(Supply be unto him)
(Supply be unto him)
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.
LOL at this thread.. Figures I find it when I was getting ready for bed but had to stay up and continue to read it
After reading many post of this I have redefined my opinion about this.
I would agree side keeps WP can be held by whoever hold the keep, fortified. But Garrison should be only available by BL server.
Regardless of whatever explanation anet gives, the decision making process on the waypoints is just beyond the community’s comprehension.
All fortified keeps give everyone who owns it a wp….problem solved.
The Tiny Yuno Sniper of Ebay [EBAY]
Lol
Bronze is so fun when I can log in during my prime time (OCX) AND THERE’D BE NO ONE ELSE ON THE MAP :P
And not have the outnumbered buff…
Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.
- Do you feel like your WvW career is stagnating?
- Are you fed up with Pirate Ship blobbing?
- Are you bored of spamming 111111 like everyone around you?
- Does it feel like you don’t make a difference any more?
then why not Transfer to Bronze!
Bronze – where your contribution can make a big difference in a zerg of 10 !
Bronze – where we have real fights including skill 2 and 3 (and sometimes even 4) !
Bronze – where you can dodge the red AoE circle !
Yes – in Bronze tier we have opportunities for every hero: from roamers to team players, and even siege humpers – we have Arrow carts! (sometimes, on a Tuesday).
Special offer – bring a friend and watch your new server rise rapidly through the rankings!
Be a Hero and Transfer to Bronze today!
Ok so as an advert it needs a little polish… but it would help balance population and you might even enjoy your stay!
If you can do a better advert, or have a better slogan please feel free to upstage this post
“Points per kill will be turned on and kept on. This is to more directly recognize the contribution that fighting other players adds to the success of the world.”
more players now ganking whatever goes by.
or even better spawn camping.i ask to remove it.
(never saw so many gankers around showing their burst and evades allowed in every class after release of Hot)
The purpose of existance of WVW is mass, open world PVP and it is has lost massive amount of players due to going in opposite direction and lack of support for those. From the sound of things, you are the kind of player that would feel more at home in EOTM rather then WVW and like many others here, I very much disagree with you.
I would make an entire PPK system. In this system all PPK bonusses would be stackable up to max of 5 PPK per single kill, and there would be more then 5 ways to get to the conditions which will provide max kill value.
For example:
Base = 1 PPK per 1 kill, as is now
Kill opponent whose side outnumbers you by 30%, 1 PPK
Kill opponent whose side outnumbers you by 60%, +2 PPK
Kill opponent while under effect of defense event, +1 PPK
Kill opponent while opposing players have generated orange swords, +1 PPK
Kill opponent while the opposing force is under effect of any of the guild banners, recent stealth effect from the SMC fountain, etc. +1 PPK
Kill opponent while being the only sole defender under the effects of defense event, +2 PPK, this would be a little bonus for people who solo defend camps, yaks, towers, etc.
Kill opponent after remaining 1 hour on a map or completing 10 events on the map (whichever comes first, and the number values are actually TBD, kinda like the PVE map bonusses), +1 PPK
Make the above stackable to max +3 PPK
Next, tie the above PPK bonusses to MF and provide MF bonus.
Next, impliment personal reward tracks and tie them into the PPK bonus.
Just the above would greatly contribute to improving the whole WVW. Being more PPK instead of PPT focused, matches would be determined at least in large part by actual player battles instead of capping and holding empty objectives. Getting kills + additional MF while being outnumbered would go a LONG way to give players an incentive to get better (thus reflect a bit more on skill) and blob a bit less.
Under this system, you can still blob, but you’d be just slightly better off not doing so.
Can we all just agree on one thing, PPK is given to appease fights groups only but has little to no value in the overall score as a havoc group can easily counter any PPK by taking unguarded objectives on the Desert BL’s. It’s a band aid.
True about ac’s and siege in general. In DAOC people used siege to open up keep walls & doors. But the core of the RvR gameplay was always player vs player combat. Siege was just a tool to enable player vs player combat.
WvW right now is too much about siege, too much about fighting siege or siege capped keeps. Siege shouldn’t be the focal point of WvW combat. Siege should never do this much damage and disruption to players. I’m all for siege on siege, but right now siege are used against players more than anything else. A look at a siege capped keep these days will turn people’s stomach upside down, and make them want to logout rather than attempt to open it.
We do need changes and updates to WvW now rather than later. Never thought the 2 new games released would cause population issues, but I can confirm bns & especially bdo both have taken quite a big chunk out of WvW player population. We’ve lost majority of some guilds on a T1 server lately due to it. And the funny thing is that it isn’t the new games are so much better, it’s just that Anet’s vision of WvW is so bad, and the lack of attention to fix & update WvW have ruined it for most of the core players.
There are things that really annoy players, and most of them are things implemented with HoT expansion.
1. Oasis event on the BL’s still cause major lag, nobody likes to do it, everybody dread it when the timer countdown begins for it. This event needs to be disabled because it’s not getting fixed. 4-5 months is way too long to force your players to wait for a fix to this problem. Imagine this kind of lag happening during Tarir meta event, or DS meta, would it have lasted this long without a fix?
2. The cripple fields annoy players, the rock walls make people rage. Nobody likes them, not even for defending team where these rock walls are supposed to help. They make you get stuck, they ruin your pushes & retreat, they are not needed when players just want player vs player combat. I didn’t think Anet could think up of worse things to implement in WvW than ac’s…but the rock walls have got to be one of the worst ideas ever, next to chilling fog.
3. New BL’s are too big, takes too long to find action, and it’s near impossible to save towers. Old BL’s you could respond to scouting calls, new BL’s, well nobody gives a crap because you can’t do anything about it.
4. Keep designs are terrible for sieging. People crowd to EBG because smc is the right design for keeps, it’s large, you can siege from all around the keep, and the courtyards inside are large enough for you to maneuver and get some good fights out of it once you crack the walls/doors open. The new keep designs force you into tiny chokes and areas where you are constantly rained on by ac’s and siege. I get the original idea was to design keeps so smaller groups could fend off larger zergs. But did devs ever run the scenario where a map queue sits inside a fully fortified and siege capped keep, to see just how impossible it is for the attacking teams?
5. Emergency waypoints are fine, because you can time it and know when it’s up and when it’s down. But chill fog, air strike, iron hide, etc.. all should go. Again, annoying gimmicks that have nothing to do with player vs player combat. Iron Hide was a decent concept to give smaller groups a chance to defend a keep vs a larger zerg. But again Anet failed to run the scenario where a map blob is defending a keep how impossible it is to take the lord down with the iron hide buff on it. These PvE gimmicks are annoying players too much, people just aren’t having fun anymore.
6. ppt is an outdated concept. The need to ppt creates issues for many servers in all tiers. It also deter fights, forcing people to knock on doors and spend excessive boring time doing PvE. This also leads to where a server gets too far ahead by Monday, and then there’s a serious lack of action as other servers give up playing for the week. My suggestion is to cap the amount of ppt you can gain per hour, so no server can do nothing but ppt. There’s too much emphasis on ppt right now when majority of players really don’t care for it. Make it so if you want to gain the scores like you are now, you have to kill players for it once you’ve hit your hourly cap.
Something has to be done soon. I would say it’s already too late, but I know there are people waiting to come back to play the game once these annoying things are gone, lag is fixed, and WvW becomes fun again. Server activity pop keep going down, NA now have no Full servers, and one of the Very High just went down to High. I’m sure Anet sees these activity changes with their internal monitoring and stats collection. But the question is, will they do the right things? Do they are?
(edited by gavyne.6847)
what is happening with players, they think na/eu server are divided based on time zone .
that is not the case na/eu are divided based on ping. if you play from eu u’ll get higher ping on na servers & same goes for eu cuz of the technical limitations.
this is why mmos breaks region not because of timezone but people seems to think otherwise & think their time is superior to others who are not from their timezone.
This is at the heart of the matter. The real solution is to drop the concept of regional servers if possible. Then full map coverage becomes a trivial issue.
However the internet ping issue is not likely to be resolved. One solution is regional switching of servers based based on time. For instance, having three 8 hour blocks (NA, EU, SEA) and then each server synchronize game state and switches over to the next time zone server cluster. This means that those playing on their “active” time block (for NA maybe 4pm to midnight) play on the NA server cluster, but after midnight players are dumped briefly (like a mini reset) and then the EU server clusters take over.
This would cause some ping problems for those that play during odd hours but overall it resolve the coverage wars problem and only cause 3 brief interruptions to play a day.
Of course the concept of a “world” should get ditch for large alliances also to resolve population imbalance problems. And have tiers not based on scoring but alliance population.
I’m sure I am missing a multitude of technical issues but I am just throwing this out there. Probably wont happen but it would be nice.
Why is it so hard for people to get behind time slice scoring? It’s been suggested numerous times in the past 3 years. It does not penalize players in any way for stats or exclusion from ppt, which is the ridiculous solution most people are trying to push again these days. Any penalization will not make players happy, stop suggesting anything that penalizes other players over you.
- Time slicing breaks scoring down to blocks, 3 2 1 point system for 1 2 3 placed server in that block, keeps the overall score numbers smaller and easier to catch up.
- It doesn’t matter if your side scores 20k points in that block while the other two only scored 8k and 2k, you get 3 overall points, the 8k gets 2 and the 2k gets 1.
- 6 hour blocks so that all major prime times get to make a difference in their block (prime time is usually for 3-4 hours). 8pm-2am/2am-8am/8am-2pm/2pm-8pm est.
- Players no matter what time zone, only compete with others in their own time zone, no more runaway day/night capping scoring that runs up the scoring by 10-20k per day/night.
If you need a simpler picture, eotm plays for 3 hours, it’s a time slice, you award points at the end of that session 3 2 1, continue this until the match ends.
Or a sports game like soccer or hockey gets played in the 2-3 hours, the two teams go away with their 3(soccer) 2(hockey) 1(ties) points for their overall scoring and standings, that continues on until end of season.
Team with the most blocks won, wins the matchup. Then instead of the busted glicko system and random placement, winning server moves up a tier, 2nd team stays, 3rd team moves down a tier.
To those that keep suggesting penalties for the amount of players, for the time zones other than your own, please just stop and think about the situation reversed on you.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
Aptly named topic!
Another solution that can contribute to alienation of players. Why should 10 people bouncing around not be able to contribute if say…ebg is queue? Also, as already mentioned, it would lead to “blob hopping.”
Now for a suggestion! So many of these topics have popped up…I have seen some that hold some merit.
First, remove “ticking” for points. This directly stops “runaway” scores.
Second, reward for active plays such as capturing, and per upgrade (both giving increased points per tier). This fulfills the “you can fully play.” Consequently it could make PPK matter.
Third, um…profit?
In summary, this equalizes the value of scoring in anyway imaginable across all locations/timezone. It wont fix populations that is up to communities, and/or anet (such as marking “full” )
Also to end anyone saying,“Who cares about scoring anyway!” It matters when it determines who you end up fighting. This especially matters for current NA servers where populations are staggering bellow t2-t3. So making sure the scores accurately reflect activity through scoring active plays helps to match servers.
Trinity Of Our EU Lords [Kazo] Zudo Jason Betta
The trick is to be a very organized guild (and we are). For WvW, voice comms is so important.
This is my point. The number of very organized guilds are dwindling. Players are not so interested anymore in the commitment to join very organized guilds.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
How about getting rid of politics. Especially for US T-1.
but the patch won’t magically pop up by demanding it now
anet pretty much planned late and delivered late, the result is wvw rapid decline with no counter measure
Henge of Denravi Server
www.gw2time.com
http://wiki.guildwars2.com/wiki/Desert_Borderlands#Shrines
I’m not sure if there already is a thread for this since the forum search is still broken. The shrines are a nice feature on the desert borderlands giving roamers something extra to do. However I am not very happy with the effects.
Blessing of Elements
- This effect is worth having active when roaming in the desert borderlands.
- It feels borderline overpowered. I gave up using Traveler runes partly because of this effect.
- Zergs generally ignore the shrines due their remote locations and the fact zergs have permanent Swiftness anyway.
- The 5 minute duration seems spot on.
- As roamer I cannot capture all 3 south camps within the time nor do full Oasis event.
- In the north I can easily keep it up by planning the route ahead (shrine-camp-shrine-camp…).
- When I get the buff I can go on playing without constantly checking the remaining duration.
Air-1 – Actives jump pads
- The jump pads are useful/neccessary for moving around all the ridges and gorges near the keep.
- I just hate jumping puzzles. All those should be moved into Obsidian Sanctum.
Air-2 – Activates wind turrets
- Sure, it was funny to see that one poor soul get blown down from bridge for the 5th time in row. Until I had to offer him a portal.
- But the joke wears out fast. This is the kind of thing you’d put in seasonal events in Lions Arch.
Air-3 – Activates the Windfall effect
- I still have no idea how much damage this does. Never had a situation where to use it yet.
- The no damage from falling part is too situational. I have used it once to escape enemies in the SE camp.
Earth-1 – Actives hidden rock walls
- The walls are seriously annoying.
Earth-2 – Activates earth turrets
- They are annoying, nothing else.
Earth-3 – Activates Shifting Sands effect
- Stealth in general is broken in WvW context. Just say no to Stealth.
- If the target re-acquiring was ensured in WvW environment, I’d be more well-disposed.
Fire-1 – Actives Inferno Hound transformation
- Now this is fun and useful effect.
- Well balanced, too. Thumbs up.
Fire-2 – Activates fire turrets
- How unimaginative.
- I never had a fight turned around because of the turret fire – the damage is just too low to make any difference.
- The turrets are just annoying putting me in combat when I roam around the keep.
Fire-3 – Activates the Flame’s Embrace effect
- The lava portals are situational but I have seen them used for great success moving entire zerg behind the enemy.
- The inner lava portal is also nice shortcut to the lord room.
- The lava swiftness is very useful for slow professions like mine.
- The lava damage immunity turns any fights within the keep to favor defenders.
- This effect is well worth stripping when attacking the keep.
- This immunity to high lava damage effect feels overpowered compared to any other shrine effects.
So I didn’t like 7 out of 10 shrine effects.
Few suggestions for replacing those 7 bad effects:
- Earth – Sedimentation – Automatically repair walls and gates of the keep and the northern towers. Uses up supplies from the objective at slow pace. Only repairs when the objective is not contested.
- I’d have this effect only for the north part of the map. It would benefit defending home border on low tiers where Oasis event damage easily goes unrepaired.
- Maybe extend this to repair oil/cannons/mortars after the walls and gates are topped.
- Earth/Fire/Air – Quicksand/Ignite/Erode – Causes damage over time to enemy siege near the keep. 1% damage every second when the siege is not used. No damage on build sites.
- Then you dont have to worry about finding all the enemy siege.
- Usually the guards destroy the siege, but they sometimes have path finding issues and fail to attack rams at gate. I have a feeling some commanders place rams intentionally in mid air/inside walls to reduce damage but that’s another discussion.
What shrine effects you find good/bad/bland?
What would you change/tweak/replace?
This won’t hurt [Much]
Ring of Fire
I’ve been away long enough to be overwhelmed by the changes to WvW. I’ve given myself some time to take it in. I’ve been running around the maps, watching YouTube videos, and checking the forum responses. I’ve had a brief chance to play with some of the swank new upgrades. Even equipped a med pack for the fun of it.
My assessment is that the new map, the new upgrades, the shrines, and most everything else new that I’ve seen is just trying to add depth and polish to something that still lacked the breadth of gameplay that truly attracts players. I feel it isn’t a wrong assessment for some to call most of the new changes “gimmicks”, because, in truth, I don’t see how any of them can be a draw for a player who isn’t already invested in WvW.
My hope is that the “overhaul” is in fact a rebuilding of WvW from the ground up.
I think that, for the past few years, the priorities of WvW has been misguided by its makers and it own community. I’ve seen people fixate on variety of gameplay. Big fights, small fights, roaming, defending, and so forth.
In the end, none of that matters. As an example, sPvP isn’t required to have as much variety for people to play it. If you, hypothetically speaking, made the content entirely geared toward roaming, people would play it. What kills the gamemode is not being able to meaningfully engage WvW spite the time of day. Furthermore, people need to feel the fruits of their labor in a set amount of time. This time must be consistent and must end in definitive success or failure.
There must be a way to play when you are outnumbered, when you are evenly match, and when you overwhelm your opposition. I’m not saying their needs to be a way to play that is independent of these conditions, but that their needs to be at least one directed activity for each of them, and as I said, each must have a point of known success or failure.
Crimson – I agree. We have less player on NA these days, or if the metrics prove this wrong the map is so darn convoluted I can’t find them which amounts to the same thing. There are a lot of players waiting to see if things get better, and a lot who already quit. However there should be some new players and some of these play outside the prime play times so it is still worth keeping an eye out for new recruits. In all honesty however I would feel bad trying to recruit a lot of players into WvW with things as they are at the moment – it’s still fun at times but nothing like the experience it used to be.
Zengara -whoa! What is with the attitude? No – don’t bother answering that. I’m aware that you and I see things differently. I have accepted this even if you haven’t.
As a final thought though – here’s a quick summary:
- Your original post is a complaint about people doing things you don’t want them to do.
- You rant at people who post making comparisons because you don’t like them.
- You consider that only one of the 44 posts made in response to your OP doesn’t have a “hidden agenda”
- I have twice posted replies quoting what you posted yourself. On both occasions you declare my posts to be BS (think about that for a bit).
The good news is that you now understand that “having server population available round the clock makes sense” (this is what the other server you were complaining about already has by the way).
I’ll leave you with one final quote of yours: It’s(ed) “Not you, it’s me.” This one I agree with.
Good luck in WvW.
Zengara – WvW is a PVP game mode by definition. The difference is scale.
Actually the difference is sPvP works as a PvP game mode, where as WvW is so badly designed it doesn’t, which is part of the reason WvW has died off to the extent it has.
WvW is supposed to be a mass scale PvP mode with “massive battles” yet it is so hopelessly designed that the point scoring has virtually nothing to do with that, it in fact promotes actively avoiding PvP and “massive battles” – the other two servers are fighting, go put down 8 rams or 8 catas, etc and PvDoor / PvWall take empty tower from one of them as fast as possible.
Losing your keep, don’t bother defending it as that would involve an actual fight, go PvDoor something on an empty map, and then come back and PvDoor your keep later.
Or better yet avoid any PvP at all, set alarm for 3 am and go PvDoor when no one else is playing.
GW2 has a great combat system, but WvW is possibly the worst designed RvR type game I’ve ever played, to take just one aspect that relates there are other games where devs were actually competent enough to design maps that force fights, you know, the thing that is supposed to happen in a mass scale PvP game, either by making the main objectives at least as a more lane like design or by limiting what you can attack to objectives bordering areas you already control.
So for the most part the only people left who enjoy WvW, are lobotimised PvDoor zombies who consider rubbing down a door as gameplay, even the kittenty PvE in this game is better than that.
(edited by zinkz.7045)
Zengara – WvW is a PVP game mode by definition. The difference is scale.
Minor differences are that there are 3 teams in WvW and only 2 in sPvP, and sPvP has a score limit as well as a time limit. WvW only has a time limit.
If you missed the link between player participation over the course of a match and the final score then I can see how you might not understand the comparison.
As for the rest of my post, if I’ve upset you then I apologise.
I took your advice and re-read it, the whole post, and to be honest the only thing I wrote that I’m not certain is factual is my assumption that you joined a guild to play with other people. I still think this is likely to be true. If I have got any facts wrong then I’m happy to be corrected and we can follow this with an adult and enlightened discussion.
As previous threads have pointed out, the problem with WvW population is a result of player choices. It really is up to us as players to to fix this ourselves but sadly I think there is more chance of Anet announcing the content of the WvW overhaul next week than all the WvW players dividing themselves evenly between all the servers to even out population differences across all time zones.
I’ll make this short:
PvP match – one person goes afk in spawn and the game is unbalanced affecting the result. All the complaints are directed at the stupid person who was afk.
WvW match – one team has players “afk” for a while and suddenly it’s unfair and completely wrong that another team has more players on… Really?!
Zengara – I understand that you don’t like losing but you’re not helping yourself here.
Some examples:
- You say that you get “bags like it’s raining” during your play time and then complain that people get fed up with being farmed and wait until the zerg has gone.
- You complain about “night time guilds” playing at off peak times. Why are you in a guild? Is it because you enjoy the company of your guild mates, and that you play with them at times that you can get together? Yes? So do not complain about other people doing this either. All the guilds I know of exist because they are players who want to play together – just like your guild. But because they play at a different time to you this “is shady”… in other words underhand, deceptive and a form of cheating?
- You refer to “night time guilds”. This is self centred. You are telling us that even when the sun is up and it’s bright outside it must be night time for all players because it is night for you personally?!
Before anyone says anything I admit to an a slight L2Q issue (learn to quote). It’s early and I’ve not had enough caffeine yet – that’s my excuse and I’ll stick to it!
Differences in populations at different times of the day is part of WvW. The overall position of a server is dependent primarily on population (number of concurrent players)and when those players are on line (server coverage). Player skill and tenacity have a role to play in the overall score too – a good small group can demoralise and drive off a poorly lead bigger group, and players who stick around despite the odds can often make a difference.
This is how WvW is. Sometimes you will win, sometimes you will lose. Just accept this and enjoy the game.
It would be neccesary a full rework of scoring system to avoid that.
Thank you, that is a real answer without any hidden agenda. I can understand this, it will take quiet a while
It depends on what degree of “Soon” he is referring to. I fell in love with Sapience’s explanation of the degrees of soon from another game’s forum in the past. It is still as relevant today as it was 8 years ago. Enjoy:
Please keep in mind; the measurements below are highly accurate (as are their relationships to each other).
NOW! =
Never gonna happen!
At some point in the future (also, At some point) =
I am in pure Nostradamus territory here. I have a magic 8 ball and even it said, “Ask again later”.
In the future =
This isn’t going to happen during any variety of soon you care to use. In fact, it’s pretty far out there. Not as far as ‘at some point’, but I’m certainly not suggesting you book vacation time just yet.
I’m probably talking about something that is possible within the current time line. Assuming, of course, the Mayans, Vikings, and 47 other random stone carvings were wrong
and we’re still here after all that crazy ‘Apocalypse’ stuff.
In the near future =
This is absolutely, positively, without question, a possibility. In fact, it might even be a real possibility. But as to when, I’ll have to get back to you on that one.
Soon™ =
No lie. It’s going to happen. It’s going to happen really; like, eventually. But it will happen!
“Soon” =
It’s official! I have given consideration to a possible date and I now have several possibilities!
Soon =
I’ve narrowed the date down to something within the calendar year!
soon =
No really, I have a date now! It’s even penciled in on a calendar somewhere!
MoreSoonerish =
I have a date, and I’m probably going to tell you what that date is…soon!
Incredisoon =
OK! I am done messin’ around. We have a date, I’ve found the calendar I wrote it on, and I am going to tell you. Like right freakin’ shortly! Seriously!
Tomorrowish-esque™ =
This is going to happen within the next 24 hours. Give or take some random number of hours which may or may not exceed an amount equal to the number of miles between the reader
and the International Date Line divided by pi. Unless the person is actually standing on the International Date Line at the time of reading, in which case the world will
end in a cataclysmic divide by zero error and none of this will matter anyway. This is all barring any conflicts with ‘The Schedule’, of course.
As soon as possible =
Time being the slippery thing it is, this has quite probably already happened. If not, it is very likely to happen while someone is typing up the message telling you when it will happen.
Assuming, that it is in fact possible.
Modifiers, adjustments, and other fun stuff.
***********************************************
Capitalization =
As a general rule, capitalization will tip you off as to a measurement’s place in time. Capital letters denote a longer period of time than lower case letters.
This applies to all uses of capitalization when dealing with time. Thus Soon is longer than soon. Likewise, MoreSoonerish, Moresoonerish,
and moresoonerish are all incrementally shorter periods from longest to shortest.
TM and its uses =
The notorious ™ has very specific meanings. It denotes a longer period of time than the word or phrase would otherwise represent without the addition of the ™.
“Quotes" =
The use of quotes, like the use of TM and Capitalization has specific meaning. It is another measure of extending the noted period of time.
Though it denotes a shorter extension than either ™ or Capitalization.
Combined notation =
When you see a combination of modifiers (™, quotes, and capitalization) you must consider the impact of all modifiers on the base measurement.
The more modifiers, the larger the expansion of time from the base measurement.
Addendum A: Spooky Stuff
************************************************
It’s on schedule =
This relates exclusively to a highly theoretical method of calculating time commonly referred to as, ‘The Schedule’.
The Schedule is part of an emerging understanding of time called Quantum Space Time. Schedule Time has the amazing ability to exist, not exist, and potentially exist or not exist all at the same instant.
It is only the act of observing The Schedule that forces it into a fixed state in which the normal rules of Space Time apply. This is commonly called “entanglement”.
Entangling one’s self with The Schedule is a very risky proposition as it can lead to temporal disorientation. Especially as it does not require one to be in any physical proximity to The Schedule.
Albert Einstein himself referred to this as “Spooky action at a distance.”
Addendum B: Backward Causality:
************************************************
I told you so =
Any attempt to look back upon or view the flow of Space Time from a future point will amplify and enhance the predictive and pre-deterministic nature of soon.
The effect of this observance is to reveal the perfect accuracy of all predictions within the fabric of the Space Time Continuum.
In short, the act of releasing content will cause the time line to become self-evident and clearly predictive of the exact moment in the
future at which the release will happen when viewed from that future.
I simply don’t understand some peoples logic on this subject .The world turns .When NA is asleep others in the world are awake .
Would be absolutely no problem, if they would be awake and play. But fact is the number of players is much lower, while the number of objectives stay the same.
A prime-time player is worth 1 points score an off-time player is worth around 20 points of score.
The amount of score per player should be always the same.
Why the hell does it need 4 maps with 1 castle, 12 keeps, 24 towers and 21 camps for around 10 player per side? That’s not only to boring to play, it’s also complete nonsense from a scoring point of view.
(edited by Dayra.7405)
As far as I can see everyone wants something different so who should they listen to? Everyone plays a different way. Just look when suggestions or ideas are posted. They mostly turn into arguments because some issues players have others are fine with it..
I’ve yet to see a fix for population posted that everyone agrees on but to me that was created by players and not sure why players are not trying to fix it themselves. Some are moving up tiers as every few days I see new people saying they just transferred.
What I do fear though is we will get some sort of megaserver. They did it for pve when servers couldn’t complete map events because they lacked populations. I always said I’d leave if this happened but really until something I find better comes along I’ll just learn to adapt with whatever they give us.
Games don’t last forever. Longest MMO I played was FF11 and the second longest is GW2. I’m just trying to have fun for as long as I can.
(edited by briggah.7910)
Right now, it’s difficult to stage a meaningful defense whatsoever. If a siege consists solely of plopping down a cata somewhere an AC can’t target (as in right next to the wall) and laughing at the defenders, we end up with a ktrain meta where defending is all but ignored. Anet claims to want to make holding structures more important to scoring points. The yak changes were a great way to accomplish this…now make defending feel less like BS by giving both sides obstacles and options to overcome them.
Attackers should have to build siege somewhere that they can protect it and should have to make choices about whether to add defensive siege to their assault.
That means removing bubbles from catapults and replacing the 5 with some sort of offensive skill (preferably something with fire that can harm siege/defenders on walls but not walls themselves).
With that change, shield generators (which really shouldn’t be HoT only—maybe to drop, but not to use) have a clearly defined assault role.
Also, walls should have spikes or a moat or such around them to prevent enemies from being able to waltz right up to them. The wall/moat could also block splash damage so that catapults would have to actually hit the wall to damage it.
That shouldn’t change anything about taking an unguarded tower, but will require a bit of thinking to take something with a defender and prebuilt siege. It won’t be make structures impervious but it does make the siege more interactive.
I’m 100% certain it will be in 2016.
yep, I’m pretty confident Anet will have the WvW Overhaul beta out by December 31, 2016…
Pain Train Choo [Choo]
Mind Smack – Mesmer
I agree with almost all of this except the waiting for over 3 years bit. Being honest, I spent the first year enjoying WvW and it was new enough not to need an overhaul. The second year was still fun too, so I can honestly say I’ve only been waiting for the overhaul since HOT was announced.
It’s an interesting thought that you brought up Subversion, although reverting stability and adjusting scoring doesn’t seem like it should take a year or more (but I’m no code monkey so I can’t say for sure). However without any communication everything is speculation, and is likely to remain so until Anet spring their Surprise! overhaul upon us .
And Psizone is right, you can’t stop people complaining especially when they feel there is so much to complain about. But it does get tiring reading the same complaints again and again, and I doubt they will be attended too any quicker than they were the first few times they were raised.
It really saddens me to see so few of my WvW friends on any more, and even fewer commanders tagging up. Then you get those who do try hard to make the best of what we have, like Knob, seeing their hard work unravel because of a crazy random match (I’m on IoJ so I understand both his pain and his post all too well).
I know those who are waiting patiently are fewer than those who moved on. My experience tells me the player base is shrinking with fewer new players entering WvW than veteran players leaving.
Those of us who are left are waiting as patiently as we can for the promised overhaul and the more frequent communications… and we will definitely need to be patient because it looks like a long wait ahead on both counts.