Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
There was a post earlier from TylerB asking if WvW players were interested in having many small-population shards that could create smaller “building blocks” for the devs to link together. Everyone was pretty negative about the idea because no one wants to be essentially solo on a server. It kills recruiting. Don’t you think splitting the population between WvW and PvE servers then would also be bad for recruiting? You’re talking about splitting off guilds into smaller WvW servers essentially.
With the Current WvW population you would actually have less WvW servers, not more. No one said the population cap for each server had to be low. The problem with having too many servers is not enough support for that server.
What was negative about the proposal was creating MORE smaller WvW servers with lower population caps. That is bad because it puts more burden on the few. I am suggesting they keep the higher population cap, with my proposal, however, it would be active population only and they create fewer servers to match the active population instead of link servers to bulk them up. Overstacked servers would not be able to fit on to a normally capped server. The only reason they do so currently is due to the ability to blackout to stack. This eliminates that entirely.
EDIT: In addition THIS helps recruiting from PvE servers. If someone has never played WvW/ not played WvW within 2 weeks, they would not have selected a WvW server and WvW players from WvW servers can recruit players from ANY PvE server. The PvE players can then just select the WvW that their new guild that just recruited them is on. It ALSO helps because they have one free transfer, so if they have played WvW or selected a WvW server not knowing anyone at the time and meet players from another server they want to play with or join their guild, they can move more easily without it costing them a fortune. This would make recruiting fro WvW easier than it currently is, and keep the WvW population counts active.
What do you mean “no one said”? I was responding to the OP’s suggestion to split PvE and WvW servers with regards to the previous post by TylerB where he suggested smaller capped servers, not your proposal, whatever it was. Splitting the total GW2 population into “PvE” and “WvW” servers means there’s an unnecessary barrier put between the PvE player to play WvW even casually. In effect, WvW servers would consist of so-called WvW players only and we’re already a small slice of the total population.
There was a post earlier from TylerB asking if WvW players were interested in having many small-population shards that could create smaller “building blocks” for the devs to link together. Everyone was pretty negative about the idea because no one wants to be essentially solo on a server. It kills recruiting. Don’t you think splitting the population between WvW and PvE servers then would also be bad for recruiting? You’re talking about splitting off guilds into smaller WvW servers essentially.
Links are scheduled to change every 2 months and the glicko volatility and deviation gets reset along with it. Previously every server in NA had a link while this time around T1 servers got no link and T4 servers got up to four servers linked together. EU servers get linked according to language.
I can’t help but feel that the “more harm than good” has been to FA, which doesn’t have the population of DB or JQ to start and has been prevented from picking up players post-matchup.
See screenshot
FA has always been a rather guild-centric server where guilds prefer to do WvW on their own, so to speak, and not so much all blob up on one tag. Even when FA used to face off against lower-populated SBI, when Bannok ran the EBG zerg there, our EBG group would be outnumbered. A lot of the militia who enjoy all getting on one tag and playing a strong PPT game ended up transferring over the years to T1 servers. Go figure.
That said, yes, being set to full means it is more difficult for guilds who want to go up against those server blobs to transfer in.
(edited by Chaba.5410)
Quarterly borderland map changes require a complete reset of WvW matches. Please vote for simultaneous borderlands to avoid confusing mid-week match resets.
And i prefer diversity. An acurate scoring system is less important than a good playground.
I did find DBL was a bad WvW desined map in many aspects. But the rework made it better and as an option to bring diversity it´s useful. We will see how it goes if its implemented. Best would be three rotating maps. Server matching per quater, roatation per month.
Maybe combat will focus onto one map if it´s less defendable. We will see. It will open oportunities for player types and strategies.
There was a time early in this game that I would have agreed with the OP, and OP is not wrong on the #1 point (despite EB being an “unequal” map), but after the aging of this game mode I find the opinion held in the quoted text to be more important to the health of the game mode than having equal maps. Options to bring diversity are useful in a sandbox environment.
Additionally, changing the borderland maps means Anet has to reset the whole thing, matches included (remember last time?), whereas simultaneous BLs means no confusing mid-week match resets.
IDK about +/- 300 glicko, but that range was my concern also with the linking last time around and I remember some highly improbable matches occurring anyway. Hopefully the volatility and deviation reset is enough to get some changes.
How did you reconcile the glicko rating for some of those servers?
The score is not even determined by the players. In sandbox games we had player created tourneys with our own brackets and rewards. We determined who the winners and losers were, had our our " refs" and determined how the score was kept, not the Dev’s.
Two quick things:
1- You’ve apparently missed out completely on when there was a GvG scene that did exactly what you describe with regards to player-created tournaments with rewards and our own refs. The scene even had a few websites for tracking leaderboards! WvW enabled that. Guilds chose to move to a server based on which guilds they could fight against, not to win a Dev-defined WvW score. Anet attempted to unofficially support it through the arena in OS and guild halls.
2- Considering that guilds know they can stack a server to exploit the scoring system…
I feel like you’re trying to ignore what actually happened in this game, which is why I said “none of this matters”.
(edited by Chaba.5410)
Free XFers don’t work and HoD historically showed that. T1 never destacked to move to HoD for free tourney win, it was always the other servers in lower tiers that shuffled into HoD to stack it big.
There is no incentive to leave T1 unless your entire guild moves off and you like them more than the server. Or you hate the queues (which once again, are almost non existent again).
Instead of trying to destack T1, they should get more people into WvW so that T2/3 are also T1 competitive. T1 is basically the last place with somewhat 24/7 WvW action on NA and trying to gut that seems like a poorly thought idea.
I sorta agree, that’s why I think they should have just merged servers to create what you’re talking about. However, the counter argument is that people don’t like “Tier 1 playstyle”.
I agree. What players don’t realize it isn’t actually a " tier 1 playstyle", it is called a healthy and active large scale PvP arena instead. For a massively multiplayer game mode to be healthy and successful, it needs to have massive amounts of people enjoying it together. They do not seem to want it to be a large scale PvP battlefield arena at all.
You suggest that healthy means crowded. Yet players and guilds leave when there is a crowd and they can’t get through a queue. A true healthy WvW is when there is a mix of styles to attract a wide variety of player because WvW is a sandbox arena. People leave the lower tiers when the population gets too low to support large scale battles. People leave T1 when the population gets too crowded to support guilds who want to run on their own without being nothing more than a 15-man “havoc” or “gank” for a pugmander blob. Everyone has their own reasons for playing and seek different goals out of the sandbox. Crowds have a habit of enforcing/imposing only one goal on a sandbox.
Healthy =\= overcrowded though. Queues are a technical problem that could actually be solved, not one that is a problem that has to actually exist. WvW isn’t actually a “sandbox arena” due to their being an actual score. A sandbox PvP mode is open world PvP, like they have on some other games, which if implemented in this game means you could attack people in the PvE parts of the game world, but you cannot. WvW is a battlefield arena due to there being a score kept and actual objectives. In real “sandbox”
PvP zones, you can even build your own forts, there is no score and the players create their own methods of scoring against one another.You do have different playstyles within though and all playstyles work together on coordinated servers. The Roamers, havoc scouts, and zergs all work together on the more coordinated servers as they should as they all perform different roles that are beneficial to each other if they are good at their positions on the field. They are all communicating and helping one another work towards common goals. often on the lower servers, players left because the guilds there would not do that. JQ, for example, had many groups of 15- 20 all working together and were coming in 1st place every week for a looong time.
The only ones who are not beneficial to the team are the player who ignore their teammates and just do whatever they want instead of try and play as a team. It is like you are standing in left field and they are screaming at you to throw the ball in and you are saying " but but I wanna to catch this butterfly instead" so when that happens of course people are going to start yelling wondering WTH ?!! they are doing. LOL
On coordinated servers they still have Roamers, havoc, scouts, and zergs , and all of those playstyles are done quite well, just those groups have to work together rather than just do their own thing and ignore the rest of their team. What is misunderstood is that it being a large scale battlefield arena means that there are not numerous types of playstyles within. Of course there are, just like there are different positions on a baseball field. Just because there is a large scale battle going on does not mean there are not havoc battles, roamer battles, and scouting going on as well. Of course there is because that is all apart of the mode. That being part of the mode does not change that it is still a large scale PvP arena with a score.
None of what you said really matters because the past three years of WvW have shown that WvW is in fact a sandbox. You can say “ideally”, but it just doesn’t reflect practice or history. Even what OnS/TW have done with their alliance stuff and going back to WM and the first great stacking of Kaineng fits a sandbox model.
Sandboxish =\= Sandbox. That is like trying to compare World of Warcraft to Wurm.
Definition – What does Sandbox mean?
A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks. Instead of featuring segmented areas or numbered levels, a sandbox game usually occurs in a “world” to which the gamer has full access from start to finish.
A sandbox game is also known as an open-world or free-roaming game
https://www.techopedia.com/definition/3952/sandbox-gaming
Simply because it has some things in common does not mean that is what it is. GW2 and WOW are both known as Casual Theme Park MMORPG’s, not sandboxes. There are WvW score limitations, Players do not determine how that score is determined. Not only does it have score, it has segmented areas AND numbered levels. It has defined classes and levels. WvW rank levels, combat levels, armor levels, mastery levels .. SOOO many levels at that. The player does not have access to the world from start to finish. Players do not create the content, build the structures, determine the score and are restricted by levels to even be able to utilize the siege.
Players team up in both theme park and sandbox MMO’s that isn’t what makes it a sandbox .. “Alliances” happen in numerous types of games. LOL
Saying “None of what you say matters” does not suddenly change the definition. Even in Theme park mmos or RTS games, players can often change servers and decide who they want to play the game with. Choosing who you play with and having different playstyles in a game mode that has a playing field and a score does not suddenly turn it into a sandbox.
I don’t particularly find it useful towards your argument for you to link a website that gives a definition of sandbox that perfectly describes WvW here and then say something about how the score has to be player-determined to truly be sandbox.
“A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks. Instead of featuring segmented areas or numbered levels, a sandbox game usually occurs in a “world” to which the gamer has full access from start to finish.
A sandbox game is also known as an open-world or free-roaming game."
WvW is not a progression-style game by any means. One can argue that masteries and now WvW reward tracks provide a progression, but players are still allowed to play WvW however they want in order to earn those progressions.
But don’t just take it from me. Read the reddit thread I posted earlier about whether GW2 is sandbox or theme park. PvE is theme park. WvW is sandbox. There’s many more similar discussions if you google it.
TLDR; you’re seeking a narrow definition of sandbox that doesn’t exist in your link.
~ish=\= IS. Two different things. you are trying to pick one little thing out and leave the rest. Even in your link you had more people calling it a theme park and saying it was a theme park with sandbox elements. It is called theme park on gaming sites.
You think some guy thinking it is a theme park sandbox mix and others disagreeing with him doesn’t actually make it one.Have you actually ever played A real sandbox? Players can design and build their own forts.. they create their own brackets and determine who fights each other. WvW rank levels ARE progression silly. Having a developer not player determined score that affects who you play and which tier level you are in not a sandbox. Considering I have played SWG, Linkrealms, A Tale in the desert, EvE online, Darkfall, Wurm and MORE, it is laughable to think someone even suggested this was a sandbox.
Why isn’t it on the list?
http://sandboxer.org/sandbox-list/#.V2zYh_krLcsLets see.. like 41 posts on this thread calling it a themepark, 23 calling it a Themepark with sandbox elements mix and then 2 calling it a sandbox. That is more evidence than your link about players calling it a themebox/sandpark..
http://www.guildwars2guru.com/topic/13405-would-you-call-this-game-a-sandbox-or-a-themepark/
Thank you for digging up the GW2guru forum post (which I’ll note is from 2011 before the game was released). Notice the word “sandbox” being thrown around? None of those posts mention a large PvP arena. We’re discussing whether WvW exclusively is a large PvP arena or whether it is a sandbox arena.
I’d argue that one of the reasons players blob up in WvW in the first place is precisely because of the sandbox qualities. Those players are looking for directed rather than the self-directed play of a sandbox. Do you find it interesting at all that EVE forums discuss blobs too?
TL;DR: WvW includes large scale PvP, but as a sandbox arena it supports more than one style of play. This is nothing new and was famously highlighted by the game mode violation event.
Free XFers don’t work and HoD historically showed that. T1 never destacked to move to HoD for free tourney win, it was always the other servers in lower tiers that shuffled into HoD to stack it big.
There is no incentive to leave T1 unless your entire guild moves off and you like them more than the server. Or you hate the queues (which once again, are almost non existent again).
Instead of trying to destack T1, they should get more people into WvW so that T2/3 are also T1 competitive. T1 is basically the last place with somewhat 24/7 WvW action on NA and trying to gut that seems like a poorly thought idea.
I sorta agree, that’s why I think they should have just merged servers to create what you’re talking about. However, the counter argument is that people don’t like “Tier 1 playstyle”.
I agree. What players don’t realize it isn’t actually a " tier 1 playstyle", it is called a healthy and active large scale PvP arena instead. For a massively multiplayer game mode to be healthy and successful, it needs to have massive amounts of people enjoying it together. They do not seem to want it to be a large scale PvP battlefield arena at all.
You suggest that healthy means crowded. Yet players and guilds leave when there is a crowd and they can’t get through a queue. A true healthy WvW is when there is a mix of styles to attract a wide variety of player because WvW is a sandbox arena. People leave the lower tiers when the population gets too low to support large scale battles. People leave T1 when the population gets too crowded to support guilds who want to run on their own without being nothing more than a 15-man “havoc” or “gank” for a pugmander blob. Everyone has their own reasons for playing and seek different goals out of the sandbox. Crowds have a habit of enforcing/imposing only one goal on a sandbox.
Healthy =\= overcrowded though. Queues are a technical problem that could actually be solved, not one that is a problem that has to actually exist. WvW isn’t actually a “sandbox arena” due to their being an actual score. A sandbox PvP mode is open world PvP, like they have on some other games, which if implemented in this game means you could attack people in the PvE parts of the game world, but you cannot. WvW is a battlefield arena due to there being a score kept and actual objectives. In real “sandbox”
PvP zones, you can even build your own forts, there is no score and the players create their own methods of scoring against one another.You do have different playstyles within though and all playstyles work together on coordinated servers. The Roamers, havoc scouts, and zergs all work together on the more coordinated servers as they should as they all perform different roles that are beneficial to each other if they are good at their positions on the field. They are all communicating and helping one another work towards common goals. often on the lower servers, players left because the guilds there would not do that. JQ, for example, had many groups of 15- 20 all working together and were coming in 1st place every week for a looong time.
The only ones who are not beneficial to the team are the player who ignore their teammates and just do whatever they want instead of try and play as a team. It is like you are standing in left field and they are screaming at you to throw the ball in and you are saying " but but I wanna to catch this butterfly instead" so when that happens of course people are going to start yelling wondering WTH ?!! they are doing. LOL
On coordinated servers they still have Roamers, havoc, scouts, and zergs , and all of those playstyles are done quite well, just those groups have to work together rather than just do their own thing and ignore the rest of their team. What is misunderstood is that it being a large scale battlefield arena means that there are not numerous types of playstyles within. Of course there are, just like there are different positions on a baseball field. Just because there is a large scale battle going on does not mean there are not havoc battles, roamer battles, and scouting going on as well. Of course there is because that is all apart of the mode. That being part of the mode does not change that it is still a large scale PvP arena with a score.
None of what you said really matters because the past three years of WvW have shown that WvW is in fact a sandbox. You can say “ideally”, but it just doesn’t reflect practice or history. Even what OnS/TW have done with their alliance stuff and going back to WM and the first great stacking of Kaineng fits a sandbox model.
Sandboxish =\= Sandbox. That is like trying to compare World of Warcraft to Wurm.
Definition – What does Sandbox mean?
A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks. Instead of featuring segmented areas or numbered levels, a sandbox game usually occurs in a “world” to which the gamer has full access from start to finish.
A sandbox game is also known as an open-world or free-roaming game
https://www.techopedia.com/definition/3952/sandbox-gaming
Simply because it has some things in common does not mean that is what it is. GW2 and WOW are both known as Casual Theme Park MMORPG’s, not sandboxes. There are WvW score limitations, Players do not determine how that score is determined. Not only does it have score, it has segmented areas AND numbered levels. It has defined classes and levels. WvW rank levels, combat levels, armor levels, mastery levels .. SOOO many levels at that. The player does not have access to the world from start to finish. Players do not create the content, build the structures, determine the score and are restricted by levels to even be able to utilize the siege.
Players team up in both theme park and sandbox MMO’s that isn’t what makes it a sandbox .. “Alliances” happen in numerous types of games. LOL
Saying “None of what you say matters” does not suddenly change the definition. Even in Theme park mmos or RTS games, players can often change servers and decide who they want to play the game with. Choosing who you play with and having different playstyles in a game mode that has a playing field and a score does not suddenly turn it into a sandbox.
I don’t particularly find it useful towards your argument for you to link a website that gives a definition of sandbox that perfectly describes WvW here and then say something about how the score has to be player-determined to truly be sandbox.
“A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows a gamer to select tasks. Instead of featuring segmented areas or numbered levels, a sandbox game usually occurs in a “world” to which the gamer has full access from start to finish.
A sandbox game is also known as an open-world or free-roaming game."
WvW is not a progression-style game by any means. One can argue that masteries and now WvW reward tracks provide a progression, but players are still allowed to play WvW however they want in order to earn those progressions.
But don’t just take it from me. Read the reddit thread I posted earlier about whether GW2 is sandbox or theme park. PvE is theme park. WvW is sandbox. There’s many more similar discussions if you google it.
TLDR; you’re seeking a narrow definition of sandbox that doesn’t exist in your link.
(edited by Chaba.5410)
Free XFers don’t work and HoD historically showed that. T1 never destacked to move to HoD for free tourney win, it was always the other servers in lower tiers that shuffled into HoD to stack it big.
There is no incentive to leave T1 unless your entire guild moves off and you like them more than the server. Or you hate the queues (which once again, are almost non existent again).
Instead of trying to destack T1, they should get more people into WvW so that T2/3 are also T1 competitive. T1 is basically the last place with somewhat 24/7 WvW action on NA and trying to gut that seems like a poorly thought idea.
I sorta agree, that’s why I think they should have just merged servers to create what you’re talking about. However, the counter argument is that people don’t like “Tier 1 playstyle”.
I agree. What players don’t realize it isn’t actually a " tier 1 playstyle", it is called a healthy and active large scale PvP arena instead. For a massively multiplayer game mode to be healthy and successful, it needs to have massive amounts of people enjoying it together. They do not seem to want it to be a large scale PvP battlefield arena at all.
You suggest that healthy means crowded. Yet players and guilds leave when there is a crowd and they can’t get through a queue. A true healthy WvW is when there is a mix of styles to attract a wide variety of player because WvW is a sandbox arena. People leave the lower tiers when the population gets too low to support large scale battles. People leave T1 when the population gets too crowded to support guilds who want to run on their own without being nothing more than a 15-man “havoc” or “gank” for a pugmander blob. Everyone has their own reasons for playing and seek different goals out of the sandbox. Crowds have a habit of enforcing/imposing only one goal on a sandbox.
Healthy =\= overcrowded though. Queues are a technical problem that could actually be solved, not one that is a problem that has to actually exist. WvW isn’t actually a “sandbox arena” due to their being an actual score. A sandbox PvP mode is open world PvP, like they have on some other games, which if implemented in this game means you could attack people in the PvE parts of the game world, but you cannot. WvW is a battlefield arena due to there being a score kept and actual objectives. In real “sandbox”
PvP zones, you can even build your own forts, there is no score and the players create their own methods of scoring against one another.You do have different playstyles within though and all playstyles work together on coordinated servers. The Roamers, havoc scouts, and zergs all work together on the more coordinated servers as they should as they all perform different roles that are beneficial to each other if they are good at their positions on the field. They are all communicating and helping one another work towards common goals. often on the lower servers, players left because the guilds there would not do that. JQ, for example, had many groups of 15- 20 all working together and were coming in 1st place every week for a looong time.
The only ones who are not beneficial to the team are the player who ignore their teammates and just do whatever they want instead of try and play as a team. It is like you are standing in left field and they are screaming at you to throw the ball in and you are saying " but but I wanna to catch this butterfly instead" so when that happens of course people are going to start yelling wondering WTH ?!! they are doing. LOL
On coordinated servers they still have Roamers, havoc, scouts, and zergs , and all of those playstyles are done quite well, just those groups have to work together rather than just do their own thing and ignore the rest of their team. What is misunderstood is that it being a large scale battlefield arena means that there are not numerous types of playstyles within. Of course there are, just like there are different positions on a baseball field. Just because there is a large scale battle going on does not mean there are not havoc battles, roamer battles, and scouting going on as well. Of course there is because that is all apart of the mode. That being part of the mode does not change that it is still a large scale PvP arena with a score.
None of what you said really matters because the past three years of WvW have shown that WvW is in fact a sandbox. You can say “ideally”, but it just doesn’t reflect practice or history. Even what OnS/TW have done with their alliance stuff and going back to WM and the first great stacking of Kaineng fits a sandbox model.
Free XFers don’t work and HoD historically showed that. T1 never destacked to move to HoD for free tourney win, it was always the other servers in lower tiers that shuffled into HoD to stack it big.
There is no incentive to leave T1 unless your entire guild moves off and you like them more than the server. Or you hate the queues (which once again, are almost non existent again).
Instead of trying to destack T1, they should get more people into WvW so that T2/3 are also T1 competitive. T1 is basically the last place with somewhat 24/7 WvW action on NA and trying to gut that seems like a poorly thought idea.
I sorta agree, that’s why I think they should have just merged servers to create what you’re talking about. However, the counter argument is that people don’t like “Tier 1 playstyle”.
I agree. What players don’t realize it isn’t actually a " tier 1 playstyle", it is called a healthy and active large scale PvP arena instead. For a massively multiplayer game mode to be healthy and successful, it needs to have massive amounts of people enjoying it together. They do not seem to want it to be a large scale PvP battlefield arena at all.
You suggest that healthy means crowded. Yet players and guilds leave when there is a crowd and they can’t get through a queue. A true healthy WvW is when there is a mix of styles to attract a wide variety of player because WvW is a sandbox arena. People leave the lower tiers when the population gets too low to support large scale battles. People leave T1 when the population gets too crowded to support guilds who want to run on their own without being nothing more than a 15-man “havoc” or “gank” for a pugmander blob. Everyone has their own reasons for playing and seek different goals out of the sandbox. Crowds have a habit of enforcing/imposing only one goal on a sandbox.
Edit: even three years ago WvW was already being called a sandbox. https://www.reddit.com/r/Guildwars2/comments/w7r91/is_guild_wars_2_a_sandbox_or_theme_park_mmo/
(edited by Chaba.5410)
You moved to YB at the same time as TW, bunkering the server, siege humping just to demoralize the opponents.
That isn’t what happened in T2. Demoralization occurred by them hunting and blobbing down whichever guilds were left after the GvG guilds transferred to T3 until those guilds transferred themselves. It was a population imbalance thing, as it always is. You have to understand that the T1 style of blob play is not what many guilds below T1 are looking for out of WvW.
When I left, if you tried to get in at 9pm, you were sitting in a 40+ man queue no matter which map you were trying to go to.
It really isn’t like that now, it’s simmered down.
Stale match-ups, guilds leaving because of queues, and lack of enemies to fight… Isn’t that why it’s simmered down now?
With the highly anticipated changing of world links this Friday, does that also mean Glicko volatility and deviation is going to be reset? I assume it will be based on past dev comments, but would like a confirmation. I hope it will be.
LOL this thread reminds me of…
T2, the fight tier
T2 is in no way the fight tier anymore. It is T1 lite.
Man, I love Quip! And the wings go great with it!
After gaming for a real long time on membrane keys, I love my Cherry Reds xD
10 hours or
I lost track of how many hours I spent getting map completion after the first day.
Be careful. Triumphant and Triumphant Hero are two different skins. Only Triumphant armor is available currently from a reward track.
Now we have to spend all this time grinding for magic find?! What a load of kitten! We expected that magic find every time we claimed an objective!
I kid… I kid… Great change!
Chin up, buddy! There’s only place for 5 players on the favored team no matter what the division is.
It goes both ways. I’ve had two people I play with report they’ve lost matches where they are on a 5 soloq sapphire team while the opposing team has only diamond and ruby players with a pre-made. Ruby is 30 pips so the match-maker is either going +1 beyond the +/-15 pip range or not really elevating the ruby players to diamond level.
Goldilocks knows best!
We are currently in the 8th week of pairings. 1-1/2 months, alittle over a one month pairing option, the half way mark of a 3 month pairing and a quarter of the way through a 6 month pairing option.
This is why I voted for every other month. A month is too short and three months is far too long. Goldilocks said it best.
FA is T3
Not really. Both Mag and FA have their glicko rating rising and falling depending upon if they roll the T2 or T3 match. That makes neither server solid T2 nor solid T3.
You have to admit that having 3 copies of the same map is pretty stupid, specially when you have designed 4 maps and only 2 are available in the scoring system.
The 3 copies of the borderland only worked before they ruined the map by removing the orbs and replacing them with nothing at all. The entire dynamic system of the game was lost at that point and all that was left was a siege game like the others.
Even ESO managed to integrate a “capture the scroll” mechanic without cheaters deciding on the fate of their game.
Good points. WvW would have turned out to be a very different game if the “capture the flag” mechanic was still in it.
With all the stuff locked, cant even move to t2 or t3.
Not sure what you’re talking about. Eleven servers are open for transfer including ones linked to T2 and T3 match-ups.
75% threshold??? LOL
Almost 70% voted for Yes 2. How is that not enough?
A three-fourths supermajority vote is an extremely rare requirement in most modern democracies.
I get that Anet is trying to ensure that vote results reflect a majority opinion by setting a high threshold, yet supermajority voting is commonly criticized as empowering the minority opinion.
Which is exactly what happened here. 31% won the vote (3 month rotation).
Minority rule!
75% threshold??? LOL
Almost 70% voted for Yes 2. How is that not enough?
A three-fourths supermajority vote is an extremely rare requirement in most modern democracies.
I get that Anet is trying to ensure that vote results reflect a majority opinion by setting a high threshold, yet supermajority voting is commonly criticized as empowering the minority opinion which is why 2/3rds and 3/5ths thresholds are far more common.
Another metric that should be looked at is % of voting participation. Was it higher than 50%?
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Even impeaching a US president only requires a two-thirds super-majority vote.
That’s weird. It seems like I get stuck when I’m on tempest too and now that I think about it I don’t get it on other classes.
This topic is triggering me. Please stop. Can we get a block/ignore function on this forum?
I think the 15 pip range thing is a myth. A friend of mine last night told me he was in a match of 4 rubies + 1 diamond against 5 sapphires. Not sure how that is possible other than the number of players playing at the time must have been really low and the matchmaker is trying its best with what it’s got.
You forgot to mention time commitment. GvG did reach a pretty high level due to some serious time players put into it working on builds, practicing, reviewing video, etc. The only real way to support that was to have had some pro form of it, like what is done in sPvP, although that is harder to do with 15-20 people than 5. Without that, burnout was pretty real. A lot of former GvG players went casual or quit the game completely. The competition just isn’t there for them to return either.
It’s dead because it never got the attention it deserved.
Eh, there’s multiple reasons it is dead, one of which is that everyone played it out.
It would mean you wouldn’t be able to throw siege while in a golem, but that rarely happens anyway.
It happens a lot more often than you think. I remember T8.
Hey Chaba, your family misses you. And FWI posting and refreshing spamming here and on gw2www.net doesn’t count as taking a break to spend time with your family.
How is your post on topic or any of your business? Are you stalking me?
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I too lose every game where one of my teammates decides to suicide far for 15 minutes straight.
Honest question. How is one supposed to carry this situation? If the guy is going to lord early, you should probably help him kill the lord as fast as possible so he doesn’t keep going there. But I’ve been in matches where the score was close enough that going to the lord was an unnecessary high risk play. We had one guy try to solo the lord twice near the end of the match because he thought he’s some sort of PvP god and it basically threw the match for us. I’ve also won against a team who was doing this, we held them at 490 while we triple capped and came back from almost 100 point deficit.
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The truth is that sapphire this season is almost as difficult to climbe as legend on last season.
This season is much favorable for premade group,s even small groups like 2-3 players will give you a massive advantage.This season makes it so that in order to get a win streak, you will have to carry your team on your second win attempt, some of the professions are not suited to carry a team, even if played well. Supporting professions for example- supporting a bad group will not result in a good one, if a team cant rotate/stomp/ etc.. is like you driving full gaz in neutral.
A.net must find a way to messure and reward good players on losing teams, they have the old ranking system which most players doesnt take as an indication for being “good”/“bad” on a spesific match, but i’m almost sure there is strong correlation between getting high score and doing well on a match(being good). Getting personal feedback is a key for future development of the pvp system. In most moba games good preformance is being rewarded while in match(more kills-more gold – more items-more power) and in future games (kill-death ratio for example). It will be great if we can get somthing like the best scorer of the team will get a pip even if match is lost(or somthing like that, and better scoring system from what we have now).
I agree with practically everything you wrote. I played tempest a lot last season and this season it is not the same. I’ve been refusing to play support in soloq because almost every time I have, the rest of the team can’t seem to kill anything. And you know it is bad when I get top personal score as the support ele.
The stackers on ET and DR will complain when they find out they are BG / Maguuma and must re-link possibly more frequently than they hoped and possibly for more gems…..
There was full disclosure by ANet that server links are not permanent. They moved knowing that.
The real problem is the chilling effect server links have on WvW guild recruitment. Players hesitant to join a guild on the linked server, etc.
This isn’t a result of server links, but of Glicko settling.
and the glicko rating is primarily the result of populations.
so all you need to do is convince ppl to spread out evenly and we will have match up variance.
Do you recall the population on your server when the server links started and everyone came out to play and try it then for the next three weeks after that? Some of that population loss is a result of the staleness.
It would mean you wouldn’t be able to throw siege while in a golem, but that rarely happens anyway.
It happens a lot more often than you think. I remember T8.
The GvG scene has been played out. Sorry.
This isn’t a result of server links, but of Glicko settling.
having re-links all the time.. looks weird, and not logical for the people playing always with diferent players.
If the goal is to use server links as a poor-man’s population balancing mechanism, then it doesn’t look weird at all. And how is it different from people transferring around to play in different matches with different players anyway?
/15 charrs were sacrificed to the forum bug gods.
I see the usefulness of point #2, but couldn’t come up with anything worth saying on the matter, even after sleeping on it. I leave only one word that sums up the WvW experience for many: relationships.
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