Yeah, Chaba, be nice. :<
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I feel like… this should be in the pve section… for some reason… hmm…
Anyways, the change that needs to happen to OS in general..
https://forum-en.gw2archive.eu/forum/game/wuv/QoL-Request-for-Obsidian-Sanctum/first#post6515888
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
When we discuss WvW, it’s always go left or go right, but what if we had different WvW game modes?
The current maps all follow the same structure for scoring, capturing, etc. New game modes would change the core of WvW, using classic or new maps, in shorter or longer matches. Some examples:
Demolition
In this mode, your goal is to destroy enemy buildings.
Damaged walls and doors don’t get repaired once the building changes owner. Building siege and repairing is now free, but takes considerably longer.
The score is determined by the value of each captured building, with towers having a higher value than camps and such. Sentries give points too.
The first team to capture 2/3 of the map’s total capture value wins. If the timer runs out, the team with the highest score at the moment wins.
Annihilation
Your main goal is to kill enemy players.
Dead players can’t resurrect normally. Respawns are in waves of 5 minutes, and with each respawn, killed players get a small stat boost.
The score is determined by the faction with less casualties. The team who reaches 1/6 of total casualties wins. The key is to kill and not get killed. If the timer runs out, the team with less casualties wins.
King of the Hill
There’s a building or position in the middle of the map (Stonemist Castle could work). Each team scores points by holding it out. Your goal is to capture it and hold it as long as possible.
The first team to hold it for 20 minutes wins. If the timer runs out, the team with the most points wins.
Overwhelmed
One team begins with the entire map captured. The other two teams are friendly with each other, effectively making the match a 2v1 situation.
The overwhelmed team has 10 minutes before the enemy can attack. Their goal of the is to be holding at least one building when the timer runs out.
An alternative version of this game mode could see the overwhelmed team rotate each 30 minutes.
Horde
All siege weapons are removed, and players can now destroy doors and walls with their normal attacks.
Body blocking could be enabled as well by default. Alternatively, players could be allowed to build barricades to form choke points.
Artillery
Normal combat damage is slightly reduced, making fights take longer, and siege weapons, now free and easy to deploy, are the main way to deal damage to enemies. Siege range is greatly increased as well.
Paratrooper
Gliding would be enabled, and players would be able to build platforms to throw themselves into the air.
The ballista attacks would get a new effect where they disable gliding for a short amount of time. Hitting gliding enemies would make them fall to their deaths, effectively making the ballista an anti-air weapon.
Bad Weather
Heavy rain, heavy sandstorm, mist, etc. Weather effects that affect visibility.
Could include random damage effects as well.
Infestation
Wild enemies appear often across the map, and sometimes even inside the captured buildings. Clean them out or risk them weakening your territory, and even killing your lords and turning the buildings back to neutral.
Alternatively, this effect could only spawn every few minutes, across the entire map, forcing players to stop fighting each other to defend their buildings, or use this opportunity to attack their enemies while risking losing their own territory to the monsters.
Just some ideas. Obviously, they’re pretty basic, but you get where I’m going. Some of them can be combined with each other, too.
These game modes could rotate weekly, daily, or hourly. They could be applied exclusively to Edge of the Mists, as to not disturb classic WvW gameplay.
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair
(edited by Lonami.2987)
Yeah.
I hope we can find a better long-term solution because T1 is just hell at the moment. Can I go back to 3-4 please
Let players talk to the Heroics Notary to swap stats on ascended gear (armor, weapons, and accessories) in exchange for badges and proofs.
Since WvW players are “encouraged” to play the other 2 game modes to earn the ascended gear, this could be our unique thing to draw the PvE/PvP players into WvW. If they absolutely hate WvW they can still grind out individual sets in their respective game modes instead of stat swapping.
LGN
Chess is already in game, you just need a guild vault.
Save the Bell Choir activity!
I can absolutely see why this would be painful as you learn to adapt,
I should have mentioned: yes, it was extremely painful before I adapted. It felt as if certain areas of the HoT maps were “off limits” entirely. (Then I started working out how to survive in a hostile environment.)
In other words: I sympathize with the OP’s frustration, while at the same time I strongly disagree with the idea that ANet needs to adjust the difficulty level.
(edited by Illconceived Was Na.9781)
I think the point of the “sheer excess of CC on some enemies” is that there are other ways to deal with CC. If I get stunlocked nowadays, I consider that my fault, not the game’s — it means I wasn’t paying attention to my surroundings and that I let myself get into an area where I could be CC’d to death.
Yeah, I have adopted specific tactics with some mobs because of their use of CC or other behaviour — if I try a naive approach they will beat my by way of, essentially, superior use of their skills to my use of mine.
For example, jade bow vs watchwork in Lake Doric, it’s much more sensible to focus on ranged attacks and carefully timed “dive in, melee for a little, dive back out”, since that allows much better avoidance of both the CC it brings in close, and the support team it has.
I can absolutely see why this would be painful as you learn to adapt, though, especially with the “meta” builds being so popular, and entirely damage focused … which isn’t as viable in modern (eg: LS3) PvE as it was even in HoT.
I totally agree with Svarty. From a PvE point of view, there’re many veterans or bigger bosses (centaurs, jade armors etc.) that liberally stun and toss and overall forbid the fights.
In WvW, it’s even worse. High CC builds like berserker, some chronomancers, some DD or guardian totally forbid you to do anything and stomp you in the process, which is no fun at all.Stability is no use, considering the way it works currently. In the previous version, it was a total immunity, and such stunlocks couldn’t happen as easily.
Stun breakers are roughly no use, because of the amount of CC you get : you can’t break that many stuns.
Dodges and blocks may help, but you can’t use them when you’re locked, and when the stunlock is an opening, then you’re doomed.
That’s the problem I tend to run into with some choice spots in PvE. Stability, even if it worked well, doesn’t have a huge uptime. Enemy attack rates that might actually use CC are still slow but can be excessively frequent, so using a single skill might block one attack, only to leave the player to be tagged by the next one 6 seconds later, now with no stability, because it went on a 60-second cooldown.
Stability is actually devalued by the sheer excess of CC on some enemies. There is no “right time” to use it, because in order to deal with enemy CC-autoattacks, you have to block/dodge/stability/break everything, sometimes literally with every attack. It’s an issue with encounter design that borders on fetishistic and/or lazy. There are ways to punish players for taking hits that don’t include one-shot-KOs or losing control of the character.
It’s time for the balance team to, for the whole game, re-evaluate how Stability works, not just as a boon/mechanic, but also in how it’s obtained and distributed.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
TBH all of this. If Anet insists that they primarily are not making new armor skins but are instead releasing outfits, at least please please convert all town clothing tonics to color changable outfits, then resell them to us, I wouldn’t even care. And for the love of the six, PLEASE give us the ability to disable the visibility of shoulders and gloves on all outfits like we can armor (I would love the bloody prince outfit to death if I could disable the shoulder spikes)
ALL of my “yes”! Seriously, shut up and take my money (to quote Fry). Personally, I don’t mind the over-the-top designs of armor and such in the game, but I have passed the various NPCs and found myself stopping and just admiring the simplicity of their outfits. I have a few characters that I think would look better with a “less is more” approach to armor, and those pre-existing NPC clothes would be perfect.
EOTM – the new Boogieman
EOTM being closed or used in place of EB will not add any value to the WvW game mode.
SOFT MOUSE
Anyway, they could just add striking back to traps. Would solve the issue without nerfing other aspects of thief or trapper runes.
If they do that though, they might want to look into changing traps a bit because they are all kinda meh.
Oublietta (Dolly Dearest) – The creepy doll mesmer.
Princess Dolls [Doll] ~ Of Darkhaven
I 100% back this idea. It’s a good one.
Malevolent Omen -Guardian
Mad King Mal -Rev
Dear ArenaNet developers,
I’d like to submit a formal request for the Obsidian Sanctum to be changed from a one-instance-per-tier setup to a mega server instance. I should preface by saying that I don’t have an understanding of the back-end technical intricacies that would need to be navigated in order to make this a reality, but I can speak about the potential pros and cons this change would introduce.
Pros:
- Greater communication and interaction between players on different servers and tiers.
- Opens up the possibility of cross-server and cross-tier community events.
- Provides a central area for players that enjoy dueling and theory-crafting new and creative builds to convene.
- Greatly mitigates the demand for guild hall arenas to use WvW skill balancing.
- Reduces the barrier of entry for teams looking to get involved in the community developed guild vs guild scene.
Cons:
- An influx of players could lead to increased abuse and harassment towards players attempting to complete the jumping puzzle.
- Potential decrease in gem sales for the purposes of server transfers if and only if the affected players are transferring servers for the purposes of holding scrimmages in the current one-instance-per-tier Obsidian Sanctum.
That’s all I’ve got. I’m open to comments and questions you might have and would be more than happy to assist in making this a reality.
Please lay off the ridiculous strawmen. It’s relative. Sure, OP may have many ascended rings, but it’s over time and relative, to say, green and blue drops. Ascended rings are not common unless you do certain content like fractals. For people that don’t do them, they don’t show up much. I probably see one like every few months.
Maybe ascended rings shouldn’t vendor for 10g, but vendoring for 5s or whatever they do it as is pretty lame. They aren’t as common as greens I assume. And in terms of potential value, they’re probably worse than rares and exotics that can be salvaged into materials.
Personally, I’d like a forge recipe to convert them, or use them as a crafting component.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Maybe a clue is in the OP’s signature?
i purchased several outfits years ago and i’d happily pay to buy parts of them as armour skins.
Option to buy parts as armor skins – agreed.
I really appreciate what they did with Braham’s Wolfblood Pauldrons.
Would kill to see the Hexed Outfit hat (female version) sold as a separate piece.
This is a good start Mckenna. The metrics are not perfect but makes sense, a few other variables to tweak will be good. Also keeping us blind on the actual algorithm is good too, prevents manipulation as has been in the past.
Ask anet for a raise, would give you a 9/10 recommendation
Desert Spectre [VII]-Crystal Desert
“You’re never out of the fight.”
To clarify further this is the first week we are using this new algorithm. So some of the complaints that are being brought up were problems with the old algorithm.
We use play hours to determine the size. Rank gains is tracked for comparison purposes since they usually follow a similar curve, but isn’t actually used to determine the world size.
We have simulated other algorithms to measure world size and ultimately found that player hours gave us more accurate results because we are mostly comparing active WvW play. The past algorithms weighed more heavily on individual players, so we ended up with situations where JQ was ‘Full’ because they had a lot of players, just not necessarily ones that played as much as Blackgate.
Weren’t they all beaten to death repeatedly in those pointless mount threads?
However, is it really a given that players will calculate optimal builds? Isn’t GW2 flexible enough with its skills to avoid this? For example: dmg of a certain skill ramps up so gradually, that one or two points of power don’t make that much of a difference, right?
Experience from WoW says: people will still do it, anyway, despite it not being of any real world value. Alternately, you could do what they did with the random “third tier” attributes, which is devalue them to the point they are ignored, since they are otherwise just another bit of grist for the mill.
(Plus … once you have the ability to manipulate anything, there will be a theoretically optimal value calculable, at which point it becomes the “necessary” thing. See also the berserker/viper meta in PvE, and the “X is dead in raids” when they can be cleared with pretty much any composition of competent players…)
Maybe if somehow everything related to skills would increase gradually and proportionally with these custom stats this can be avoided? It would make for an incredibly difficult update though…
Neither of these are bad ideas. They are so good, in fact, one of the best funded and most dedicated MMO companies in the world tried them!
Sadly, that tells us that they don’t result in the gameplay you would hope, in non-trivial part because this is really a people problem — in the sense that it doesn’t matter if the difference is mathematically invisible because it is smaller than the margin of error due to human reaction time variance, people will still believe it matters.
…and the sad truth is, you can’t solve people problems with technology.
How about another button beside the “Sell Junk” and “Sell” buttons on merchant panels for “Sell Minor”, which of course sells all minor runes and sigils to the vendor.
Or just have an options box that lets us select to include minor runes and sigils when we sell junk.
Thanks for your consideration.
Wouldn’t it take resources to implement some of the things you suggest they sell?
Wouldn’t some of the things you suggest they sell be Pay-to-Win?
Wouldn’t some of the things you suggest they sell alienate some/much of the playerbase?
Good luck.
Let me be transparent about this. Someone posted asking for us to provide him with some 3D models. You responded with an extremely negative and entirely off-topic comment about a perceived (and non-factual) “lack of communication.” The comment was removed because it was reported. It was reported because it was both off-topic and derailing to the thread in question.
Questions about moderation should be addressed to the forums team by writing Forums@Arena.Net. As is made clear in frequent posts and in our Forum Code of Conduct.
Incidentally, you were given neither points nor penalty with the removal of your post, and were given a detailed reasoning for its removal. Any further question may be addressed via an e-mail to the above-cited address. However, I would sincerely hope that this detailed explanation will end the discussion.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Given the number of rude and insulting posts that somehow get to stay, I would say the censorship is pretty lax.
OP, was it your topic that was posted or just a comment on someone else’s thread? If it got binned for the topic itself, it’s not particularly your fault. If it was your post specifically, consider that while ANet is generally open to critique, if a moderator finds it rude or combative, they’ll remove it and slap it with an infraction.
Side note: complaining about forum moderation out in the open is generally a no-no.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Thank you.
I guess the main things I’m looking for are the three things I posited above. Game performance, QOL changes to single-player, and added skillsets. If you or anybody else has anything to add to that that would be great.
- Game performance: no substantial difference to me. Some people report that the 64-bit client is a lot more stable on maps with more stuff going on.
- QoL changes “to single player”: no idea what that might mean. The game is an MMO, so lots of changes are geared towards group play, although those (such as myself) who solo a lot can also see the benefits of some. There are still group hero challenges which most people cannot solo.
- Added skillsets. There are no new elite skills sets and I wouldn’t expect any before the next expac, whenever that is announced.
Never mind what you remember disliking: spend the same effort you’ve spent reading this thread by playing the game and see if you like it. You might prefer the game now, even if nothing has changed. Or you might hate it, even if everything you hated was “fixed.”
Looks to me like Anet is taking the best approach. Hours logged and ranks gained shows participation rates. If BG reduces participation rates, it can’t have more than a short term impact and Anet may even be able to see the anomoly in the data.
Anet basing decisions on participation rates is the best way to smooth population disparity, which leaves skill/cohesiveness of servers/pairings as the primary determinates of success.
Great job, Anet wvw team.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)