Showing Posts For Ben K.6238:

Disappointment with Verdant Brink zone

in Guild Wars 2: Heart of Thorns

Posted by: Ben K.6238

Ben K.6238

Generally I’m quite a fan of what they did with Dry Top and Silverwastes, but I was looking forward to exploring jungle with a more open layout further west.

The biggest thing that turns me off Verdant Brink isn’t the gameplay – that seems fine, for what little I’ve done of it so far. Instead it’s the level design. It’s a complete departure from the naturalistic landscapes of Kryta, Ascalon and the Shiverpeaks – Timberline Falls being my favourite aesthetically. Instead we’ve got platforms in space with trees through them, which is something I just can’t relate to.

I was fine with surreal landscapes in GW1’s Domain of Anguish, because that was the point; it was in the Mists and was meant to be bizarre. Edge of the Mists has a similar explanation. But this… doesn’t make sense to me, and jars badly with my memory of the Maguuma in GW1. One of the things I enjoy about beta events, usually, is exploring the new parts of the world – that’s completely gone for this one.

I’m still looking forward to the story, but the sooner I can get out of the platforms in space, the better.

Delayed Daredevil Dodges

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Posted by: Ben K.6238

Ben K.6238

Now you can all feel how a lot of rangers have felt about their sword dodges for the past 3 years

I’ve played sword ranger for years. Those dodges actually work. These ones don’t, and it’s making the Daredevil unplayable.

Delayed Daredevil Dodges

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Posted by: Ben K.6238

Ben K.6238

Yeah, between the dodge delay and the rubberbanding associated with the dodge and many staff movement skills, I’m finding this a pretty unpleasant spec to play straight out of the gate. Running about 300ms ping here, so high but not extraordinary.

WvW Guild Claiming Upgrades [Megathread]

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Posted by: Ben K.6238

Ben K.6238

That may push play towards cap and hold a little more, and that’s about it.

I’m pretty sure this is how this game mode was always supposed to be played.

The way the game was meant to be played is based on the assumption that there will always be people who want to hold points because of an intrinsic value, and that coming first on the scoreboard at the end of the week is a primary motivator.

Problem is, we’ve discovered that cap and hold is usually boring, and winning the scoreboard is meaningless… so the way it was meant to be played doesn’t work.

[Suggestion] WvW achievements

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Posted by: Ben K.6238

Ben K.6238

I’ve seen a few people on reddit who claim to have achieved T4 or T5 of some of the achievements. I find this unlikely due to hypothetical times involved, but if it’s true I think you shouldn’t reduce the maximum number needed for each achievement below what people have already reached.

Reducing below current levels is very disrespectful and unnessesary as it’s clearly achievable at whatever level someone has already achieved.

I hope you guys learnt your lesson from the Fractured debacle, reducing players progress without even a slither of recognition isn’t the way to restructure a system.

Back when you guys capped the salvaging achievement, you left in the repeat counter. As someone who had over 10k AP taken away, that small mark of respect and consideration was amazing for me.

I don’t think scaling the new achievement requirements based on the level of outlying grinder players is a particularly good idea, particularly for something like Yakslapper which requires no talent whatsoever beyond the ability to waste a colossal amount of your time. 2500 yaks is still quite a large number for reasonable players.

[Suggestion] WvW achievements

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Posted by: Ben K.6238

Ben K.6238

And there go my hopes for a Yakslapper skin.

Tier 3 is the place to be!

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Ben K.6238

Courtyard would make an amazing WvW map

WvW Guild Claiming Upgrades [Megathread]

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Ben K.6238

Some of this looks interesting, although it’s effectively the same strategy of giving more toys, this time focussed on defence. Doesn’t do anything to address the problems at the core of the game mode… but we already knew that what’s packaged with the HoT release wouldn’t, so that’s no surprise.

It’s going to make defense while outmanned a bit easier, and defense with even numbers trivial. That may push play towards cap and hold a little more, and that’s about it.

Tier 3 is the place to be!

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Ben K.6238

Maguuma humble… haha

They certainly do have a sense of humour though.

Go to t3 if you want to apart of the biggest matchfix in history. All in the effort not to move up to t2!!!! Whilst im sure its good there atm, you cant overlook this fact.

No need to overlook that – just look at what you’re rewarded with for not matchfixing: repeatedly getting your teeth smashed into the pavement.

Try to play the game that way, and it ends up playing you instead. Fact is, the way the game was meant to be played is pretty awful – so if you have to break the rules to enjoy it, then so be it.

(edited by Ben K.6238)

Were is our Legendary Reward ?

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Ben K.6238

Give Legendary back pack for completing Yakslapper achievement.

Actually, if that was scaled down to something reasonable for a human to achieve, I’d be fine with a GW2 legendary version of the original: http://wiki.guildwars.com/wiki/The_Yakslapper

There would be crazy complaints about grinding though, even if the numbers were reduced.

Weddings & passive buff

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Ben K.6238

I’d totally marry another bloke for 5% magic find.

I don't think WvW is fun anymore

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Ben K.6238

So overall it just seems like WvW is far less popular than it used to be. The only reason I can think of for that is that it’s not really that fun of a game mode.

I think the problem is that the game mode doesn’t create engaging or meaningful fights organically…

I think that about sums it up. Supposedly there’s going to be more focus on fixing WvW after HoT releases (which appears to be only two months away now). Addressing that issue first wouldn’t be a bad way to start.

3rd Birthday Gift [merged]

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Posted by: Ben K.6238

Ben K.6238

Found the level 30 (a whole 10 more!) scroll a bit of a giggle, but on the whole this is a pretty good package, particularly since the dyes are per-character.

Acquire Dire Gear with Badges?

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Ben K.6238

Ectos would be fine as well – you’d be making a net loss if you buy WvW armour to salvage at current prices.

The state of wvw in t2

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Ben K.6238

Yeah know about it second hand. Where did you think a lot of IOJ players went?

Seeing most of them in T3, and several guilds on SBI in particular.

Solution for Mesmers in Keeps

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Ben K.6238

Mesmers want the trait “The Pledge” changed.

Currently it allows you to reduce the torch skill prestige to go from 30s to 13s by camping stealth

This is what is breaking it. This is what the problem is. Not PU. It is the torch trait!

It’s useless for anything but a stealth camping build. Mesmers want it changed to not promote stealth camping and be useful in other builds.

That and PU both need changing. The Pledge certainly makes it even worse (and the condi clears are nice to have, so it’s not useless aside from the cooldown mod) but PU alone makes it trivially easy to escape from situations that other classes can only avoid getting into.

whats the least used NON-OH weapon?

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Ben K.6238

Probably the rifle. Warriors generally take longbow instead, and as far as I’ve seen engineers prefer pistol/shield.

My GW2 turned into FPS

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Ben K.6238

That’s actually awesome.

I’d be happy to see more stuff like that.

Balancing WvW idea

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Ben K.6238

And that’s why WvW turned into bandwagons and ghost towns. Majority rules.

The NPC relocation idea is going to have a slight problem – the veterans are going to provide an army of rallybots. You’ll have to kill everyone in the zerg 4 times for them to stay dead.

Solution for Mesmers in Keeps

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Posted by: Ben K.6238

Ben K.6238

The solution for Mesmers in keeps is to make Portal not able to go through intact walls.

Been saying it since launch but its not going to change. Anet loves their cheese. They just increased stealth – they make changes for PvP and PvE, they don’t care about how anything effects WvW.

I can’t say I’ve ever needed to portal people in to cap something after RI’s gone. It just makes it a bit faster.

How is Tier 3 looking?

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Ben K.6238

Of the 3 T3 servers I would have said CD seems the lightest but somehow they’re ticking 600 now. Maybe they got some OCX?

Something like that.

CD has the highest SEA pop by a long way, but there’s also a bit of Glicko levelling going on.

All you light male charrs I need help!

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Posted by: Ben K.6238

Ben K.6238

Generally I like a combination of the cultural sets, Ascalonian Performer and Heritage. This one is using an Inquest Mantle skin to keep the collar a bit tidier though.

Attachments:

Wedding Outfit Data-mined!

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Posted by: Ben K.6238

Ben K.6238

Within the next month I’d figure. They don’t usually add these to the data files too far ahead of release.

Please make more 5 man dungeons

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Posted by: Ben K.6238

Ben K.6238

Seriously I don’t get why people are still asking for raids. FoW/UW are so much better than any raid ever created that it’s not even funny.

Could probably use separate encounter design on the same map and do 5-man and raid versions of both. FoW and UW are certainly big enough.

As a WvW player I’d even be keen to see PvP dungeon versions.

Outfits You Wanna See

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Ben K.6238

Still waiting for swimsuits

…and

Someone brought it up before, since they’re going through the Human gods as inspiration, we could move on to other racial themes:

Charr Legion uniforms.
Asura College uniforms.
Norn shaman outfits. (I’d sell my baby for the Wolf outfit. Y’know, if I had one. And it wasn’t illegal to traffic humans for digital goods.)

And best of all, Headless Sylvari outft, just in time for Mordremoth.

The latter post I’d rather see implemented as racial armour sets instead of outfits, but those two summate what I’m looking for nicely.

GvG game mode

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Ben K.6238

It’s charity – giving them a free bag.

Racism in Tyria. Not hating yo. Just saying.

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Ben K.6238

Now, let’s head back to Tyria. It’s easy to see that all five player races are people. They’re not all human, but they’re mentally on-par with human. Love, hate, regret, sympathy… they feel all these things. They all come to realize that some day they will die, and they all have to find a way to deal with that. Charr, norn, sylvari, asura, and even others such as the tengu and kodan, they’re all people. Not animals. Not beasts. People.

Can you procreate with a cow? NO
Can you feed yourself and your kids with a cow? YES

If times get tough, and you’ll need to select your side, it’ll be your own kind.

You can feed yourself and your kids with a human neighbour too. Having different genetics doesn’t make it any more of a moral problem – remember that cows are mentally a lot further from humans than charr are.

Hardcore mode

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Ben K.6238

Hardcore modes never work out in online games because people lag.

One dropped packet during a fractal and all your progress is lost.

Also, since you cant come back the rest of the group suffers aswell. Nobody will even want to play with you because if you die theyre left with 4 people.

you sure never played guild wars 1 . in that game with HM it never was a problem at all and no lag what so ever or any thing that you speak of . and there was no fractal
on top of it . all there was pvp and they did not let hard mode happen at all in pvp. also too people did not play together on the same map like they do in guild wars 1 every one had there own maps . and every thing was good even in missions too

The hardmode in GW1 is not even close to what OP is asking for. Jaysus, you guys aren’t even reading the OP post.

GW1 did have something similar for a long while though. The Survivor achievement.

Anyone displaying that got kicked from FoW/UW groups because they’d always conveniently disconnect as soon as things started to get tricky.

Block Feature in WvW makes no sense

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Ben K.6238

Why not open map chat to all servers? Unlike PvP it does the same thing as team right now.

Is anybody currently happy with wvw?

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Ben K.6238

Because any account can be in 5 guilds, it’s going to be impossible to split players by guild alone. Going to need a completely new system.

Personally I’d be happy to see the end of the server system. It hasn’t panned out too well in the long run. But I’d like to see WvW reimagined in a few more ways besides.

Wedding Outfit Data-mined!

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Ben K.6238

Wouldn’t be the kind of attire I’d have envisioned for charr but I’ve definitely put them in stranger things, and with a better dye palette it’s actually not bad.

If we never had servers

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Ben K.6238

Whether it would have worked is anyone’s guess, but I’d have looked to parts of Eve and Aion for inspiration. Prior to the betas, my impression of a mode called World vs World was that it would actually take place on a large world map. That’s still what I would prefer to see to this day – you could go to different regions to get different sizes and types of fighting.

I would have done away with servers, except for the geographical blocs (NA, EU, China), and used guild alliances instead. I’d also give forts a substantial bonus and services to the alliance that controlled them, and heavily structure how they could be contested so that it wouldn’t actually be possible to conquer them, or any significant amount of territory, without the controlling alliance being given the right to defend.

I can’t be sure that doing this would lead to a more stable community – it’d certainly mean a lot more rivalries – but it would mean you don’t establish a state of any size without being able to win sieges, and it could largely eliminate karma training.

I use the word state deliberately; that’s ultimately what I wanted to see in WvW at the beginning. These days, of course, I’d go for anything that gives WvW something interesting to do.

(edited by Ben K.6238)

Ideas for other WvW "special events?"

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Ben K.6238

Manual Matchmaking Week

This week the matches will be made by Anet. Not Glicko.

The matches would look exactly the same, unless they wanted to make a lot of people angry by throwing someone in the wrong tier.

So what did you do during golem week???

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Ben K.6238

Sniped players off the back of golem trains for the first couple days, then divided time between levelling another character and mucking around in a different game the rest of the week. Anything that made WvW interesting seems to be gone this week.

Ideas for other WvW "special events?"

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Ben K.6238

Actually, there’s another one that someone had mentioned to me a year or two ago.

You Broke It, You Bought It: Towers, keeps and Stonemist Castle retain their upgrades – and their remaining hit points – after capture.

(The effects of this: A lot of supply would be needed to rebuild after capture – and players would have to work harder to force enemies out. The less damage they do, the less they’d have to repair. There wouldn’t be anything but camps to upgrade by the end of the week, but there might be a lot of damaged walls. There’d also be waypoints everywhere.)

(edited by Ben K.6238)

Ideas for other WvW "special events?"

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Posted by: Ben K.6238

Ben K.6238

1) Fight week: structures offer nothing save a waypoint and or safe haven but all kills reward 5 times the PPT (up to 5 can stomp) and MUCH better rewards per kill.

Mix this with no downed state (or downed state only while outmanned) and this will be a good week.

Just one point per kill is fine, since kills are the only thing that gives points – and it will provide some interesting stats on activity. Rewards would have to be scaled by how long players have been alive too, or you’ll get kill trading.

Whats really unfair about Mesmers...

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Ben K.6238

Portal bombs have to be done right to work… and it’s not always easy getting into the right position.

Veil is a waste of a skill slot more often than not. Mesmers can do much more dangerous things than that.

An alternative WvW vision

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Ben K.6238

Guild castles:
Separate maps in WvW, each containing its own castle that is contested on different terms and contributes to the PPT total of the server.
They are contestable at the same time each day (except for reset day) in a GvG format. Most castles are contestable during primetime, but some are contested earlier or later to cater to players from other timezones.

The number of castles available is a multiple of 3; at reset, a third are granted to each server as defender.
Guilds can apply to contest a castle during the 24 hours leading up to the fight; they can only contest one per timezone. If all three servers contest, the two attacking servers fight first for the right to face the defender. One guild is chosen to represent a server based on votes from the server population.

The fight itself involves two even teams, usually 15-25 players but some castles permit up to 60. The last team standing wins automatically; however, an attacking team can win by expelling all defenders from the castle capture point, and a defending team can win if the time limit is reached. Guild castle battles should permit observers if possible.

The winning guild controls the castle for the next 24 hours, and their server has access to its facilities.

And that’s all I have for now (thankfully). At the very least it should illustrate how I think WvW could offer a lot more activities than it does at present, and it saves anyone from reading this mess in a CDI.

An alternative WvW vision

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Ben K.6238

Supply Raids:
A party of up to five players can infiltrate and steal supply from towers and keeps. This is a complicated idea to implement, due to the need to prevent players from using it to capture towers and keeps.

New siege type: Infiltrator’s Toolkit
Can only be constructed by the party of the deployer. Requires 200 supply to build. (In other words you have to resupply at least once to complete it.)
Must be deployed adjacent to an enemy wall. Low HP while under construction to make it easily countered by defenders.

On completion, the toolkit spawns a race-themed system for the party to scale the wall (grappling hooks, magitech lift, vines etc.). All party members must enter simultaneously. After this, the system is destroyed.
Successfully using a toolkit spawns an event with several lightly-armed allied NPCs who the players must escort to a supply hut within the tower or fort. Once they reach the supply hut, they require 5 uninterrupted minutes to salvage the supply.
During this period, walls and gates take no damage from allied players.
NPCs can be resurrected, but the event fails if all of them die, if the guild lord is slain, or if any other allied players enter the tower or fort. Upon completion or failure, all allied players are removed from the fort.

If successful, the raid destroys all supply in the tower or fort, and returns a portion of that to the raid participants, scaled according to the number of defenders on the map – completing a raid while outmanned would be extremely lucrative. The supply could be redeemed as badges, WvW reward chests, or other selectable rewards.

Points to consider: Third-tier assets could automatically show raid NPCs and siege via radar based in the lord room. This would make them considerably riskier to penetrate, and require careful co-ordination of siege disablers to mitigate that risk.
A raid could also be used to destroy siege equipment and supply prior to an attack. Would this be acceptable?
Scaling by the number of defenders on the map could be a powerful tool in preventing farming supply during off-hours or against outnumbered servers, and could make raiding from the more powerful servers more lucrative. However, the balance may be difficult to get right.

WvW Dungeons:
Every few hours, groups or squads may queue to enter a PvP dungeon against two (maybe more for some dungeons) similar groups or squads from any other servers in their block (NA, EU or CN).
Victory grants a substantial boss chest. Winning the Fissure of Woe grants Favor of the Gods to the victor’s server (non-stacking).
In these dungeons, players can not respawn, though they may be revived by other members of their team – while there are any. They provide variants of open-world PvP that offer greater risk/reward to participants, and are intended mainly for roaming and ganking enthusiasts.

Fissure of Woe
Inspired by the GW1 elite zone, it allows larger squads of 30 players per team per instance.
Teams complete events around the Fissure of Woe to recruit mercenaries to assault the Temple of War. Mercenaries tilt the battlefield in your team’s favour; however, recruiting them takes time and must be weighed against the need to control the Temple of War. The first team to control the Temple of War for 10 uninterrupted minutes wins.
Mercenaries can be killed by enemy teams, and may be replaced by repeating the recruitment events.
Players who are defeated for more than 5 minutes leave the fight – so camping their corpse can be a useful strategy, but if their team wins they are eligible for the same reward.

The Underworld
Also inspired by the GW1 elite zone, this allows groups of 5 players per team per instance.
Teams complete objectives to unlock access to final boss – it doesn’t matter who does them, but only one team can defeat the boss.
When a team enters the final arena, they seal it from the other teams. The final boss is timed: if a team takes too long, they wipe and allow another team (if any are still alive) to make an attempt.
This one is more PvE-oriented and can be completed while avoiding the other teams, but killing the others off increases your odds of making it to the boss first.

An alternative WvW vision

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Posted by: Ben K.6238

Ben K.6238

A Small (but not that brief) List of Ideas
Roughly in order of implementation complexity. I’m sure some of these have been around before; I’m describing them to illustrate content that could add depth to WvW in a way that appeals to players.

PvP rewards:
Killing players advances your current PvP reward track. The full reward is divided amongst allies in the area.
This could provide greater rewards for players who enjoy open-field PvP, particularly when outnumbered.

A point to consider: Should players hit by siege weapons contribute to rewards?

Siege warfare rewards:
The reward for capturing assets is multiplied by the tier of the asset when captured, and scaled again by the number of defenders fighting during the 15 minutes leading to its capture.
Defenders are rewarded every time a defense event concludes, scaled by the number of attackers.
This could be used to make capturing a well-defended asset at least as lucrative as flipping, karma training or nightcapping.

Scouting tools:
New siege equipment type: Radar Station
All enemy players and siege within line of sight of the station appear on the map. This has low HP and can be affected by siege disablers.

New trap: Tracker Darts
When triggered, all enemy players within 1200 units are visible on the map for 60 seconds.

These tools can provide alternative means of detecting enemy movement for defenders to gain more information about whether to respond – with counterplay options.
That is, radar stations have to be exposed to danger to provide the best field of view. Trackers can be countered by sending one player ahead of the zerg, making the threat appear far less significant.

Scout Mastery track:
Provides the ability to avoid detection by enemy players and return information on them while out of combat.

Rank 1: Scout Mode: Other players in 2000 range appear on the map for the whole server while you are not in combat. Your skill bar is disabled.
Your movement speed is restricted to normal (swiftness and other passive speed boosts have no effect).
Scout Mode is disabled in fortifications not owned by your server.
Rank 2: Your name is invisible while in scout mode (but you can still be targetted)
Rank 3: You can detect enemy commander tags
Rank 4: After remaining still for 5 seconds, you become invisible (but you can still be targetted)
Rank 5: You gain access to short-duration, long-cooldown invisibility and movement speed skills while in Scout Mode
This could promote stealth-based gameplay that provides some benefit to the server, but with enough restrictions that it cannot be abused in combat.

Points to consider: Would Rank 3’s bonus lead to tag spam? If it did, wouldn’t that make things harder for enemies as well? Are there any other bonuses that would be more appropriate?

Guild NPC defense:
Keeps and towers claimed by a guild can be set to receive automatic reinforcements when contested. A guild representative can select from several basic types, including standard WvW NPCs, or special types that the guild can unlock.
These reappear whenever the asset is contested, until they are killed or the asset is captured. Dead guild NPCs can be replaced using supply.
This could aid in making capturing assets from a guild more challenging. (Of course, it also gives unopposed karma trains more sources of loot bags.)

A point to consider: What if you could deploy one champion NPC that hunts down intruders within keeps only, resembling a hero from Stronghold?

NPC followers:
Players within a keep, tower or camp can spend their supply at a quartermaster to receive temporary allies, who follow the player around and actively support them while in the vicinity of that asset.
Followers effectively take the place of regular players, and begin to despawn if additional defenders arrive.
As a guideline, there may be no more than 5 players and mercenaries at a camp, 10 at a tower, and 15 at a keep.
Each player can only lead 4 mercenaries, each costing 5 supply to hire. A player can only hire new ones once per score tick (every 15 minutes).
Presently, very small groups are heavily restricted in how they can tackle larger groups of attackers. This allows them greater freedom to act without relying on siege alone, and could make outnumbered servers more competitive in defense.

Points to consider: In this model, hiring mercenaries would effectively prevent some or all of the next few players from receiving the same benefit. A ‘fair’ solution to this would be to distribute mercenaries amongst players roughly equally, assuming they’ve been hired. But suppose your guardian NPC disappeared in the middle of battle because someone hires their allocation of mercenaries? Additionally, what happens to despawned mercenaries if you lose the fort?

An alternative WvW vision

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Posted by: Ben K.6238

Ben K.6238

Redirection of focus

Currently, the development focus on WvW seems to be on enriching the WvW environment. The new Desert borderland will provide greater options for map control, more effective defense and a more diverse environment than the current Alpine borderland, which will be making a comeback following a similar upgrade. And I’m looking forward to playing both, but in the end it’s going to be more of the same – roving the map looking for players to stomp and towers to ransack.

What I propose, in order to bring people back, is the tailoring of WvW maps and activities to interest the several different types of players there. We actually don’t play to top the scoreboard at the end of the week now, because that game is won by numbers alone, and numbers alone aren’t an enjoyable game. Further development should address these two points:

What do players like to do?

  • Some do still play to improve their server’s standing in the war.
    They arrange effective scouting, sentries, siege placement, and distribution of attacking forces for maximum effect.
  • Others play for the loot.
    Presently, the only way to do that is by capturing as much as possible as quickly as possible.
  • And some enjoy the challenge of the WvW environment.
    There can you hold out against greater numbers of players, attempt to capture what should not be captured, and rely on your situational awareness to know when you can fight and when it’s time to run.
  • Plenty of others just play for the fights.
    From large open field battles, to small groups, to duels – so long as player skill is the single factor that decides the battle, it’s satisfying.

How could WvW be more enjoyable for each group of players?

By rewarding their activities, for a start, but also by giving them more toys.

  • For the scouts and siege masters, by making it easier to operate when they’re outnumbered, by removing the charge for upgrading forts (score one for ANet), by providing additional means of tracking enemy movements, and by making defense more lucrative so they can get more help from the karma trainers.
  • For those karma trainers, by rewarding them a lot more for conquering a well-defended structure than an empty one.
  • For the players who like to defy the odds, by giving them the ability to initiate high-risk, high-reward missions that can make it worth their while.
  • And for the PvPers, by giving them venues where defeating other teams in combat provides lasting recognition and a bonus to their server.

That’s only the beginning – I’m sure there are more ways to bring WvW to life for its players.

An alternative WvW vision

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Ben K.6238

…and some thoughts on implementation

Long post ahead. If you want to skim it, the first sentence of each paragraph will give you the general idea.

With the upcoming release of Heart of Thorns, it’s clear that a significant amount of input into the direction of parts of the game, particularly PvE, has been taken from the CDIs of last year. WvW, by comparison, seems to have missed the boat; it’s getting an interesting map rework, but it really needs a substantial change in direction to resurrect it from obscurity. So with no further CDIs on the horizon, I’ve compiled all my thoughts on the matter into one post. Maybe it’ll achieve something, maybe it won’t.

The status quo

The WvW scenario has remained largely the same since launch. We’ve lost the orbs to be replaced with bloodlust; we’ve gained an ‘overflow’ map that’s largely used as a loot train; and there’s these WvW ranks and reward chests now. There have been tweaks to matchmaking and a few tournaments that had mixed responses.

But the biggest change in WvW since launch has been the players. The most obvious change is there are less of them – the remaining players are transferring gradually to the higher ranked servers so that they still have someone left to play with, and against; some players also transfer for a better shot at winning, particularly for tournaments.
But other changes in the playerbase have also occurred. They’re better than they used to be – you don’t have to look particularly hard to find someone who can drop you in seconds if you make a mistake.
And most players no longer care whether their server wins this week. After three years of WvW, there’s nothing left to play for except fights and loot.

The problem is not that WvW has been completely neglected – there have been a number of changes, even if not as many as have been afforded to the other two game modes. Rather, it seems to me that the development focus has been misplaced.

The existing WvW structure is similar to a huge version of the PvP Conquest game mode that lasts for a week instead of to 500 points. There are walls around the cap points, you can use siege weapons to defend them, and there are big maps around them containing all kinds of things that may play into the defense or attack on these cap points – sentries, mercenaries, dolyaks – or are just there for flavour, like the jumping puzzles, beasts, and gathering nodes.
And much the same as Conquest, who gets points the fastest wins… something.
Well, 3 bonus chests.
Maybe that’s not enough – but the problem is, you can’t make winning too important with open teams or you just promote even more bandwagoning.
So winning doesn’t matter that much. And in that case, what’s the point of the game mode?

These days, we seem to make our own ‘point’.

Anet you created a wonderful thing with WvW

in WvW

Posted by: Ben K.6238

Ben K.6238

It was a wonderful thing for about the first month after launch, then the lack of anything to really play for hit home. WvW should be more nuanced than an arena whose cap points have walls around them – it wouldn’t hurt to look at all the different varieties of players who enter WvW and what they play it for. After that, add facets to the game that cater to each type, so each has something to fight for.

Limited Space WvW Beta?..What?

in WvW

Posted by: Ben K.6238

Ben K.6238

I’d guess it’s more a test of the map mechanics than population.

Consortium Workplace Writing

in Lore

Posted by: Ben K.6238

Ben K.6238

Next to the water bucket:

Due to prolonged water break conversations, management has reduced the number of ladles to one.

And another slip on the desk behind the banner:

Changing the world, one acquisition at a time

And banner hanging over the door at the back:

Mission Statement: We pledge to support our shareholders, vendors, customers, and employees as they endeavor to achieve prosperity and realize their dreams, all thanks to our wide array of products and services.

(edited by Ben K.6238)

The True Legions and their numbers

in Lore

Posted by: Ben K.6238

Ben K.6238

The problem with basing population figures off a series of estimates is compounding error. The final number can end up anywhere from a few thousand to a few million.

Regarding weight and food consumption, keep in mind the “nineteen Kasmeers” thing was an off-the-cuff remark that the lore department wouldn’t have vetted too carefully. You’re dealing with a + b + c = x, where we don’t know exactly where a, b or c fall and even x is a rough guess that the writers aren’t obliged to pay too much attention to. You can assume the average charr weighs several hundred pounds; that’s about it.

Which parts of the lore annoy or depress you?

in Lore

Posted by: Ben K.6238

Ben K.6238

to be contrasted with a writing department that won’t make fixes to cover the minutiae when they forget some random fact. So, you know, this goes both ways.

http://wiki.guildwars2.com/wiki/Category_talk:Lore_discrepancies

See the Updates by Dev section.

We’re totally open to fixing certain narrative issues if they’re brought to our attention. Just please document them in a factual, neutral manner and we’ll take a look. Please remember items are all subject to review, approval, scoping, scheduling, etc.

This one is for inconsistent lore – is it also appropriate for dialogue that is inappropriate to specific characters (based on personal story choices, for example)? There’s a few lines that just don’t work right, such as a norn flirting with the PC’s female asura, or a Son of Svanir calling a charr a “skirt-wearing wench”.

Questions about Condition changes

in Guild Wars 2 Discussion

Posted by: Ben K.6238

Ben K.6238

Another question.

Are there going to be adjustments to conditions in WvW? Condition builds are already used by the majority of PvP-focussed players there because of their reliable DoT. These changes will make them significantly more powerful, to the extent that other builds are shut out.

Confusion too fickle. Retaliation just fine?

in Guild Wars 2 Discussion

Posted by: Ben K.6238

Ben K.6238

My proposed change would be % of damage reflected, increased by the person’s power who has the boon, such that if you hit someone with base power, it’s 40% reflect, and say, 1900-2200 would be 80%. That’d be interesting, at least.

I’d like to see something like that as well, but with an addendum. You see, that makes AoE dealers kill themselves very, very fast – not always a bad thing, but it does require a counter or some builds will be unusable. So, my suggestion:

  • Retaliation deals a percentage of damage received back to the source, based on Power.
  • Protection and Aegis prevent damage from Retaliation.

(edited by Ben K.6238)

HoT wish: Get people to Grandmaster faster!

in Guild Wars 2: Heart of Thorns

Posted by: Ben K.6238

Ben K.6238

It’s actually a pretty sensible suggestion. Synergies across trait lines are relatively rare by comparison to those within them, and it really is something that new players should be experimenting with before level 80.