I think the current prices are a pretty pointless constraint. I’d very much like to visit other servers for a few weeks to a month at a time, but no way I’m paying 35$ for a return trip like that (→high →very high).
What I’d really like to see is the guesting feature instated for WvW.
Allow people to guest to a server outside of their own matchup. They’ll be able to play on both servers interchangeably. On the weekly reset, the guesting privileges are removed at which point they can choose a new (or the same) server for the next week.
Either that or a monthly/bimonthly free transfer.
My understanding was that the server transfer fees where intended to help maintain some population balance. I don’t believe that anyone thinks that is working.
Given that WvW is considered completely broken as a result of the population imbalance and that most of us expect the “server” model to disappear, it makes little sense to keep us locked on a particular server.
I have been considering looking at other wvw communities to search for guilds. I expect whatever change is made to WvW to fix the population problem will be guild centric and as such I want to find a guild that is a good fit for me. However I am limited to the server that I am on and unless I want to pay $50-$100 in transfer fees while looking I am stuck where I am.
The population balance is broken. It doesn’t matter know if players stack servers because they do it regardless of the fees. And given the uncertainty of the game mode and the lack of information, some of may want to explore our options … and not pay through the nose to do it.
removing all siege for a week, also removing all upgrades and setting gate health to say 5 times a barricade – could make for a hilarious one week event. fight week!
That just turns WvW into PvE, making the game mode worse. The whole point of playing a PvP game mode is to play with and against other players not NPC’s. Adding MORE PvE to WvW would only make it that much worse, not better. I would rather fight with less numbers than add more NPC garbage to the game mode. On some PvP games players are the “castle lord”, if you cannot defend it, you do not deserve to keep it.
I agree with this 100%.
On the point about the castle lord, imagine the salt flowing from the anti-night-capping crowd, “But I just spend all day defending this fort and when I log off ‘at night’ I left it undefended and someone walks up and caps it without effort!” So funny.
They really could help resolve the peek hours Queues and non peak hours map coverage issues by changing how the maps work. Let’s say WvW only starts out with EBG. If players on all 3 servers in the match get 15 players in queue it triggers another EBG map. When both those maps get 15 players in queue from all 3 servers in the match, it triggers another map to go into game play. All maps being part of the score but only exist for a set amount of time. If the population dwindles they don’t get additional maps to play on, and it keeps cutting back maps until down to one if necessary. If the population stays the same or increases, the current maps stay in play or more or added to handle the population.
This would make it so less players are in queue during peak hours, less map to cover during non peak hours, AND you are not punishing players who all paid for the game just the same simply they work/ play different hours than most. This would ALSO discourage server stacking as well since ALL 3 servers in the match have to reach queue to be able to get new maps to play on. The stacked server would be the only one with players not being able to play in queue every time they come on and would encourage players to shift to servers where they would be able to do so. This way if only one server has off hours support in the match, they would only be able to ktrain one map worth of points during that time rather than run up the score by rolling all maps since they are undefended. If that one server is the only one with a queue, they would have to start shifting players to the other servers to be able to play during that time zone. Though I ALSO think players should be able to get free transfers once every so often like say you get one free wvw server transfer every 3 months or so just to ensure servers can stay balanced, encourage healthy competition since players come and go all the time throwing formerly balanced servers into imbalance.
In addition, they should completely disconnect PVE servers from WvW servers. Say everyone gets to keep their current server, but that is now considered their " PVE server" and they create a few new servers and to play WvW players would have to choose a new WvW server to play WvW.
So combined with the changes I would like to see to PPK it would be like this:
- Disconnect WvW and PvE servers. Create fewer WvW only servers(some voice com only and some non voice com only to improve player communication and game play for both styles of play since they are so drastically different).
- ALL players that wish to play WvW have to choose a new WvW server in addition to their current PvE server.
- Start out with 1 map in play and add maps in play as population increases, remove maps in play as population decreases. ( every time all 3 servers in match hit 15 in queue or so new map goes into play when timer is up if not enough population to support map is on it will expire. All maps count towards score.
- Players get Free WvW server transfer every 3 months to help keep balanced and non stale matchups.
- PPK are increased and then doubled for defending objectives. ( Places value on player contribution to defending)
- Rare loot drops increased for defending players for killing players in an objective. (gives higher chance for ascended items, precursors, legendary crafting materials Encourages players defending objectives OVER open field without siege.) Moves the fight to the objectives.
- Loot and PPK ALSO increases for attacking team encouraging both attacking and defending, though I think defending should be slightly higher.
- No PPK or loot for siege damage on players. ( encourages fighting players without siege / discourages siege humping encouraging more fair fights)
- Changes will solve population issues/ Ktrain issues/ Zerg siege humping/ stale matchups/ non defending objectives/ Loot/ Which servers win every week and how they are matched up all at once without removing players choice of where they play, who they play and without rewarding AFKers and ALSO discouraging keep tapping since that would give the enemy team Loot and PPK advantages close to keep as well.
WvW / PVP ONLY
(edited by lil devils x.6071)
sorry, if it can be done, it is already done. obviously, the programming to do so did not exist and making it will further delay the wvw overhaul.
many people are simply betting on that wvw overhaul, if it isnt satisfactory, goodbye wvw. it can be considered the last straw for many.
furthermore, a lot of things were already suggested or warned by players at least 2 years ago but either promptly ignored or players at that time do not agree with it as they don’t see the consequences of it until 2 years later.
Henge of Denravi Server
www.gw2time.com
(edited by SkyShroud.2865)
Actually, just to let you know, reset never was on Friday. Technically reset was SAT 00:00 UTC/GMT (which I could understand how it could be misconstrued as FRI, since this meant it was FRI for anyone in the USA [ex 18:00 hours(FRI) UTC-0600 {US Central}]). Then, if I’m not mistaken, it was moved to SAT 01:00, which would have been 19:00 UTC-0600(FRI). Now it’s 01:00 SUN, so it would fall at 19:00 UTC-0600(SAT).
I would not be opposed to them moving it back to 01:00 SAT – which would be FRIDAY 20:00(8p) Eastern, 19:00(7p) Central, 18:00(6p) Mountain, 17:00(5p) Pacific…
Friday reset was 18:00-19:00 GMT EU time depending on winter/summertime (though I may be an hour off, GMT confuse me).
So yes, it was always on a Friday.
I was being technical, UTC/GMT is the LEAST confusing time because it never changes. kitten US and it’s Standard time VS Daylight Savings Time BS (and anywhere else that does that crap)! THAT is what makes “time” confusing. But to be technically correct, no, reset NEVER was on a Friday. It has always been SAT, either 00:00 or 01:00, now SUN 01:00… Now thanks to bullkitten xST -vs- xDT yes, you may have to adjust an hour up or down! But reset has always been SAT 00:00 or SAT/SUN 01:00 – always…
Also, servers (at least any server professionally set up) ALL run on UTC/GMT time. No matter their physical location…
Also, I personally find 12 hour format confusing as hell too. What the hell is “noon” 12a or 12p .
Which is midnight. 24 hour format is VERY simple and straight-forward. If you say “6-oclock” and leave out the A/P, WTF – * confusion * LOL But if you say “6” or “18” there’s NO confusion. Also, noon is 12, midnight is 00/24 – easy peasy!
Now if only all people could get used to UTC/GMT and 24 hour format – “time” would be effortless
Here’s another example: right now the US is on “xST” or “standard time”, so reset is SAT 20:00 EST/17:00 PST – when the clocks switch over to “daylight savings time” – UTC/GMT didn’t change, your local time changes and now reset “becomes” 21:00 EDT/18:00 PDT >.< BUT – reset time did NOT actually change, it’s STILL resetting at exactly 0100 SUN!
I’m ALL for ditching this BS “daylight savings time” crap. The lovely state of AZ doesn’t do that crap (can’t wait till I move there!)
ETA: I speak specifically of the NA servers, not the EU servers…
© sparc.3649 ~ LPC ~ Anvil Rock
\—————————————/
Yes please bring it back to Friday. Changing it to Saturday essentially made Friday night and most of Saturday up to reset meaningless and everyone trying to cram their guild raid on one night instead of spread out on the weekend like before and all this did was screw up the raiding schedules of many guilds. It also basically cut the gaming time in half for many of us in WvW, and angered a lot of people from the OCX/SEA community.
6pm PST seems like a good time, considering after after Daylight Savings Time this weekend, it will be an hour after the daily reset, so it will be back to normal basically. 7pst seems a little late as it will already be 10 on the east coast.
In terms of needing to allot time for updates/fixes etc, we understand these things need to happen. It might be frustrating especially on a reset night and maybe there could be a better alternative time found someday. But its not like we don’t understand that you guys have to patch up the game every now and then. If there is a serious exploit going on, do you think we want you to wait till we are done raiding to fix it, of course not, just fix it.
And thank you for this post in an effort to communicate and collect feedback, I know many of us appreciate it.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
(edited by X T D.6458)
Hello everyone,
Some of you might know me as the guy who organised the ESL GvG Ladder.
I’m a dedicated WvW player since the betas and I’m a veteran GW1 player who focused on PvP (be it AB, HA or GvG)
To understand the core of WvW, we need to understand it’s roots:
It is most compareable to the GW1 alliance battles.
You had objectives to capture by killing a few NPC’s on the point.
ANet understood to split the “big” group of 12 players into 3 small groups to have small scirmishes, but to pull them on certain points together to have epic big fights with a 12v12.
In WvW you have the same roots, with some upgrades to the capture points. you have big fights but the splitting of the big group is not given somehow, so there should be a promotion in the game for splitting the big zerg into small groups to cap different objectives.
WvW is a PvP/PvE mode, but the PvE part of it should concentrate on the necessary things, like objective defenders. the rest of the PvE environment is there to make the map more lively, but this is not needed and can cause performance issues since this is server resources spend. so remove all the neutral creatures (they don’t have a big use to the WvW experience anyways) the neutral events could be used in a better way as well, instead of letting them stand around somewhere in the world, why not letting a neutral group attack an objective to get the player split as well.
WvW shouldn’t be about avoiding fights, it should promote PvP battles. So give the maps a more open look, the Desert Borderlands are nice to look at but it’s really easy to miss a fight. If the maps have clear ways to get from point A to point B people can flank them on the way or what ever. The maps still can look fancy but there is no need for 5 different levels. With more fights people will have more fun with the Game Mode overall and will enjoy the sieges as well.
Next the popluation issue:
This can be solved in a way GW1 showed with alliance battles as well:
The game already has 3 factions, so why not use them?
The guild can decide which faction they want to join and fight for. With that a balance of population will occure in any way.
Short excourse to PvE:
You might ask: why should the 3 factions fight each other, aren’t the a big alliance?
This can have a nice story Line for a Living Story in it. We just killed another dragon in PvE and now we want to go for the next Dragon, but which one? well every faction wants to go for another. since the AMA we know you are working on expac2. why not one of them wants to go to another continent (Cantha) to conquer it and the other two have a problem with it? Here you have a PvE influence threw WvW, like the AB’s had an influence on PvE as well (gets important later). I’m not a Story Writer nor do i know what you have planned for that, but it’s a suggestion.
Back to WvW:
we fixed the population. What now? yeah rewards would be cool.
we have a faction system, so why not spending a new/old currency onto them and some merchants. we have WvW ranks so why not doing a currency out of this, one rank up gives a certain amount of faction reward points. so now you can spend them on a vendor for ascended gear (trinkets, armor and weapons) no need for players to go to PvE and craft really expensive armors, you once told us we can play the game however we want and have the chance to get everything we need, asc gear is not one of those things you can get with wvw in an “easy” way like in PvE. so you might now say: well there will be people getting everything when we would do that. yeah there are but they already played WvW for 3.5 years so why not give them what tehy deserve for their dedication. in my opinion a player with WvW rank 500 should be able to get a whole asc set. this takes a certain amount of time to get, so this should be fair.
What if I have everything and don’t need anything of that vendor? Spend the points on supplys for the PvE war going on. Earn with your guild the control over a city in PvE (like GW1 )
Legendary Back Pack threw new WvW achievements, like fractals and PvP.
Exclusive Looking WvW Legendary Armor?
So let’s talk about the Maps:
in GW1 AB we had a rotation of maps depending on the state of the border in PvE.
GW2 WvW could have this too so people would have a rotation in maps and wouldn’t get bored of some maps. and you could give a weaker faction an advantage. go for overflow maps with an indicator how the population of the map is, like: you have an advantage on overflow 3 so it is marked with a symbol to show. you have a disadavantage on overflow 5 you have another mark to sign it, so people can decide where to go to help their faction and know which overflow they are on to tell their friends.
we talked about the map design earlier, so again short, clear paths to obejectives promote open field fights.
Match Duration:
problem with the 7 day match is that it’s a long time so if you loose a certain objective it doesn’t feal like this is a big issue you can take it back and be fine with it later as well.
so I would recommend a one day Match. Why? a loss of the objective would mean a bigger impact to the matchup. and there is more happening in PvE border movement as well.
Lot input for WvW but this should basically fix the major issues to it.
Let’s talk about Guild PvP:
GW1 had two big Guild PvP Modes: Guild versus Guild and Heroes Ascend
What the GW2 GvG community reffers to GvG is basically a Heroes Ascend kind of Game Mode. (to clarify it)
GW2 has the potential for both:
a pure Guild Deathmatch mode: kill the enemy team and advance one round
a GW1 like GvG mode: fight to kill the enemy Lord
Let’s talk about Game Mechanic:
The Game promotes a kinda bigger combat than 5v5 since in a pure 5v5 fight you have certain things to look at, condition pressure can get ridicolous so noone will ever be able to clean it and power burst dmg can get negated easily.
to get a balance between the extremes, a bigger group is needed with supportive players as well as dmg players, in a 15v15 power and condition is working quite balanced, both have their counter play in this scale. so in the future we will talk about 15v15 as a standard match size.
15 player rosters open up a lot of varity to the meta team comp (more back line focus <-> more frontline focus)
there are enough condition cleanses in the roster to clean a certain amount of conditions but still be able to get damage done themselfes and it is still not to much so conditions are still a viable option.
How to do a Deathmatch:
no respawns like in Coutyard more like a round based system you kill all next round starts with again 15v15, so a complete snowball isn’t possible. there are a lot possible match ups in a queue form bo1 bo3 bo5, (bo3 would be my way to go)
have different maps with enough space to fight but still have some obstacles to have a postion game in it as well. go threw maps like in GW1 HA until the Hall of Heroes where the ultimate fight happens of the best teams of the queue.
How to implement GvG:
Stronghold is not a revamp of GvG it’s a try to get GW2 into a MOBA game. sorry devs but if you wanted to do a MOBA you should have prolly go somewhere else or shouldn’t have developed a MMO Game, THIS IS NOT A MOBA GAME!!!
What’s wrong with Stronghold? people are running back and forth and not fighting for the aim. It’s completely different to what GW1 GvG was. in GW1 one player ran the flag the rest was trying to kill the enemy team or the enemy flag carrier, so it was a fight around the mid of the map and who won that could push further into the base to kill the lord.
It was a PvP fight with nearly no PvE elements which interacted with it.
give the game a clear aim: Kill the enemy Lord!
how to reach that objective: get threw the enemy team, they want to hinder you, after that get threw a gate and push for the lord.
Have a revive mechanic (not setted like in sPvP) with a monk who is reviving them at a certain time, so he can be killed so no respawns would happen after that and would give the enemy team basically the win.
Long post if you read it all thank you:
for everyone else:
tl;dr: ANet get back to your roots, you made some really good things in your past with GW1 use this experience you got there and with the new Game Mechanic you can create something really great.
That’s it from me, for questions regarding the topic or the GvG ESL Ladder, just feal free and ask me
To ANet: Thanks for a great game, let me help you to make it really GREAT
Join the GvG Ladder now! http://play.eslgaming.com/guildwars2/global/gw2/open/ladder-gvg-europe/
(edited by Pimpi.7843)
Why are there no devs posting it on this subforum?
Given the tone of the posts in this subformum would you want to respond to any of it. I think that people have a right to air their grievances, but don’t expect a dev to show up so you can tell them personally how crappy a job they are doing.
I’m confident they are reading it but there is no value in commenting on anything at this point.
The Oasis Event was fun and did bring some good fights for us as well. But, I have to agree with the fact it didn’t work really well as a comeback mechanic. More often than not we would see the team with the biggest numbers win it easily, making their assault even more aggressive.
It’s an interesting move and it makes me wonder, what’s to fill now this map’s center mechanic? Because something has to.
Something dynamic as what the Alpine ruins provided would be fun, a mechanic which with you could interact whenever you felt like it and help your server in the process. Personally, I’d love something very similar to the Alpine ruins but instead of giving your server +stats, giving important navigational advantages to get much faster to places, that would be something to fight over and control. Anyways, just rambling now, but really excited about what’s to come for WvW.
Kaineng Server
Leader of The Doors of Stone [DS]
i suggested an open arena in replacement of the oasis event. I think it is a good idea to have nice, mega-threeway fights for those that have no desire to ppt and don’t wanna look forever to find the action.
The idea was to have a open field, no siege placement allowed arena with an entrance facing toward each spawn that opened for 30 minutes every 2-3 hours. Whichever team got more kills, with a minimal number of kills (to avoid exploits) got a double ppk bonus for the next 30 minutes
Just a thought here that i have spoke to a lot of other ppl within the WvW community about and have had nothing but positive feed back.
What if keep lords had a downstate, much like the Stronghold lords in PvP? it would bring a larger field of play to taking down a lord, open up new (and old) tactics to keeping a keep lord alive while under attack, EG bring back the warrior banner for lord while in downstate, hard rezzing a lord if its a small team taking keep would be possible and give the defending team a second advantage. to compensate you could lower the lords scaling or overall HP as the enemy would have the abbility to stomp lord in downstate but could also be CC’ed from stomping…. etc etc etc..
Anyway, like i said at the start, all ppl i have spoke to about this like the idea from both attacking and defensive stances. please consider this, im no wizz with coding or anythimg to do with computer game scrip writing, or w/e (lol) but you alrdy have this in place with stronghold lords so it wouldnt be that hard to implement, would it?
This is obviously my personal opinion on what I would like to see in WvsW.
EBG:
I would like Tower/keep lords to be changed such that they have significantly less hp and significantly more damage. To give you a rough idea I would like their hp values to be halved and their damage values doubled or even tripled. The scaling can be kept, just change the base lord to fit these new parameters.
I would also give tower lords a potential aoe move if they are scaled past a certain mark due to playercount…so they can do some relevant damage against distracted/unorganized large groups of people, especially if there are players fighting with the lord. One might even consider some kind of buff when players are fighting near their lord….similar to how dolyak’s get their shield…..except maybe its a different kind of ability than damage reduction.
I think the castle lord is actually the one thing on the map that is fine as is. It can rek small groups by itself….and I have no idea how to solo him with my warrior, didn’t work well when i tried it.
DL BL:
Honestly I can solo all of these lords and everyone on the stupid map pretty easily. Alot of the lords don’t scale at all depending on the number of enemies. The lord in Academy is one of them that is so kitten against large groups that its not even funny. i would like all the lords on this bl to be kept the same but have significantly higher scaling when there is more than 1 player present attacking it. i would also make the damage/knockback of fire keep lord’s tremor higher…and fix the pathfinding that allows pretty much anyone to solo her taking hardly any damage. I would increase the defiance bar on certain lords as well…fire keep by a little bit….academy by ALOT…. the 2 South towers by a moderate amount. The lords in DL BL presently never last long and they definitely dont do the damage to kill anything of importance.
Guards:
I would like less guards but stronger more powerful ones instead. The vast majority are just standing around doing absolutely no damage or crowd control anyways..they are pretty useless and just a general annoyance to have all over. So cut current guard sizes down by 50%….boom less pve! Make 25% of the remaining much more powerful. And keep 25% the same….but make them move around more and get into the fights when they are needed. the idea you need a static guard stationed at the front of every wall is flawed logic and represents a lack of creative and meaningful pve.
So overall this translates into players for the pve component: doing more skilled fighting when pve is involved (that is equally distributed so everyone is more involved), but spending significantly less time doing pve overall.
Not welcoming to new players? Well of course it isn’t! They have to have exotic level gear to do anything frontline. Easy solution? Scale equipment to rare (yellow) quality stats while in wvsw if they have something below rare equipped. I’d say do it to exotic level but that might cause an outrage at the Tp (you guys have already made a kitten load of money off us on siege/food/guildupgrades/etc…time to invest a little so we can secure future business for you i.e. players)….so settle for rare quality. Or don’t do that I’m fine with the mode sticking to an endgame mentality, but then you can’t complain it isn’t an accessible enough mode with these changes.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
1: Appoint a Forum Specialist for WvW, an Anet employee that has direct communication with the Dev team. This person will relay information both ways.
2: Communication…
3: Formally establish what format Anet wants to use for said Communication so we are all on the same page.
4: Communication
5: Did I mention Communication?
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
That’s your incorrect “view” of what it should be, clearly not what it is as envisioned by anet. The ultimate goal is WvW, not “fights”. My goal, if you’re attacking my objective – is to STOP you from taking it, by ANY means necessary. Siege included.
Its up to anet to judge whats appropriate for the game mode but it is bleeding players in part due to the overpowered nature of what was introduced in HOT which mainly revolved around siege (banners etc).
As for ACs they may be marginally less powerful than they were a year ago but they are much more powerful than they were at launch. Plus they clearly reach spots they should be able to if you look strictly at LOS. So yeah they are still OP to the detriment of the mode.
I thought everyone left because of the new map. Not because of banners. They nerfed banners and they are not really a problem anymore. I’ve yet to die to an airstrike and been in a few of them. You can hear it coming a mile away. Chilling fog while annoying, you can just back off and wait for it to stop. Its not like they can be spammed as they have a timer. I wish we never got any of that but it is here and it looks like it is not going anywhere.
The thing is everyone has their own reason why they leave. Everyone has their own things they like or dislike. We all seem to have different ideas on what we want. I think we got a bunch of things that came from some of the crazy ideas some people have suggested over time. I don’t like direction the game is headed. I’ve said what I had to say about what I disliked and that’s all I can really do. Even after all that I still seem to play more hours than I should.
Game mode has been bleeding players way before HoT even came into the picture.
Just had a thought… you know how EotM shuts down every three hours and resets, right? What if all the WvW maps were on the same schedule…? Award points for winning these little “micro-weeks”. Servers get 3 points for winning the PPT in the “micro-week” three hour window, 2 points for second place, and 1 point for third. The final weekly winner would be the server that collected the most 1st, 2nd, and 3rd place points, instead of the raw PPT total score.
That would make off-hours ticks of 500+ worth the same as prime ticks of 270… it wouldn’t matter how much you win your time slot by, only the fact that you won, or came in second or third, would contribute to your server’s overall weekly score. All those hours your opponent is putting in to milk easy uncontested PPT wouldn’t count for anything more than the hours you put in doing work, defending and taking. Points Per Kill could be expressed as “the bonus point” for your window, whichever server carried the best Kills to Deaths ratio would be awarded one extra point for that time slot.
You really wouldn’t need to reset the maps, either, simply include a scorekeeping/countdown panel that tracked the current scoring vs the total weekly score.
Maybe 3 hour scoring windows are too small… Maybe 4 or 6 or 8 hour windows?
1 Week is plenty and Megaservers would only ruin the idea of Sever pride (which is what WvW is and does).
Please DO NOT PUT MEGASERVER INTO WvW.
I don’t think you actually read that post.
What it’s suggesting is giving victory over the week to whoever gains the greatest share of 56 available points, which you get by leading PPT for three hours. Aside from that it’s the same as before.
Thanks for the comments.
This idea is definitely not about merging servers. Think of it as more like twinning towns.
Pairing the tiers does not join any servers together but it would make them temporary team allies and give players the choice to play on either tiers maps. The servers stay the same, with the same population and guilds, and no one is forced to go anywhere and definitely no one is forced to join another server.
This is fundamentally different to removing half the servers and merging the populations, and I don’t think it’s been suggested before.
The idea is simple enough. Pairing tiers together allows players from the same colour to play as that colour on any of the maps for either tier. Note that if, for example, T3 and T7 are paired as suggested and the players on both tiers decide to stay in their home tier maps for the whole match then you’d see no difference to what we have now. On the other hand, if players from one tier decide to assist their twinned team mates then they would be able to do so. The idea is to offer more player choice not restrict it.
Since top-half server A could be twinned with lower-half server D or E or F in any given week there would be more possible combinations available and hence more variety in matches.
Comms between servers could be an area of difficulty I agree. However there would be no comms impact within either server for their own guilds and play. It would be possible to use existing map chat or Team chat (or squad chat) for typed comms. While this is not ideal in a fast moving situation it is the reality faced by many pugmanders and I suspect that pugmanders may be the most likely players to try working with groups from a different tier anyway.
For WvW guilds there is no more “carrying a server” than they already experience. There would be no requirement for any guild to play to support their allied server, and if they didn’t they would still gain the same score from their efforts in their home map that they would have achieved without this idea.
Of course, if they did lend a bit of support to their colour ally then the overall score for their colour may well be higher, to the benefit of both servers.
Finally this idea is no more about random matches than the existing system is. If players were really concerned about knowing what matches they are going to face in advance then it would be possible for Anet to decide to run the sequence of permutations (ie all 6 combinations) within the tier pairing before checking glicko to see if any servers need to be allocated to different tiers. Personally I’d rather stick with a weekly or two weekly glicko check but I’d be just as happy to go with what the community wants.
I’m not sure what the effect would be on the glicko scores of the servers in each pairing. Glicko would increase faster since it comes from the total of two maps for each server. I haven’t tried to predict what is likely to happen but I’m sure it could be done from the historical server scores. And if there’s a chance that this idea could lead to breaking up some of the stale situations several players have been complaining about, all the better.
Still in the top selling mmo. They’ve fixed a tons of issues and their server system is far from a disaster, it’s perfect for WvW.
And at the same time impossible for WvW. The smaller amount of generated campaigns (effectivly a server choice) worked as a system because the map supported like 1800 players.
Ironically, the last time I read about AvA their “fix” was to reduce player cap to a third or something, lol.
Really, Anet already have the system sitting in front of them. On left hand side you got server based WvW with a population that no longer fill (or bother with) 4 maps. On right hand side you got instanced 3-faction WvW. Clap your hands hands together and make it one WvW – server based EBs with instanced borders. 24/7 PPT is only generated on EB while borders are 3h matchup that give your color a stacking boon (as in something like extra supplies, ppt bonus, etc, not a player boon) when a border is won.
Mine are
- autoloot
- dynamic map capacity (less map for less player, more map for more player)
- man-power balance/repopulation
- CC reduction/better stability for all
- gliding
What’s your priorities?
It is a change we have asked for, it is out in the open and they given us information, and they shall have credit for this. Them talking to us giving info is a big step, that we have asked and begged for, for years.
How ever i will wait this out. I been disappointed before and until the talks turn in to actions i wont put much effort in to hopes and hypes. It is definitely a good start and something we wanted for so long and i appreciate it so far and that is as much as you get from me at this point.
no, why credit should be given when all they gave are talks? We need results, no kittening words that mean nothing.
You need to re-read what i wrote because your answer do not in any way or situation suit the context. In the grown up world when you been argue for a long while about things, there has to be a time were you break off and something changes, and the people involved need to give time for the changes to fall in to place, as in give time for them to prove their talk.
Throwing your self on the floor screaming i want to see changes NAOW is not going to make a difference, the changes will fall in to place and we will then see if they can deliver or if the talk was just cheap. In mean while you have to accept that it wont solve in 2 min.Players venting here have been waiting years, not 2 minutes. This is just their " final stand" before they all give up and leave. The HoT maps were deserted during Beta testing, and they knew this and still released them. That was their bad call and they still have not corrected it, It isn’t like these problems started yesterday.
I been waiting for 3.5 years, so it is not that i don’t understand what you are asking for, if you read my old messages you will see that i am one of them that also have asked for it for long. But never the less, what we have asked for, have happened, it might be that it will fail in the end and talk is cheap, but we do need to give time and see if they follow through. Throwing garbage at them when they took the first step, is not going to work. It is like a relationship that gone bad, it need work and patience from both sides. and if you don’t have the patience, then maybe it is time you break up with the game or at least take a break.
I am not saying that i am blindly believing in this and that all is buried and forgotten, but time will tell if what they started is lasting and something that will be a norm in future. For that they need more then 2 min.
Maybe people are ruffled because of Anet’s lack of urgency? If Anet stated something along the lines of “Wow, you folks really hate the new map, huh? Well don’t worry, we heard you and are working hard to give you back the Alpine Borderlands back! You can expect it within a month.” See, that would have went over extremely well. Instead they spoke of population imbalance which should be at a far less priority than fixing the maps.
They spoke of a lot of things including the alpine border and why it was not in rotation as it was suppose to be.
It is not that i don’t understand the argument or why people are upset, i am just as upset and been for a long while. But even so, we have asked an begged for years for them to communicate with us. This have now happened, and it might not been the greatest way they said things, and it might be that all goes to kitten and it was just empty words again, but there lies my point, this wont happen over night, they need time to show us they mean it.
I prefer giving them this time, then that the communication we begged for never happen and we would be at the same spot frustrated asking why do they not talk to us.
What they could/would/should have done is not interesting, what is interesting is if this will be something they will continue to do. If they will involve us before things are written in stone, if the beta tests will matter, if they will listen to us when we tell them what we need and what we don’t need and so on.
We’ve had CDI’s (or whatever they were called) for WvW over a year ago? We’ve had adopt a dev. We’ve had multiple years of constructive, good feedback mixed in amongst the vitriol.
Unfortunaltey, there have been so many good players and WvW guilds that have left, that the quality of the feedback they will get now will be from casual players. There are very few quality WvW guilds, and when I say quality, I mean guilds that run with specific builds, specific group comp, are able to follow directions, stay on the tag, move as a unit and understand this is a team sport.
The new maps are the least of the problems. Some of you have been doing nothing but kittening about them endlessly and whenever you can. We see you. You are a minority. People have accepted the new maps. Yes, they have their issues, but the players that are left are either dedicated WvWers or casuals who don’t care or know any better. They just want to play the game.
The bigger issues are population imbalance, lack of population, power creep, class imbalance, the pve grind needed to unlock your elite (there are a lot of WvWers that hate pve and just won’t do it), and the astronomical cost and grind to upgrade your guild to be competative (this is a hugekitten that favors big pvx guilds over small and medium WvW guilds.
I know guilds that didn’t even play for more than a week after HoT came out because of the above issues. People don’t complain much about these issues because they know Anet doesn’t listen and will do what they want. They’re not forum warriors, they’re gamers.
And along the lines of forum warriors, I’ve gotten a lot of infractions lately for speaking my mind. My posts have been deleted and my forum account suspened. This lack of freedom of speech has done a lot to drive me away from the game as well as the game itself. Not only does it show that I can’t speak my mind, but that someone is reading the forums. Also, if you notice, the forums have also a lot less activity. The replies are over 24 hours in the threads that are on the bottom of page 1. This forum used to be so active that you wouldn’t see that until the bottom of page 2 or top of 3.
I myself, and others, have posted some excellent ideas about how to fix population issues and maps 2 years ago. Let that sink in. 2 years. We’ve known about the populations problems starting that long ago.
(BTW, just gonna re-iterate one of my ideas here. Skip to the next paragraph if you don’t care. One of the issues is the current meta. There isn’t enough of a population to fill 3 maps of the same type that holds 240 people. There should just be tri-balanced maps like EB and EotM designed. Also, they should have different sizes and design them to different populations. EB is for 360 (120 per side). Future, tri-balanced maps should be made for 80 per side, 60, and 40. If there are ques on every map, then a low population map instance will open up. Their sizes and objectives should reflect that. Eliminate all servers and create 6 or 9 brand new ones with new names for new server identiy. Anyway, you get the idea hopefully. Search my history for more details if you actually give a crap)
I’ll believe it when I see it.
(edited by Spurnshadow.3678)
Can I have… Wait you play WvW.
Anyhow you will be missed, since I have enjoyed reading your stuff and you have provided entertaining and valuable feedback while being fairly level headed. I am sure you will be a positive presence to wherever you end up going.
for there you have been and there you will long to return.
Where did u get this info? They should start reading the forums and they would understand what they have to do with WvW – starting with taking back old maps.
lolz, NO
New maps are VERY welcomed!
Agreed.
I want what we already have but Anet aren’t using
variety
Youtubes: https://www.youtube.com/playlist?list=PLpXd26ZeABJNWi83dXDjtoZ8Lf-4IJ9Gu
I reread the AMA again.. We will all get into the beta as it will be on live servers. This is a good thing as that was something I said should be done when that one thread popped up about certain guilds were invited to test the new stuff out.
I suggest some of you practice giving constructive feedback though. You still have quite a bit of time to do the practicing. This looks like a step in the right direction and it may be our only chance to actually get some of the changes we want. Also you have to think about every single type of player that plays instead of just what you want and your play style.
I said a lot yesterday and that may have been because I drank a doubled sized redbull and I haven’t had any caffeine in a very long time :P I was pretty wired LOL I’m going to go for now and just wait as not much more I can say that already hasn’t been said but I just hope that some of you can forget about the past and try to move on into the future.
I don’t use reddit either and also used to ask the same thing. The answer to your question was posted by in the general section of these forums..
Maybe dumb question but why not here on official forum? I am sure you wait for that question.
The formatting on reddit makes an AMA work better in that system. No preference, just a matter of functionality for this sort of short-term project.
It makes sense and tbh after reading the thread it sort of makes sense why they don’t post here much.. A few that stand out for me is the reddit users seem to be more nice lol these forums seem to only be filled with the people that complain.
I can’t really say anything that I like about wvw here because when I do, I’m swarmed by a bunch of people that hate the game. I’m sure some people don’t even come to the official forums because at first glance it just looks like a place to complain and argue with each other.
ANet still thinks that is has all the time to fix WvW…every week without fixing WvW is fatal but they talk about a production cycle of MONTHS…lol.
I spent four hours on Friday, trying to fix a corrupted web page. Everything I tried failed to fix it.
Then I finally found the problem: a single comma in one page of code, buried at line 225.
I realized then that 10,000 pages of code, particularly ones built quickly, would yield equally frustrating hours.
I fully understand your frustration. It’s good you care about the game. But there’s also real people at the other end of those attacks, and I truly wish folks would find more adult ways to communicate.
I also suspect they had a plan ready, it got leaked, there was uproar, then they were brave enough to scrap it and start again. I’d much rather a different approach than the disastrous EoTM for all of WvW. Feel like we dodged a bullet on that one.
(edited by Jayne.9251)
We still intend to eventually bring back the Alpine Borderlands map, but it’s not as simple as just toggling it back on. We don’t have the tech for rotating between the two borderlands built yet, and the map itself required a significant amount of content updates to support all of the features that were added to WvW as part of the HoT update.
LOL!!! So they want to spend valuable dev time adding to the old BL all the awful mechanics they introduced into HoT? Talk about having zero clue.
Pretty sure they are talking about all the changes to upgrades, tactics, shrines and guild claiming.. Not silly stuff like barriers, pop up walls, oasis events and all the other things we dislike. I think the upgrade change was a good change and tactics don’t bother me one bit.
I said in past that I doubt they made any of those changes to the old maps and that is the reason why they can’t just “put them back” like so many people seem to think they can do with a flip of a button.
They stated they would bring them back and to me that meant they would work on it after they gave us the new map. With the amount of feedback after HoT dropped on the new map it looks like they scrapped the whole thing and now are trying to listen more and actually do something about it this time before changing the old map and then having to change it again when the forums rage because its not what some wanted..
If you actually think they coded all that stuff into the old maps, can flip a switch to bring it back and also flip a switch that magically brings back the population too well you have zero clue
I read all of that thread and just hope they follow through and keep communicating. Unlike many I think they can but people need to let go of the past and try to move on into the future.. If you actually think it will never get better you will never see anything we get as being better.
also I said a lot and it all wasn’t all directed at you lol its just a general statement about all the QQ’ing I see going on in the forums and how many times old things that devs said are brought back up. I’ve said some stupid things on these forums but over time I change my mind and views on things. I’m only human and make mistakes..