WvW is borked on my server Kaineng it is usually dead so unfortunately I do not participate in that mode at all.
I am seriously tired of every Friday having the hope that the server matchups will be close enough to be fun. And as the reset occurs, Once again, there is 1 server that has twice the population as the other 2 servers, and will dominate the week doubling the scores of the other 2 servers. They zerg around, karma farming, they don’t have to bother with skills, they just steam roll the 20 man groups that are trying so hard to cap one objective. THIS IS NOT FUN!
/endrant
I don’t care what kind of new map it is. I just would like to see a new map. Any map.
I don’t care if its a flat plain with nothing on it. No textures, no plants, no animals, no hills, no nothing. I don’t care. Flat plain with 3 towers for the 3 servers. That can’t be too hard can it?
Anything. Please Anet. Anything.
To me that is an issue with this game; where the players are the ones making the game fun, not the game itself. Once players start leaving, where’s the fun in the game?
Hmm, let me see…
Having “gold” league servers battle with silver and bronze league servers… All rounds were finished within 1 day. No competition between servers whatsoever.
Was it easy: I guess, for the zerglings and for the people on the servers with the most population. Because like orcs or skritts, numbers are the real advantage!
Was it fun: Well I personally had fun seeing platinum X not being able to survive 10 seconds when caught off zerg.
Was it rewarding: Wait it had rewards?! oh you mean other than cosmetic stuff, when we have legendaries and other actual shiny weapons. Eeerm.. no.
PS: Anet next time please consider making event rounds easier for everyone to complete! Some people actually had to log once every 7 days, for the massive amount of 6 minutes (I counted) to follow the <X colour> triangle on the map, while doing nothing, and get their weekly done. This is some massive game work that only hardcore gamers could acomplish.
No because Anet has the ability to make a quality PvP system like DICE can make a proper netcode.
AKA. No it sucked. It isn’t the length of it. It is the fact that they have no clue on what they are doing. At all.
It was awful. As with every other season, t2 servers can’t match t1 coverage, so those were off weeks. But even when we had our normal matchup, the other side gave up early.
Lol you guys just got cdi for more convenient storage. weve had this discussions a few months after the game first came out and on a reg basis.
How do you decide who gets merged? Easy, You don’t. All servers get merged and split into the eotm style factions keeping populations somewhat equal randomly.
Keeping the same system while merging servers will just result in players flocking to the leading servers continuing the same problem. Pretty sure youd see this if you looked at transfers, well if you read past the second page that is….
To devs:
The solution is really simple, how to do that?
Just change “tick score” system to “gain points” system – that’s all!
For claiming every object server gets points once.
Camp- 5
Tower -1 0
Keep – 25
SM – 35
As usual, but only once, so server which does pvd (player vs door) will get only max 695 points for all night for example, not like now that one or two nights with pvd and match is over.
Feel free to modify this system in anyway.
Benefits?:
- no more blob style, which will be extremely not effective with gain point system,
- no more zombies blob all day long,
- overpopulated servers will split naturally, because insane coverage factor will be crushed and not one way to win.
BTW:
For WvW community health I suggest to separate pvp servers, u can change names of that servers, because in one mega server time, PvE players just killing WvW in lower tiers, they rise transfer costs, and don’t participle in WvW. Make transfer to lower tiers cheaper and you will gain balance pretty soon.
One thing you can do is get rid of the golems. Cannot believe this has been added to the abilities line. Now sides face ridiculous constant golem rushes. This is especially bad when sides are faced with appalling mismatches. You are not making the game better by introducing the above skills, you’re making it worse.
I just came back from reading recent glassdoor reviews – and I must say as a customer I’m feeling much of the feedback people are leaving.
I’ve been on a production teams myself, and know what it feels like to work long hours, under that insane kind of pressure and not even get acknowledged or appreciated.
While there are things I really am not enjoying about the game, I can say with confidence, it’s the very talented developers and their artists work that keeps me coming back. Your work shines through all the corporate nonsense imposed on you, and I think it’s only fair to point that out.
Without your work, this would not be a fun place at all! Next time management gets you grumbling, remember that we the numbers on those nonsense corporate charts appreciate your hard work and realize some things are out of your hands.
So thank you!
by then, camelot unchained will be out and probably kicking every other RvRvR game out there in the kitten
ele @ Gf Left Me Coz Of Ladderboard [vain] (EU) / Salty Strategy [PAIN]
by then, camelot unchained will be out and probably kicking every other RvRvR game out there in the kitten
Word.
DAOC didn’t address population balances (back when there where multiple servers) Their zones/maps were huge, with far more roaming space. This allowed more freedom for 8man groups, zergs, solo/small man etc. Population imbalance was an issue in DAOC during its heyday. I remember playing on BORs server. 55% of the population was Mid. They dominated every BG and every map. Night capping was also a huge issue in DAOC
Personally I think a great deal of GW2 WvW issue’s are caused by the tiny tiny tiny maps
DAOC didn’t address population balances (back when there where multiple servers) Their zones/maps were huge, with far more roaming space. This allowed more freedom for 8man groups, zergs, solo/small man etc. Population imbalance was an issue in DAOC during its heyday. I remember playing on BORs server. 55% of the population was Mid. They dominated every BG and every map. Night capping was also a huge issue in DAOC
Personally I think a great deal of GW2 WvW issue’s are caused by the tiny tiny tiny maps
For the first couple of years, Bors was one of the most balanced servers. At one point, someone from another server who played Mid decided he didn’t like losing (mostly to Bors/Hibernia) and found a way to incent players to come to Bors (by handing them 300/500 gold for rerolling Midgard there).. sound familiar? Tipped the population heavily towards Midgard on Bors. About that same time the smite cleric nerf went in and Alb lost a lot of players. As Mid continued to grow/stomp Albion, even more Alb players left. That left Bors Mid in control. It also negatively impacted the original server the “pay-to-get-me-a-win” player came from.
Two things happened:
1) A huge group of players from Hib decided to get together and reroll on the original server the “young man in question” was from, in order to balance things out there. Some from Hib and Mid on Bors rerolled Albion, trying to preserve what was left of balance there.
2) Mythic ended up implementing leveling incentives to help spread the population by offering /level 30 on some specific servers/realms that were imbalanced. (Both Bors Hib and Bors Albion were offered /level 30.) /Level 30 gave players rolling on a new server an instant 30 levels - which was huge - in a game where endgame was level 50 and leveling mostly required grouping, special leveling spots (often with player-controlled “reservation/wait lists”), and dying would cause exp loss.
Transfers Didn’t Exist Then
Back then, transfers were unheard of. If someone wanted to play on a different server, they left everything behind (hard-won RvR ranks, any epic gear, etcetera) and rerolled from scratch on the new server. Leveling in PvE was basically a grind-fest for the general population. Moving to a new realm/server was a major decision, and not something implemented in a matter of minutes/hours.
Two things to remember
Night Capping: it was a different era back then when players could not easily get access across the internet to both US and EU at the time. (I know, kind of akin to thinking about rotary phones these days.. what’s that?) For the most part, most (not all), of the players on NA servers were from NA. Any “night capping” that occurred is similar to the “overtime” we see in GW2 today… in other words… players were either staying up late, or setting alarm clocks to get up at 3 AM or 5 AM to hit keeps and do relic raids when no one else was awake. (Which by the way, is a standard strategy seen in history.)
Also remember that classes on all 3 realms were not the same. Imbalances with classes (which were specific to the different realms – 52 classes in all spread across 3 realms) also played a part.
There was no question that there were population issues. Mostly player made. Which Mythic did attempt to mitigate at one point.
Trade-offs Need Consideration
Population imbalances have always been a problem, even in games with only 2 teams style PvP. I’ve yet to see a successful model implemented that can account for all the complexities inherent in player motivation and behavior. Every game, every solution has trade-offs. I’d agree though, that some solutions need more analysis.
(edited by goldenwing.8473)
I never played DAOC, but we often see people holding it up as the best example of large scale MMO PvP.
In its prime, how did DAOC deal with imbalances in population and coverage between its factions?
Are there any lessons there that might be useful for GW2?
A lot of people keep bringing up map caps and server merges. I think neither is a good approach long term. Simply because the issue would come up again in 6 months. We have to think long term.
This is why I posted my ideas, and I saw some other ones that could be utilized to help the problem.
That is:
- Cutting EotM rewards to not include WvW based rewards (badges by X%, wexp by at least 90%, karma by half) to get people into WvW.
- Battlegroups/Alliances/Clusters of servers that fight as one world. so basically we end up with 12 evenly populated Battlegroups fighting each other for superiority week in and out. Each 6mo/1year the alliances can be re-organized to help population.
- Provide incentive to move to a low population server, and limit movement to a high population server.
- Buffing outmanned to provide a substantial windfall for captures/event completions
- 0 gem cost for transferring to lowest pop server
- (sug. by others)Offer guilds benefits for being in WvW by providing extras for claimed objectives. Such as gathering/karma/mf boosts if you hold a specific objective on the map. Guild usable crafting/vendors in a held keep. Make a guild feel like they own the objective.
- (sug. by others)Buff the PvP aspect of WvW to provide more loot for a player kill vs objective completion.
- (sug. by others)Scaling of objectives according to the # of defendants present in-around the objective vs the # of attackers present in-around the objective. So a door would be reinforced grade if there is 40 attackers but 4 defenders, walls too. If even numbers current meta remains intact.
- (sug. by others)Tournaments should involve all worlds. So lets take 3 regions servers scores together and fight for supremacy. Could be through an alliance, or pre-determined matchmaking using population.
- (late edit) Provide a substantial incentive to fight for first place each week. Maybe champion loot bags are awarded to players who completed X amount of WvW events each week if their server wins. That would create constant gunning for #1 and help stop the stacking on 1 server.
etc etc.
But lets try to stop making suggestions that stop people from playing or entering a map (aka map caps), or simply thinking that merging servers will solve the problem.
a lot of people will be disappointed they are not it.
(edited by Altie.4571)
So when tour own server is giving you the queue, how about allowing people to guest on low-pop servers (into a tier that has to be lower than your own)?
This way people could “PUG” to boost some life into “empty” server WvW. You would never face your direct competition. It would be more casual that gold and silver tier WvW, and could be more fun for everybody.
a bunch of pugs without any loyalty to the server would lead to a ton of trolling.
LGN
I would love to just see us embrace the megaserver reality completely. I believe we could have a set amount of teams and that guilds could chose to represent or express a preference for a team (they cant switch too often). Guilds then get sorted into these teams based on preferences while the guilds that dont express a choice get auto-sorted. The team allegiance can be changed by guild leaders but sorting is only done on resets, these new teams become the groups that go into WvW and have to assume team queues for BL’s. A downside to this is no server nationalism which help make the WvW experience enjoyable in my opinion, on the other hand the experience would be a lot more fluid and encourage guild loyalty and player movement, Oh we didnt get along this season ? your guild doesnt like how we command ? See you on the battle field we’ll be on purple team next season.
Also, player kills should count for a significantly larger portion of score. Skill>coverage
(edited by ntx.2976)
Serious solution…make people with outnumbered buff on them drop nothing and give no WvW experience. Why reward the problem? When you make it not worth it people will find the balance themselves.
WvW has never been and never will be about skill and coordination, it’s all about numbers and coverage, a good guild can kill 10 times the same zerg but in the end the server who has more coverage will still win.
This video explain how WvW works :
Ha ha, great video discovery, sminkiottone. ANet should use it as wvw advertisement video for the next season.
Motto: “The majority of our players feel great in a great game”
(edited by Dayra.7405)
It certainly beats the old system of play the same 2 servers 7-9 matchups.
A system that guarantees stale matchups for a very very long time and then unbalanced matchups at the moment where they should be balanced: during a tournament. Quite a system.
I’m sorry, coming from a sports perspective you rarely ever play even match-ups.
How do you think the Raiders feel right now knowing pretty much every team in the NFL is better than they are ?
Your analogy doesn’t make sense all NFL teams field 11 players on offense and defense. Surely you’re not equating wvw with skill in your :even matchup comments"?
They are both leagues in which not every opponent is equally matched. Do you really wish to dispute that ?
Do you really want to go on this 11 on 11 analogy when its a 54 man roster of which many players fill multiple roles ? Just because only 11 are on the field at the same time doesnt mean that the 11 competing are on equal footing…You can call this outmaned if you really want to. Heck, lets not even begin comparing the salary cap between.
Sports and Tournaments in general are not fair nor are they between “equally skilled” players. Leagues are there not to promote a fair sense of play but to provide you an incentive for getting better and an attainable goal. You and your server can always do what the others have and recruit and grow stronger.
You have got to be kidding. Or trolling. Or delusional.
In the NFL any team, no matter how bad, can win in any given week. As Chris Berman says, “That’s why they play the game”.
What if the Raiders could only field 7 players on offense and 6 on defense? There would be zero chance of them winning – zero. There would be no point in playing the game. That is what you’re talking about with WvW.
How many people do you think would watch the NFL if the teams had an uneven number of players? Zero, because the league couldn’t exist in that situation.
You said it yourself, anyone can win. This concept is not mutually exclusive to football.
You all place way to much emphasis on numbers. I guess you’ve not seen groups of 10 take on groups of 20-30 ?I’ll give you a slight hint 5 people working together in unison can often take out 10 people who aren’t. You can abuse this in WvW even more so, but instead you’re here complaining. Every second you’re here, you’re not helping your server or yourself.
Anyone can win in the NFL. BECAUSE IN THE NFL THE TEAMS HAVE AN EQUAL NUMBER OF PLAYERS ON EACH SIDE.
I’ve narrowed it down to trolling or delusional. I’m leaning toward the latter.
(edited by Johje Holan.4607)
I am fed up of encountering enemy zergs that outnumber us 10 to 1 at least!! What are you supposed to do when you have 20 players versus 200? Ok those figures may not be entirely accurate, but that is what it’s like in WvW right now.
No matter what battle, or time of day, you’ll be outnumbered. I’m on Gandara and am seriously considering moving server.
Hard to find motivation to even try WvW this week when one server so heavily outnumbers another. Forget rank etc., just the numbers make any kind of reasonable contest virtually impossible. If this is the new and improved system it needs help.
Like, everything is overpowered.
Just nerf it all except the class that i play.
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
If a player plays with rotation it becomes as predictable as a PvE mob.
If you are good enough you play mindgames….thus a stealth profession is unreactable by definition.
Example of easy mindgame: you use stealth and instead of fleeing in the opposite direction you go in another….
This is the classic example of mechanic with 0 counterplay.
Said that the problem of excessive mobility AND ability to disengage AND reengage at will of 2 professions is something should be dealt with since a year.
P.S: warrior is as bad…..its almost invulnerable to CC and has best mobility in game….you don t even need mindgames since nothing can keep you in fight with a warrior if he wants to flee.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Honestly, I’d prefer if they just made it 100% and be done with it. No need for that 50% RNG BS. It wastes computation cycles and doesn’t add anything in my opinion.
While I hate being feared for hitting someone, I don’t think it needs to be removed. It provides interesting builds and play.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
Could be worse. Could say ‘Get more gold, my lord.’