. I am in charge of underwater mounts…. Speaking of which, where would you put the saddle on a jellyfish, I think right on top, but it could be like a cradle in the tentacles?….
Kolin: Oh, definitely in the tentacles. But what about the overhaul?
Johann C: oh there is huge list of great ideas from the forum threads I started, and then there are a ton more in the CDIs
Kolin: Perfect! Have Ghaile pick 3 or 4 super easy ones and have her get some feedback on them
(2016)
Kolin: Hey Johann! How’s the overhaul coming. I just announced we’ve been working on it for over a year!
(stay tuned for Episode 2)