All these problems I am going to list have to addressed if Anet even wants to consider giving WvW a surviving a chance in a few months.
Anet needs to redo the rewarding system.
Too many people that contribute to the actually winning of the matches aren’t rewarded.
1. If you revive an ally that has been killed while a tower is under attack, it doesn’t count towards the defend event.
2. If you run supplies from a camp to a tower while it isn’t being attacked to repair, you aren’t rewarded.
3. f you are the trebuchet manner who’s been working to take down that fortified wall and not there for the actual attack, you are not rewarded.
4. If you are the scout keeper on Bay while Hill is being attacked to make sure that no surprise retaliation is imminent you get no reward while everyone else gets 1/5th of a level, 1.5k karma and 10 silver.
As I placed in the suggestion forum, tower and keep captures rewards should be map wide, and I’ve also listed some reasons why it wouldn’t be a broken mechanic.
1. You can be a spy with 12 gold and literally put a supply cap on any borderland. Yes it’s a hefty price but it is currently being abused in some of the matches,
2. People taking supplies from a tower or keep that is so desperately trying to inch into the last upgrade is never completed (mostly pugs do this) even when everyone is telling that person to stop, 1 person can really ruin it for everyone.
3. Downed State is a major problem in wvw, because securing kills is being harder and harder, just bringing someone to 0 hp doesn’t bring any sort of reward, this brings out the game of number vs number, being outmanned 2 to 3 is not 50% harder of a fight, but easily 3 or 4 times, it rises up exponentially.
4. Towers and Keeps are being upgraded less and less because people are less inclined to upgrade them cause they get no personal reward out of it, spend 5 gold upgrading smc, only to wake up to find it gone.
5. Bad tutorial system, the tutorial explains towers and keeps, but it doesn’t explain siege weapons, what they do, the function and importance of SUPPLIES (The kitten blood of wvw, 10 supply is worth a player in offensive and defensive values) if you are running without supplies you are really half the man power you can be.
6. The buying system is punishing to committed wvw players and commanders. You make the exotic equips only purchasable through badges which is fair, but the most effective way to gain badges is through jumping puzzles not actual WvW action. Buying siege weapons is only possible through gold which WvW is less than stellar to provide and badges, which forces a player to hold off on their exotics. It has been suggested numerous times to bring in a third currency system, through points from defending, capturing points or karma, but our voices are rarely heard.
7. Stealth is the worst mechanic that is in open WvW combat, if a thief wants to kill a dolyak, it is going down, unless you get about 5 people to escort dolyak that takes 5 minutes to walk from point A to point B. There is no system to counter it and the oppposing end is helpless to stop them from doing what the want even if they are freaken 2 feet away form the stealth user.
8. Guard upgrades sucks more donkey nuts than the kitten ground that it lays upon. They are absolute trash, two people will always be able to take out all the guards without much trouble. Lord’s room never gets more guards from the upgrade which is really a flawed designed in my opinion. The Lord never benefits from the guard upgrade as well.
9. What the hell is the point of the outfitter upgrade? no one uses it. Siegemaster makes a bit of sense I suppose, but something like a merchant that sells Ash Legion Spy Kits or Hero’s Elixir (4 second invulnerability) or Nourishment material would make far more sense and be an actual useful upgrade.
10. Glitching through door or wall exploits.
Should we actually change the magnitude of the reward per person? no
But we should be changing the reward system, but right now its terrible.
It only encourages non-commited wvw players to zerging an not defending or repairing.
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
(edited by LieutenantGoogle.7326)
Colin colin colin. Should have let this one slide under the radar mate.
First Light Gaming [DAWN] – PvX OCEANIC COMMUNITY – BLACKGATE
http://www.firstlightgaming.com
Well if this interview really reflect what’s in Dev’s plan for Feb, then we’re screwed.
They really need to get their focus on WvW or else we’re going to lose big chunk of players from this game. February is too late but at least there is a milestone for people to wait for something new. Anet need to start listen to the community more. Even the breakout event siege placement are just pure lol
What Anet need to focus on (Dont wait for February, earlier the better)
***Better reward and Rank progression in WvW (Comparable rate to PvE/SPvP/Dungeon please, We need reward,gold,fame,rank,and profit. WvW is NOT a gold sink! It is a end game!)
**New better maps for WvW (Nobody like copy/paste for borderlands…)
*How to deal with Culling issue (Come on, we want to see enemy before getting kill do we?)
*UI for commanders like raid squad/supply info show etc (How do u expect me and all the people to stand close to each other and have me to type /supplyinfo everytime i wanna check supply??? UI is needed!)
Commander of Blackgate
Vid: http://www.youtube.com/watch?v=wyRsSk4l0T4
Only realistic types such as horses, camels, trained dolyaks
Uhm not as a Charr engineer it’s not! I want my motorcycle with weapons! If mounts were available I wanna ride around Mad Max beyond the thunderdome style!
Hi, please read and comment on what you think. Thank you.
Mounts:
- Only realistic types such as horses, camels, trained dolyaks
- Only acquired by completing a gruelling amount of events / dungeons (i.e. extremely high NPC merchant cost or extremely rare and lucky dungeon drops)
- Speed is a maximum of 55% faster than walking
- Can be used in PVE world.
- Can only be used by pickup from stables out in the world. (what i mean here is that it is not a spell that you summon, you must choose where to store it and you MUST go there to get it, take it wherever you want in the open world, and if you want to store it or remove it, you MUST put it in a close by stable – you cannot ever just click to unsummon.
- You have to feed it once per 3 hours of active playtime and will get a reminder to do this by the stablemaster.
-You can leave the mount unfed for a maximum of 3 active days of playtime before it permanently dies and you have to grind yourself a new one.
-You can pay a certain amount of gold to the stablemaster to automatically feed your horse every 3 hours.
-Feeding the mount costs gold depending on what food it will eat. You can choose with the NPC stablemaster which food to feed it, and can choose to indefinitely feed it every 3 hours of active playtime.
-When you pickup your mount, you pay the bill in gold. If you don’t have enough gold, you cannot pick it up and go out with it.
- When out questing or exploring, dismounting will leave your mount in that position for 2 hours of active playtime. If you do not return to your mount within that time, your mount will abandon you and you will have to regrind for a new one. (so you could logout and leave it there, login and it will be there, so long as within 2 hours of active logged in playtime you return to it and pick it up).
Benefits:
- Some players would prefer to mount it across the open land using it as a tool for great exploration and discouraging themselves from using waypoints all the time, although can still use them.
- Mounts are quite right a stale, boring, and old fashioned form of travel in MMORPG games. This way, turning your mount into a companion that you HAVE to take care of as if it were your own in real life, makes it far more interesting and realistic, and could warrant the good use of a mount in GW2 that would not ruin any aspects of the current gameplay system.
- In the older days of MMO games, mounts were seen as a very high achievement and players looked on that had one, were cheered and respected or even envied because the other player without one – really wanted one. This way, players will play their hearts out to get one. And once having one, they and everyone else knows that to keep that achievement active with them, they have to undertake a certain responsibility. Doing so makes mounts once again, a really awesome cool thing to have, not just a stale boring item that no one cares about.
PVP:
- No, not yet. I don’t know how this would work in PVP, so I leave that part of the topic up to NC Soft to debate and discuss if they wish. As far as I am concerned on this idea, it is for the open world PVE environment only solely for exploration purposes and an alternative to travelling around instead of waypoints.
Implementation:
- It does not have to be now. We expect expansions to come for GW2, and those expansions may include entire new maps and more open world space, where we may need to hop onto a boat to get to them. Mounts would probably a better time to implement as part of one of these later expansions. The game as it stands now would probably not have the capacity or the games engine is simply not designed to support it at the moment.
I believe there is currently a zerg mentality in WvW. There are many benefits to joining with the zerg and while there are some downsides almost all servers have some type of zerg roaming around. More successfully servers augment this with other teams or splitting the zerg into two or three, but numbers generally mean success.
Zergs are not good for WvW. They trivialize the accomplishments of smaller sized groups and players in the zerg are left feeling their individual contributions to the zerg do not have a lot of weight to the success or failure of the zerg.
I would like to offer up some suggestions on how to reduce the zerg mentality in WvW.
Supply Logistics Tax:
When the number of friendly players in close proximity reaches ‘zerg’ numbers, then start to remove supply from each member at an interval. The more people the more removed or at a higher frequency. For large zergs this would hopefully make it difficult to keep any supply more than a few minutes after looting a supply depot.
Siege Maintenance Tax:
When the number of friendly players in close proximity reaches ‘zerg’ numbers, then nearby siege equipment would either revert back to a ‘building’ state and would require supply to get them functional, or they would take damage and eventually be destroyed and have to be rebuilt from scratch.
WvW Dynamic event scaling:
When the number of friendly players in close proximity reaches ‘zerg’ numbers and they are doing an offensive dynamic event without a matching enemy force, then scale up the PvE difficulty. This could be accomplished either by reducing damage to walls/gates, or by spawning NPC defenders. The larger the zerg the more frequently they spawn and with more annoying abilities (snare, fear, AoE, etc). The balance I’m thinking of is 10 person team would be able to take an undefended tower much more dramatically faster than a 50 person zerg.
Decrease zerg rewards:
When the number of friendly players in close proximity reaches ‘zerg’ numbers, then reduce badge drops and dynamic event rewards (karma, experience, and coin) for completing events. This shouldn’t be binary on/off but a gradient reduction depending on the number of people in the zerg.
What are your thoughts on these suggestions? Are there other ways the zerg mentality can be deterred?
Though I don’t personally RP myself, I am on an unofficial RP server and the people RPing around me really helps create a more immersive atmosphere.
I agree with the points made by the OP but would also like to add to that list small but immersive features like:
- Useable chairs/benches/beds – in pubs, outdoors, etc by both the player and NPCs,
- Toggleable visibility on gloves and footwear – Allowing a little more visual customisation without sacrificing stats and actually allowing my street urchin elementalist to actually look like one,
- Dynamic weather – Especially in the major towns,
- Daily schedules for NPCs (sleep, work, congregate, converse, drink etc like the Elder Scrolls games) so that 90% aren’t just standing around doing nothing though obviously that would probably take a lot of time to implement.
- A day/night cycle that matters – different (or shadier)NPCs available at night and nocturnal mobs.
Some of these suggestions (like useable seats) would aid RPing to a degree whilst the rest would add more to the general atmosphere of the game allowing for greater immersion.
(edited by uknortherner.2670)
Hi! Kirin here, author of Kirin’s Guide for Aspiring PVE/Support Thieves . When I’m not running fractals with my guildies or exploring the vast zones of Tyria, you can usually find me casually roleplaying in Divinity’s Reach and Lion’s Arch.
But while I have a lot of love for the gameplay of Guild Wars 2, it really comes up short on some basic roleplaying features that the games best-known for RP have (games such as Everquest 2 and City of Heroes). Thankfully, none of my suggestion below should be too difficult to add!
So please consider some of the following, ArenaNet:
A Biography field we may fill out ourselves, and other players can view by right-clicking on our character.
Whether a player just chooses to write a short paragraph describing what their character looks like, a true biography describing the character’s past, or just a like to some external webpage about their character, few things as as good for getting you in the mood to RP as reading a bit about a character when you approach them. Many MMOs have this function already(EQ2, City of Heroes, Star Trek Online, and WoW via an interface mod).
“Talking” emotes when we use the /say channel.
The best part of this is it requires very little work on your part, ArenaNet! This “talking” animation already exists for NPCs. Just make them play on a player-character when they use the /say channel, and chatting with other players instantly becomes more immersive! (Extra credit if you have a slightly different animation when our text ends with a question mark or exclamation mark, though that’s not needed.)
More Town Clothes!
Seriously. We will pay cashy-money for these, ArenaNet. They don’t need special abilities like the pirate costume either. Just give us some snazzy tunics, pretty dresses, or just workman’s clothes that have nothing more than a unique appearance. We want to pay you for these things! Take our money!
That’s all for now! Thanks for hearing me out, and thank you for such a great game!
I guess it would be lovely(mainly for RP purposes) if we could use even normal gear appearance to transmute town clothes, it would allow a greater character customization, without unbalancing the game or similar issues. Why can’t we do that by now?
I have two things I’m unhappy about in this event:
1. Unbreakable Choir Bell on RNG
2. Choir Bell Ensemble can’t be played with friends without first playing server roulette
I would have also preferred a harder puzzle, but I still like the one we got.
Problem: Everything I don’t want is account bound. I don’t understand why I can’t give my friends my cogs and/or doll frames as it turns out I will not be using any of them.
Solution: If there are 5 things to make and we can only make two of them, let us sell, buy, and trade the others. I would have made mini’s and given them away as Wintersday presents. As it is I just tried to make an Endless Tonic and got frustrated because it didn’t work and I hate gambling. When making new things account bound, please think of us and not our credit cards. If you poke at me to use it, I’ll hold my wallet tightly closed. If you just make the game awesome and fun, I’ll give you more money……don’t you worry about that.
I actually came to the thread to post about this exact thing. I devised a cunning plan to spring a surprise on another player and mail them everything they would need to make a Toy Ventari. This would reflect our in-game RP of my character giving their character the toy. I went to implement this plan the other night, only to discover that two of the ingredients could be traded, but the cogs and recipe could not be. I’ve been told that if I make the mini myself it will also end up account bound (which is what I was afraid of to begin with). Why? Why account bind part of the requirements but not all of them? Why account bind any? Of course, we can still RP around this, but the ‘surprise for the other player’ part is blown, and I’m a bit mystified as to the reasoning behind the restriction.
@OP, good post. I don’t agree with you on all points (I love opening the big presents, for instance), but that’s fine; to each his own. And actually, I think your suggestions for improving them is great. For the most part I’ve been enjoying the event; I was just very disappointed to have my fun little plan foiled.
“Worshipping nonsense and imagination” — Hayden Herrera (paraphrased)
When you’re spamming Lion’s Arch don’t call it WvW, call it “I can’t believe it’s not PVE”
I don’t know if this is already been posted ( to lazy to read al the 1000 of posts :P)
But I would like to see the old system of the cloths, like in gw1. Then you can wear it over your normal armor. So you can see it also when your in combat.
Friendly greetings,
Lady Valkery.
P.S. sorry for my bad english
Did you ever went outside on a snowy day while sun is shining onto the snow… do you know what it does.. ? It blinds you !
Why are people always so desperate to throw real money at things that should already be part of the basic UI?
We just lost a guild that took a vote 4 weeks ago if to move servers with 70% saying yes. They than had a mass recruiting campaign that more than doubled their numbers from 200 / 400. (Proof in our server forums linked below).
They then leave our server leaving a half dig post at our NA players and say the decision to move was only first discussed 1 day before they moved. They also moved to a server that another alliance (that hire was a part of) tried to do the exact same thing and was caught out in time about a month ago.
They then say this is all coincidence and are surprised at the venom thy received on their leaving. We have had many guilds leave us and with no hard feelings and with well wishes if anyone is thinking we are bitter for them moving, it’s the way they did it.
What they have done is extremely low class and hopefully if i am not “gw2 you know whatted” anet can see why non paid xfers are extremely poor for guild wars 2, it totally destroys W3 in more ways than one.
Don’t worry we lost maybe 200 oceanic and na players at most. Our community is tight and won’t die off. We may drop to t3 but well be back I guarantee you.
Fort Aspenwood – the PvP server
Echoing your sentiment, I’d pay $20-30 for a permanent bank or trading post or merchant or make over kit but I won’t pay a cent for a lottery ticket.
Sadly whoever is in charge of monetization at anet has decided that the player base is a bunch of drooling morons and that more profit can be made by increasing our desire to purchase RNG boxes.
No, this isn’t another Gotye parody,
This is just me wondering:
Where are the Grentchs? Why are they replaced by some ugly and annoying skritts? Where are the Brrrls? Freezie & Grentchus?? Where are the fun Wintersday quests? Where are the hardcore solo missions with snowballs skills? Where is my solo dungeon with a 0.02% mini quaggan “that-everyone-wants” inside chest? Where are the candy canes weapons? The candy cane shards? The wintersday gifts with actually something useful inside?? Why did all the lore had to be replaced by a stupid asura toymaker? Where is even our GW spirit? The wonderful atmosphere? Our 100% free stuff? …
Why did you have to change everything? 
(edited by Keiran.1896)
There has been some talk of our oceanics transferring though I can confirm that HIRE has transferred/is transferring to Ehmry Bay. Of course not all will do so but at the moment it feels like it is inevitable that we (IOJ) will drop to t3
In lotro people made scripts to play songs using the instruments in the game. I hope they add a lot more of them in this game and make them cheaper.
why do people care so much about minis? They are just cosmetic nothing more :S
You’re asking quite an odd question to a community who plays a game that revolves around collecting cosmetics. lol
Lady Bethany Of Noh – Chronomancer – Lords of Noh [LoN]
Seriously this is ridiculous, There is one guy who spent 75 dollars trying to get the 4 minis fromt he gift boxes and did not get 1. Why did Arenanet not just sell them in a 4 pack! This is beyoned unfair and goes against everything Arenanet has done with the gem store. I seriously hope people +1 this post so we can get Arenanet to put out a 4-pack sale for the minis. I refuse to spend money on RNG but will 100% spend money on the 4-pack!
Anet pls pls start communicating with the dedicated wvw guilds prior to making fundamental changes to wvw. We sweat in wvw 24/7 and you make changes to the game without any dialogue with my or other wvw guilds.
You guys chat to spvp guilds, you listen to the moaning pve’rs all the time. So how about opening some communication channels with guilds dedicated to 1 of the 3 main elements of GW2?
If you carry on this way I really fear that many in the wvw community will get disallusioned.
Sea Combat in WvW world would take place in the regions around the Eternal Battlegrounds, The objective of “Sea Combat” is to gain control of various ports scattered across the sea, gather resources and destroy the enemy team. Below I will list the key points of my suggestion.
Ships
- My idea who be comprised of small ship’s such as Galleys and Sloops/Sailboats to large ships such as Dreadnoughts and Fire ships.
- Ships will automatically come with an npc crew/deckhand who allow player to upgrade their ships with weaponry, armor, or supports (up-gradable mast,sails etc.). The npc crew will also fill in for players.
- Ships can fly the flag of the owners Guild.
- Ships are obtained by an unnamed npc (preferably dock master).
- Depending on the weaponry equipped players can either bombard a shoreline keep or Destroy supply ships.
-Ships can also be used as transportation from each borderland.
Combat
- In battle players will have complete control of the npc crew if their are no other available characters.
- Ships which take damage will begin to sink and players or NPC will have to bailout the ship. Unless it will continually sink. (Ships can also catch on fire)
- If players manage to kill an enemy crew without sinking their boat they can board it and scrap the material and use it as resource or allow other players on the boat to gain control of the boat. (npc crew will not spawn on boarded boats)
Weapons (List/Skill)
- Canons ~ Poison shots/Volcanic Rounds/Scatter Shot/Piercing Shot
- Bombard ~ Explosive shot/Heavy Shot/————-/
- Mortar ~ “Existing skill template”
- Asura Laser
Crew
- A crew is comprised of a 10 member group who are either players or NPC’s. (Ship capacity cannot exceed 15 players)
- Crews while on the ship are faced with challenges such as fire,sinking,poison removal
and ship repair.
Misc/Events
- Resourses caravan will be in the form of supply ships which are unguarded ships which give supplies to ports.
- Dynamic events such as fighting Pirates,Karkas,Krakens and various sea monsters will appear
Conclusion
Those are the basic points of my suggestion, Thank you for reading it.
TL:DR – Naval combat in WvW with player ran crews who can bombard fortifications or Destroy enemy vessels.
The Guild Wars 1 store was very successful because it sold things players wanted: useful features such as character recustomization, new costume skins that were fitting to the world lore, and utility features such as expanded storage.
The Guild Wars 2 is a copy of Aion’s store. Useless items (pets), classic Korean grinder items (boosts), a few useful things (expanded storage) and a very high number of so-called “funny” skins (boxer gloves and etc), which I have never seen being used in game.
Why is the gem store so bad? Why isn’t it similar to the GW1 store? Where are the decent looking costumes, such as clothes we see the NPCs wearing, instead of that “let’s add real world funny stuff” nonsense? Why didn’t the game release with an option to buy character recustomization, since this would obviously be in demand and help the in-game store?
The only thing I ever bought were more inventory and storage space. I didn’t buy anything else, even when I wanted to support the game, because there was nothing else worth buying there. If even when people want to support the game there isn’t anything worth buying, the gem store is really in trouble.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
GMT/UTC is the international standard. It’s just baffling that it isn’t used.
CET/CEST is just as inconvenient to someone living in Asia as PST/PDT is. Any timezone that shifts at arbitrary points in the year is.
What’s the point in using a time code (or two) where the vast majority of the world has to Google to check whether daylight savings is active for that zone and then mentally make two conversions: one into the prime meridian and another from the prime meridian into theirs. Why not just make announcements using the prime meridian?
GMT/UTC is good enough for the U.S. Navy and every last business that has to coordinate internationally, why isn’t it good enough for ANet?
Seriously, why? I’ve been looking for a reason for ages.