Showing Posts Upvoted By deepwinter.9015:

Stealth and Finishers

in WvW

Posted by: Jugglemonkey.8741

Jugglemonkey.8741

I’d be willing to bet that everyone who’s complaining about this has benefited from being stealth ressed at some point or another. There’s a reason almost every thief runs refuge, it can swing a fight.

That being said, almost every time I try to res someone with refuge against smart players I get downed and killed myself, to the point where I almost refuse to do it in WvW unless there’s no-one in sight. Sure, you have to stomp again, but if you react fast enough with CC and AoE pressure you can often bag another kill.

And as for the ‘I shouldn’t have to lose a kill I worked for’ argument, I have lost kills to it and to a plethora of other methods of preventing a stomp. At least with stealth there’s counterplay, you ever tried to stomp someone who’s got that sanctuary bubble consecration on their head?

Critical Kit, Thief.
Don’t follow me, unless you enjoy being chased by angry men with sticks.
Power Build Condi Build

Badwrongfun in EotM

in WvW

Posted by: Joey.2769

Joey.2769

I have made it a mission to derail the enemy karma trains as often as possible. I will set my group of 10-12 at bridges or blind corners and wreck the karma trains. Hopefully if enough people start doing this eotm will become more PvP oriented. If not no loss for me and my group as the bags just rain down.

Commander X Swagalicious X
Commander Twerknificient
Joey Bladow

GW2 is the "only" game where....

in Festival of the Four Winds

Posted by: Rabe.2456

Rabe.2456

In Soviet Tyria…

GW2 is the "only" game where....

in Festival of the Four Winds

Posted by: Taisia.2813

Taisia.2813

Mounts ride players

Feel free to share your own trampling moments xD

Attachments:

(edited by Taisia.2813)

How hard would extra maps be?

in WvW

Posted by: Paavotar.3971

Paavotar.3971

I hope you guys realize there is more to making a map than just roll your face with a paintbrush on top of some GUI-based system.

1-year is a long time, but on the other hand I doubt they have had dedicated timetable for EotM. Most likely it has been more of a on-off project which they have taken forward when ever they had time, because they never really promised anyone it they didn’t really need to push for it.

Also there was some new stuff in it as well and all kind of stuff they did in it that they had to test out to make sure that if someone goes into one of the wormholes he doesn’t end up in some weird crash cycle of doooooom.

A Pink scumbag of [FACE] and deep inside a [GuM]ster
Mouggari – Warrior – Candy cane Avenger

Sick of condi builds when roaming

in WvW

Posted by: Gully.7358

Gully.7358

The reason condi is rewarding right now is because you just need 1 offensive stat to do almost the same type of damage to a power style build that requires 3 stats to work.

I made the suggestion to Roy the other day about splitting condi up too where you need stats like ferocity and precision to get a more even battlefield. And lowering the base damage on condi.

Now Roy said to me that condi in larger group setups don’t match up that well but I think with the 3 stat setup it’ll be a bit more rewarding in larger group setups too. Since you can apply more pressure with a crit and a crit chance approach.

Veretta • Guildleader of [oPP] Over Powered PeopleBlackgate
http://www.gw2opp.comhttp://www.youtube.com/user/oppveretta

Ready Up: Balance Philosophy - 6/13 @ Noon PDT

in Profession Balance

Posted by: Josh Davis.6015

Previous

Josh Davis.6015

I think some of the sentiments expressed on the livestream are being misinterpreted – that’s probably on us. So, let’s clear things up! With each profession, we discussed where players felt they were strong, where they were weak, where they SHOULD be strong, and where they SHOULD be weak. We also presented what we feel the strengths/weaknesses of each profession was, and sort of our long-term high-level goals for balancing.

So, here’s a few notes on warrior:

Warrior:
Of the heavy classes, the Warrior is able to balance sustainability and damage. They bring high sustained damage and opponent control.

  • Strengths:
    • Sturdy body
    • Able to apply physical or condition damage
    • Sustained melee AoE DPS
    • Melee crowd control
  • Weaknesses:
    • Little ability to deal with enemy boons
    • Reliant on adrenaline to use many abilities
    • Can become overwhelmed by conditions if their defenses expire

The point about warrior low/high mobility was actually community feedback that we were relaying, in that you would like to see the warrior have less access to mobility skills – not more. We don’t think warrior should have more mobility.

Our list of long-term balance goals is something we created independently of forum feedback, and honestly, we’re pretty happy with how closely your thoughts and our ideas coincided. Sorry for any confusion.

-Josh

Ready Up: Balance Philosophy - 6/13 @ Noon PDT

in Profession Balance

Posted by: shadowpass.4236

shadowpass.4236

I was a power ranger before it was cool.
Guild Leader of Favorable Winds [Wind]

Does nobody solo roam anymore?

in WvW

Posted by: CrimsonNeonite.1048

CrimsonNeonite.1048

Generally you won’t find a fair fight in wvw, you will find that most of the time you’ll be chasing or running away from zergs, or from certain Classes running “Cheese” builds that are not easy to counter.

Personally I also scout out guild groups and any other zergs running, and sometimes I get to lure them towards our own zerg or my guild.
In the end I still have a good time even if I get chased or ganked., I merge with other roamers if needed – but sadly I rarely find many fellow Roamers on Desolation post Tournament.

Scrubio
Plays completely opposite professions to his main Teef.

(edited by CrimsonNeonite.1048)

Does nobody solo roam anymore?

in WvW

Posted by: Jerus.4350

Jerus.4350

Just tossing it out there, but why would someone solo roam in WvW when you can just queue up SPVP and get a very similar play style but without all the running? Is there something I’m missing?

And the rewards in PVP are quite nice now, can’t say the same for WvW outside of big clashes of zergs where the bags are flowing.

Mesmer Staff #2 Roots Player when Stunned

in Bugs: Game, Forum, Website

Posted by: Zerothousand.3089

Zerothousand.3089

this has been a problem with all teleport skills. it will just root you until you either go down, hit with another cc, or you do an emote like /sit.

THIEF OP

in Profession Balance

Posted by: ensoriki.5789

ensoriki.5789

While I understand the decrease in efficiency and even the decrease in need of us as bursters.

This post still confused the hell out of me…

The great forum duppy.

Best silent update ever

in WvW

Posted by: Hule.8794

Hule.8794

Seriously, dead people are no more red? This is the best silent update ever.

Game Update Notes – May 20, 2014

in Game Release Notes

Posted by: RubiBayer

Previous

RubiBayer

Content Marketing Manager

Next

Bug Fixes:

  • A Festival Rewards Vendor has been added to the center of the Crown Pavilion for the shopping convenience of players enjoying the festivities.
  • Festival Rewards Vendors now sell two additional items:
  • Obsidian Shards for 100 Festival Tokens each.
  • Heavy Crafting Bags containing 3 tier 6 crafting materials (e.g. Vicious Fang or Ancient Bone) for 300 Festival Tokens each.
  • The Crown Pavilion’s Boss Blitz event has had its rewards adjusted in the following ways:
  • Bronze Tier
    • Increased the number of champion loot bags from 2 to 6.
    • Increased the number of Festival Tokens from 15-21 to 40.
  • Silver Tier
    • Increased the number of champion loot bags from 4 to 8.
    • Increased the number of Festival Tokens from 30-36 to 60.
  • Gold Tier
    • Increased the number of champion loot bags from 8 to 10.
    • Increased the number of Festival Tokens from 46-52 to 80.

"Ktrain" PvErs in EOTM

in WvW

Posted by: unicorngirl.1487

unicorngirl.1487

Hiya. I’m relatively new to the game, and so I wanted to learn how to WvW in a more forgiving atmosphere. A guild member pointed me towards Edge of the Mists.

Unfortunately, when I got there I found:

  • Lots of players are rude, abusive or unpleasant to anybody who wants to fight other players
  • Most commanders seem more concerned with capturing empty towers and avoiding the enemy at all costs than defending anything we own
  • The players who play this way tell me (and others) that THIS IS EOTM, THIS IS KTRAIN, GTFO

My guild members tell me that the game used to be better before “champ trains” and that it’s something that started in Queensdale and has spread. Now, I don’t much care for the Queensdale champ train – I don’t think it teaches anyone how to play – but I’m very disappointed that this auto-attack zerging behavior has spread to a PvP area.

A few nights ago a guild on my server (or what used to be my server) led an event in Edge of the Mists. Lots of people defended the keeps and fought other players and it was FUN. Other times, people have played like this and yes, it’s FUN.

When I ask for help defending a keep though, most times someone sends me a message saying “erm this eotm we dont defend here, noob” or something similar. When I tell them that I enjoy it, I’m met with “LOL good luck getting no loot” or just insults. Now I don’t really care for loot. I play games to have fun. I mean, isn’t that the point?

Another thing I get told all the time is that “EOTM isn’t proper WvW”. Well, darn. Why is it on the WvW screen then? I’ve heard players in the other WvW zones get angry with low-level players and tell them they shouldn’t be there. So where are we supposed to go to PvP? I don’t want to damage my team, but I want to learn how to play in WvW before I reach maximum level, and I really don’t like PvE.

I’m sure some guys out there have a solution for this, like lowering karma rewards or increasing defensive rewards, but really I think the problem lies with players being too entitled and just expecting rewards for running in circles. Well, if they want to do that, whatever, but why do they have to ruin it for those of us who play the game to have fun and actually want to fight other players in an environment which allows it?

AoE caps ruins WvWvW

in WvW

Posted by: Ruggs.8420

Ruggs.8420

Yeah, but it’s not just one cpu in one server. They have a cluster of servers, with the best cpu’s available today (at least we hope so). Trust me, removing the AoE cap, adding more than 5 players to be calculated within that red circle won’t make the cluster goes bananas, even if you count all the 51 servers. And if needed, they can always add more cpu power to their cluster.

I would settle for a AoE cap of 20ish anyway.

You do not have enough knowledge of the game engine/calculations or the distributed nature of their servers to make that claim.

As someone who works as a developer on distributed systems, not every calculation can be easily done on multiple cpus shared across multiple machines.

Remove downed state from wvw? It support zerg

in WvW

Posted by: Vavume.8065

Vavume.8065

After recently playing ESO and its more classic you die when you die system, I realised that the downed system in GW2 is actually much more fun. In ESO when someone died it was almost an anti climax… I was like oh that was a bit to easy, the downed system is kinda like a fight within a fight, an extra layer where you still need to pull off something special to make sure you send them to the graveyard. Personally I rather the downed state stays as I enjoy pulling off difficult stomps when their teammates are trying to res them.

P/P always horrible for dungeons?

in Thief

Posted by: Stooperdale.3560

Stooperdale.3560

In most places where you could sensibly use pistol/pistol there’s usually a better alternative. The interrupt on skill #4 can be useful, maybe for the dredge fractal final boss.

P/P always horrible for dungeons?

in Thief

Posted by: NinjaEd.3946

NinjaEd.3946

Only place p/p has its place for dungeons is the volcanic fractal boss. When he bubbles, go stealth, and spam that 1 (since the bubble is # of attacks). At single target dps p/p is stronger if you have the set up, but sb brings far more utility and rarely do you come into single target bosses. You don’t even have to spec into sb and it has stronger hits if used correctly.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

What was EOTM supposed to be?

in WvW

Posted by: style.6173

style.6173

EotM was supposed to represent ANET’s vision for WvW. They had a lot of new ideas and implemented them there. This was in direct response to players saying ANET was out of touch.

So, the outcome? a great place for PvE, but failed as a WvW future.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: BillFreist

BillFreist

Gameplay Programmer

Next

Some pretty interesting ideas here. I was actually spit-balling some ideas on how to address this today. This has always been something that has bothered me, too.

For example:

  • Have kits respect the existing back item flag. If you have a back item and you want to show it, hide the kit. If you don’t have a back item or choose to hide it, always show the kit. Obviously this makes it a little harder than usual to tell what kit you are using, so:
    • A nameplate icon similar to Elemental Attunements would be a good addition (I may add this regardless if we can get the art )
    • Move the kit somewhere else on your body. I know, crazy right? For example, who doesn’t like a sweet fanny-pack?

Hopefully this finally gets resolved soon, and I’ll do what I can to see that happen. Keep in mind, as Colin mentioned before, that there are some pretty beefy projects going on that are consuming our engineering time. But that doesn’t exactly mean we can’t sneak stuff in here and there .

-Bill

Suggestions by DnT's Nike on Youtube.

in Guild Wars 2 Discussion

Posted by: Enko.6123

Enko.6123

Suggestions by Nike. Other commentary not included (watch the video if you want to hear that).

Video here: https://www.youtube.com/watch?v=721PbmPYmEg

Dungeons
-Rewards generally where they should be
-CoF P3, SE P2: examples of dungeons that rewards should be rebalanced

Other suggestions such as randomized encounters (too hard to balance for Anet team), changing boss fights (interesting for short period of time), Hard Mode from GW1 (attacking faster and/or more HP) don’t really address the issues for a long term plan.

Long term solution
-Gambits for dungeons. Stacking gambits would add to rewards multiplicatively. Comparison would be like the Fractal Instabilities. Individual instabilities for the most part aren’t too bad. 3 or 4 of them at the same time will be challenging.

Fractals
-Dredge fractal. Remove clown car. Go straight from bomb/gun path to the end boss.
-Daily loot. Gold reward should increase 10s per level instead of per tier. Level 50 would reward 5g, lvl 45 4g 50s, etc.
-Remove uninfused rings at lvl 26 as it used to be.
-Remove infused rings at lvl 40.
-Use the empty space in the loot tables from taking rings out and add a chance to drop asccended weapons, ascended armor, and fractal weapons
-Replace all ascended armors and weapons with the stat selectable boxes
-Implement the fractal weapon box where you can pick the skin
-Add the removed TA path F/U as a third tier fractal. Either change it by causing spiders to despawn on wipe in the last room or have the fractal end after the Vevina fight.
-Open up new fractal tiers each month until the end of the progression is reached.
-Datamined information showed fractals going up to 140. This can be done gradually over time.
-Increase drop rates as difficulty goes up.

Open world bosses
-Buff loot for Triple Wurm boss. Suggested amount: 20g
-New raid bosses should be new not revamps of existing bosses
-Turning current world bosses into raids will create content that the majority of players won’t be able to do. This would also remove an efficient dragonite farm for people working for ascended items.
-Create bosses for different group sizes. Boss tuned for 20, 40, 60 man groups and create a way that only your guild or group can do it.

Guild Missions
-Create new uses for guild commendations. Only real current use is to get ascended accessories or Sentinel’s gear.
-Create new uses for guild merits. Current uses not worth doing.
-Instanced raids for example.

Solo play
-Bring back Queen’s Gauntlet as permanent content
-New bosses/gauntlets periodically
-Rebalance bosses/gauntlets/rewards aggressively so if a farm such as the Deadeye farm is discovered, it is only there for a short period of time
-Provides solo players who are looking for challenges something to do that changes instead of just soloing Arah over and over.

Long term
-Elite zones
-DOW/FOW/UW type zones.
-Non linear, do objectives in any order.
-Unique rewards for each zone. Tradeable rewards
-Do all objectives for large reward. Get smaller rewards per objective completed.
-Each section difficulty comparable to a dungeon path
-Some kind of cost to open the instance.
-No waypoints. Death is a death unless rezzed by party.
-Team wipes would end the instance.
-Character swaps would spawn you in dead.

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

37. Stacks collected from bank automatically stack with materials in bags if present.

38. Option to use single-click instead of double-click for moving items in bank, crafting, Mystic Forge.

39. All windows always retain their position, including merchant windows. Inventory window never collapses into “tiny mode”.

40. Merchant and crafting windows should receive topmost position when consecutively activated with [F] instead of toggling between off and on (annoying during crafting when many windows overlay one another, and when a wrong [F] resets the crafting window).

41. Ability to tie several 1-handed weapon sets together for 1-click switching (e.g. sword+focus <-> staff), as well as having them in inventory always next to each other.

42. Ability to “extend” a 2-handed weapon item so that it always keeps an adjacent slot occupied for convenient switching to dual 1-handers.

43. Ability to tie armor sets together for 1-click switching.

44. “Equip as secondary ring/accessory” right-click option for trinkets similar to “Equip in off-hand” weapon option.

45. Option to hide boots.

46. Option to hide chest armour for males and females.

47. Option to separately hide left/right shoulder.

48. Option to AoE auto-loot everything automatically (AoE-loot-on-kill) instead of AoE-loot-on-constantly-spamming-interact-key-and-ressing-or-talking-to-NPCs-instead. I know it is possible to bind interact and loot onto different keys, but having 1 key for both seems more user-friendly. Still, hilarious things happen when you pick up a banner instead, press 4 and rush into certain death because you didn’t notice it wasn’t a loot [F] but a banner [F].

49. Dedicated colour for looting [F] only (blue?).

50. Option to disable talking to NPCs in combat (there’s nothing worse than having an NPC dialogue pop up over mobs and target info while trying to spot a Subjugator in the middle of a zerg).

51. Ability to display a list of [F] actions and/or cycle through them instead of clicking to select a target which fails 95% of time (just try to click and pick up a Fiery Greatsword next to a Frostbow next to warrior Banner next to a dead player next to a dead NPC next to a NPC with a popping dialogue box); and/or a “Select next object” key. Also makes it easier to choose between crafting station/trader/merchant/NPCs and similar interact-heavy environments.

52. Do not display “Use [F]” for siege when it is already used by another player.

53. Option to relocate the interact [F] pop-up.

54. Immediate stopping of reviving on any movement (currently has a “grace period” which makes it easy to fail dodging an attack while reviving).

55. Option to choose between “Dodging relative to camera view” and “Dodging relative to character orientation”.

56. Ability to “Use all” on stacks of items; auto-stops if out of space.

57. Ability to “Buy X amount” from vendors through right-click or similar to crafting arrows+input method.

58. Option to always auto-collect reward chests (Wintersday chests were a pain to open).

59. Right-click option to sell “all of this type” for merchants and TP (useful for vending minor runes/sigils and selling major runes/sigils).

60. Filter armour by weight on TP.

61. Separate category for backpieces on TP, proper category for food on TP.

62. “Undercut by 1 copper” option on TP. I wonder how volatile the market can become with this option…

63. Removed game lag on loading TP.

64. Improved TP logic and responsiveness (especially amount of clicks needed and “my orders” section).

65. Main page of TP gets preloaded and displays current promotions without a loading period during which players usually have enough time to switch to other tabs (thus missing news and promotions).

66. Option to start preloading map data for 1st character at character selection screen (useful for people who mostly play their main).

67. Trait templates – 2 free slots (WvW/PvE, PvE/dungeons), extendable through gemstore. “No ETA on templates” is official.

68. Graphics presets – to choose your own presets for “Zerg on Teq and I don’t want to crash” and “Now let’s make a new folder for screenies” scenarios.

69. Character-independent keybindings.

70. Ability to rebind modifier keys (shift, alt, ctrl) – mine are set to skills thus linking/drawing paths is interfering with it. At least let us choose between left/right pairs of modifiers.

71. “Waypoint favourites” in bottom-left corner of the map, preferably with editable names/notes; possibly unlockable with gems by 5+5+5 slots.

72. Option to show N-E-S-W letters on minimap (many players do not have English as their first language, and it still takes an extra second to translate the desired direction).

73. Option to display day/night indicator (possibly on minimap).

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

EDIT 26 April 2014:

Unfortunately, I will not be spending my time discussing the ideas and keeping this list up to date anymore. Anyone who feels like it – you’re free to continue posting here or recreate a new thread and keep it updated. Cheers!

Here’s a list of features which would’ve let me and many other players truly “experience Guild Wars 2 as never before” ©:

1. Improved targeting system: option to display and cast AoE skills at max (“green”) distance even if cursor is out of range (particularly useful for shadowstep skills);

2. option to exclude yellow mobs from closest targets;

3. option to limit closest target to a narrow cone in front of the character (say hello to white moa at Jormag);

4. option to prioritize heaviest mobs over trash;

5. separate key to target heaviest mob (not bound by default);

6. option to always cast AoE on selected target (if it is in range);

7. option to prioritise enemies over allies when clicking to select target (Lyssa surrounded by trash and players);

8. retaining target marker on reappearing targets (Lyssa, Inquest Golem Mk II, Shatterer);

9. reworking the way in which large targets with high target point are losing focus when camera is tilted towards the grown a bit.

10. Queuing of pressed skills (so that I do not have to hold a button to get a skill cast even if I have network lags).

11. Option to turn on highly-visible cursor for aiming in zergs large-scale LS events.

12. Ability to relocate more UI elements, such as target info bar, which would allow players to see visual cues on large bosses on a 16:9 screen, as well as seeing boss buffs (retaliation/protection/condition reflection) next to their skill cooldowns.

13. Ability to relocate weapon skills.

14. Right-click on utility skill brings up skill choice pop-up (easier than aiming into a small arrow while running).

15. Option to turn the red out-of-range bar into a red/gray color tint/red cross on the skill icon.

16. Option to disable tooltips on skills (for people who use mouse to click skills).

17. Option to make buff/condition icons on target to retain their position (can be mitigated by an option to align to left/right instead of center only); an option to always display empty placeholders for boons and conditions.

18. Option to split nourishments/guild banners/bloodlust buffs/consumable timers from boons/signets/attunements, with possibility to regroup and relocate buffs from different categories.

19. Option to make buff/condition icons larger.

20. Option to turn off (or permanently collapse into tiny icons) UI elements, such as Personal Story tracker (and daily/event trackers).

21. Option to adjust camera position (higher-lower).

22. More zoom and FoV (zoom angle/perspective) options.

23. Option to hard-fix camera zoom position and make solid objects semi-transparent instead of constantly zooming in (particularly useful at jumping puzzles).

24. First-person/no character view for taking screenshots and fighting large bosses.

25. Option to change “hold right key for camera” into “click right key to toggle camera usage” (I’m running with right key pressed 90% of time).

26. Option to display player names and armour always in their respective team color instead of “blue=ally/red=enemy” in PvP and WvW. I’m totally confused every time a red enemy comes from a blue base and captures a blue point – this is a consequence of transferring from a different PvP game which always persisted team colors, and I’m sure I’m not the only one with this problem. To make it worse, /team channel is of an enemy-red colour instead of current team color.

27. Slider to adjust amount/intensity of particle effects (which make events like Risen Priestess of Dwayna look like an epileptical disco).

28. Ability to pin a bag/several items from it to be always visible – especially useful for nourishments, consumables, weapons, minis.

29. Option to display bags in 2/3 columns (displaying 18 slots in one row and 2 in another makes it too high; however 20 in a row is too wide).

30. “Compact” function compacts all items in their respective bags if bags are displayed, or compacts everything if bags are merged.

31. Fractal uncommon/rare/exotic gear boxes should work with sorting gear regardless of the order in which bags are put.

32. Invisible bags should not be filled even if placed as a top bag (because it’s where the most useful stuff is stored) unless out of space.

33. Content from invisible bags should not be displayed in Mystic Forge (dear customer support, just how many precursors do you have to manually restore each week because of this “feature”?).

34. A magical bag shared by all characters (may be a gemstore item not to conflict with bank golem).

35. Allow moving items directly from Guild Bank to Bank.

36. Allow direct stacking of items which belong to the same player in Guild Bank.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Will the loot dropped always be so abysmal?

in Guild Wars 2 Discussion

Posted by: Flytrap.8075

Flytrap.8075

There’s nothing like completing an event or opening a reward chest and getting two or three green drops.

The thrill, the rush…

Fort Aspenwood | [Bags]

Megaservers and RP

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

Previous

ColinJohanson.2394

Game Director

Next

To maximize your odds of running into other RP players more often, you’ll want to make sure you’re on the same world (generally TC and Piken are viewed as the RP worlds), and in guilds with other RP members also on that same world. For example, everyone from TC currently will be set to high priority to sort together, same thing goes with people who are all a part of the same guild (so guild up RP folks!)

We’ll continue to monitor, adapt and update the system as we go forward as well, for now I’d suggest seeing how it works once we enable the mega server system across all maps and then giving comments and feedback when you see it in action!

(edited to add Piken!)

(edited by ColinJohanson.2394)

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: Naevius.3185

Naevius.3185

Well, ‘home server’ is still a factor in assigning maps, so the impact might be less than you think.

You will still be playing with people from the home world you’ve selected: the megaserver system uses home worlds as a way to create persistent community within the game, which means you’ll encounter more of the same people over time.

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: chronometria.3708

chronometria.3708

Megaservers are about to destroy the unofficial rp server communities, at least as far as I understand them.

Why is this? Because every map is now going to be an overflow, with players scattered to the four winds with a vague weight given by their actual home.

Previously, if you went to divinity’s reach in piken square, you were going to the rp hub of the EU servers. Now every divinity’s reach is the same and while many of us will end up in the right place, a good proportion will probably find that they have no idea where they are and who the characters passing by are.

I can think of no greater destructive action towards the rp community than this, especially in that we have had to make our own way without official servers. While this is great for grouping and I welcome it, it should not apply to cities, as they are primarily social hubs and see no actual group content.

I urge the rp community to make their voice heard on this non city change, before this goes live. Otherwise it could cause irreparable damage to what little rp community there is left in GW2.

No Megaserver in city zones please.