Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
As for the commander bonus, I’d like to see a PvEr tag up and flip a T3 garrison. You know, because we all do the same amount of work.
Get out of here with that nonsense. Lol
/thread
LOL
meaning that not only new players will never catch up with the vets, but the vets will continuously increase their lead until both the new player and the vet get to rank 10000.
So it is really about being able to “catch up” and gain a “lead” on vets for you? WvW isn’t AP leaderboard. How unfair it is that new players will never surpass tabarnacos, Vallun, or LovePure, right? Remember that one AP chaser dude who was really upset that AP was awarded for being #1 in sPvP season?
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PvP got its update with seasons which helped it become more rewarding. Now there are people talking about rank there, your rank there doesn’t mean much when I season starts and your getting pips. Those pips are for a short season which is based on how well you as a person play. So saying you should get more because of your rank is stupid.
Rank doesn’t mean much in sPvP because you don’t get masteries attached to it, only finishers. And believe me hardcore sPvP players wanted rank to matter because competitive players like that want prestige items. There was a lot of anger when the threshold to achieve Dragon rank was lowered and suddenly overnight a bunch of Shark rank players became Dragon, diluting the prestige of Dragons who invested so much time to obtaining it before that change. Rank previously was a prestige item in sPvP but Anet didn’t nurture that because ultimately you can grind time for rank, which is why they made all those changes to sPvP since release.
Comparably, there is no good way to attach “how well you play as a person” to WvW due all the traditional problems of WvW such as population imbalances. WvW is not a game of equal teams like sPvP is.
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And we have WvW Newbies and Vets: Earn pips mostly depend on ranks. Not on your ability to perform in wvw.
This is incorrect. Vets will perform WvW better due to WXP masteries. Stop ignoring that.
PvP Newbies and Vets: Earn pips depend on your ability to win games, not your pvp level.
Base pips are also based on ability to be first, 2nd, or third every five minutes.
Then the extra pips given to high rank should stop at rank 1000, since you max out WXP masteries at rank 1000. Rank 1000-10000 should receive the same amount of pips. As for base pips, i am not against it at all.
What’s interesting to note is that you used to need a higher WXP rank to max out all the masteries. Anet has gone through several revisions of the WvW masteries; making them account bound instead of per-character like they used to be, making some changes like removing the bonus stats and decreasing the cost to max out supply carry. I would not be surprised if there are further revisions with next expac. Recall that the HoT-only shield gen and provisioner masteries were added so limiting to rank 1000 would need review in the future to accommodate growth. We’d also still have players crying discrimination and unfair to the new player because bonus pips based on rank.
And we have WvW Newbies and Vets: Earn pips mostly depend on ranks. Not on your ability to perform in wvw.
This is incorrect. Vets will perform WvW better due to WXP masteries. Stop ignoring that.
PvP Newbies and Vets: Earn pips depend on your ability to win games, not your pvp level.
Base pips are also based on ability to be first, 2nd, or third every five minutes.
WXP Rank can be speed up through the use of boosters. That doesn’t happen in sPvP through boosters, but through special events at the whim of Anet.
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I’d like to put my 2 cents in somewhere. Might as well be on this thread.
Pip balance is really screwy imo. I’m getting +2 due to my rank at low silver and it’ll take forever for me to get past silver. It’s a horribly slow progression. While I understand having to “work” for things, there are other aspects of stuff like Warbringer (what I’m going for, if the game servers don’t shut down first) that require a lot of time to assemble. I don’t see how spending far too many hours just logged into the game should be an integral part of the reward system. I’d rather it be based on actions in the game.
That said, I’m starting in on the GOLD chest as of last night. I’m not going to finish it by reset, if I do then I’ll be surprised. I have life and a family.
The biggest complaint I have about the reward system right now is that – because I’m not a slave to GW2 and WvW – I’m going to have to start at the bottom Wood chest again at reset when I haven’t even gotten enough time to get up to the plat, mithril and diamond chests. This means I’ll get to be in this forever-low-level-reward trap which is nonsense.
Yes, some people would say I’m not “dedicated” enough then but it’s not “dedicated” when it’s based on how long someone can sit on their ass logged into a computer game.
Maybe just have the chests rotate when you cycle through them instead?
Too slow progression is an issue with the base pips, not the bonus pips, let’s put it out there right now.
There’s no way a PvE player can get raid armor faster than anyone else if they all put in the same effort. An example would be getting an extra Legendary Insight for each boss kill, or 2 or 3 etc.
Bad example because “same effort” doesn’t exist.
The amount of Legendary Insights you can gain per week is limited 13 (for the first months of raids it was only 3!). Not all PvE players can gain all 13 per week. The reason for this has to do with their availability, access to a team and gear, knowledge, and experience of every single boss of every wing. New players to raids are not going to be gaining all LIs every week.
The amount of WvW claim tickets you can gain per week is limited to 175. Not all WvW players can gain all 175 per week. Again the reasons for this have to do with availability, access to a team and gear, knowledge, and experience.
My point is that new raiders are not restricted by the fact that they are new and veteran raiders are not given any specific advantage because they’ve been doing it longer when speaking of the rates of progress each have to attain the goal.
The initial three LI limit was because there were only 3 bosses to get them from when raids first came out.
Wether or not someone has the access to all available means to get something like LI’s is irrelevant because it’s determined player by player based on thier lives, time etc. The point is that two people under the same circumstances, a new player and an old player, will achieve the raid rewards at the same rate if they both fulfill the same criteria together. In WvW, however, a vet can do the exact same thing as a newbie, but progress much faster to the same rewards simply by being a vet.
I think the people who have stuck to wvw over the years should be rewarded for it, but alienating the newbies and making things more difficult for aspiring wvw players is not the way to go.
You are still trying to make a hypothetical “same effort” argument that doesn’t exist.
New raiders are absolutely restricted in the fact that they are new. It is determined player by player based on their lives, time, experience, access to team and gear, knowledge of the fights, etc. Exactly what I wrote and no different from being a vet in WvW. There is not two people under the same circumstances if they are different ranks. WXP rank gives an account abilities useful to WvW just as HoT and Raid masteries help with raids. You are not going to find new raiders under the same circumstances, fulfilling the same criteria, as vet raiders and most pug groups are not going to accept new raiders either. A new raider can’t even do a boss like Xera without leyline gliding. Maybe they have vet friends who will let them sit dead after the start and they can 9-man Xera for that person so they can get the LI. Are you seriously going to say that was same effort because it was same boss fight and we should have such a system for WvW claim tickets? What would be the point of getting leyline gliding then if that person gets the LI anyway? Cry discrimination on Xera against people who don’t have leyline gliding despite the fact they can go play and progress towards it just like everyone else before them?
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Our goal should be to keep WvW alive, get new players to join and stay, incentivise winning & fights along with server loyalty. You could have this and still reward veterans by having a higher base pip (say 3) and/or more pips for 1st, 2nd & 3rd place (say 5-4-3).
If a new guy in my guild gets 1 pip while I get 6 that’s a crazy difference. With a higher base he would get 6 and I would get 12. I still get twice as many but he can actually progress and if he commits close to 3hours a day he can still get Diamond, it’s a ton of time but it’s doable. Currently he would need like 17 hours which is complete nonsense.
The issue brought up by the OP isn’t that base pips are low. The issue in this thread is that players of a higher rank get bonus pips and he says this is unfair.
Any game system trying to incentivize players staying with the game need a progression system. The WXP ranking system was always intended to be that progression.
In the OP he asked for an increase to newer player pip awards as well as a reduction to awards to high ranked veterans so the issue is in part, according to the OP, a desire on his part for increased pip gain at lower levels, not just about bonuses for higher levels.
No he didn’t. He asked for the removal of bonus pips based on rank and everyone gains the same amount equally.
"
A persons WVW rank should not be used for pip acquisition.
Please make it an avg amount of pips given to all players all remove this entirely. It is immoral and discriminates against new players. Whoever did this needs to give me an explanation. A very good one of why your choosing to discriminate other players."
There’s no way a PvE player can get raid armor faster than anyone else if they all put in the same effort. An example would be getting an extra Legendary Insight for each boss kill, or 2 or 3 etc.
Bad example because “same effort” doesn’t exist.
The amount of Legendary Insights you can gain per week is limited 13 (for the first months of raids it was only 3!). Not all PvE players can gain all 13 per week. The reason for this has to do with their availability, access to a team and gear, knowledge, and experience of every single boss of every wing. New players to raids are not going to be gaining all LIs every week.
The amount of WvW claim tickets you can gain per week is limited to 175. Not all WvW players can gain all 175 per week. Again the reasons for this have to do with availability, access to a team and gear, knowledge, and experience.
Our goal should be to keep WvW alive, get new players to join and stay, incentivise winning & fights along with server loyalty. You could have this and still reward veterans by having a higher base pip (say 3) and/or more pips for 1st, 2nd & 3rd place (say 5-4-3).
If a new guy in my guild gets 1 pip while I get 6 that’s a crazy difference. With a higher base he would get 6 and I would get 12. I still get twice as many but he can actually progress and if he commits close to 3hours a day he can still get Diamond, it’s a ton of time but it’s doable. Currently he would need like 17 hours which is complete nonsense.
The issue brought up by the OP isn’t that base pips are low. The issue in this thread is that players of a higher rank get bonus pips and he says this is unfair.
Any game system trying to incentivize players staying with the game need a progression system. The WXP ranking system was always intended to be that progression.
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The fact that a Diamond player progress 700% faster then a new player, not for doing some extra work or anything, but for doing the exact same activite
A Diamond player has all their WvW masteries maxed. They are not doing the exact same thing because their masteries modify how those activities are performed. They are in fact doing extra work because of these masteries.
If you didn’t have any players with masteries unlocked… No catapult shields to block projectiles and other siege. No protection from arrow cart fire with shield gen. No siege golem heals. No players carrying around enough supply. No 20% bonus increased damage to NPCs. It would take you longer to perform certain activities, giving time to the enemy and making WvW harder for you to play. Doesn’t make sense not to reward these players more.
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Here’s something I haven’t seen anyone bring up yet. Let’s take a moment to talk about how WXP rank has WvW-specific masteries that are useful to activities that are performed in WvW. Once you reach WXP rank 1000, you are able to do more things with siege, do more damage, take less damage from guards, etc. Essentially this translates into players of higher rank carrying players of lower rank. For example, we open walls and gates faster, giving the enemy less time to respond. We flip camps faster due to bonuses against enemy guards. We build and repair faster and also carry more supply.
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If fractal reward really work as wvw reward, then fractal reward chest should be base on on levels. example would be level 100 should get more daily chest than lower level, even if he only do T1. That is what wvw pip is at.
First off, you seem to have forgotten, I said about T4 fractals the person is getting carried. A new player to fractals cannot even open a T4 fractal.
Second, your comparison is extremely bad. The wvw pip bonus does not give extra daily chests. It is same number of chests attainable for less playtime, analogous to getting all four daily fractal chests for one fractal’s worth of playtime.
Fractal reward depend on heavily: Your ability to complete fractal, not your levels.
Wvw reward depend on heavily: Your freaking wvw level, not what you are able to complete in wvw.
You’re mincing words. Levels represents what players have completed in WvW. It is like saying level 1 players should get exotic level 80 drops because otherwise is unfair.
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Vet Dungeon players: Get more Dungeon tokens and gold than new players per run.
Vet Raider: Get more few times more legendary insights per boss kill than new players.
Vet PvPer: Get more reward progress and pips per win than new players.
The game already is like that. T4 fractal dailies give more rewards to those who have put time into getting the AR, etc. because you can get all the T1-T4 daily reward chests for a quarter amount of the time than someone who can only do T1 dailies.
There is nothing unfair about this because players can invest the time to that particular section of this game in the same manner as those who have gone before them and also get increased rewards.
Edit: BTW vet raiders do get more LIs because they can usually clear all the wings within the week. New raiders can’t unless they’re being carried by some group.
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Take away account wide gold find, and magic find by an extension of that logic. It discriminates against new players. Nodes in home instances? Also a no no. Unfair.
Exactly.
Yep. My guild has not played GW2 since the patch. We log in, see every map is queued on CD, log off and go play Paladins. These links are a disaster after this patch.
Yep, got a few friends/guild members not playing because of not wanting to bother with queues. Also like last night had a guild member get dumped out of WvW and sat for an hour in queue to get back in. Unfortunately by the time he got back in that was end of scheduled rally.
That’s why you move to a server link that already is on a low population
Don’t want to play in queues? Get your guild to move servers
One week later…
even though PvE rewards is better
If PvE rewards are so much better, why are you even complaining about not being able to get WvW pips in EOTM? You aren’t making much sense.
Sorry but 1800 gems isnt enough to discurage? Because i think it is. Its the price of a precursor.
It isn’t because servers can and do raise enough gold for entire guilds to transfer to 1800 gem servers.
I don’t know how I feel about this. It seems unfair at first and sounds like he has a point. Then I remember that the game is not supposed to be pay-to-win like transferring to be on a “decent” server. And you still receive reward track progression and loot bags and WXP rank up chests. It only affects pip rewards and if your new server is really “decent”, you’ll most likely have increased pip gain after the cooldown anyway. There’s also other examples in this game of how you can pay for something and not get the full rewards right away, such as paying for the game itself and not being instant level 80 and full crafting levels.
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https://wiki.guildwars2.com/wiki/Watchkeeper_Trophy_Bow
This bow is strung backwards.
If you actually played wvw instead of speed clearing dungeons for the past 3 years you wouldnt be having this issue. #purgePVE
Don’t you mean speed clearing the grub instead of dungeons?
TBH commanders are avoiding fights because all the pugs following them get one-pushed due to trying to run PvE meta builds in a different game mode.
And I shouldn’t even say PvE meta builds because some of the Dragonhunter builds I saw earlier tonight that were using signets are not even PvE meta. There’s so much information being put out right now, for example on the subreddit, that the only excuse players should have for not running a WvW build is they need more time to get the right gear. Most of the WvW builds, especially if you want to roam/havoc, are very similar to the the PvE raid builds but with more toughness/sustain gear. And in the case of warrior, the difference really in traits/skills rather than gear.
Try out the meta builds first before experimenting.
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My understanding is that you didn’t have those bonuses for a whole year now since they added reward tracks and skirmishes. The UI was simply unchanged.
https://forum-en.gw2archive.eu/forum/game/wuv/Let-s-Talk-Scoring/page/2#post6146181
“It also tends to reward PvE players more than WvW players.”
AKA leeches.
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5) *Does the xp gain from consumables affect wxp? couldnt find info on it**
Nope. That was only for PvE XP. That’s why the WvW “canned” food doesn’t have it.
I’m not sure I understand this request. What exactly are you asking for? Because when I go to an objective and see the Righteous Indignation animation and buff on the boss, I can tell when it is able to be captured There used to not be any mouseover on the map for this info. How else are we supposed to see this information if not on the map?
https://forum-en.gw2archive.eu/forum/game/wuv/No-Loyalty-Bonus
Everyone is starting at ground zero to get the loyalty perk we have to have 100 pips for three weeks. Then we start getting the bonus but you must keep reaching the 100 pip a week if you don’t anet deems you not loyal. You then have to restart over getting 100 pips for three weeks
The loyalty bonus is different from the transfer one. You can’t earn any pips until you’ve been on a server for a whole match. So if you plan on transferring ever you should do it before a reset so you are only waiting the minimum 7 days.
It sounds like the OP transferred on a day other than a Friday.
@OP ask a semi “popular” gw2 twitch streamer to complain about it and two days later it will be hotfixed.
#compactbagsproblems
That thought had crossed my mind. LOL!
I’ve gotten three gifts of battle so far in 2 days thanks to boosters and the instant reward track progression from the new pips system. It isn’t hard to do and isn’t time-gated like so many other things either.
BUMP cuz don’t want this to get lost in teh topic list amongst all the spam that needs merging.
Currently you can only see the queue size of all the other maps so players have to ask in teamchat for the size of the queue of the map they are on. Players ask because they want to do things like switch to another class or commanders ask in case they are being asked to help out on another map and want to ensure they are able to return to the map they are coming from. All want to establish an expectation and it would be easier to just see this from the UI.
Dev posted on the thread in the bugs forum.
“We need to update the loyalty pip description. You need to earn at least 3 wood chests for 3 weeks to be considered loyal. "
been on this server for several months, no loyalty bonus, none of my friends or guilds on this or other servers are getting it either.
Which means everyone has to wait 3 weeks which is rather rotten.
No extra pips on an account that never transferred: Aldar.6271
Hello everyone! I was reading the news about the upcoming wvw rewards and it says that one of the conditions to be elegible to earn rewards is “If you’ve been playing on the same world for at least three weeks.”
I’ve got back to the game 2 weeks ago and im still chosing one server to wvw, so if a pick one today and transfer to it, i will only get rewards 3 weeks later?
This part was definitely not defined well. The three weeks thing is for earning bonus pips only.
You have to be on a world for an entire single match in order to start earning any pips at all.
“MB: You have to be on a world for an entire match to be eligible for skirmish rewards. That means if you transferred on Thursday, you would have to remain on that world the next day, Friday, and the entirety of the match that started on Friday to start earning skirmish rewards in the match after that.”
I mean if this turns out to be such a success that even the linked worlds go back to healthy populations, maybe there’s a chance to take out links. But we won’t know for months as we give it time to shine and see who sticks around to continue with it.
They would still need weeks if not months of monitoring of populations to see if maybe links, map caps, or server population caps would need adjusting.
Well, no. The point is the impact to the playing experience now, not months down the line. They don’t need weeks to months of monitoring population trends. Relinking servers is done to handle normal trends. Tomorrow’s patch is not a normal trend. It is an anticipated explosion.
And what would you like them to do? raise map caps the next day? which of course would cause more lag, unlink servers at the end of the week? offer free transfers to lower servers?
What if the population starts to die off again next week because the rewards aren’t quite as good as pve?
Yes they will need weeks to figure out what is the appropriate step to take next, just like how it takes weeks for them to collect data on server populations to do links.
There’s going to be growing pains with major changes like this, we had major queues to deal with when links first came in too, like I said we’re just going to have to ride it out.
The expansion in population is a known upcoming event, not something that requires weeks of data collection. All I’m asking is for attention to it (see emboldened part in OP) because those queues have a negative impact on the WvW experience, which is detrimental to retaining that expanded population. And yes, if need be, Anet should consider readjusting server links sooner.
I feel like you’re just trying to construct some sort of argument for the sake of arguing with the “what ifs”. They don’t need weeks of data to know what the active playing population of a server is right now at this exact moment. You’re confusing the rolling average of population trends with live data. But let’s use your method. Tomorrow’s expansion is going to spike that rolling average upwards, making current server pairings quickly outdated. In fact, we’re already seeing that spike reflected in this morning’s population update. Full and Very High servers tend to be able to queue maps by themselves. Now multiply that with population returning to paired servers. It is shaping up to a negative experience which makes people leave and look, what do we want here, people not having a good time and leaving because of queues? No, they’re not going to understand “ride it out” either.
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Server populations apparently just updated a few hours ago. Several servers became Full.
I mean if this turns out to be such a success that even the linked worlds go back to healthy populations, maybe there’s a chance to take out links. But we won’t know for months as we give it time to shine and see who sticks around to continue with it.
They would still need weeks if not months of monitoring of populations to see if maybe links, map caps, or server population caps would need adjusting.
Well, no. The point is the impact to the playing experience now, not months down the line. They don’t need weeks to months of monitoring population trends. Relinking servers is done to handle normal trends. Tomorrow’s patch is not a normal trend. It is an anticipated explosion.
The current server links are based on populations that will be rapidly outdated by tomorrow’s patch as everyone is anticipating a flood of players into WvW. The patch is going to bring longer queues, which we’ve already started seeing over the weekend. IMHO those queues will be exacerbated by server links because those links multiply the potential new population. This will be especially true for historically mid-tier servers where their populations were considered High-Very High under the old all-server population system.
High queues contribute to a negative WvW experience and I’m concerned that server links are not going to be adjusted fast enough to deal with the population expansion that tomorrow’s patch will bring.
No, that’s not true. Backpacks count. The achievement panel for me shows 4/5 complete. I own Quip, HOPE, Incinerator, The Ascension, and Perfected Envoy Breastplate. And just to add, on another account I have The Ascension and Juggernaut and the achievement shows 2/5 complete.
That the armor doesn’t count has to be an oversight. It takes a lot of work and materials to make the armor just like any other legendary weapon or backpiece. There’s no reason it shouldn’t count.
I also reported this with /bug.
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You will need to have the skin unlocked not the item itself. For example you will need to have the Triumphant Masque skin unlocked to be able to purchase the Triumphant Hero’s Masque.
Will this also apply to the tier 1 weapons because in the past you had to have the actual rare weapon to upgrade it to the tier 2 version.
Im not sure how you are not getting much wexp from havok.
Not everyone plays as many hours, which is part of the point of giving more reward gain to players who play the mode more. I don’t see anything unfair about it.
I can see it now… “Looking for Commander Tag” LFGs.
Think he missed the release notes about Epidemic: “as well as its heavy toll on our servers”.
Some people don’t seem to understand. I didn’t say there was no skill lag with power meta. I said there were larger fights before skill lag became an issue. Skill lag hits now with smaller numbers and this includes the fact that Anet moved WvW to new server hardware about a year ago, presumably faster/better hardware.
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Interesting thing about watching older video is how many players are playing before skill lag becomes an issue. Then you are reminded about how the power meta facilitated such larger fights because condition damage calculations weren’t such a thing that dragged servers down. :feelsbadman:
I assume they will be introducing the one-up-one-down match-making system with the announced competitive feature pack which will address your concern.
Truth be told raids are not going to last that well after HoT any way
I don’t think this is true.
The link is still there on the News roll: https://www.guildwars2.com/en/
Anet, please!
Speedy Yaks is great for Cap And Hold guild missions.
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