Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Where are all the female commanders at!?
Girls have a lesser developed frontal lobe than males which accounts for spatial awareness and spatial intelligence. Then there’s testosterone which is attributable to leadership qualities such as confidence. Women by nature are not good leaders
Say what?!
Oh right. Maguuma.
According to Dunning-Kruger, men often don’t know how dumb they are.
It’s partially about confidence. It’s also partially about some people (men and women alike) having issues with women even being assertive much less aggressive or straight up dominant.
Eh, looks like there could be a Dunning-Kruger effect, which I would presume is a cause for the interruptions.
http://www.theatlantic.com/magazine/archive/2014/05/the-confidence-gap/359815/
As for myself…
I find myself getting ignored/interrupted/mansplained at to the point where any commanding is unfeasable.
That said, there are some female commanders, but they have a way higher tolerance (than me) for kitten like that, because I’ve heard the same issues when following them.
You do have a point, many females do feel like they either need to speak over everyone to be heard, or just tend to stay quiet so they don’t sound funny, or say anything “dumb”, etc etc.
… Commanders do need to talk over people, otherwise those certain people will continue to talk. That isn’t a gender issue, it’s a control issue.
http://time.com/3666135/sheryl-sandberg-talking-while-female-manterruptions/
Let’s talk about Action Level which may or may not even be put into play.
Potential (controversial) additional change:
While the above change takes steps to bring the value of off-hours coverage in-line, there’s a good chance it’ll still be overvalued. If that’s the case (and we’ll eventually poll on this), then we have plans for an additional system.
This is the Action Level – Victory Point Multiplier system
This system would multiply the Victory Points awarded by Skirmishes based on map populations and time of day.
During prime time hours, the multiplier would always be at it’s maximum of 3.
During off hours, the multiplier might stay at 3 or drop to 2 or 1, depending on on activity level.
It’s important to include map populations as a factor, to make the system more fair for off hours players and its important to include time-of-day as a factor to prevent a winning team from trying to keep the score muliplier low by exiting WvW
Action Level = “based on map populations and time of day”
Not a lot of detail here, maybe on purpose. -_-
There’s two different factors that affect Action Level:
1 – map populations
2 – time of day
For map populations, he means it depends on how active the map is at any given time. I assume it means how big is the population disparity between servers during a skirmish since Tyler says “to prevent a winning team from trying to keep the score multiplier low by exiting WvW”. So we can say if the disparity is large, the action level is low (1x). One server may have 40 people while the other two have only 5. If the disparity is low, the action level is high (3x). All three servers in a match have relatively equal numbers. This seems to incentivize players into making teams of roughly equal size.
For time of day, he means the Action Level will always be 3 during NA Prime (EU Prime for EU servers) no matter what the population disparity is. This is the controversial part of the proposal. This is the part that makes people feel discriminated against by the whole system even though it is only a small part of a secondary mechanism. The most obvious thing that stands out is NA players would look to stack onto servers that are already strong in NA because there is no risk of any population disparities causing the action level to drop. No other timezone could counter that because the minute another timezone gets too stacked, the action level drops. I’m not entirely sure how this is supposed to “prevent a winning team from trying to keep the score multiplier low by exiting WvW” since they’d just exit WvW in other timezones.
I agree with Anvu that Tyler’s stated gaming of the system may not even occur frequently enough to need such attention. The score multiplier would most likely drop for other valid reasons such as guild raid schedules. Some guilds only raid 3 times a match, some servers are considered weekend servers, etc.
Instead the time-of-day factor looks more to me like a mechanism to break tie conditions (notice I used the word “counter” above) where a strong OCX server gets into a score-balance against a strong NA server and are unable to progress against each other unless their players start overtiming. The NA population still outnumbers OCX, which needed to congregate into T1/T2 in order to have an active timezone, so theoretically the action level for NA skirmishes will always be 3 on the lower tier servers anyway.
If Action Level is tried out, try it first only by map populations. It isn’t clear how many tie conditions would exist or how frequently they would occur or last. And perhaps there are other ways to break them rather than handing a win to the NA skirmishes.
some of the proposals take account of differences in total population and activity level without making those in off hours feel discriminated against and devalued as the anet proposal does.
All of the proposals devalue the larger sized team and increase the value of the outnumbered team. That’s what any asymmetrical scoring system is supposed to do. Victory points don’t care if you won the two hour Skirmish by 200 points or 5000 points. Population based progressive points don’t care if you outnumber the opponent by 2:1 or 4:1. If you make more, you’re getting taxed more. But don’t worry because you will still be rich.
And yet here you are, posting in defense of off-hours that are stacked more than your NA while ignoring that your NA would benefit from having their playtime hours valued more or at least not being pushed up into a tier they cannot compete in. I’m not saying that preferencing NA prime is the best solution, rather that WvW interests as a whole should be placed above server interests. Population balance really comes down to players, not Anet. The changes that were implemented is Anet trying to circumvent something that was player-created. Servers with more non-NA players than NA players is cause of player choices. Servers can be in score/glicko balance with each other due to population asymmetry. It creates a boring WvW playstyle though. Is that the right thing to advocate for?
Do you really think its not in the interests of the game as a whole to promote equality for all players regardless of timezone? For JQ its situation brings the issue into sharper focus than other servers but that doesn’t make the point invalid. Also you have no idea whats being discussed by JQ internally.
As for being player created humans will always make bad choices, just look at the kitten alliance, its up to anet to mitigate against that. Designs have been propose din this thread that are perfectly reasonable alternatives but don’t run the risk of alienating non NA prime players.
You’re not really arguing for equality though. The current scoring system is designed for teams of equal size. That doesn’t happen in WvW, which alienates players right now. We can assume there will always be some form of population disparity, which creates the whole point of the scoring discussion, create a system that is designed for teams of unequal size. Any asymmetrical scoring system is going to be unequal precisely because the team sizes are unequal. It doesn’t matter if the system adds a multiplier for NA prime, or uses time-sliced skirmishes with set Victory points which devalue score differentials, or if it adjusts point values based on real-time map population through outnumbered buff or other similar means. Every proposal here devalues players on one side in some way. There will be pockets of players that always will be “alienated” by an asymmetrical scoring system until population shifts. What JQ is discussing internally is irrelevant.
Let’s talk more about how the current scoring system actually leads to population disparities. Stacking any one timezone, even NA Prime, with more people than the other two teams is rewarded. That incentive to stack can leave the other teams to lose players, making the population disparity worse. But perhaps the server losing players in that one timezone isn’t reflected in their server performance because they have another timezone that is stacked. That’s where the coverage game begins. It leaves servers with non-competitive timezones that players don’t want to play in and stacked timezones that attract more players.
Would an asymmetrical scoring system remove the incentive to stack? That seems to be the idea by devaluing the larger sized team in some way. The system though still risks perpetuating tie conditions, for example where server 1 has coverage in x timezone that gets cancelled out by server 2’s coverage in y timezone. After all these years we are too used to thinking in terms of how the score doesn’t matter because of these kinds of tie conditions, which are actually boring in practice. The scoring system has to provide some way to break those kinds of situations to encourage more variation in match-ups and make the score matter again, to make winning mean something.
Mechanisms like Last Stand, the activity level multiplier for a single primetime, and even PPK increases are really supposed to serve the purpose of breaking coverage wars. They should be evaluated with this in mind. We should be proposing similarly purposed mechanisms if the current proposals don’t make sense.
Example where higher off hours and low prime time NA will lead to worse score -
What I get from reading you is that you want your NA to remain outmanned and not have a fighting chance. If the real issue is population balance, have you ever asked why your NA population is dwindling? Put aside scoring changes for a moment. Do you want your server’s NA population continue to dwindle by playing outmanned constantly against two other servers with larger NA? Isn’t it weird how servers with higher off hours and low NA always seem to have this problem? Also strange how off-hours players who are outmanned constantly will move too, huh? It’s as if there’s some lesson to be learned that us players are turning a blind eye to.
if you read that from my post you are lost. I would rather anet fixed population balance instead but no matter how much they try people will stack servers so truly things will never be balanced in terms of population on all servers. So one server will always be outmanned in primetime vs stacking servers.
And yet here you are, posting in defense of off-hours that are stacked more than your NA while ignoring that your NA would benefit from having their playtime hours valued more or at least not being pushed up into a tier they cannot compete in. I’m not saying that preferencing NA prime is the best solution, rather that WvW interests as a whole should be placed above server interests. Population balance really comes down to players, not Anet. The changes that were implemented is Anet trying to circumvent something that was player-created. Servers with more non-NA players than NA players is cause of player choices. Servers can be in score/glicko balance with each other due to population asymmetry. It creates a boring WvW playstyle though. Is that the right thing to advocate for?
(edited by Chaba.5410)
This would be the end of Power of the Mists buff. Most players don’t really notice the buff. Nor do they play WvW specifically for the buff, so it hasn’t served as an effective motivator for winning matches. It also tends to reward PvE players more than WvW players. The upside to removing the buff, for WvW players, is that it should help our case for further improving WvW rewards, because it’d be lowering the rewards entering the game from elsewhere.
Umh, hell no please???
How about you just rework the feature into something, that will also work under the new WvW Systems please??.
That “most” people not really notice the buffes is plain simle incorrect.
The first thign that absolutely every WvW player instantly should notice on every fresh new match is, when you enter for WvW is directly that due to the fresh map and the resetted Power of the Mist bonus your Maximum Health is about like 10% decreased, thats a whopping difference od like 2-3K HP lesser that actually makes a huge difference, if you might survive a burst attack, or not, giving you that maybe few seconds needed to realize what happens to quickly make up for fitting counter reactions, before you are dead, unless you get steamroled by a big group against you wouldnt have had any chance anyways, but in small scale fights and duels, this difference in max health due to the Power of the mist buff has saved me prsonally already in countless situations my life, where without that health buff I would have died for literally “dead certain” !!!Also the Endurance Regen Increase is something that affects us in WvW, as like also the Healing Efficiency, now especially in regard of Druids.
But you might be right about the other things, which merely affected only PvEers.
—-However, I propose, change the Power of the Mist feature, and change it so, that it is interesting for ALL KINDS OF PLAYERS, regardless if you play PvE, WvW or PvP.
PotM should be something, that provides for your server boons, that are highly valuable for everyone, which should give players good reasons to support their servers in WvW, to the point, that people who would usually play PvE or PvP go to WvW and joining their Server to help every now and then to ensure, that their server reaches the PoTM effects, that would be also helpful for their own game modes, by fulfilling specific taskas in WvW that increase the blessings for your servers towards specific game modes, but in the end these taskas also all help your world to make points towards the warscore to win the Skirmisches in the ed to get Victory Points.
Victory Points at the end of each match should work then for all Game Modes for players that participated in WvW enough as individual Player Currency that is shared among the Server on all players that participated long enough for them in WvW within the match time to maintain their own preferred Blessings which players should be able to “buy” from Shrines that you should be able to find in the game (PvP Lobby, WvW Spawn Areas, randomy in PvE Maps hidden, counting also as POI’s
So basicaly, split up the Power of the Mists between all 3 Modes:
WvW Blessings in Victory Points you gain when a Match is over:
Costs == Effect
5 > Breath of the Mists = Increases for 7 Days the WvW Exp Income by 5%
10 > Battleborn Hero = Increases for 7 Days your income of Badges of Honor from Enemy Kills by +2
15 > Mistforged Hero = Gain for the next 7 Days the chance to randomly obtain as Loot from Lord Kills also randomly Hero and Mistforged Items and have in this time also access to an NPC, that trades these Items for Parts for a precursor Sets of the WVW related Legendary Mistforged Armor Set, which requires of you to complete also the latest added two WvW Armor Sets from the WvW Reward Pathss
25 > Mistforged Jewels = Gain for the next 7 Days acces to a new WvW unique NPC, which sends you out on the journey for the WvW unique first set of Legendary Accessoires, first requiring of you to learn new Recipes for crafting ascended Precursor Accessoires of either Rings, Earrings or Amulets for that you need to be Jeweler 500 to be able to craft them, added together with lots of new jeweler crafting recipes for the way from 400 to 500 that include new Stat Combinations that are missing for Accessoires which got added with HoT….
50 > Soothing Mist = Gain for the next 7 Days increased Maximum Health and Endurance Regeneration of +10% while being in WvW
100 >Testament of Heroism = Increases for the next 7 Days the income of Proofs from Rank Reward Chests by +3
150 > Legendary Battle Memoires = Increases for the next 7 Days your income of Memories of Battles by +20% whenever you receive some from Rank Reward chests
250 > Eternal Hero Increases for the next 7 Days the rewards by 50% that you receive when you successfully defend something in WvW, like a Keep, whenever the Defend Timer reaches its end (this includes WExp, Karma, Exp, Gold, Badges)
500 >Battle Aura = Have such a strong Battle Aura for the next 7 Days, that you can always see your enemies on the Mini Map everywhere
1000 > Fashion of the Mists = Gain access for 7 Days to unique WvW NPCs, that can sell you WvW unique permanent Finishing Moves, including those of the Gemstore also for high Gold Costs/Badges ect., WvW unique Skill Skins (for starters for example for all kinds of Minion Skills), WvW unique earnable Outfits (PvE got already an earnable Outfit, that one from Halloween that looks similar to the Witch Outfit, so why not other Game Modes too??)
1500 > Bloodlust = Increases for the next 7 Days your Stats by +50 (Blood Lust from Shrines gets removed, Shrines in WvW will receive a new different mapwide effect instead that will leadto players actually fighting for them, instead of 90% of all times ignoring them)
2500 > Ascendant of War = Increases for 7 Days the Chances to obtain Ascended Armor Parts from WvW Rank Rewards by 10%
5000 > Ascendant of Blood = Increases for 7 Days the Chances to obtain Ascended Weapons from WvW Rank Rewards by 10%
10000 > Lord of the Mists = For the next 7 Days is capping in WvW a Keep or a Castle always instantly a WvW Rank Up, the Money Reward from Rank Chests is trippled ffor them meanwhile and have the chance of 10%, that they might drop for you also Ascended Materials like Elonian Leather, Damask or Spiritwood
PvP Blessings from Victory Points
Costs == Effect
15 > Blessed by Wealth = Increases for 7 Days by 5% the gain in PvP Reward Track progressions
25 > Glorious Time = Increases for 7 Days by 5% the gain of Glory
50 > Blessed by Fortune = Gain the chance for 7 days, that Rewards from PvP Reward Tracks reward you additionally also with Money Bags worth random values ranging from 10 Silver to 1 Gold
100 >Blessed by Luck = Increases for 7 Days the chances to obtain from Reward Tracks more valuable loot by 15% and adds also the chances to obtain Materials like Lodestones, that usually wouldn’t be rewards.
150 > Legendary Glory Crystal Increases for 7 Days your Income of Shards of Glory by 20%
250 > Glorious Fighter = Gain for 7 Days no some Extra Glory for Player Kills in PvP/Stronghold Matches (even more if done with a Finishing Move!)
500 > Karmic Fighter = Gain the blessing for 7 days and a small portion of the Glory that you obtain, becomes also a Karma Reward for you.
750 > Golden Fighter = Gain the blessing for 7 days and a small portion of the Glory that you obtain, becomes also a Gold Reward for you that is affected also additionalyl by the Gold Find Account Bonus.
1000 > Fashion of Gladiators = Gain access for 7 days to PvP unique NPCs, that can sell you PvP unique Finishing Moves, PvP unique Skill Skins ect (see above WvW counterpart)
1500 > Famous Legend = Gain acces for 7 Days to a PvP unique NPC for the required items to obtain parts for a PvP unique Legendary Armor Skin Set that can be used only on Ascended Armor Sets to transform them into actually legendary armor parts with the full functionality of legendaries to swap stats out when using the equipment outside of PvP
2500 > Present of the Mists Increases Point Gain towards PvP Achievements for 7 Days by 100%, so when you usually would get +1 point towards an achievement, with this active you will get +2 points
5000 > Fury of Combat = Gain for 7 days the chance to obtain from PvP Reward Tracks new PvP unique Fury Weapon Skins
7500 > Glorious Stronghold Conqueror = Gain for 7 days increased glory from Stronghold Matches by +50% and gain also a chance to obtain while playing Stronghold access to new Heroes that you can unlock through fulfilling Heroic Trials in the PvP Lobby when you talk to the Mist Heroes to gain this way not only new Heroes, but also if you keep fulfilling Heroic Trials for them, you can unlock nw Hero Designs for those Heroes that you have already unlocked for your account.
10000 > King/Queen of Combat = Helps you out for 7 Days in PvP Tournament Tiers to lose not progression also in higher tiers than usual and makes comebacks a bit more rewarding in that time.
PvE Blessings for Victory Points
Costs == Effect
5 > Testament of Craftmanship = Increases for 7 Days the Chance for Critcal Craftings by 10%
15 > Fertile Season = Increases for 7 Days the Gathering Gain by 10%
25 > Hunting Season = Increases for 7 Days the Exp from killed Enemies by 20%
50 > Party Season = Increases for 7 Days the maximum Health and Endurance Regeneration for PvE by 10%, another 10% on top for when your World has won a WvW Match or when its Festival Time for the next time you use this Blessing.
75 > Mystic Force = Increases Healing Powers by 10% for 7 Days and when you gain in that time Mystic Coins, is the gained amount doubled.
100 > Ancient Wisdom = Increases Toughness for 7 Days by 10%
150 > Treasure Hunter = Opening daily Treasure Chests (JPs) in the next 7 days grants you increased chances for rare materials like Lodestones or T7 Crafting Materials
250 > Haggling Expertise = NPCs will sell you everything for 7 days for 25% Gold more and let you buy things for 25% reduced prices
500 >Traveler of Tyria = WPs will cost you 7 days 25% lesser Gold and grant you after usage for 1 Minute Super Speed
750 > Bounty Hunter = Increases for 7 Days the chances to obtain rarer loot from World Bosses and Champions by 5%. Certain killed World Bosses, like Tequatl or Tri Wurm will drop 100% guaranteed in that time Bounty Hunter Tokens, which can be turned in for specific Rewards, like for example the Sunbringer Weapons or Ascended Armor Chests of Choice.
1000 > Fashion of Adventurers = Gain access for 7 Days to PvE unique NPCs that can sell you PvE unique Finishing Moves, Outfits, Skill Skins ect.
1500 > Blessing of Zomorros = Increases chances for 7 days to obtain something more valuable from Zomorros, than what you have thrown into the Mystic Forge by 10%
2500 > Kiss of Rebirth = When you die, you automatically use an Orb of Revival (even if you have none) for the next 7 days and you won’t have the negative effect of health reduction, you will move slowly only, for some longer time. The only exception for this effect is, if you would get revived at a place, where you would instantly die again! Places like the Thaumanova Reactor’s Boss battle for example
5000 > Eye of Discoverery = Increases Rewards for 7 Days from Map Competions by 100% and Map Event Rewards are also doubled for you in this time from doing Events and come in faster than usual
7500 > Relic Hunter = Increases for 7 Days significantly the drop chances from Champions and World Bosses to obtain unique skinned Exotic Items (in general exotic items, including Accessoires, stuff like Pendant of Orr for example) as also precursor drops of the first generation of Legendary Weapons in that case of Dragon Minion World Bosses only
10000 > Legendary Craftmanship = Deactivates for 7 days all kinds of time gates for your account so that you can craft as many items as you have materials for it directly, without having to obsoletely wait a day for it to become able to craft again.
Crafting Exp Gain is also doubled in this time and all items you craft will give you Exp, even stuff, that usually would give you no Exp anymore.
Crafting can produce while you have this Blessing up also randomly with a small chance a byproduct, called Essences of Expertise, which when used gives a Character Crafting Ranks based on the Quality of the Essence towards the Crafting Jobs that are currently active, which are either +1,3,5 or +10 Ranks if it was a legendary Essence of Expertise (this will reduce the Crafting Grind if you want to have more characters with high crafting ranks somewhen so that you dont have to swap always to 1 specific character if you need a specific Crafting Job for a task…)Just some examples of how you could split up the power of the mists Feature into a game wide Blessing feature, that offers for each game Mode invependant own unique Blessings for different amounts of Victory points, which all last for 7 days and need then to be renewed by the player for Victory points, if he wants to get the effect of that blessing again by going to a Shrine where the Victory Points gen be spent for receiving those Blessings
Stop rewarding players who don’t participate in WvW with passive rewards from WvW. WvW rewards need to be tied to WvW participation only.
Example where higher off hours and low prime time NA will lead to worse score -
What I get from reading you is that you want your NA to remain outmanned and not have a fighting chance. If the real issue is population balance, have you ever asked why your NA population is dwindling? Put aside scoring changes for a moment. Do you want your server’s NA population continue to dwindle by playing outmanned constantly against two other servers with larger NA? Isn’t it weird how servers with higher off hours and low NA always seem to have this problem? Also strange how off-hours players who are outmanned constantly will move too, huh? It’s as if there’s some lesson to be learned that us players are turning a blind eye to.
(edited by Chaba.5410)
What starts off as a great night of WvW devolves into karma trains because they wipe a few times and go back to PvE or whatever especially now that they don’t lose as much PPT by not defending.
Then they should lose, no? And they will lose much PPT btw because the activity level is static per skirmish. No details are given on what method exactly will be used to determine activity level, only that it will be done in such a way so that it is not gamable by population logging off right before the start of a skirmish period.
I’m curious to see how the skirmish system alone would work without favoring a static primetime with Activity levels. Activity level is a concept that bothers me for the simple reason that it seems kind of complex and definitely won’t be understood by the average player.
and even KN
Remember that one time when Kaineng was carried from T8 all the way to T2 primarily on their SEA alone? Then they fell apart when they hit a tier where servers actually had some coverage.
This would be the end of Power of the Mists buff. Most players don’t really notice the buff.
Hope there’s an equivalent to make up for this in PvE. That’s a huge hit to come later in the week. I always waited to craft before reset. To use boosters toward the endof the week to stack the effectiveness. Better up the Guild ones, let us use two Guild ones at once, or something.
Any other bad news for today? Might as well toss it all out on us now…
I think removing Power of the Mists is great. PvE players never understood it and demanded that WvW get removed from map completion so they wouldn’t have to participate. Rewards need to be tied to participation, not something passive that was never really noticed.
I still want to build a smiley face on the battlefield made from siege. Some people call that a waste of time. I think those people lack imagination!
“What Siege! WHAT SAVINGS!”
Hi Fatherbliss!
Basing scoring off of proportional population levels keeps those players relevant AS LONG AS THEY ARE ON AN EVEN PLAYING FIELD WITH THEIR OPPONENTS.
I wonder what the reasoning behind the prime time activity level idea came from. I don’t want to dig into the old CDI thread. :/
It looks like an attempt to prevent players from getting aggro with servermates to log off because our population levels are too high. How can we have proportional scoring without that aggro?
I also wonder about the two hour limit for Skirmishes considering that a long-siege can take about three hours or more to execute. I’d like to know what the reasoning behind two hours is. It seems like it might be fine though. If they were three hours in length and corresponded with the timezone slices that us players use, imagine everyone logging off after the end of a Skirmish.
How does the multipliers affect servers in which ‘prime time’ for that server hosts the least amount of players during such time?
I think what you are referring to is servers where their main strength is a non-NA timezone rather than simply a server that has the smaller NA in a match.
That would be my concern as well.
I guess I’m not understanding how “off-hours coverage will still matter” is a slight to ocx/sea/eu. The proposed scoring changes still give advantage to coverage.
The social pressure a lot of ocx/sea/eu players felt from their server communities to PPT will be reduced.
It was added in the big April patch.
We have people willing to join our server’s WvW Community from other actually overstacked T1 servers but they can’t because our server is full.
That’s what the lower populated linked server is for. There’s quite a few guilds transferring around like that already.
So, none of you ever had a queue pop when you are in downed state?
No.
If their queue popped while downed then you’d probably not run into them again soon after on the same map.
Oh hahaha they returned to the same map!
I’ve had a queue pop a few times while I was in downed state so it does happen.
So, none of you ever had a queue pop when you are in downed state?
Many have suggested they implement a system where WvW PPT ticks in proportion to the number of players in WvW instead. Thats a serious problem right there as well. Guilds/players are then incentivised to leave WvW the moment they start losing to reduce the winning server’s PPT. This leads back to recruiting non-NA guilds to help even out their overall PPT. This changes nothing with the “nightcapping” problem is even more detrimental to the state of WvW.
Under such a system, servers with coverage will still win the PPT game, they just won’t be able to run away with the score, which gives the smaller server with more of a fighting chance.
The real issue is one of access opportunities. Previously, for example, you could have played only PvP and never gotten a toon to level 80 in PvE, never gotten a legendary weapon, etc. Anet is doing the right thing by starting to provide access in WvW for PvE stuff to players who are playing only WvW.
Maguuma is about fighting. At the end of the day we want OCX players that also like to fight players, not sneaky door hitters who think they’re important.
Maguuma’s OCX:
2016-05-05 11:05:04 184 881 +410 1 8 13 9
2016-05-05 10:50:02 184 881 +410 1 8 11 13
2016-05-05 10:35:02 184 881 +365 1 7 11 9
2016-05-05 10:20:02 184 881 +410 1 8 14 7
2016-05-05 10:05:03 184 881 +385 1 8 10 10
Oh my server is pushed to +90 PPT by two servers stacked with more OCX and SEA than us. Better cry on the GW2 forum like #magswag!
ppt while we’re asleep
Honestly, I don’t know why you’re complaining just because your OCX/SEA didn’t play last night. Look how well Maguuma ticked previous nights.
Maguuma’s data from: http://mos.millenium.org/servers/view/38/
All time is UTC.
10-13 UTC is OCX Prime
13-16 UTC is SEA Prime
Date Score Income Castles Keeps Towers Camps
2016-05-05 16:56:04 184 881 +240 1 4 6 9
2016-05-05 16:41:03 184 881 +255 1 4 9 6
2016-05-05 16:26:03 184 881 +270 1 4 9 9
2016-05-05 16:11:03 184 881 +245 1 4 8 6
2016-05-05 15:55:03 184 881 +240 1 4 7 7
2016-05-05 15:40:02 184 881 +260 1 5 7 6
2016-05-05 15:24:02 184 881 +315 1 6 9 8
2016-05-05 15:09:02 184 881 +330 1 5 12 10
2016-05-05 14:54:02 184 881 +295 1 4 11 10
2016-05-05 14:39:02 184 881 +295 1 4 11 10
2016-05-05 14:23:02 184 881 +270 1 4 9 9
2016-05-05 14:07:02 184 881 +325 1 7 7 9
2016-05-05 13:52:02 184 881 +350 1 7 10 8
2016-05-05 13:37:02 184 881 +370 1 7 10 12
2016-05-05 13:22:03 184 881 +370 1 6 15 7
2016-05-05 13:07:02 184 881 +440 1 7 16 14
2016-05-05 12:52:02 184 881 +395 1 7 13 11
2016-05-05 12:37:03 184 881 +365 1 6 13 10
2016-05-05 12:21:02 184 881 +330 1 5 12 10
2016-05-05 12:06:02 184 881 +340 1 5 13 10
2016-05-05 11:51:02 184 881 +375 1 7 12 9
2016-05-05 11:36:02 184 881 +385 1 7 12 11
2016-05-05 11:21:02 184 881 +395 1 8 13 6
2016-05-05 11:05:04 184 881 +410 1 8 13 9
2016-05-05 10:50:02 184 881 +410 1 8 11 13
2016-05-05 10:35:02 184 881 +365 1 7 11 9
2016-05-05 10:20:02 184 881 +410 1 8 14 7
2016-05-05 10:05:03 184 881 +385 1 8 10 10
2016-05-04 16:51:04 184 881 +250 0 5 8 9
2016-05-04 16:36:04 184 881 +245 0 5 7 10
2016-05-04 16:21:04 184 881 +285 0 6 7 13
2016-05-04 16:05:05 184 881 +295 0 6 8 13
2016-05-04 15:50:03 184 881 +260 0 5 9 9
2016-05-04 15:35:03 184 881 +270 0 6 8 8
2016-05-04 15:20:03 184 881 +250 0 5 8 9
2016-05-04 15:04:05 184 881 +255 0 5 8 10
2016-05-04 14:49:03 184 881 +270 0 6 8 8
2016-05-04 14:34:03 184 881 +335 0 7 11 10
2016-05-04 14:18:04 184 881 +325 0 6 14 7
2016-05-04 14:03:05 184 881 +375 1 6 14 10
2016-05-04 13:48:03 184 881 +375 1 6 12 14
2016-05-04 13:33:03 184 881 +400 1 7 13 12
2016-05-04 13:17:03 184 881 +405 1 7 13 13
2016-05-04 13:02:03 184 881 +410 1 8 12 11
2016-05-04 12:47:03 184 881 +365 1 6 13 10
2016-05-04 12:32:02 184 881 +375 1 6 12 14
2016-05-04 12:17:02 184 881 +400 1 5 17 14
2016-05-04 12:01:03 184 881 +445 1 6 20 12
2016-05-04 11:46:03 184 881 +385 1 5 15 15
2016-05-04 11:31:02 184 881 +335 1 5 10 15
2016-05-04 11:16:02 184 881 +235 0 4 11 5
2016-05-04 11:01:03 184 881 +265 0 4 12 9
2016-05-04 10:46:03 184 881 +305 1 4 13 8
2016-05-04 10:31:03 184 881 +315 0 5 11 16
2016-05-04 10:16:03 184 881 +250 0 5 9 7
2016-05-04 10:01:04 184 881 +270 0 5 10 9
Compare with last night:
2016-05-06 16:57:02 133 060 +150 0 3 3 9
2016-05-06 16:42:02 132 789 +170 0 3 5 9
2016-05-06 16:27:01 132 504 +145 0 3 4 6
2016-05-06 16:11:02 132 207 +155 0 3 5 6
2016-05-06 15:56:03 131 926 +160 0 3 6 5
2016-05-06 15:41:03 131 684 +130 0 2 6 4
2016-05-06 15:26:04 131 451 +105 0 1 5 6
2016-05-06 15:11:04 131 215 +125 0 2 3 9
2016-05-06 14:56:04 130 974 +125 0 2 3 9
2016-05-06 14:40:03 130 747 +105 0 2 2 7
2016-05-06 14:24:03 130 578 +80 0 1 2 7
2016-05-06 14:09:02 130 444 +45 0 1 1 2
2016-05-06 13:54:02 130 377 +40 0 0 2 4
2016-05-06 13:39:02 130 313 +15 0 0 1 1
2016-05-06 13:24:02 130 196 +45 0 1 0 4
2016-05-06 13:09:02 130 065 +85 0 2 2 3
2016-05-06 12:54:02 129 936 +55 0 1 2 2
2016-05-06 12:39:02 129 868 +35 0 0 2 3
2016-05-06 12:24:02 129 731 +80 0 2 2 2
2016-05-06 12:09:02 129 621 +80 0 1 4 3
2016-05-06 11:54:02 129 479 +85 0 1 4 4
2016-05-06 11:39:02 129 298 +110 0 2 4 4
2016-05-06 11:24:02 129 083 +160 0 4 4 4
2016-05-06 11:09:02 128 820 +180 0 4 6 4
2016-05-06 10:54:02 128 562 +175 0 3 7 6
2016-05-06 10:39:03 128 352 +140 0 2 6 6
2016-05-06 10:24:03 128 145 +110 0 2 5 2
2016-05-06 10:09:02 127 961 +130 0 2 6 4
SEA isn’t your problem, EU is. FA has EU, unfortunately for Mag.
Welcome to Coverage Wars 2.
Mag was ticking over 400 during OCX/SEA. Why? For the same reason OP is whining about. Mag had people getting “gains” while FA didn’t bother. Really surprising to see a post whining about PPT from Mag here. Scoring changes hopefully will help.
Edited for timezone correction.
(edited by Chaba.5410)
Ah yes, wiping away the “gains” Mag made from PvDooring while others were busy during their daytime with work and school.
I too am looking forward to scoring changes.
Please explain which hours FA and SBI don’t have map blobs all over the place.. Would love to know this magical time when Mag “pvd’s”, is it during prime?
Maybe you can DDOS the FA TS again.
Ah yes, wiping away the “gains” Mag made from PvDooring while others were busy during their daytime with work and school.
I too am looking forward to scoring changes.
In this very thread, which I have read with great interest, there are details of a counter, a means to react to the trebs in the placement that seems to be a prime point of concern. So I can’t help but wonder two things:
- Is the counter viable?
- Can something be called an exploit if there’s a reasonable counter?
I truly do not know the answer to either question, but I’m genuinely curious about it and it’s easy to see that opinions vary.
So… thoughts?
o_O
Gaile, you trying to trick me into posting a video of the counter, which many players consider an exploit, yet supposedly isn’t an exploit since it is the only reasonable counter to spawn siege? Or are you referring to the counter-siege for the spawn siege that isn’t always reasonable (for example, the spawn trebs for northeast tower cannot be countered with siege placed outside the spawn.) The only reasonable counter currently for spawn siege is to jump into citadel and stealth past any legendary defenders.
There are many locations where you can attack NE tower without drawing fire from a citadel treb. Catapults in the tunnel, a treb in NE camp, a treb in Garrison, a cata between garrison and NE tower, or a cata from the cliff below the back of NE tower.
And from inside NE tower, you can countertreb to remove the offending citadel treb easily (even moreso with shield generators).
There is no need to make an excursion into citadel to capture the tower or to destroy the offending trebs. People who do that do it to make a statement.
I do not recall that those can be counter-trebbed. Of course it has been awhile…
In this very thread, which I have read with great interest, there are details of a counter, a means to react to the trebs in the placement that seems to be a prime point of concern. So I can’t help but wonder two things:
- Is the counter viable?
- Can something be called an exploit if there’s a reasonable counter?
I truly do not know the answer to either question, but I’m genuinely curious about it and it’s easy to see that opinions vary.
So… thoughts?
o_O
Gaile, you trying to trick me into posting a video of the counter, which many players consider an exploit, yet supposedly isn’t an exploit since it is the only reasonable counter to spawn siege? Or are you referring to the counter-siege for the spawn siege that isn’t always reasonable (for example, the spawn trebs for northeast tower cannot be countered with siege placed outside the spawn.) The only reasonable counter currently for spawn siege is to jump into citadel and stealth past any legendary defenders.
Another example of the stretching and including the tail and armor pieces not lining up.
- Energy tail and “leg” armor pieces do not move together on both the Exalted and the player-worn Exalted Armor.
- Weird stretching going on (see screenshot)
This was placed inside of YB’s spawn aimed @ NWT on YBBL. Can’t attack it etc. Fix pls?
Trebs have been placed there for some time now. Every server knows about it and how to take them out.
Open your mind and think out side the box and you will find your answer.
Like jumping/expoiting into their spawn with your zerg and taking it out that way xD
IoJ should have been linked with FA just for the satire of all the mass-transfers from IoJ to FA over the life of this game.
I would have died laughing if that had actually happened, all the struggles would have really been for nothing at all xD
Never know… it might still happen in less than 3 months. LOL.
Glad it happened TBH.
several servers changed their position in tier.
The matchup colors aren’t the same throughout the week? doh!
I should be able to correct for that.
Each API pull is internally consistent … I hope.
I am guessing you haven’t looked at the match-ups.
/forum bug fix please
Transferring “as a community” typically is the result of stagnation with regards to opponents. Players are more willing to stay on a server when the matches are fun and they are facing new opponents almost every week.
EU gets some OCX and SEA population, though not nearly at the same levels as on NA servers. A lot of OCX/SEA players are also able to play during NA Prime and not as much during EU Prime.
Next week’s activity chart is going to be rather interesting since the matches are all reset and several servers changed their position in tier.
I’m going to make a long post on bandwagoning, naturally over time or forced (what happened with TC). This speaks against what has happened on BG over time (or JQ at one point).
Bandwagoning in any form is poor for the game and builds the glicko wall. What’s worse is when the way it’s done displaces players from their community or makes people stop playing. My main reason for leaving GW2: too much effing drama for a game that is just suppose to be fun.
Which is why I don’t understand the logic of “We want to destroy the wall, let’s bandwagon 12 guilds to a server that was already crushing their opponents.”
It sounds like there is some other motivation (or no patience and willingness to transfer constantly).
At this rate, if BG keeps having players login to their accounts again, it’ll be BG/TC/X. Basically, BG and TC won’t rotate. Is that what everyone is looking for?
Go natural folks.
I hope players start to get out the mindset of “we gotta transfer to X tier”. Tiers are not really a thing right now and they shouldn’t really ever be.
It’s happening!
It is better than the opposite that was occurring, servers being full with very low WvW activity because of server members who only set foot into WvW once in a blue moon and players unable to recruit new WvW players.
Samples activity levels throughout the day, unknown what constitutes “activity”, uses a smoothing mechanism over a roughly 3-4 week period.
https://forum-en.gw2archive.eu/forum/game/wuv/World-Population-Changes-Are-Coming/page/4#post5324934
(edited by Chaba.5410)
Have you done TD on the PvP version?
IoJ should have been linked with FA just for the satire of all the mass-transfers from IoJ to FA over the life of this game.
Sea blames that they don’t be heard from na, na blames the sea/ocx to do their own things. Lack of communication. Players from usa who don’t listen to other people . It’s a cultural thing from usa, I guess, not a breaking news so far.
It isn’t a cultural thing. It’s the effect of having a scoring system that renders everyone’s contribution pointless.
https://forum-en.gw2archive.eu/forum/game/wuv/ANET-Night-capping-is-not-a-thing/first#post6131947
Practically every server in this game that was considered an OCX or SEA server ended up having weak NA timezones while other servers ended up having better all-around coverage (or NA-only coverage). There’s reasons for that!
(edited by Chaba.5410)
This isn’t difficult. If you guys read the leaked patch notes, you’ll notice that the scoring change being talked about is 24/7, so an OCX server would not be at a disadvantage. Those notes are basically ideas generated from the old CDI from a long time ago and much care was given to at-the-moment scoring balance, not favoring one timezone over another. I feel like too many comments on this forum about night-capping since the poll was put up is from people who have either not been paying attention or were not around to participate in the CDI or simply forgot.
https://forum-en.gw2archive.eu/forum/game/cdi/Collaborative-Development-World-Population/first
Adding shapes would be ideal to adding additional colors. But until commanders are able to change their tag color without disbanding squad, all discussions here seem futile.
Refer to my previous post for an example of different shapes and colors, O my commander. But yes, the disbanding keeps to be an issue.
Your post was great! Delune probably already calling dibs on the heart.
NA players don’t “contribute”. Night-capping has enabled them the luxury of not having to. Everyone knows night-capping can be abused to the point where the NA timezone doesn’t need to concern themselves with whatever the rest of the server is doing or wants. This creates a huge disconnect where players in other timezones may feel like their needs are being ignored by NA.
By that token, many NA players don’t “contribute” exactly because night-cappers on other servers wipe away any attempts of NA players to “contribute”. It renders the whole system pointless.
(edited by Chaba.5410)
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