Logic will never win an argument on the forums…..only a sense of entitlement will.
Logic will never win an argument on the forums…..only a sense of entitlement will.
The $20 value isn’t for you. You already bought the game.
The $20 value is to entice people that have NOT bought the game to buy it now. The $20 value is the difference in price between the Standard Version and the Digital Deluxe Version if you were to buy them online.
The upgrade offered in the game for gems is for you. It’s offered to give you the opportunity to upgrade if you want to. If you really wanted the items in the Digital Deluxe Version, you should have bought that one to begin with, but ArenaNet is offering you the option of upgrading to it for $25 instead of having to buy an entirely new copy at $80. So….in actuality, you’re getting a BIGGER discount ($55) than a new player is ($20).
You made your choice when you bought the game to save the $20. If you want those items now, you have to pay $25. Be happy they’re offering the chance to upgrade at all.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I see quite a bit of debate over semantics of what the player base feels is or is not an exploit. I think what matters here isn’t what “we” think is an exploit, it’s what ArenaNet thinks is an exploit.
The addition of this recipe, and subsequent way of receiving Ectoplasms from it, was obviously NOT the intention of ArenaNet. Do you know how I know this? I know this because they disabled the recipe as soon as they could. ArenaNet thereby seems to have determined that creating these items, then salvaging them with BL Kits to receive Ectoplasms is an exploit…..or at least the mass creation and salvaging of said items is an exploit.
I don’t know for a fact that wasn’t ArenaNet’s intention when they activated this recipe, but it seems by their actions it wasn’t. My guess is that they wanted to reward the player base with a way to make a neat, holiday themed trinket for people to use. Who knows though?
This is a game. I really wish people would realize that. If you think this game is fun, you should do your part to keep it fun….and that means not exploiting. If you don’t think it’s fun, then please, for those that do, go find another game to play.
Thank you. That is all.
Logic will never win an argument on the forums…..only a sense of entitlement will.
“If it sounds too good to be true, it probably is.”
I say permanently ban them all. They knew they shouldn’t be able to do that, yet they continued doing it anyway…..and I’m sure told their friends about it. That’s why the price of Mithril went up and the price of Ectoplasm came down.
If more people thought less about themselves and more about the state of the game they love playing, these things would be reported, not exploited and fixed quickly.
I’ll say it again….
They knew what they were doing was an exploit and they should be permanently banned from the game.
Logic will never win an argument on the forums…..only a sense of entitlement will.
Just noticed this too. I really hope it’s a joke from anet’s side, since no one is ever going to pay 9500 gold for a sword :p
Well….I really hope you don’t believe your statement. You can’t tell me that there aren’t people playing this game that would rather buy gems with real money, convert those gems to gold, then buy a Legendary weapon for 9500g instead of having to put ANY work into it…..just to show off their epeen.
While it’s not a practical means of acquiring a Legendary weapons by anyone with less than half a brain…..
If it can be done….it will be done.
Logic will never win an argument on the forums…..only a sense of entitlement will.
anyone know’s how to sell items above 10G, it doesn’t seem to work for me. Finally got an exotic item to sell
You may be having difficulties selling items over 10g because you don’t have enough money in your inventory to cover the 5% Listing Fee. You will need to have AT LEAST 50s in your personal inventory to cover the Listing Fee. Even if you have the money in your bank, that doesn’t count. It HAS to be in your inventory.
Give that a shot and see if it works.
Logic will never win an argument on the forums…..only a sense of entitlement will.
Black Lion Trading Post >> all your tax money belongs to them.
But really, trade post allows for easier trading and offers a much wider audience.
The TP is useless for me to agree to craft an item with specific skills and signets for someone for a price. Without COD, there is no secure way for me to be a crafter for hire. Instead I’m forced to list a random assortment of goods on the TP hoping they eventually sell. Meanwhile, a buyer has to browse for what they want hoping it is listed for a price they are willing to pay.
Crafting is pretty much useless if I can’t ply my trade for cash…and instead I’m at the mercy of the TP, so rather than selling my skills I am limited to only selling my goods.
You could always agree to craft a specific item for a specific price with another player, then through instant messaging let them know when you’ve posted it on the TP for them to buy. If someone beats them to it, you can just craft another one. In the end, you’ve sold 2…..just be sure to account for the 15% fees when agreeing on a price.
Logic will never win an argument on the forums…..only a sense of entitlement will.
A lot of your ideas are what I’ve learned myself. It’s a very good guide.
I took it to the next level though.
I’ve followed the tutorial on gw2spidy to get the JSON object according to their API in google spreadsheets. The result is something that looks like this: http://i.imgur.com/1MMPD.png
What makes it different than the spreadsheets you guys are making? For me, every field is filled in with real-time data from gw2spidy, so I can check exact profit margins for all crafting materials, giving me room to spread my investments, which means I’m still hundreds of gold from being able to work all the markets I want to at once. Exponential growth, here we go!
THIS…..is exactly what I’ve done as well. Starting with a small, and borrowed investment, of 5g, I have since paid that investment back and generated more than 100g for myself trading every few days. My spreadsheet tells me EXACTLY which things I should invest in and how much profit I stand to make. The are about 10 things that will give me 50% profit or more (accounting for the purchase price and the 15% listing/selling fees) and I can buy these things by the 1000’s.
Making money on the trading post IS possible….but it takes work. The smart players in the Trading Post won’t give you the items they’re trading in, but they will try to give you some advice on how to make money.
The other thing I’ve noticed about people telling others what to invest in on the forums is that item QUICKLY become un-profitable.
My advice: If you really do have a way to make money, keep it to yourself or you risk that way of making money disappearing in a heartbeat.
It’s like the old saying….“Give a man a fish, he eats for a day. TEACH a man to fish, he’ll eat for a lifetime.”
As the market moves, so do I. Why? Because my spreadsheet tells me to. Weeks of time invested in creating a quality tool will allow me to make money throughout my time in GW2 without ever farming for anything.
Logic will never win an argument on the forums…..only a sense of entitlement will.
ArenaNet changed the order in which the “F” key targets things, basically resetting the priorities. If you remember, early on when trying to loot a corpse during an event, you would start conversations with every blasted NPC standing around you before you’d loot the corpse. They fixed this….and in the process, probably moved portals to the top of the priority list….above mining a node.
While it is childish for other players to purposely try to hinder your mining, you should be able to click on the node as you’re approaching it, so when you get up next to it, the “F” key will be set to “Mine”.
It requires a little bit more work on your part, but if their griefing attempts stop working, it’s likely they’ll move on and start griefing someone / somewhere else.
Granted….I’m not POSITIVE this will work, but it should. At least give it a try.
The ability to report griefers would be a nice addition, but in the meantime, this could be a way of combating them.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I would support the idea of Open World Hard Mode if:
1. It didn’t further segregate the community.
2. Hard Mode was cross-server (without guesting)
3. Normal Mode was cross-server (without guesting)
4. It functioned much the same way as it did in GW1. (Hard Mode must be selected from inside a town)
As the game stands now, adding something into it that does nothing more than further segregating the community is a bad idea. It’s hard enough to find groups to do dungeons and most zones are complete ghost towns. If you’ve taken a look at how FotM has segregated the community, you’d understand….and that’s just ONE dungeon. Imagine if that segregation encompassed the entire world of Tyria.
Right now, I feel that ArenaNet has bigger fish to fry. Also, if you remember, Hard Mode in GW1 didn’t come out for like 5 years (I looked it up and it was actually introduced nearly 2 years after the release…not 5). Asking for something like that now would only add insult to injury.
Give it time. I’m SURE ArenaNet is considering adding a Hard Mode to the game. They did it in GW1. They just need to figure out a solid way of doing it that doesn’t negatively affect the community at large.
Logic will never win an argument on the forums…..only a sense of entitlement will.
(edited by Charismatic Harm.9683)
While this would work out well for you and your guildies, it would require twice the work on ArenaNet’s part…..unless you’re suggesting they move the reset time for ALL servers, both EU and NA, to a time that better suits you.
If they did one reset time for NA and one reset time for EU, that’s doubling their workload. None of us know what it takes to reset ALL the servers, nor will we….all anyone can do is speculate how much work it takes unless an ArenaNet employee in charge of server resets comes onto the forum and tells us, which is unlikely at best.
There is no way for ArenaNet to make everyone happy. They have chosen a time to reset the servers, in this case, midnight GMT. That time benefits some people and comes at an inconvenient time for others. That’s just the way it is.
You should probably count yourself as a lucky one as I’m sure there are some people that are saying…..“How come the server gets reset at 4am? I can’t stay up that late.” At least you get to play at a time that isn’t horribly inconvenient.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I like this idea. A single pin # could be used per account and allow you access to any bank….your personal bank or the guild bank.
The guild bank permissions would be set by the Guild Leader and they would choose to require a PIN or not. If you don’t want to use a pin on your personal account, but the guild bank requires one (and it’s the same PIN)….why not use it on your bank too?
Great idea….and no need for multiple PIN numbers.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I really like the idea of craftable back items.
I do feel, however, that they should be items that don’t add, or take away from, the skin of the armor. They should go underneath the armor.
Quivers would look cool on Rangers……if they have a bow equiped, but would look REALLY silly on Engineers and Thieves since neither of them can equip bows.
Logic will never win an argument on the forums…..only a sense of entitlement will.
To defend the OP’s thread….
Please refrain from derailing the discussion of the Spellblade by adding your own ideas for professions. If you would like to discuss your ideas for new professions, please create a new thread.
Logic will never win an argument on the forums…..only a sense of entitlement will.
Your idea is interesting.
It sounds very much like a cross between a Warrior and an Elementalist. A melee combat magic user.
While the Heavy Armor class is short one profession, I think this type of character profession would lend itself better in the Medium Armor class. That way, if you want high damage melee, you choose Warrior and gain heavier armor. If you want high damage magic, you choose Elementalist, but sacrifice your armor to be ranged. The Spellblade would fit PERFECTLY in the medium armor class with Rangers and Thieves. Magical melee weapons at the cost of some armor.
Either way…..nice idea.
Logic will never win an argument on the forums…..only a sense of entitlement will.
This would be helpful, but in the mean time, try this…..
I have a button on my mouse that double-clicks. I’ll put my price in and bump the qty to 250, then hit my double click button twice on the Submit button. I end up putting in 4 buy orders in for 250….all at once. Basically what I’m doing is using the latency that I have to my benefit. 4 super fast clicks allow me to buy 1,000 at a time.
Every now and then, I’ll end up only getting 2 or 3 buy orders put in at the price I want and another single item at the lowest buy order price. These orders are easy to see and clear out in the “Items I’m Buying” window. I just keep placing orders until I see the # of orders I want to place at the price I’m putting in my buy orders for. When I’m done placing orders….I clear out the trash orders.
Also, a co-worker said that he noticed this as well and started using his laptop over his wireless network to INCREASE the latency and submit even more buy orders at one time. I think he was getting upwards of 1500-2000 at a time.
Just a thought.
Logic will never win an argument on the forums…..only a sense of entitlement will.
All you would really do is move the players that are QQ’ing about one area of the game to QQ’ing about Raids…..
“Boo hoo. Poor me. The Trading Post is being manipulated and I don’t want to work for the things I want in the game. ANet needs to fix this.”
“Boo hoo. Poor me. WvWvW is unbalanced and a total zerg-fest. I just want to get my PoI’s so I can get my Legendary do-dad. Anet needs to fix this.”
“Boo hoo. Poor me. I don’t want to be down-leveled in lower level zones. I want to ROFLSTOMP lvl 1 baddies like I can in <insert game name here>. Anet needs to fix this.”
Soon you’ll see….
“Boo hoo. Poor me. No one wants me in their raid group, but that’s where the best stuff in the game is. I’m not a good player, but Anet needs to fix this.”
@OP
While you stated in the beginning of your thread “don’t post…..this is not another WoW clone”…..
Why does GW2 need raids? Raids are something that WoW has. I’ve seen a LOT of good, and ORIGINAL, suggestions in these forums. Each time I see a suggestion to implement something from another game, I think to myself “This isn’t <insert game name here>.”
There are a LOT of things that GW2 does well. There are also a LOT of things in GW2 that could use improvement. Adding content that is just like another game isn’t one of those things though.
If you like raids, go play WoW. WoW HAS raids.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I’ll bump your thread for you and I “+1’d” you as well.
Most of the suggestions you wrote I’ve seen multiple times across dozens of threads. The problem I see is that there hasn’t been any kind of response….not even a “we’re working on it”.
I, too, am a Guild Leader, albeit of a VERY small guild. That doesn’t mean that I wouldn’t like to see some things added to make managing a guild easier.
Just bring back some of the things from GW1 and that would be an amazing start:
1. Message of the Day when logging in (Only for the currently represented guild)
2. Last Logged On in the Guild Roster (possibly add Last Represented too)
Those two things alone would be beneficial and were already part of the game in GW1. Why weren’t they carried over? Makes no sense to me.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I can’t believe that no one has commented on this….
It sounds like a really fun idea. If it was implemented for skins only, I think that would be amazing!!!!
Want to pretty up your character? Find a group and do the Labyrinth!!!!
An idea a co-worker of mine had was very similar. It basically consisted of 16 rooms, each of which has 4 doors. 1 door is the one from which you entered the room. The other 3 doors go into one of the other 15 rooms. There is a starting room with a single door to get into the maze and an ending room with a “treasure”.
Once you enter, the shortest possible path would go through 4 rooms, where the longest path would go through all 16.
Each room could have encounters, puzzles, or could possibly be completely empty of anything to do other than going through another door.
It could also be used as an ever expanding way to add content.
Back on topic….I like your idea. ;-)
Logic will never win an argument on the forums…..only a sense of entitlement will.
Having a Hard Mode could extend the life of the game and offer players more of an end game.
The only real option for a Hard Mode would include instanced areas. The open world would require far too much coding to figure out how to have both Hard Mode and Normal Mode players in it at the same time.
So….if we’re talking ONLY about instanced areas….that means dungeons, and possibly your personal storyline. For now, let’s limit this little experiment to Dungeons.
Dungeons could EASILY have a Hard Mode added to them. One option would be to change them all to lvl 80 dungeons. Everything would scale in difficulty. If an enemy in a lvl 20 dungeon is level 24, that same enemy in the lvl 80, Hard Mode version, would now be level 96. The problem with this would be the higher level dungeons, specifically Arah. It is already a lvl 80 dungeon.
A better option would be to use the, currently existing, “down-leveling” technology to “up-level” you and the dungeon. In order for it to be Hard Mode, you and the Dungeon could be “up-leveled” differently. Let’s use the example above again and see how it could affect the lvl 20 and lvl 80 dungeons.
Let’s assume that Hard Mode means that the level required to enter goes up by 50%. That would mean the previous lvl 20 dungeon becomes a lvl 30 dungeon and the lvl 80 dungeon becomes a lvl 120 dungeon. Now to truly make it Hard Mode, while YOUR level to enter the dungeon goes up by 50%….the level of the enemies inside goes up by 60-75%.
Other assumptions:
1. Hard Mode could only be entered after all paths of all dungeons have been completed.
2. Rewards would scale according to the difficulty at which the dungeon was increased. (We still run into an issue with Arah, because now if the lvl to enter is 120, items that drop would have to be lvl 120.)
3. Fractals of the Mist would need to be handled slightly differently as it already scales in difficulty as you play through it. (This COULD be a way for ANet to test out the mechanics of an ever increasing dungeon difficulty without modifying the current dungeons)
I have faith in ArenaNet. They added Hard Mode to GW1 and extended its life by doing so. With Hard Mode would come new achievements. With new content would come new areas for Hard Mode.
I can’t believe this isn’t something they already have in their “back pocket”. It isn’t needed yet though.
Once ANet develops a proper “dungeon finder” or “LFG” tool for us to use, my guess is that Hard Mode won’t be far behind.
Have faith. Be patient. Enjoy the game. (You realize this is a game….right?)
Logic will never win an argument on the forums…..only a sense of entitlement will.
Fabsm is correct, but left out a little bit of information.
1. Go to the Trading Post
2. Click “My Transactions” on the left
3. From the pulldown list at the top, select “Items I’m Buying”
4. The list will populate with all Buy Orders you currently have placed
5. Click the “Remove” button to the left of the Buy Order you want to cancel
6. Click “Pick Up” on the left side to retrieve the money you used to place the Buy Order
Logic will never win an argument on the forums…..only a sense of entitlement will.
if the info is so old, pls explain the 15s drop in prices only hours after creation of this post
I have a feeling you’re seeing 2 things. As you know (or you should), the market for nearly every item on the Trading Post is cyclical. Peak prices happen on the weekends (Friday and Saturday), then prices will begin to fall late Sunday as players start unloading all of their wares from the weekend. Tuesday and Wednesday are usually the low points in the market, but this tends to fluctuate as well.
What you’re seeing is:
1. Typical market fluctuation based on high player numbers on the weekends and lower player numbers mid-week.
2. This idea of converting pebbles/nuggets to Doubloons working….to some extent.
I’m not saying that what you’re trying to do isn’t working. I’m trying to say that you need to look at it over a longer period of time. This thread is not “crashing the market”, but it MAY help to bring the Silver Doubloon market down to a more reasonable level….at least until those players trying to corner the market on Silver Doubloons take the pebble/nugget/mark/talisman markets away from you too….and TRULY control the method of acquisition of Silver Doubloons.
Logic will never win an argument on the forums…..only a sense of entitlement will.
The question I have is…..
If it’s so easy to get these Silver Doubloons from pebbles and nuggets, and you need them, why are you trying to crash the market? Why not just use the pebbles and nuggets to MAKE the Doubloons you need?
Once you have what you need, sell off the other junk you got and the total cost of getting the Doubloons should be remarkably less than trying to get enough of them to bring the market down.
Maybe I’m just being silly, but it seems like that’s the better way to get what YOU need.
Logic will never win an argument on the forums…..only a sense of entitlement will.
Great thread. Hopefully some people will find it useful (and quit complaining :-).
I’ve wanted to make a thread similar to this many times. One that actually helps the community at large. One problem I always found was that anything I would write has already been written, just across multiple threads. A question I always asked myself was: “How do you help people that don’t really want help?”
I don’t know how many threads I’ve read saying “this / that is broken”, “players are manipulating the market”, or “tell me how to make money”. Well….you just explained, in detail, how to make money using the Trading Post. Now, only time will tell if people will use the information. My guess is your post won’t stop the whiners because they’re just too lazy and have such a sense of entitlement that reading a post that makes them put any effort into something isn’t worth doing.
I spent WEEKS in the beginning of the game developing a spreadsheet that would help me to make money on the Trading Post. Reading your thread, I noticed several of the same methods I used. It’s not difficult to make money, but it does take some effort.
Again…..nice work!!!! The community needs more players like you.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I would love to see some sort of LFG tool implemented. As the OP stated, it could be used for finding groups for all kinds of activities. You want to do a dungeon? Filter players that are looking to do the same. You’re working on your personal storyline and want some company? I’m sure someone else is too.
An addition I’d like to see is to highlight any guild members that may be looking for the same thing as you are, maybe in gold text. This would be especially useful in large guilds. Just think, you’re in a guild, you want to do something, so you put it into the LFG tool….all of the sudden, 3 people at the top of the list turn gold. BAM!!! Most of your party is filled already.
An LFG tool is a great idea!!! 100% supported.
Logic will never win an argument on the forums…..only a sense of entitlement will.
“Perhaps instead of giving a “new” set of skills, a Legendary weapon would allow you to customize the 5 usable skills from the pool of skills available from all of the weapons for your profession”
How would this work for say ranger? Would that mean i can shoot arrows out of my greatsword?
You make a valid point. I don’t know how exactly it would work. It might be different for each profession. Maybe swords can pull from sword skills and bows can pull from bow skills. If bows did that, at least you’d get shortbow and longbow skills, with the option of rearranging them how you want them. Basically picking and choosing which skills from the 2 bow types you like best.
Logic will never win an argument on the forums…..only a sense of entitlement will.
(edited by Charismatic Harm.9683)
Perhaps instead of giving a “new” set of skills, a Legendary weapon would allow you to customize the 5 usable skills from the pool of skills available from all of the weapons for your profession.
For example, the Elementalist can use a Staff, Scepter / Focus, Scepter / Dagger, Dagger / Focus, or Dagger / Dagger.
Now, if said Elementalist chooses to craft a Bifrost, they would be able to choose 5 Fire, 5 Water, 5 Earth, and 5 Air skills from the total available pool of weapon skills from Staff, Scepter, Focus and Dagger.
If that same Elementalist chose to craft one of the single-handed Legendary weapons, their choices would be limited to the “hand” that weapon is tied to. A main-hand weapon would all you to choose the first 3 skills in each element, while the off-hand weapon would allow you to choose the last 2.
Using this method, only “unlocked” weapon skills could be chosen. This would be done to ensure the player “unlocked” the skills on the appropriate weapon before they could be used because, with my idea, ANY available skill from a discipline (fire/water/earth/air….in this example) could be placed into any slot and skills are intended to be “unlocked” in order from 1 to 5.
This may cause balance issues due to the fact that the normal weapons themselves are balanced, but that could be countered by only allowing those choices to be active in PvE. PvP is already taken care of with PvP weapons and Legendaries can’t be used. WvWvW could be taken care of by only allowing the standard skill set for the equipped weapon to be used.
A player could always reset their skill choices to the default set if they want.
Thoughts? Other ideas? Praise? Criticism? All is welcomed. :-)
Logic will never win an argument on the forums…..only a sense of entitlement will.
This idea could actually resolve many of the issues I’ve been reading about with WvWvW if done properly.
The complaints I hear a lot are:
1. Long queue times
2. PvE’ers doing jumping puzzles and fighting bosses instead of capping or defending
3. “Night-capping” of keeps and forts
The suggestion that I would make as to how the overflow servers act would be that it’s a “limited” overflow server. It’s the same content for the most part, but you shouldn’t allow any upgrades or siege weapons that cost gold to get. Have things cost supply instead. That way, if someone just wants to get a feel for WvWvW, they can play in the overflow server and it won’t cost them anything. It’d be more like a casual WvWvW that doesn’t have any impact on the REAL WvWvW. These overflow servers also wouldn’t contribute to the WvWvW scoring. The players would still get the normal rewards like coin, karma, etc. though.
Rinbox stated above that this would reduce queueing times, but in actuality, it would reduce the “perceived” queueing time. You wouldn’t be in the ACTUAL instance of WvWvW that contributes to the scoring, but you’d be able to capture keeps, gain karma, do jumping puzzles, etc.
Since most players will be dumped into the queue when they try to join WvWvW, those wanting to do the jumping puzzles could choose to STAY in the queue rather than going into actual WvWvW combat. It’s likely that a player that’s doing the jumping puzzle wouldn’t want to lose their progress to leave the queue, so I think you’d see a LOT less of those people.
The perceived reduction in queue times would also be benficial to those wanting to participate in defending their server because at least they’re not standing around doing nothing.
These overflow servers would NOT combat the issue of “night-capping”, but that’s not really the intent of them. The intent is to give players a place to do things that are WvWvW related.
I probably didn’t fully explain all of the ways having these overflow servers could benefit the community, but I see VERY few drawbacks and a LOT of benefits.
Logic will never win an argument on the forums…..only a sense of entitlement will.
@forever:
The problem you suggest is a problem with the player base. So many people have a sense of entitlement and feel that if it takes hard work to get something, it isn’t worth getting. A problem becoming more and more prevalent in the real world….not just in online gaming.
Basically…if it’s not handed to you (not saying you feel this way) on a silver platter, then there’s something wrong with the mechanics or the way things work.
I think once ANet shuts down the free server transfers and implements the waiting period for participating in WvWvW after a transfer, people will start settling in and figuring out ways to make the server they’re on better. Right now, there’s no disincentive (is that a word?) not to just hop around the servers and take advantage of someone else’s hard work.
I’ve been seeing similar arguements when discussing (complaining) about crafting Legendary items….but that is a conversation for a different thread, lol.
Logic will never win an argument on the forums…..only a sense of entitlement will.
(edited by Charismatic Harm.9683)
@Vayra:
So what you’re saying about WAR was that it wasn’t necessarily the incentives used to get people to play while outmanned that caused people to stop playing, it was the mechanics of the character professions that made it unbalanced?
Logic will never win an argument on the forums…..only a sense of entitlement will.
I didn’t play WAR, so I didn’t realize I was even borrowing mechanics from another game, lol.
It’s good to get constructive feedback that is based on a similar idea implemented in another game that didn’t work as intended.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I agree that the current situation is probably not the way WvWvW will be forever, I wanted to throw out an idea that rewards players rather than penalizing them.
If there’s something I’ve learned about MMO’s and PvP specifically its that the hard core players want 2 things…..
More wins and more stuff.
Maybe if the problem persists after the matchmaking system has enough data, this could be a viable option to help spread out the player base.
Logic will never win an argument on the forums…..only a sense of entitlement will.
I had posted this reply in another person’s thread, yet didn’t recieve any kind of feedback as to whether it was a viable solution, so I decided to make a new topic. I don’t know if this is appropriate or not, but given that I couldn’t edit, nor delete my previous post, this was my only option.
While I have yet to play WvWvW myself, I have been reading through the forums trying to determine what the REAL issue is and potential solutions for fixing it.
So far, I’ve heard that “night-capping”, server imbalance, and organization are among the problems. Most people have been discussing throttling of the amount of players based on time zones, on-the-fly solutions like randomly kicking players from WvWvW based on whether they outnumber their opponents, or even capping the number of players allowed into WvWvW based on the population of the other two competing servers on the map.
Maybe instead of thinking of fixing WvWvW on a server, or global, basis….think about fixing it on an individual basis.
Reward the PLAYER for representing and defending their world when they are outnumbered.
My suggestion would be as follows:
The reward for being on a team that is fielding a full squad at the population cap limit for the server remains at 100%….just as it is now.
Now, imagine the people defending their server are outnumbered 5:1. Reward those players with 5x (or some sliding scale) the rewards of the players on the other server. I’m not talking about points for their server, or giving them an unfair advantage in WvWvW. The rewards for those players are INDIVIDUAL rewards (coin, karma, badges, etc.).
From what I’ve seen, regarding the mentality of many MMO players, is if they can get more than someone else, they will do it. So, what I see happening with a reward system like this is that players will look to see when the server populations are at their lowest and start playing during those times if they can….because THEY will be rewarded more for it. The rewards may be higher, but they’re going to have to work harder for them.
You’ll start to see organization at the INDIVIDUAL level and that in turn will trickle UP to guilds and servers.
Will there still be times when a server has a lower population and others have higher ones? Probably. I think over time, individual players will start forming groups at off times knowing that THEY will be rewarded more for defending their server.
There will still be zerg servers that only try to “night-cap”, but I feel that the individuals on the other servers will adjust THEIR play times so that THEY can be rewarded more.
As much as we’d all like to believe in a game that has a true global feel to it…..MMO’s are, and will always be, about the individual. The upper tier of players will do anything and everything in their power to get an advantage. By providing an additional reward to defending your server when its population is at its lowest, those players will change when they play, just to take advantage of it. It may also be the best way to get a more stable number of players 24/7.
Eventually, it won’t matter when you play, everyone will be getting the same individual rewards. What will happen at that point is that you will start to see players moving to times that are better suited to their own personal schedule, since it’s no longer more rewarding to play at odd times. This is when you’ll start seeing “night-capping” happening again….thereby giving more individual rewards to the players on less populated servers. I see this going back and forth forever.
Give the player a real reward for being outnumbered and you’ll see players jumping at the chance to take advantage of it.
What are your thoughts? Could this be a real solution?
Logic will never win an argument on the forums…..only a sense of entitlement will.
While I have yet to play WvWvW myself, I have been reading through the forums trying to determine what the REAL issue is and potential solutions for fixing it.
So far, I’ve heard that “night-capping”, server imbalance, and organization are among the problems. Most people have been discussing throttling of the amount of players based on time zones, on-the-fly solutions like randomly kicking players from WvWvW based on whether they outnumber their opponents, or even capping the number of players allowed into WvWvW based on the population of the other two competing servers on the map.
Maybe instead of thinking of fixing WvWvW on a server, or global, basis….think about fixing it on an individual basis.
Reward the PLAYER for representing and defending their world when they are outnumbered.
My suggestion would be as follows:
The reward for being on a team that is fielding a full squad at the population cap limit for the server remains at 100%….just as it is now.
Now, imagine the people defending their server are outnumbered 5:1. Reward those players with 5x (or some sliding scale) the rewards of the players on the other server. I’m not talking about points for their server, or giving them an unfair advantage in WvWvW. The rewards for those players are INDIVIDUAL rewards (coin, karma, badges, etc.).
From what I’ve seen, regarding the mentality of many MMO players, is if they can get more than someone else, they will do it. So, what I see happening with a reward system like this is that players will look to see when the server populations are at their lowest and start playing during those times if they can….because THEY will be rewarded more for it. The rewards may be higher, but they’re going to have to work harder for them.
You’ll start to see organization at the INDIVIDUAL level and that in turn will trickle UP to guilds and servers.
Will there still be times when a server has a lower population and others have higher ones? Probably. I think over time, individual players will start forming groups at off times knowing that THEY will be rewarded more for defending their server.
There will still be zerg servers that only try to “night-cap”, but I feel that the individuals on the other servers will adjust THEIR play times so that THEY can be rewarded more.
As much as we’d all like to believe in a game that has a true global feel to it…..MMO’s are, and will always be, about the individual. The upper tier of players will do anything and everything in their power to get an advantage. By providing an additional reward to defending your server when its population is at its lowest, those players will change when they play, just to take advantage of it. It may also be the best way to get a more stable number of players 24/7.
Eventually, it won’t matter when you play, everyone will be getting the same individual rewards. What will happen at that point is that you will start to see players moving to times that are better suited to their own personal schedule, since it’s no longer more rewarding to play at odd times. This is when you’ll start seeing “night-capping” happening again….thereby giving more individual rewards to the players on less populated servers. I see this going back and forth forever.
Give the player a real reward for being outnumbered and you’ll see players jumping at the chance to take advantage of it.
What are your thoughts? Could this be a real solution?
Logic will never win an argument on the forums…..only a sense of entitlement will.