In my case for example i’m on one server where normally we have a public commander with the tag on, and a few guilds raiding along the map with the typical mark of CTRL+T to not attract the no-guild raiding players. Sometimes this method have some problems to know where are the other guilds or the public commander to know where are all the guilds raiding, so we end at the same spot to take supplies for example or sieging the same build at different spots(yes, I know it sound absurd).
I have the same issue. Commanders should ALWAYS know where other commanders are… it’s also one of the reasons people don’t join squads. When players currently join a squad they can’t see any other commander pins.
People like being informed. Knowing where your ally commander is fighting so you can take your smaller squad to ninja a tower/camp on the opposite side of the map is huge. If they implement colors and unique shapes to commander pins…. I’d also like to see changes made to show ALL commander pins while in a squad. Or at the very least make all commanders see all pins, both guild/private and public.
The problem with making tags invisible unless in a squad is that currently guilds run tagless anyway as a makeshift way of achieving this. Which means that you’ll have the “if not in my guild gtfo” problem.
I agree in principle. Guilds have certain play styles and will always run the way that they enjoy. I would prefer a “private” squad over a “guild only” squad. You could then create a closed squad and use it for guild only, guild and friends, or flag it public when your server needs you. It’s simply more flexible.
I would like commanders to always see other commander pins regardless if they are in guild, public or private commanders. People in a squad could only see their commanders pin.
Making guilds able to have a tag only seeable by their guildmates/squaddies will simply make wvw a gvg only area as no-one will bother tagging up for the newbies to follow which will in turn just force them to logout. Which already happens a lot due to the guilds running tagless.
I have to disagree. In other MMO’s such as DOAC and Warhammer where a server needed to coordinate large number of players…. we almost always had a public leader for pugs. Someone always usually stepped up.
Also….
All commanders should be able to see other “Public” commander pins.
Havoc forces need to see where the public commanders are so they can plan where to strike. Currently if players join a squad they can’t see other commander pins. If you add guild/private squads it would be nice for the commanders of those guild/private squads to see where the public commanders are.
Question
3) A guild gating system would be clean but require all commanders to be in a fairly active guild is this a fair gating system?Question
4) What did I miss on this list
You need some way to pass command to another guild/squad member without reforming the whole squad.
/makecommander: Pass command leadership to the targeted character in your Squad.
I’d prefer “private” squads over " guild" only squads as they don’t exclude inviting non-guild members for private events. But if you are going with guild only commanders then you should not have to reform the entire squad every time a guild member who is commanding has to log out.
Reforming an entire squad every time someone has to log out is frustrating and you end up losing people from the original squad. This could work for ALL C&S formats.
All I want is a commander tag only visible to a guild. If you’re a member of that guild you can see the tag. If you’re not…you can’t.
If you made that one addition I’d be happy with it.
That’s better than what we have, but it’s still too limiting. I’d prefer to see a “private” squad over a “guild only” squad. A “private” squad could be made only for your guild, or it could be made for any other possible scenario players have.
Why exclude players that aren’t in a guild or old school players who like to represent just one guild? If they don’t like to zerg they don’t have the option to join a private havoc squad. More flexibility is better.
Thanks for all the answers might be hard for me to answer everyone but I’m up for a bit any questions I could answer?
Question then for you or Devon.
What is your definition or idea of Guild Commander?
- Can anyone see a guild commander pin on the map or only guild members?
- Can people in the guild squad see the public commanders pin on the map?
- Are we able to invite friends or members of alliance guilds to the guild commanders pin for specific events or are they out of luck?
I’m a little confused as to what the devs idea is vs the players idea? I think the players are looking for a closed/private system to create small or medium size forces. We want to do this without taking players away from a public commander, but still have the flexibility to create private forces the way that works best for us.
We often run guild only forces, but occasionally invite non-guild members for multiple group havoc forces. People shouldn’t be forced to leave a guild and join yours, just so they can run under your pin. Making a private option allows for guild only, or guild with some friends. If players enjoy running smaller size forces consisting of a few groups, it shouldn’t exclude non- guild members.
Agree with this to an extent — I’d like to see it where people who are members of your guild, even if not currently representing, can see the tag and join the squad.
It could be guild tag, so that every guildien in map (representing or not?) could see it automaticly. ( I would supose that if you are in same guild as commander, atleast some level you want to play with him) Guild tag could have option to invite non guildies to squad so that they see the tag.
That way we would get guild tag with option to invite non guildies to squad->closed squad. Or is there someone saying that you don’t want to show your commander tag to your guildies? :P
What I’m really trying to say is we simply need two options for commander and squad…. either toggle PUBLIC or PRIVATE.
Public Commander Pin: As it is currently, everyone can see the commander pin on the map and everyone can join it.
Private Commander Pin: Only those people currently in the squad can see the commander’s pin on the map. This could then be made for guild only, or guild & friends. This gives players more flexibility to create forces the way that works best for each guild and player style.
Would the commander system be functional enough with more markers, guild only tags, less suppression, better supplyinfo, and possibly additional marker shapes?
What you suggested above would certianly be a welcome short-term fix. Just a slight issue with guild only tag as opposed to private (hidden pin) option.
Doesn’t the option for squad-only visibility cover this?
If you join a squad currently it doesn’t show other commander pins. If we have guild or private pins, it would be necessary to see other public commander pins so havoc squads can see where they can ambush and cause trouble.
Sometimes havoc forces need to be stealthy and keep the size of the force controlled. This is impossible with a visible pin on the map that everyone can see and flock too…. it defeats the purpose. Devon has mentioned guild commanders, and I’m assuming that only people in your guild would actually see the pin. (as opposed to everyone on the map). Sometimes you want to run a havoc force of guild members AND non-guild friends that consists of 2-3 groups only. That’s why I’d prefer a “private” pin option as opposed to a “guild” pin option.
Just allow us to hide the commander pin from everyone NOT currently in the squad. We can use it to make private guild squads or guild & friend only squads or whatever players enjoy running. But we still need to see the public commander pins while we are in a private or guild only squad.
Two healing staff/hammer guardians and three shout/banner/hammer warriors in each party. Take 3-4 parties and watch everything melt.
And that pretty much sums up the state of class balance.
Would the commander system be functional enough with more markers, guild only tags, less suppression, better supplyinfo, and possibly additional marker shapes?
What you suggested above would certianly be a welcome short-term fix. Just a slight issue with guild only tag as opposed to private (hidden pin) option.
We often run guild only forces, but occasionally invite non-guild members for multiple group havoc forces. People shouldn’t be forced to leave a guild and join yours, just so they can run under your pin. Making a private option allows for guild only, or guild with some friends. If players enjoy running smaller size forces consisting of a few groups, it shouldn’t exclude non- guild members.
Having a private (hidden pin) allows for smaller forces that can be used by everyone, both guild or mixed groups, without attracting a zerg if they are running more than 5 people. It can also help create closer bonds by allowing smaller guilds to field combined groups and still keep it small.
@ Commander ranks based on WXP ranks or time progression.
I’ve been reading a lot of suggestion posts about different tiers of time or progression to be able to unlock commander abilites. Commander abilites should NOT be based on how much a free time a player can accumulate WXP or farm gold. Functional and basic abilites should be available to everyone with a pin.
Like many in our guild, we are older veteran gamers with limited time to play, but decades of gaming experience. Commander and Squad is a grouping system for more than 5 players, and the ONLY way in the game to coordinate 5 or more players through the UI. It should have basic abilites for all to use evenly and have public/private/guild only options to be used in the way that works best for each guild and player.
Give the players the basic tools, and they will use it the way that works best for their playstyles. I don’t think grouping systems should be effected or determined by WXP bonus’s.
I’ve been a strong advocate of a better Commander and Squad system since the Beta weekend events. First and Foremost: A multi-group system should be flexible enough to meet the needs of ALL guilds and player gaming styles. Private/guild/public commander pin options should be implemented ASAP. My list…
Guild/Public Pin options: It’s just too confusing putting commander pins up when running private guild groups or events in WvW. It draws people away from those commanders trying to lead a public zerg. This is the #1 thing needed as multiple groups using Ctrl-T to coordinate is frustrating as heck.
Squad Assistants: If a guild/private system is introduced then having a commander leading AND inviting/managing a squad can be overwhelming. Allow commanders to assign assistants with permissions to /invite and /kick players from a squad.
Ctrl-T visible to everyone in squad: If a commander targets siege or players, everyone currently in the squad should see it and be able to assist. Overwrites group target or perhaps a separate keybind to assist.
Commander Chat color: Commander chat in a squad should be a different color than player chat in a squad. It should be easy to pick out the commander chat if lots of chatter in squad chat.
Commander only squad chat: Commander should be able to toggle chat on/off in a squad so only the commander can speak. At key times a commanders orders can be lost in the chatter of squad chat.
Chat Suppression: Limits need to be increased
Devon’s questions:
- I’d prefer seeing some short term changes made ASAP, foremost a public/guild only option.. WvW would be more dynamic with tools that allow smaller forces to coordinate better.
- I don’t like having a progression based system to gain commander abilities. If you go with the guild commander upgrade option it should be a one time shot and allow anyone in the guild to use at different times
- Private/guild changes would indeed have more people joining squads, currently almost no one does.
- I would NOT like to see commander pins visible to the enemy or show enemy commander pins on a map. Surprise and tactics are lost if everyone knows where each other are. This would NOT be healthy for WvW.
- Devon – The Commander and squad system is only useful for one thing atm. Leading or herding large numbers of players together. Unfortunately that’s not how many players enjoy playing. Allowing commanders to hide the pin except for players in the squad would allow EVERYONE to use it. A private/guild only option would allow more small or medium sized forces to organize better and you’d have a more dynamic battlefield. Even a single group able to have that visual commander pin to regroup makes a huge difference. I feel adding a few changes immediately is better than revamping the whole system.
Having 1 vs 1 where one server is totally stacked is worse than having 2 vs 1.
At some point the two servers ganging up are gonna turn on each other…. then you can hit em!
It’s OK Anet has acknowledged the problem and are definitely looking to improve on this in the future.
Meanwhile enjoy dominating the battlefield next patch with our new Sentry Point Mastery line
I guess easy social grouping in a modern MMO is not important. Maybe they can push the living story stuff out every week and distract us from grouping together easily.
But it’s been around since the start, we would MISS it if it got fixed!
No… no I wouldn’t miss it. I certianly wouldn’t be so @#%&^% frustrated though.
One of the great points of DAOC. A smaller and well organized group or force could defeat a larger force with SKILL.
That can work to some degree in GW2, but not as well as it should.
i play the most time pvp. but even i know selecting player and using that arrow above the group does the work for u.
It’s when that guy with the ACSII characters named Æunbê logs in and says "Give me a invite to the WvW group. I can’t use the UI, and I can’t manually invite as I don’t know all the ASCII codes. So I have to wait for him to zone, direct him to our location and actually be in visual range to invite though the UI.
It shouldn’t be so difficult to simply invite a guild member to a WvW group or do other basic functions like kick offline properly. Not in this day of MMO’s… don’t even get me started on the lack of private grouping systems for more than 5 people.
Honestly, tell the people to shut up and join squad on the right commander. Pugs will be pugs but other organised groups don’t really have room to complain.
I hear what you are saying… but it’s people flocking to the pin when we are trying to do private multiple group stuff. Our ambush guild havoc force now has an extra 20 people tagging everything in site and causing orange swords everywhere. It’s just impossible to use the commander pin when doing guild stuff in WvW unless you are leading the zerg.
Simplest solution is to allow commanders to hide the pin AND still retain all the functions of the sqaud system. That way players and guilds can use it for whatever they want without having 10 commander pins all over the map confusing pugs and taking away from zone defense.
In previous threads Devon had mentioned plans to upgrade the commander and squad system. Devon mentioned it lacked functionality and would get attention at some point. Just curious if any progress has been made on this, or a rough timeline on when you expect to roll these changes out?
Unless you are actively leading a zone/zerg with the commander pin, people get upset when you put a pin up for coordinating multiple guild roaming groups. Currently we have to run multiple 5 person groups, coordinate in 3rd party voice and “mark” a driver with a bullseye target as the only solution for organizing private forces. This is a clunky and frustrating way to run multiple guild groups.
Organizing and having a system for guild members and friends to organize without taking away from the people actively leading a zone is still SORELY needed. Some sort of private or guild commander and squad system.
I hope these changes aren’t being forgotten or sidetracked. IMO the the ability to easily group in GW2 should be a priority.
Ques are the issue now. If you run solo it shouldn’t be too bad. If you like to que as a guild then you’ll have trouble getting together. Even if everyone ques together at the same time you don’t get pops in a reasonable time frame.
This is stupid and will also promote afking in wvw to keep their time up.
Also server loyalty is kinda meh, most big wvw guilds just hop around anyway..
Just not a good idea. Anything that can be abused by those with more time is not needed.
First come, first served is the best way. The que system does NOT function this way currently. Our guild often ques groups at the same time, but seldom do we actually get the pop within a reasonable time frame.
People are leaving the game because we simply can’t WvW together as a guild. This isn’t about having a que, it’s not being able to get together with random pops… sometimes hours apart.
OP say: How exactly does queue system work?
Nobody knows how it works… Anet included.
Im’ “guessing” as I have no facts to back this up but….
There must also be some kind of filter or algorithm in the que system that checks natural level 80’s vs boosted to 80. Perhaps as well as some filter that will allow a minimum percentage of different classes in a zone.
This might explain how some people are getting in based on level or class. The only thing we do know is it does NOT work like a standard que. You are not getting a number and getting in based on when you que.
The ability to group with guild members and friends should be the #1 priority in WvW.
- Que system. If you are on a populated server that has ques and everyone ques at the same time, people should get pops around the same time. Fix this ASAP.
- Still can’t invite people who are in a non-WvW area. Some people have ASCII characters in their names and makes manually inviting with a /slash command difficult. Why can’t you simply invite people by right-clicking on the chat window… like you can in any other PvE area.
- Still no way to group in game if you have over 5 people for private events/forces. Unless you want an extra 40 people flocking to a commander pin we still don’t have an effective way for multiple groups to run using an in game system for GW2.
Gw2 is one of the most difficult games for coordinating with friends doing PvP. This needs to be a focus.
Could you chosen guilds please put brief information up regarding focus and size of your guilds (like “small man roaming”, “gvg” or similar)?
Thanks & best regards
Nordvegr runs mostly roaming group(s). Old DAOC guild with many veteran gamers focused on WvW. About 30-35 active members.
People aren’t whining about having to wait in a que… they are whining because the QUE SYSTEM DOESN’T WORK.
A lottery system is not a proper Que system.
we dont care. map cap wont change = average queue time wont change without wvw population drop. prioritizing wont fix kitten.
I don’t care how long I have to wait. But when I que with 10 guild members at the same time I expect to have all 10 of us to get a pop around the same rough timeline.
Not one guy in 5 mins and everyone else anytime up to 2 hours. Another WvW ball that was dropped because of “lack of priority” or “lack of resources”.
Hey people,
for few weeks Anet was telling you that moving to T1 is not good idea.
They also made some free transfers so you can move from overpopulated servers.
Nobody cared about it that time.And it is not Anet fault. I dont see people from Bronze league whining about queues.
People aren’t whining about having to wait in a que… they are whining because the QUE SYSTEM DOESN’T WORK.
A lottery system is not a proper Que system.
It’s very simple…
Allow commanders to hide the pin AND still retain all the functions of a squad. Many guilds and players are simply trying to coordinate multiple havoc groups together. Allowing private squads will reduce the number of pins from commanders that are not actually trying to lead the zone but are simply trying to coordinate multiple groups.
The problem is people are using commander pins to organize a couple guild groups or have no intention of leading a zone defense or zerg.
Why? Because there is NO OTHER IN GAME SYSTEM to organize more than 5 people. Until they allow people to form private or guild only squads that hide the pin except for people in the squad… this will continue.
Give us flexible grouping systems and we’ll see less pins screwing things up.
Unfortunately we’ve asked for most of this stuff before the game went live. They say they are upgrading the system in the future, I just hope they listen to players and actually add features we need and want.
Whatever commander changes they make should be flexible for ALL players and guilds. They need a public and private/guild squad option. IMO having a public/private option is the most important feature. Some people do NOT want to lead a zerg and simply wish to create a smaller force squad with a visible pin….. one that won’t have 50 people flock to it.
Seem feelings I have.
- I’m on a high population server and expect to be in a que… that’s not a problem.
- Our guild ques for the same zone at the same time and get in at various times… that IS a problem. Some people get a pop within 5-10 mins, others are over an hour. Organizing and playing with friends is a chore in GW2…. and it shouldn’t be.
3-5 hours queue at primetime to play some WvW, this whole WvW season is one big mistake Arenanet!!!!!
Que’s don’t work properly. Right now the definition of the WvW que sytem would be:
lot·ter·y [lot-uh-ree] : any happening or process that is or appears to be determined by chance.
“Queues will be fixed as part of the new map. They will continue to operate as they have since launch until then. The queue does not function as a typical queue and we are fixing it. It will just take some time. It has been a lower priority than the other things we have done and we’ve only now been able to devote the appropriate resources to it.”
https://forum-en.gw2archive.eu/forum/wuv/wuv/Bugged-Queues-1/first#post3060494
Queues will be fixed as part of the new map. They will continue to operate as they have since launch until then. The queue does not function as a typical queue and we are fixing it. It will just take some time. It has been a lower priority than the other things we have done and we’ve only now been able to devote the appropriate resources to it.
So basically Anet knows that the que has been borked. Que as a group and some people in the group get in after 5 mins and some more than an hour later.
Why are basic functions like coordinating and grouping in GW2 given such a low priority in WvW?
The easiest solution is to actually have an in game grouping system that allows us to create custom size forces. There is simply no other in game grouping option over 5 people that doesn’t attract a zerg.
Private/public commander pins would create more medium size forces on the battlefield instead of one massive zerg flocking to a shiny blue pin.
1) Commander & Squad Functionality. (Public/Private squads)
2) Bug fixes / Siege exploits.
3) Additional or Improved map design. IE: Get rid of the PvE events (centaurs/skrits) and add pvp content.
In a recent patch the “kick offline” and ability to right-click invite people in a WvW zone was fixed… but only if they are actually in the zone. We’re still unable to invite people through the guild roster or by right-clicking the guild chat. Manually inviting people to a WvW group is frustrating… especially if they have ASCII characters in the name.
For example:
- Guild member “æon flux” asks for an invite in guild chat. As you have no *@#& idea how to type out the Ascii characters so you have to wait until he enters your WvW zone and then get him to send another tell or type in the zone before you can right-click invite.
Being able to invite a guild member should be easy, inviting from the guild roster or guild chat would be easy too… but it’s not.
WoW I was actually able to use the group functions in WvW for the first time since release. I was able to kick an offline party member and right-click names in the chat window. Took over 13 months but we have basic functions now.
- Still no right click options in the guild roster window while in a WvW zone though.
I’m glad to see it was finally addressed and hopefully we can get the guild UI roster working with right-click options and get a new C&S system sometime in the near future.
Can’t you see Anet has more important things to do… like rebuild all their dungeons because they released an unfinished game..
New content Vs. Forming a group in WvW properly.
The fight was fixed.
No they don’t listen, look at the commander tag, it’s been talk since beta, and yet it is still useless. Just a beacon for people to rally there.
This pretty much says it all. We are still unable to form and manage a single group easily in WvW with the broken UI. Commander and squad system needs to be flexible enough for all guilds and players, public and private options. All this stuff has been mentioned since Beta weekends and….. nothing.
I think Anet does care, they are simply following their own agenda and doing what they think is important. Unfortunately what they feel is important is not what many of us feel is a priority.
Deja vu… I think I’ve read these same suggestions 50 times since Beta weekends without a single change in 13 months. I thought if different posters suggested the same things over and over it might garnish some attention.
I’ve simply come to realize that player input means pretty much zip in the grand scheme of things.
ANET thinks you should be blobbing in WvW, not being organized in groups, no lfg tools for you!
Just don’t see the point of a lfg system for WvW…. once you find people, you can’t invite or manage them properly. It’s like ordering a hamburger minus the Meat.
This is nothing… try not being able to form and manage a group in WvW. The UI has not been working since the beta weekends 13 months ago and not resolved.
So many bugs in this game… but they can still pump out new living story content every 2 weeks.
Agree.
I’ve also posted this a dozen times and replied to about 50 threads suggesting this. Apparently guild management is not important in GW2 to Anet. Just like the ability to form and manage a group in WvW with a broken UI.
But hey… we’ll get new living story content pumped out every two weeks.
I think part of the problem is resources devoted to WvW. Perhaps they are doing as much as they can with the manpower and resources allocated for WvW. It also comes down to what they do first with those limited resources.
Stop adding NEW content until they fix or tweak the current content. Fix the exploits, broken UI and enhance current features before throwing new content into the mix.
It comes down to…. if Anet doesn’t think it’s important then they ignore it or put it aside. They obviously can’t do everything at once, but PvE focus is miles ahead of WvW focus.
The ARE making wvw changes and adding content, but not the stuff that most players feel REALLY needs to be addressed first. Some stuff they haven’t addressed is understandable and some of the stuff is really appalling they haven’t fixed yet.
The complete lack of ability to group and organize in a WvW system where the mechanics require people to group and organize bothers me the most. There are many areas, but that one stands out the most for me.
3 patches and still no fix.
4 patches….
5 patches….
Hmmm, I lost count.
Did you lose count of how many patches have gone by that we still have to deal with this? Or did you lose count how many times the buck has been passed on resolving it. Devon mentioned he was aware of the issue, but it wasn’t his department. I guess everyone at Anet assumes someone else is fixing it.
I’ve lost count on both…..
Well actually both. We have a big patch on Oct. 1 so maybe we can kick party members by then. Well, who am I kidding, in Twilight Arbor that is!
Yeah let’s spend more time on living story and PvE content. Who cares about being able to form a basic group in WvW. It’s not like organizing and coordinating in a massive server vs server battle is important.. right?!?
We still need this! Bump ftw
We needed this at release.
I’d say from the feedback given by players in certain areas and the complete lack of addressing them…. not listening. The priorities that Anet has are not the ones players have.
I’d say that player feedback adds about .0001 % to decisions made. I’ve pretty much given up on making any new posts here…. what’s the point.
There is simply no other in-game grouping system over 5 people except the commander and squad system. Until we actually have a flexible grouping system that meets ALL player styles, people will flock to a pin and zerg.
We simply have no other in-game choice than zerging.

