Showing Posts Upvoted By joneirikb.7506:

Anvil Rock LF WvW guild/pug commanders

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Posted by: CrimeMaker.8612

CrimeMaker.8612

Anvil Rock is currently going through a process of rebuilding herself. Things have fallen apart a lot in AR since past couple of months. We have had a lot of players/guilds  leave the server. Our this weeks reset night was the weakest we have ever experienced. We only had two guilds running this reset.

Anvil Rock currently has people who are willing to work together make AR a better place for everyone. Tonights reset night was a wake up call for most of us because Anvil Rock has great potential to be a better server than it is right now all we need is few more WvW dedicated guilds and players.

We are looking for ppt minded / zerg busting guild / pug commanders who are willing to work with other guilds and pug commanders. We would also like guilds / pug commanders to encourage pugs and get them on teamspeak 3. We would really like to get 2 guilds for NA prime and 2 guilds for SEA prime. Guilds and players will also be given access to the server teamspeak once you guys are in AR.

If you have any questions about the server feel free to contact me in game. If I am not on you can send me a mail. I am on around 9pm est on Wednesday, Thursday, Friday and Saturday and Monday, Tuesday and Sunday I am on around 7pm est. If you guys need assistance in tramsfering we will do everything we can to help you guys come to AR.

My IGN: CrimeMaker.8612
You guys can also contact Julie her IGN is OutlawQueen.5263

(edited by CrimeMaker.8612)

Perma stealth thief vs PU mesmer

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Posted by: Pride.1734

Pride.1734

In WvW i kitten hate stealth. Its cool in PvE because mobs dont care and in PvP because they can’t cap, but holy moly is it a killer if you try to roam with a profession that doesn’t have stealth themselves. Honestly we need more revealing traits that are also at least somewhat accessible.
Also think about searching for mesmers with all their ridiculous stealth they have now. Its already hell to deal with in our small keeps now think about the new BIG keeps we will be getting in the new borderlands. …. shuders

Earning rewards in wvw with tick points

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Posted by: gennyt.3428

gennyt.3428

So put your heal on auto and go afk?

Whispers with meat.

Arena Net trying to end her own game

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Posted by: Warcry.1596

Warcry.1596

Translation: I’m a WvW player and it doesn’t matter what they do for WvW I will never be happy because of the mindset I made myself have after self-imposed feelings of abandonment for WvW by ArenaNet.

These upgrades look very good, and helpful and healthy for the WvW scene. They are welcoming. Sure, some upgrades aren’t as good as others, but overall they look very promising.

“He shall make whole that which was torn asunder.
Restore that which was lost. And all shall be as one.”

WvW getting some love ~ Thanks!

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Posted by: Luvpie.8350

Luvpie.8350

Better late then never WvW getting some quality of life items… So Thanks Anet

- Salvage WvW Gear to get badges/runes/sigils out
- Achievements getting reworked
- Guild buffs for WvW getting reworked

What else could anet improve on before release?

Apply @ Fang-Gaming.US
Follow @twitch.tv/Luvpie

WvW gear salvage

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Posted by: Zachary Stiers

Previous

Zachary Stiers

Gameplay Programmer

With Heart of Thorns the exotic equipment purchased with gold and Badges of Honor will become salvageable. Salvaging a piece of this gear returns only the upgrades that were applied and some Badges of Honor.

Real Life Hero

[Suggestion] WvW achievements

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Posted by: Tyler Bearce

Tyler Bearce

Game Designer

Next

For Heart of Thorns, we are rebalancing the WvW Lifetime achievement requirements to much more reasonable numbers. At the same time we’ll also be updating many of their associated titles.

  • We are not changing the Realm Avenger (“Ultimate Dominator”) achievement requirements or title, as some players have actually obtained it and it’s a bit of a status symbol.
  • The “Yakslapper” title will remain, but the requirement is being reduced to 2500 yaks.
  • As an example title change: “Ultimate Liberator” will become “Kingmaker”

ANETS amazing subtle brutality!

in Guild Wars 2 Discussion

Posted by: Renn.8241

Renn.8241

“And if you fail to fill these roles? You’re going to have a bad time. But don’t worry, as we’re leaving you a repair anvil at the entrance. You know—to collect your tears on.”

“You know—to collect your tears on.”

Ouch, shots fired! haha
But seriously, I love this kind of writing, sort of gives reassurance that they will make hard content and won’t nerf in a few weeks later because everyone complains it’s “too hard”.

Collect your tears, put up or shut up, keep content hard as nails

Source: https://www.guildwars2.com/en/news/designing-challenging-content/

~Renn~ Jade Quarry – Norn, – Ranger.

Legendary defenders and spawn

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Posted by: Puck.9612

Puck.9612

Your spawn has 3 exits, use a different one.

I’m sorry, you must have mistakenly written on the wrong topic. This is not “Are there other exits from spawn.” I mentioned that in the body already and yes anyone who plays WvW knows about them.

The topic here is increasing the range and effectiveness of the Legendary Defenders. And limiting or removing another servers ability to drop siege on the path from spawn to the keep. It would remove a nasty part of the game that adds absolutely nothing positive.

And what would that change? People would just spawn camp a little further back. Quit relying on npc’s to carry you, if you are so outnumbered that you can’t push out on 1 map, even with the help of razer, you have 3 other maps to choose from and each of them have 3 exits.

Oh lord you really missed the whole purpose of this thread, please read whats being discussed or don’t comment. This thread, in case you missed it, is about increasing the effectiveness and range of Legendary Defenders thus eliminating the BS act of spawn camping.

It’s not about how many exits there are from spawn. It’s not about bringing the fights to spawn because someone is too lazy to run the map. And FYI you don’t really get bags when spawn camped. Don’t tell me you do either. It’s not about NPCs carrying anyone or the need for them to do so. People play GW2 and go into WvW because it’s a great game and trolls at spawn was not what the Devs had in mind. Otherwise why would they block siege from being placed in spawn or why would they place Legendary Defenders at the gates who can one shot you?

Best comment yet was having Siegerazer blast out the front of spawn and wreck anything in his path. Add that the Legendary Defenders have increased range and bye bye trolls spawn camping.

Has nothing to do with PVE. But has everything to do with making a better experience and game. If you think PVE is a Legendary blasting some kitten spawn camper or Siegerazer clearing a path then you need to see what PVE is all about, that’s not it. Just like Wvw is not about being trebbed and sieged in your spawn regardless of how many exits.

sigh….. okay, for arguments sake let’s say you extend the defenders range another 1000 units. Why exactly would this fix anything? Players would still spawn camp you, they would just be a little further back.

Or are you asking that you get a clear path all the way to your keep making it impossible for your enemies to attack your keep from spawn side?

You are right about one thing, I rarely get bags when being spawn camped because I go out and /bow to see if any of them have the balls to duel and it’s bad form to stomp people in a duel. If they won’t duel and there is to many of them to break up I don’t charge into them over and over feeding them bags, I go to their bl and start flipping camps, tapping keeps, snagging towers, etc.

They aren’t going to sit there for long if they are losing stuff in their bl and you aren’t feeding them bags. Use a little common sense.

Jim Hunter when my other account isn’t suspended

WvW Quick Guide Basics

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Posted by: Slyther.1297

Slyther.1297

Hello! I wrote up a guide for my guild and figured I’d copy and paste the WvW section here on the forums as well.

I hadn’t realized there was already a much more in-depth guide pinned here, but I figure I’ll post the guide I wrote up anyway as it’s a much more compact “Quick Guide” of sorts and feel it will help out our new players.

If you have the time, go read the much more in-depth sticky here! https://forum-en.gw2archive.eu/forum/game/wuv/The-Basics-of-WvW-guide-and-more/


World versus World
Note to F2P accounts, you will need to reach level 60 before you can enter WvW. Paid accounts can enter immediately, though if you are on a paid account that has not yet ‘unlocked’ WvW through the leveling tips, you can enter anyway by walking through the LA portals.

Remember the world you picked when you started the game? That’s your home world and the world you represent on the battlefield. If you don’t know what your world is, you can press b and the world with the house icon is your home.

WvW is a three-way battle consisting of teams green, blue, and red. When you press b you will notice the window is divided into halves, the “Mist War” on the left, and “Edge of the Mists” on the right. The Mist War is three specific servers facing off against each other, server a vs server b vs server c, while EotM combines all servers together for effectively an 8v8v8 based on server colours, team green vs team blue vs team red. EotM is considered an overflow map of sorts, and as it is not directly tied into the Mist War people tend to use it as a Ktrain map with occasional fights. Most of my explanations of WvW will be about the Mist War itself while EotM can be summarized as “Find the tag, follow the tag, listen to instructions”.

Battle Length: Each Mist War battle is an entire week long, with resets occurring on Fridays roughly an hour after the daily resets, or roughly 6PM Pacific. EotM is an exception, with resets every 4 hours.

The UI: At the top of the screen you will see a special UI with some information. The red/blue/green bar at the top is a visual representation of the current control of the maps, and you can see the pie chart version of this when you press b. The number on the left represents your points per tick, or ppt, and tells you how much the objectives your team currently holds are worth. The middle number is a timer, counting down from 15 minutes, adding each teams current ppt to their war scores once it reaches 0. The number on your right is supply, explained below.

Supply: Supply is your lifeblood, and it’s required to perform tasks such as building siege blueprints and repairing objectives. You can pick up supply at supply depots located in camps, towers, and keeps that you control. Your cap starts at 10 which can be increased up to 15 through World Ability Points, with a further +5 possible when a guild applies the buff to objectives that they claim for a possible capacity of 20. Generally if you’re running with a Commander, only spend your supply on blueprints that they drop or other instructions they may give.

World Ability Points: WvW has it’s own progression system, and the WXP you earn gives you points you can spend. You will have an Ability Points tab in your WvW menu. My personal recommendation is to put 4 ticks into Supply Master first (Not Supply Capacity). Once you have four ticks in Supply Master it’s really personal preference where you put future points.

Siege Masteries: Respect the Masteries of others around you, especially for catapults and rams! Don’t use rams unless you have a minimum of 3 ticks in ram mastery, and I’d say have a minimum of T4 catapult mastery. Of course the exception is if the siege is sitting empty and unused, remember that no mastery is better than empty siege.

Camps: Camps are worth 5 ppt and have no physical defense structures. You capture camps by killing the Veteran Supervisor that will be protected by a few guards. You may not be able to solo camps right away, but many players eventually become capable of solo capping camps. The function of camps is to spawn dolyaks that deliver supplies to nearby objectives that the team owns. Camps also have the unique trait of being the only objectives the regenerate their own supplies, and thus it is highly recommended that you refill your supply at camps whenever possible.

Towers: Towers are worth 10 ppt and lightly fortified, consisting of a single layer of walls and gates. Once a team gains entry into a tower by either destroying a wall or the gate you then must kill the Champion Tower Lord to claim the tower. Being as towers do not regenerate their own supply and rely on dolyak deliveries, it is recommended to not take supply from a tower, allowing for a stockpile that can be used to defend and repair the tower during attacks.

Keeps: Keeps are worth 25 ppt and are heavily fortified, consisting of two layers of walls and multiple gates. Once broken through the outer keep, a team must also break through a second inner layer before they can get to the Champion Keep Lord and claim the keep. As above, keeps do not regenerate their own supply and rely on dolyak deliveries. Keeps have a significantly higher supply capacity, allowing for massive stockpiles of supply that can be used during defence.

Stonemist Castle: There is only one castle and it is located in Eternal Battleground, being worth 35 ppt. The castle is heavily fortified, similar to a keep in that it has two layers, but the inner castle lacks destructible walls and therefore you must break one of the three inner gates for entry. Due to it’s location the castle can be difficult to hold, but if a team is able to hold it long enough and upgrade it can provide a massive advantage to that team, especially if the waypoint gets built. Once inside you must kill the Legendary Castle Lord to claim the castle. As above the castle also does not generate supply and relies on dolyaks, however every single supply camp on Eternal Battlegrounds will supply Stonemist if you can manage to hold them. Stonemist also boasts the largest supply capacity possible.

Upgrades: With the release of Hot closing in, the current upgrade system is being replaced and therefore I will explain how the new upgrade system will work. With the information that we’ve been provided about changes to WvW upgrades, players will no longer have to spend their own gold to activate upgrades. Under the new system upgrades will be automatic based on how long you’ve held an objective, with successful dolyak deliveries reducing the time of the upgrades by several minutes. Upgrades will also no longer use the supply delivered to their depots by dolyaks, and thus the supply will be freely usable by players. However I imagine it will still be a good idea to leave stockpiles of supplies in objectives and to continue resupplying at camps when possible.

Glicko: Match-ups are determined by a rating system. Each server has a rating based on past performance, and are matched up against similarly rated opponents. There is a small RNG factor as well, as each server is given a random value between +75 and -75 to fudge ratings with the intent to provide some match-up variety. Once ratings are determined the 24 NA servers are divided into tiers of three servers for a total of 8 tiers. Colours are determined by your position in the tier, green being the top seed, blue being middle, and red the low seed. To give an example, if your server is placed into rank 7 for the week that means that you will be the top server of tier 3, placing you on the green team.

(edited by Slyther.1297)

I miss Charr Warbands from GW1

in Guild Wars 2 Discussion

Posted by: synk.6907

synk.6907

@ PopeUrban + synk

Do you think it is bad to want to have some more group content ? Even in the Open World ?

No
Not at all. I was only noting that the tendency of open world content is to balance it toward the single player character moving through as they level (or farm). GW1 was certainly more akin to an online, cooperative version of, say, Baulder’s Gate with respect to world exploration than your typical MMORPG, making it far more relevant to design towards group play.

This post was longer, but it kind of rambled without making a point.

(edited by synk.6907)

I miss Charr Warbands from GW1

in Guild Wars 2 Discussion

Posted by: BrotherBelial.3094

BrotherBelial.3094

Yeah the roaming bands of mobs where great. When ever I was out in the world(especially in HM) I would be in a fight and checking that the group that was no where near when the fight started, and is slowly getting closer was going to stop and turn around be for it got fought up in the melee. It added tension to combat. Something I miss in GW2.

i5 4690K @ 3.5Mhz|8GB HyperX Savage 1600mHz|MSI H81M-E34|MSI GTX 960 Gaming 2GB|
|Seasonic S12G 650W|Win10 Pro X64| Corsair Spec 03 Case|

What is going on? Why is GW2 so boring?

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Posted by: Devildoc.6721

Devildoc.6721

Everyone focusing on “oh it gets better/harder later” needs to realize just how badly the NPE damaged the early levels of the game. Had the game been like the NPE when I first started doing beta events, I probably would have asked anet for a refund after the first day of launch when it could no longer be excused as being “in beta”. First impressions are important, too many people think it’s excusable to have a really boring early game and too many devs actually believe it’s excusable too. The early part of the game needs to HOOK you, it needs to impress. People aren’t going to GET to level 35 if playing those first 34 levels is boring.

my first impressions in GW2 betas the first boss instantly downed you, so you had to fight to survive and other players were ressing you, it was a key introduction to how the gameplay worked that boss fights were dangerous and you couldn’t just face tank them, some of them could down you in one shot, and that anyone could help you back up even in combat. I started doing events, and since I’d picked a Charr one of the first events I did involved a champion flame legion shaman. There were dozens of people trying to fight him and he was wiping us all out. There was challenges in the game even right out the door. You didn’t have to wait until max level to be challenged, you were challenged at level 6.

That’s why I even got to level 80, why I didn’t refund the game, and why I kept playing.

The NPE is trash.

Zapp – 80 Asura Afromancer

Legendary defenders and spawn

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Posted by: Puck.9612

Puck.9612

I love when people bring the fights right to my spawn, beats the hell out of running around for 30 min watching people run into towers to avoid fighting.

Jim Hunter when my other account isn’t suspended

Play for Free Confirmed [merged]

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Can we all agree that allowing botters unrestricted access to /say and /map would be bad for ANet and bad for the community? Can we also agree that it’s also better for new players if they can ask for help easily?

And can we agree that whatever system ANet develops is going to favor one of those principles at the expense of the other?

There really isn’t an easy way to prevent spamming in real time, especially if accounts are free. That means there’s an added burden on new players who have questions. Maybe that’s a worthwhile tradeoff, maybe it’s a short-sighted one.

However, unless anyone can think of a system that ANet will agree is better and cost effective, I don’t see the status quo changing.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Legendary...for the non-crafters..

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Posted by: SpyderArachnid.5619

SpyderArachnid.5619

I kind of have to agree with this.

A Legendary in GW2 is not a Legendary at all. There is nothing Legendary about grinding/farming/crafting a weapon. It should have some sort of story behind it or a huge quest line or something. Not just require you to play the RNG game and grind for it. There is nothing Legendary about them.

I would like to see an actual Legendary weapon in GW2. One that has a history and takes you on a journey throughout the game, find the pieces and facing challenging foes as you delve into the depths of some forgotten tomb to piece together a long forgotten Legendary relic of the past. Then have to face some epic boss to siphon their essence into the blade of old to awaken it’s true potential.

Not “hey let’s go gamble in the forge and then craft some pieces to make this epic weapon!”. There is nothing Legendary about that.

A day without sunshine is like, you know, night.
Lady Bethany Of Noh – Chronomancer – Lords of Noh [LoN]

(edited by SpyderArachnid.5619)

Looking Ahead to 4th Anniversary

in Guild Wars 2 Discussion

Posted by: Yamialexa.5103

Yamialexa.5103

While I certainly understand your sadness that many things you have come to hold dear simply don’t exist anymore, I can’t quite get behind some of your reasoning.
You ask if people have become stupid because they can only have one profession. Well, why could charas in gw1 only have 2? Were they too stupid/too lazy to learn more? Why was there no crafting? I’m sure some people back then knew how to make weapons and the like? You ask why there are no healer roles, but why not ask for farmers or butchers? Just because they exist ingame, doesn’t mean they’re playable.

Don’t get me wrong, I see what you’re missing, but to explain it like this in lore terms is a bit silly.

Were is our Legendary Reward ?

in WvW

Posted by: Jay.7546

Jay.7546

We get a new map? /hmmm

I never understood why all three BLs had to be identical. I like Eotm or EB for being differnt. How cool would it be if all three maps were different from one another. Sometimes I have to look at the spawn to see what map I’m on since they are all cookie cuttered.

Legendary Armor Runes

in Guild Wars 2 Discussion

Posted by: Plok.5873

Plok.5873

So Legendary armor needs a way to save multiple runes to it otherwise the stat-swapping feature will be pointless. I think you should be able to add runes to the armor permanently or maybe there are a limited number of slots snip

I support this rune library concept and the analogous sigil library for legendary weapons. Like the last 100 times it was suggested.

Pry Bar in yo’ face, You big disgrace / Box of Nails all over the place
Pet project: Outfit overhaul.

What is wrong with this community?

in Guild Wars 2 Discussion

Posted by: chemiclord.3978

chemiclord.3978

Defend Arena.net? They don’t need me to do that. Which is why I don’t. They’ve made plenty of missteps and backtracked on plenty of things (the current mastery system stems from several horrible missteps with the original trait system, for crying out loud).

The problem I have is that fans like you invoke the wrong reasons for your distrust. And yes, that matters. Using the wrong process to reach the right conclusion is a matter of chance, not an indication of sound thinking. It’s like looking at a tiger, and saying, “It has stripes, therefore it’s a tiger.” Even though you’re right, you’re still stupid.

And from there, once you discover the RIGHT reasons for your distrust, you’ll notice that it’s hardly only Arena.net that displays those flaws. It’s a systemic problem with MMO development (and to varying degrees game development as a whole). A lot of fans talk about how awesome FFXIV is right now… and it’s as if they forget that SquareEnix botched that game so horribly out of the gate that they literally had to rip it all up and start over.

And yes, their fans were just as irate and unforgiving as the dissatisfied here. Gamers possess many qualities, and another one of them is incredibly short memories.

I’m not terribly worried about the decisions Arena.net (or ANY game developer for that matter) makes simply because the solution, as I see it, is one that cannot be implemented because gamers will overwhelmingly refuse to hold up their end (either by accepting less than the absolutely top of the line experience or pay more for that top of the line experience).

And so, in that regard, I also don’t blame Arena.net or any developer for the environment of their forums. The community is more than capable of being unreasonable kittens completely of their own merits.

What is wrong with this community?

in Guild Wars 2 Discussion

Posted by: chemiclord.3978

chemiclord.3978

ANet dropped a LOT of info yesterday, some of which is uncertain.

Some of us are concerned about stuff like that.

So we again face the conundrum of dealing with MMO gamers. They get livid the moment they perceive promises are broken… and with the same breath are demanding more promises.

You can’t have it both ways. If you want all the information you can, you have to accept that a lot of what they tell you is subject to change. If you want concrete, confirmed information, then you have to accept that there’s going to be very little you hear with a lot of advance notice.

That’s how game development is, and it’s hardly an issue with Arena.net. Management and direction in kitten near every game studio is a significant issue, usually because game development is in such high turnover due to poor pay and working conditions that management and directors change on a yearly basis if not less… a direct consequence of gamers demanding cutting edge while refusing to pony up for increasing costs.

Let’s take the demands for Arena.net to update their entire engine to Direct X12. That is a TREMENDOUS undertaking (for example, Blizzard released HD renders with Warlords of Draenor… a task they STARTED on while Wrath of the Lich King was still in development), one that would require most hands on deck for a couple years at the very least, and a LOT of money put into what would largely be a minute upgrade for the bulk of players… but gamers certainly aren’t going to pay for it, and seem to think it’s a matter of just adding in lines of code rather than kitten near an entire rewrite of the engine.

That’s not “white-knighting.” That’s understanding the limitations that game studios have to deal with and accepting it, even if its not ideal or could be better. There’s a TON of problems with game development as a whole, and Arena.net falls into a good many of those pitfalls. But with the current development environment, there’s little that can be done to fix them… and changing the environment would require a great deal of latitude (and an increased price tag) to implement.

I don’t see players getting on board any time soon. It’s likely going to take another crash before both developers and customers decide, “Ya know… maybe we all need to do things differently.”

What is wrong with this community?

in Guild Wars 2 Discussion

Posted by: Pandaman.4758

Pandaman.4758

Welcome to the internet, you will never find a more wretched hive of scum and villainy.

In all seriousness what you’ve described is nothing new, much less unique to GW2’s community. A lot of people behave extremely poorly when given anonymity and enjoy little to no real consequences for their actions, this is true whether someone is telling you how to play, who to vote for, or even what to eat.

The absurdity of "play the game, not the UI".

in Guild Wars 2 Discussion

Posted by: SupahSpankeh.8452

SupahSpankeh.8452

So I wanted to get some stuff off’f my chest about the UI and game design in general.

The overriding sentiment (again repeated in the raid announcements) is that we’re to play the game, not the UI. That’s fine, to a point. However, ANet have taken several steps (or failed to take certain other steps) which makes something of a mockery of this design philosophy.

a) Cosmetics/legendary combinations which prevent the player from seeing much of anything, much less animations. 2 or 3 players with large character models, wings and trail weapons (especially Twilight) completely obfuscate any animations/visual prompts as to condition states etc

b) There are key visual indicators entirely absent, or almost impossible to see. Putting floating healthbars above players might “ruin the immersion” and encourage “playing the UI”, but the current system makes it impossible to work out when your teammates need heals. I know, this isn’t a holy trinity game, but still… it’s important information which is absent from GW2 but present in other MMOs.

c) ANet sell cosmetics which mean visual identification of classes requires examination of the GUI. The recent royal guard outfit (which btw is odd on Asura – looks like I’ve got a window on my forehead) and other outfits force a player to either look at player character ability use or the icon next to the player’s name to work out what’s going on.

So, given that ANet’s commitment to “play the game, not the UI” is patchy at best, could we please have the basic MMO UI functions such as healthbars so we can play better? We can of course use VOIP (and do in WvW) to work out when heals are required, but this information shouldn’t be hidden because some designer has a kitten for not having a visible UI.

Also, can we please cut cosmetic crap like wings from “competitive” game modes? As it is, in a WvW situation 4-5 players with large models and wings blocks the view to the extent that you’re reduced to counting name badges to work out zerg size. If we’re supposed to be able to play without referring to the UI, at least make it possible for us to see the kittening thing.

Mad Skullz | 80 Necro | Piken Square

[Good Suggestion] Particle Effect Slider

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Posted by: TheFantasticGman.9451

TheFantasticGman.9451

Can we get a particle effect slider to turn that stuff off? I can only imagine how bad it’s going to be once legendary armors are a dime a dozen.

Speaking from a PVE-only point of view…

I don't think WvW is fun anymore

in WvW

Posted by: sephiroth.4217

sephiroth.4217

Megaserver decimated any sense of server pride. No more yelling in Lions Arch for reinforcements when a keep is going down. Even PVE types would come help in some capacity.

This is how people got into WvW in the past. They hear the announcement in LA, and come in; there’s something exciting going on, everyone is on the same page and working towards the same goal: the experience is fun and there’s server pride/cohesion.

Now: new plaeyers come in by themselves, have no idea what’s going on….
run out of spawn a few times only to get one-shotted by gankers, and never return.

Come to think of it, WvW players did way more than Anet has done to bring new players into WvW.

I remember before megaservers WvW players would hold events for PvE players in WvW to help get them interested in the game mode, people would spam the most active maps to rally on comm in LA before heading to a borderland to get people map completions and various things…

Some events that I remember personally were:

-The Pink Raid for breast cancer awareness, the whole zerg was pink.
-Map comletion raids
-Green arrow raids
-Commander siege fundraising events (before megaservers some servers had guilds with only the active commanders of the servers as members)
-The World Boss train was organised by some WvW commanders and would lead the World Boss train strait into WvW after the runs were done.

If LA could go back to just being a server only thing, we might be able to get some server pride going again, it would also help strengthen the community for that server aswell as reopen the communication barriers that could get your community together to help eachother in WvW if call outs were made to map chat for help.

You bring back some memories. I’m trying to remember the Pink Raid, I believe that was on GOM before Zombieland left for JQ. I remember being in one, just can’t place where.

Great points you make.

Thanks

The Pink raid was infact GoM, but it was started up well before Zombieland and Server Police had arrived on our server after departing HoD.

Green arrow raids were organised by [Worm] and [ASH] mostly from what I believe to help new players and uplevels gain level 80 and the right know how for dealing with WvW.

It was silly events like this that brought the community together, it would make for a very fun and friendly WvW scene where people wanted to play together.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

Please Arenanet! We want capes !

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Posted by: Manu.6078

Manu.6078

2015, the cape strikes again!
https://www.youtube.com/watch?v=RoFW2msxP6Q

Hide option for pauldrons, please ? [Outfits]

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Posted by: Coulter.2315

Coulter.2315

/signed, would prefer them transfered to armour pieces but wouldn’t complain if they gave the hide should option.

Hide option for pauldrons, please ? [Outfits]

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Posted by: Daigo Matsura.7954

Daigo Matsura.7954

The floating crystals are literally the only thing stopping me from buying the crystal nomad outfit.

+1 please, shoulder pads must be removable on outfits.

Hide option for pauldrons, please ? [Outfits]

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Posted by: Lunarhound.7324

Lunarhound.7324

The crystal nomad shoulders frustrate me a lot, because I’ve wanted an outfit exactly like that one for a while, and when they finally made one, they decided they had to stick gigantic crystals all over it. I’m not sure I’ll even buy it now. It’s the same reason I haven’t sprung for the Imperial. Just looking at the shoulders makes me wince.