Showing Posts For Chinchilla.1785:

Trick: Marker

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Posted by: Chinchilla.1785

Chinchilla.1785

If your scout/person is within 1200 range and sees the enemy (with w.e. siege) it seems it being a throw-able trick is redundant? They would just say “20 YB at paper tower.” They are better off throwing Siege Disabler.

It would be more useful to revamp the Stealth Disruptor Trap to apply “marked” so it will see more use (it’s kind of in a joke state atm). Probably a better tool that helps those who already scout. I would say only keep it 15 seconds in duration so map awareness is more critical.

Or you could always increase sentries (they force larger forces to stop if they don’t want to be marked)!

In the end it all boils down to the usefulness of marking, which deters larger forces compared to marking a few roamers.

Mark = Knowing Locations of Enemies
Knowing Locations of Enemies = More Fights
More Fights = Profit?

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

Just another solution to PPT

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Posted by: Chinchilla.1785

Chinchilla.1785

PPT isn’t, wasn’t, nor hasn’t, been broken. What’s broken is the lack of understanding of a War simulator.

If a German soldier holds a bunker for 1 day without making any improvements, then only to have it fall to two Soviet soldiers who hold it for 2 days. Next the Soviets then exchanged said bunker to 3 American soldiers who added a Gatling gun. Unfortunately 4 German soldiers with a tank obliterated the bunker to complete rumble, and planted a flag on it. Who won the war if we assume this all took place during World War 2?

How is WvW a “war simulator?” How is it not like a “war simulator?”

In my opinion, because of the “ticking” component, current PPT model doesn’t accurately enough reflect activity. It merely exacerbates coverage gaps by providing essentially an uncapped resource of points during slower/inactive times. Thus you have people complain about the “value” of various periods of time. Not because they do/don’t understand “war simulators.”

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

What's going on with WvW rewards?

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Posted by: Chinchilla.1785

Chinchilla.1785

As this topic discusses economy, I think it is important to note the universal currency of time. (Over dramatic pause please) How much should I get playing this game mode per hour? This doesn’t mean only gold, but extends to other currencies, and non-transferable items.

Time Currency in WvW:

Example:

1 hour = 1 gold + 100 gamemode’s/non-transferable currency

So, how are we awarded the above?

1. Personally, I would keep gold/loot drops as they are when killing people/npcs. This prevents the fear of abuse of WvW’s economy, and means that whatever you get can be taken back into PvE.

2. Then, for the in gamemode currency/non-transferable currency (such as badges, proofs, karma, luarels, and paper ballistas) can be given for objectives/player kills. To prevent just trading kills or trading objectives…separate currencies. Such as badges for kills and proofs for objectives.

3. In attempt to scale currency on difficulty use the objective’s tier. Destroying siege is a dynamic difficulty, and could also award 1 currency (not gold) per destruction.

Tier Currency Scaling:

Example Objective: Tier 1, Tier 2, Tier 3

Tower: 5 proofs, 15 proofs, 30 proofs (make tier 1 worth a lot less, to deter “paper farming”)

What do we spend our broken claws currency on?

This is where the “economy” should be separated from pve/spvp. The only thing that transfers over is gold, and the standard drops (like broken claws).

I would do…

Gamemode Item Unlocks:

This is similar to way the current spvp system works with jewel/sigil/runes unlocks. These are bound to WvW, and are per each slot (instead of 1 jewel defining all the stats).

1. All exotic stat combos for each slot are unlocked by default (or most). This levels the playing field, and allows easy testing of stat combos that are otherwise hidden behind time gated walls (such as celestial) or outrageous gold barriers (such as minstrels).

2. Ascended stat combos for each slot are locked until paid for. If you already have the ascended gear for that slot it will automatically be unlocked. Determining the price by time as described before. This doesn’t give you ascended equipment to take back into PvE/sPvP.

Example:
Ascended Celestial Heavy Armor Pants are worth “1 hour” of wvw time. So that means… 1 gold + 100 gamemode’s/non-transferable currency.

3. The same idea can be applied to food/utility slots removing their maintenance cost.

1. With this change, it means up-levels won’t be relegated to farming eotm for levels or other game modes. They can join in the fun too!
2. This also means that conforming to “guild comps” is easier to coordinate.
3. As already stated, it levels the playing field by providing equal opportunity so the player can focus more on playing than just grinding for their build.

Long Term/maintence costs in WvW

1. Siege, yep. Still needs to be thing that uses the above currencies (current price is probably fine)

2. Ingredients for legendaries (and WvW specific legendaries, wink wink!) that require the above currencies (the only thing that is transferable to PvE).

3. Guild Upgrades/guild upgrade ingredients (they should consider the unit of time) Not the topic to discuss the current balance of said upgrades! At the moment they favor larger guilds with higher income

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

Just another solution to PPT

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Posted by: Chinchilla.1785

Chinchilla.1785

Aptly named topic!

Another solution that can contribute to alienation of players. Why should 10 people bouncing around not be able to contribute if say…ebg is queue? Also, as already mentioned, it would lead to “blob hopping.”

Now for a suggestion! So many of these topics have popped up…I have seen some that hold some merit.

First, remove “ticking” for points. This directly stops “runaway” scores.
Second, reward for active plays such as capturing, and per upgrade (both giving increased points per tier). This fulfills the “you can fully play.” Consequently it could make PPK matter.
Third, um…profit?

In summary, this equalizes the value of scoring in anyway imaginable across all locations/timezone. It wont fix populations that is up to communities, and/or anet (such as marking “full” )

Also to end anyone saying,“Who cares about scoring anyway!” It matters when it determines who you end up fighting. This especially matters for current NA servers where populations are staggering bellow t2-t3. So making sure the scores accurately reflect activity through scoring active plays helps to match servers.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

Scoring based on 3 hour block schedule

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Posted by: Chinchilla.1785

Chinchilla.1785

First issue. Sounds like the way EOTM is handled (3 hour battles that reset) would satisfy you. Obviously this would mean 3 megaservers.

1. Dynamic opening and closing maps to adjust to queues would insure maximum turnout.

2. I am not saying use EOTM map itself, but the map design determines the ability of servers to “sweep maps” or “multitask” if populations are equal.

3. Waking up to 50 ppt wouldn’t happen sense the score resets.

4. Depends if the end of match rewards are enough or the game play loop is engaging enough to keep the game mode “competitive” as you say.

5. Morale based on points wont be broken on log in due to score resetting every 3 hours.

If this is not what you intended, my second issue is of alienating a server’s/guild’s community. Simply put, those outside the 3 hour window will feel left out of their community’s success or failures.

Obviously this sort of…“solution to coverage wars” topic has been brought up dozens of times with remedies and fixes suggested by players. The only sensible solution I feel is the following, and this idea essentially makes everyone’s effort equally beneficial to the community regardless of timezone or inactive/active maps.

Activity Based Scoring:

You can also call it ABS (touching, yes?)

Points are gained by capturing an objective, and per each upgrade of objectives.(both of which give increased points for each tier). There is no more “ticking.” This also assumes current PPK of 1 is in place.

Capture and Upgrade example points: Objective: Tier 1,Tier 2, Tier 3

PPK (points per kill): 1, 1, 1
Supply yak: 1, 1, 1 (keep this at one always)
Camp: 1, 2, 3
Tower: 5, 10, 15
Keep: 20, 40, 80
Stone Mist: 30, 60, 100

The specific numbers can vary, but I am looking for a ratio of objective points and points per kill are 1:1 something that can only be figured out on Anet’s end with their metrics. Right now, PPK is insignificant in determining the winning server in a balanced situation.

Main points:

1. Means a tier 1 tower on an “inactive” borderland is worth less than getting a tier 3 tower on an “active” borderland where it would take more effort or activity.

2. Means that even if a whole borderland is flipped, and upgraded it will not inflate or exacerbate “coverage” problem by ticking points over an “inactive” time.

3. This also provides score incentive to attack harder objectives since their value scales with tier, and that would hopefully increase fights/aggression.

4. Final and most important point, this WILL NOT FIX POPULATION. That is determined by ANET and communities. This is intended to provide EQUAL VALUE FOR SCORING.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

what i think of PPK

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Posted by: Chinchilla.1785

Chinchilla.1785

The general idea that “PPK has increased toxic plays (such as ganking at spawn points)” is incorrect. It’s about how convenient it is to perform “toxic plays.” Furthermore, those “gankers” may wish to engage in gameplay that probably doesn’t perform well in spvp (either they’re using nerfed spvp builds or spvp-esque zerging without capping).

That is the fault of map design (spawn camping was/is even less of an issue on the old/new home borderland maps). Not PPK. The simple solution is provide easily identifiable polarized exits from the spawn point (east,west,south,north) that are inconvenient to spawn camp by enemies (as in they must go a longer distance to cover them all). Yes, I am aware there are other things that deter this in the new borderlands.

EBG doesn’t really do this (despite its popularity nowadays). It has the middle path that is easily identifiable by “new players” who will almost always go down it. In my opinion I would remove the middle path. You could argue the middle path overshadows the other paths by being more intuitive to “new players.”

Yes, anyone that cares about scoring in WvW has already realized PPK makes little impact. The “toxic players” are certainly not doing it for that: a paper tower on a dead borderland will tic more points than 5 gankers at a spawn in ebg.

Side note: water deters everyone… (yay water combat?)

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

Outnumbered and Points per Kills (PpK)

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Posted by: Chinchilla.1785

Chinchilla.1785

As is common in current NA T1:

YB has about 3 guilds of so called “EU” (11am est – 6pm est ). FoW, Exa, ROLL. This can make up 20, 15, 15 regularly. Then 15-20 mixed guild pugs.
BG has none most of the week (aSc? For the weekend I think). This can make up 15-20 people irregularly throughout the week. 10 mixed guild pugs (only if commander tag is present)
JQ has 1 guild for so called “EU” (usually 3pmest – 7pm est). Kazo. This can make up 20-30 irregularly. 15ish pugs (only if commander tag is present)

Because of this, YB’s better EU coverage…tends to win win the current way of scoring (PPT).

If Kazo with its 20-30 hop maps in hopes of capping things…they run into the “outnumbered” buffed NPCs that gives enough time for YB to hop over, and “voltron” (assuming YB has not already capped everything). At the very least, the “outnumbered” could in theory shift to Kazo, and YB would gain no PPK if that is implemented.

Either way, the “outnumbered” server is hampered by map wide statistical boosts.

Exa is the only EU guild listed there.

I should preface this by saying, I probably should have chosen more words to explain I don’t consider any of them dedicated to the “EU” tag but it’s easier to say than “I see these guys during the times 11est am – 6estpm and at least twice a week.”

FoW is a PUG militia force for YB founded before megaservers, with close to 500 in guild. At any given hour we may have 10-20 on but that’s a small subset and many don’t even WvW anymore after Desert BLs. We don’t have a website, we don’t run comps, we don’t force people to rep or WvW, we don’t GvG or force gear sets or builds, we don’t have meetings (t1 people love those it seems), we don’t run in specific timeslots. It’s laissez faire and people like it that way. Many of the old-time keep guards/scouts are in FoW and it’s more of for a guildchat “keep is in trouble” rather than teamchat. It’s a guild made for WvW , not GvG.

So it is basically a public guild for the server? Like KILL was for JQ? I can confirm that JQ does see the FoW scouts (and that guy…DK?) on during the most of the week. As for numbers (going with the preface) DK usually has 3-5 on him ‘repping’ FoW throughout the whole week (5-15 other pugs can follow him). We also see 10-15 FoW 2-3 times a week in either NA and/or EU time slot as described.

I am not here to say how you run your guild or say that FoW is EU. The point is, the guild provides additional coverage during the described “EU” time zone, even more so with the simple scouts calls of “keep is in trouble.” And I don’t know why T1 servers like their meetings. (SoR had theirs, BG has their High Council, and I think JQ has it too? Never been to it, lol).

Pro spy tip, JQ doesn’t really “scout” too much anymore. I guess they get bored, or nobody to respond? xD I know I wouldn’t, not lucrative/fun.

ROLL is a NA-time guild and I know this because I run with them often. They don’t run every day and during EU time you might find a few of them total (maybe one or two) depending on how early it is.

You might be thinking of Yaks Bend Inquisition / PAIN which sometimes extends into early EU after running OCX/SEA time. But you’re wrong to think they are EU.

Yeah, same deal of “I don’t claim them to be EU, but just using the acronym for the times between 11est – 6pm est.” Even if they bleed over into early end of “EU” for 1-2 days it is still additional coverage.

Also see below about the “ROLL” thing, I get the guilds of YB confused unless they are BOO/GS. Go me.

Lol… ROLL is not an EU guild. It’s NA. Doesn’t rally until 8:30 pm eastern.

Ahh yes, I think I meant PAIN. xD

As I hate that your reply, and this reply have added nothing to the topic thread. Coverage/Outnumbered is a problem. YB players during that timezone are probably bored pvding, especially after SEA/during Early EU (11am est – 3pm est). eXa has my pity truly, because Kazo raids randomly during the week for JQ, and I believe BG got another guild of 10 for this timezone (Sorrow’s Furnace Warriors [WvW]?) who are very elusive. Combine that with the vast desert borderlands that aren’t conducive to finding one another, and fighting anyway.

If “outnumbered” helped bring life to that time zone it is the benefit of all three servers, and lower tiers where it can be even worse.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

Outnumbered and Points per Kills (PpK)

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Posted by: Chinchilla.1785

Chinchilla.1785

Lol… ROLL is not an EU guild. It’s NA. Doesn’t rally until 8:30 pm eastern.

Ahh yes, I think I meant PAIN. xD

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

Outnumbered and Points per Kills (PpK)

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Posted by: Chinchilla.1785

Chinchilla.1785

Example of Victory or Death buff:
+33% to all stats
33% to movement speed (non-stacking, should get the person to their destination faster or chase away the issue)

I have written this before in other threads. The outnumbered buff should NOT give any stat bonuses to players, because this will utterly wreck small scale action.

Imagine a group of two thieves having +33 % buffs on their offensive stats as well. This will instantly kill any opponent from full health once the block wears out (and they could team up with a necro to corrupt boons, basilisk venom makes attacks non-blockable by the way).

The outnumbered buff could however provide bonuses to NPC, siege and structure health on that side which is being outnumbered. This would indeed slow down border hopping zergs, but on the positive side, it would encourage players to split up and try to take towers and keeps with just 2 players (which won’t trigger the buff on enemy side, if they also have 2 players or more).

This is more of technicality thing, but what you quoted is not the “outnumbered” buff. This one is to deter spawn campers/toxic plays with a temporary boost after dying in quick succession within a time range. I read back on it now, and it is worded so it looked like it buffed the people that killed, not those that died (which was intended).

I also already concluded on the actual statistical boost to the current “outnumbered.”

See below:

Indeed. Honestly it should literally buff your stats so the outnumbered side has some hope of playing. Even the larger force is being bored…but if the outnumbered force is more threatening it should in theory create a fight.

Example:
+33% to all statistics (Why not double? Doubling would mean more abuse with some of the one shot, and running capabilities of some classes. That isn’t to say it still can’t be done with +33%)
33% cooldown reduction (non-stacking)
33% siege damage (so that there is hope of capping/defending)
33% movement speed (non-stacking) (Hopefully to allow more maneuverability)

So if I mange to find a nice relatively even fight on a map, you want to completely destroy that because somewhere on the map us or our opponents have a blob on the map so the other has the outnumbered buff, no thanks keep your gimmicks, WvW already has more than enough of them.

Indeed, more context for a better idea of what you mean would be useful. Speaking from T1 or T8? I am going to assume you don’t mean a “1v1” (I don’t care, no apologies there. ) but maybe 15v15 (gvg style).

Yes, such a thing would be too dramatic. It may just be simple enough to not have “outnumbered” count towards score.

You could say, make a buff capped to the range of “spawn keep” and two “spawn towers.” But that is open to its own exploitation, like the “outnumbered” buff could provide enough time for the “blob” of the already stacked server to come defend.

The problem is the absence of “encouraged to play” is still left among the outnumbered server. I hope you have a solution, or any other concerns with this topic.

I am also already against buffing “pve” elements while “outnumbered.”

As is common in current NA T1:

YB has about 3 guilds of so called “EU” (11am est – 6pm est ). FoW, Exa, ROLL. This can make up 20, 15, 15 regularly. Then 15-20 mixed guild pugs.
BG has none most of the week (aSc? For the weekend I think). This can make up 15-20 people irregularly throughout the week. 10 mixed guild pugs (only if commander tag is present)
JQ has 1 guild for so called “EU” (usually 3pmest – 7pm est). Kazo. This can make up 20-30 irregularly. 15ish pugs (only if commander tag is present)

Because of this, YB’s better EU coverage…tends to win win the current way of scoring (PPT).

If Kazo with its 20-30 hop maps in hopes of capping things…they run into the “outnumbered” buffed NPCs that gives enough time for YB to hop over, and “voltron” (assuming YB has not already capped everything). At the very least, the “outnumbered” could in theory shift to Kazo, and YB would gain no PPK if that is implemented.

Either way, the “outnumbered” server is hampered by map wide statistical boosts.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

Outnumbered and Points per Kills (PpK)

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Posted by: Chinchilla.1785

Chinchilla.1785

Indeed. Honestly it should literally buff your stats so the outnumbered side has some hope of playing. Even the larger force is being bored…but if the outnumbered force is more threatening it should in theory create a fight.

Example:
+33% to all statistics (Why not double? Doubling would mean more abuse with some of the one shot, and running capabilities of some classes. That isn’t to say it still can’t be done with +33%)
33% cooldown reduction (non-stacking)
33% siege damage (so that there is hope of capping/defending)
33% movement speed (non-stacking) (Hopefully to allow more maneuverability)

So if I mange to find a nice relatively even fight on a map, you want to completely destroy that because somewhere on the map us or our opponents have a blob on the map so the other has the outnumbered buff, no thanks keep your gimmicks, WvW already has more than enough of them.

Indeed, more context for a better idea of what you mean would be useful. Speaking from T1 or T8? I am going to assume you don’t mean a “1v1” (I don’t care, no apologies there. ) but maybe 15v15 (gvg style).

Yes, such a thing would be too dramatic. It may just be simple enough to not have “outnumbered” count towards score.

You could say, make a buff capped to the range of “spawn keep” and two “spawn towers.” But that is open to its own exploitation, like the “outnumbered” buff could provide enough time for the “blob” of the already stacked server to come defend.

The problem is the absence of “encouraged to play” is still left among the outnumbered server. I hope you have a solution, or any other concerns with this topic.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

Outnumbered and Points per Kills (PpK)

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Posted by: Chinchilla.1785

Chinchilla.1785

Outnumbered is not a BUFF, it is an effect that serves two primary purposes. To encourage players to stay on a map even when they dont have enough players,

Except it fails to encourage players to stay…
Magic find and karma doesn’t matter if you cannot kill at a regular rate. You are better off open world pve-ing, because wvw isn’t as lucrative.

This is especially important to -new people- that would (in theory) grow WvW. How good is their experience if they have not a chance to make a difference? Wouldn’t they just hop on the next top server in their tier?

and to signal when their side has less players.

Yes, it does do this which in theory helps “scouts” in the dead desert borderlands if people still “scout.”

Enemies cannot see when you are outnumbered anymore, and why should they not get rewarded ppk simply because you have less on a map.

Why should they? (Very important to know)

I assume if the the “blob” completely capped everything they beat that timeslot/map. Does being denied the score on a few kills against “outnumbered” matter?

What if you have 3 blobs on 3 other maps, and one map is outnumbered, that would be unfair and impractical.

Since PPK is about score, that one map would still win through PPT for that map. Again, being denied the few kills on outnumbered wouldn’t affect it much (especially if the current PPK number of 1 is kept).

Is it fun to fight outnumbered people? See them go in out of portals/spawn?

As for this hypothetical… how many servers blob/map queue 3 maps nowadays? On JQ I see a 30 man queue for EBG, and others are barren with maybe 1 guild group for an hour or two during “NA prime.”

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

Outnumbered and Points per Kills (PpK)

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Posted by: Chinchilla.1785

Chinchilla.1785

Since PPK no matters for total scoring, I suggest the following change:
If you kill an enemy who has outnumbered “buff” on, your server gains no points.

When current PPK (1 point per kill) is put against current PPT, it isn’t particularly meaningful. This is especially true for T1 (where this is “sort of” a resemblance of balance in population). The difference between the highest and lowest kills is only about 5k-10k. I agree with the out numbered buff people shouldn’t provide PPK.

In my opinion fix PPT, and remove any form of “ticking for points” to discourage passive plays of sitting in keeps (loaded up with over powered defensive tactics), or flipping “empty” BLs knowing it will take forever to recap. Points should be given for active plays such as capping, and those points increase in the objectives’ tier (promote aggressive/risk taking). Upgrading can provide points that scale with tiers to the amount awarded. This bit should still provide incentive to hold the objective to upgrade.

Constantly killing enemies with much higher numbers shouldn’t reward any points as this skews the points even more to the favor of the server with higher numbers.

Yes, goes along with gaining no points on killing “outnumbered” buffed players.

The current outnumbered “buff” is a bad joke. It really doesn’t help at all (+33 % exp gain is totally useless as experienced gained in wvwvw doesn’t count for any masteries since you are level 80!).

Indeed. Honestly it should literally buff your stats so the outnumbered side has some hope of playing. Even the larger force is being bored…but if the outnumbered force is more threatening it should in theory create a fight.

Example:
+33% to all statistics (Why not double? Doubling would mean more abuse with some of the one shot, and running capabilities of some classes. That isn’t to say it still can’t be done with +33%)
33% cooldown reduction (non-stacking)
33% siege damage (so that there is hope of capping/defending)
33% movement speed (non-stacking) (Hopefully to allow more maneuverability)

I propose another change as well: outnumbered buff increases the hit points of the objectives and NPCs by 50%, making them slightly more durable, but not overly durable to superior enemy forces.

No, do not buff PvE aspect of WvW. There is already an “iron hide” for guards (50% damage reduction), which supports more passive plays (one of the annoying defensive tactics). Playing on t1 the lord can scale absurdly already. I cannot say that experience is the same in off hours or lower populated servers.

I would actually remove PPK entirely, because it promotes toxic play:
- gank teams (ganking and chasing small scale roamers increased a lot after PPK change, this leads to even more blobbing)
- exchanging/trading kills intentionally

Roaming is less of a thing in t1. There are “roamer” guilds that would camp spawns that could be considered “toxic play.” Again, as I have said the PPK score differences between server is fairly small to the amount of PPT provided by objectives. I don’t believe many people of any description “trade” kills intentionally. That’s even more boring…

To hopefully solve both problems…

Killing the same player within quick succession (get the time it takes to run from spawn to center of map) will award no PPK. Play with that time amount! It could be 1min-5min as an example. The idea of cutting off reinforcements is not hampered, but it should reduce the effectiveness of “spawn killing” or “toxic plays” that you feel PPK promotes.

or

Killing the same player within quick succession (within same time amount as before) provides a statistical buff to the dying player: “Victory or Death!” This is intended to push out “spawn campers” but at the risk of hurting the idea of cutting off reinforcements. Since this is theory, I don’t care if it stacks with the suggested “outnumbered” buff. It’s a something to be tested first then fixed.

Example of Victory or Death buff:
Duration of 1-2mins
+33% to all stats
33% to movement speed (non-stacking, should get the person to their destination faster or chase away the issue)

or

Both.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

K/D Ratio Multiplier to PPT

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Posted by: Chinchilla.1785

Chinchilla.1785

My point was it is hard to make ppk more important when weighed against a broken ppt number. We would sort of need adjustments to both.

Granted a ppk adjustment would be easier to code for Anet if they wanted to. My guess is it is easier to add 2 points instead of 1 (or any fixed number of course) than using k/d as a factor (which we don’t even know how they get those numbers). I’d want to know the exact way k/d is accumulated before using that.

In the end, I doubt they do anything until the “soon” patch, but you are correct that ppk is pretty pointless as it exists right now.

I have come to the conclusion that using K/D ratio to modify ppt in any manner would be poor to display to players. While it may have made “PPK” more significant, it is harder to communicate than static number increases.

It is harder to concisely say, “Your PPT is gained by objectives held every 15 minutes whereby K/D determines the percentage.” Ugly.

It is easier to say, “Your PPT is gained by objectives held every 15 minutes, and player kills.” Better-ish, although the first half about PPT is still ugly imo but that is the current system.

In my opinion, if I changed WvW it would be easiest to say, “Your score is gained by, capturing objectives, upgrading objectives, and by player kills.” Meaning the removal of a “tic” for points system that can occur in dead hours, and giving points on active plays (capturing, upgrading, and killing).

The issue I worry about increasing current PPK, to say 5 where it would be more significant, the current numbers would bloat up too much. I don’t believe ANET’s current PPT display supports numbers passed 999,999, and I wouldn’t want to find out in this manner (this isn’t to say numbers would even get close to 999,999).

We would indeed need to reduce the current PPT amount to make PPK viable, and avoid bloated numbers. I do not claim to know ANETs abilities, but I must assume they have the resources/man power/passion as a “AAA” company. That being said, skepticism is welcome, but I would personally avoid becoming a doomsayer. That is to say…passion lost of customers is passion lost of developers.

Now if only there was a viable way to support the favored game modes directly either financially, conceptually or otherwise. A discussion for another topic. This one is concluded in my opinion. Thank you everyone for participating.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

K/D Ratio Multiplier to PPT

in WvW

Posted by: Chinchilla.1785

Chinchilla.1785

getting tired saying this proposition to every thread that i come across to “balance” WvW

https://forum-en.gw2archive.eu/forum/game/wuv/World-vs-World-Holiday-Sneak-Peek/page/11


ctrl F——— “redundant factor”

ive been on T7-T6-T5-T4 and currently im on a T1 server

now to those who say that lower populate server will lose twice reread th redundant factor notes and compare it to the current PPK model (1 point 1 kill) to the proposed one (on my link thread)

that smaller number MUST be good at fights “survival of the fittest” otherwise
git gud or git rekt~~~~
it is the -chance- of the lower populated server to take on the bigger ones

one guy was confused before on math so can you but those explanations are pretty solid which made him speechless afterwards

The purpose of this topic was not to “balance WvW” in it’s entirety. It was to make PPK more significant. I have seen some of your posts sporadically throughout that topic. I would have recommended to consolidate your efforts into your own topic to receive more focused attention, and save me the trouble of making mine. You too seemed to have wanted to institute K/D ratio as a multiplier as well.

You lose my interest when you want to reward more points based on killing “ranked” players. To me, this supports alienation because said players will be harassed, when (to be honest) rank in WvW is just attained by time, not necessarily skill. These are the long time players of WvW, who may be casual or hardcore, but still are willing to put time into a game mode they love. Why would you punish them?

If you changed your opinion on this, forgive me, because it would have been more helpful to locate as its own topic.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

K/D Ratio Multiplier to PPT

in WvW

Posted by: Chinchilla.1785

Chinchilla.1785

I think k/d stuff would just encourage people to play as safe as possible. But I do think a risk/reward mechanic, like pips in sPvP leagues, could and should be added to spice things up.

I think initially people would play it safe, because it will be like an “unknown” to them. Without risking sounding romantic…as for the bold, and brave they will continue to perform normally, and in stride.

If you could elaborate how the PIPs system translates into wvw. Is “winning” or “losing” based on objectives? Is it based on killing? That sort of thing is very helpful, then say it is better than original post because of this, and that.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

K/D Ratio Multiplier to PPT

in WvW

Posted by: Chinchilla.1785

Chinchilla.1785

You do know k/d is not just player on player kills/deaths right? I put 0 faith in those numbers – they are supposedly not even real time….. Look at them now just a few hours later for the same three servers…. Then look 10 minutes later and there are less k/d than before….

A better answer – award more for ppk. 2 3 4 who knows? Realize pirate ship just got worse with that change. maybe even just total bunker once you are in the lead.
An even better answer – fix ppt. In t1 we probably don’t have it as bad with a few people flipping everything off-hours, but that issue exists. Flip it once and it keeps ticking because no one is around to flip it back…..

Considering it is a third party program utilizing whatever data is provided through ANET’s API, I wouldn’t expect the results to be in real time. Indeed there is an odd lag to # where initially smaller numbers are given, then a couple minutes later much larger numbers are shown. For T1, the k/d ratio remained similar between this laggy period for me. We can only assume that ANET does have true(er) statistics.

On to increasing PPK only. If we assume that my first numbers in the original post are true, the PPK would need to be increased significantly. I said that the difference in points provided by current PPK was 5000, and that the team’s overall scores were 150,000 – 180,000. That is to say, current PPK is only about 1/30 of the deciding factor for the team’s success.

By increasing the PPK only, we inflate the overall points to increase this “deciding factor.” Hard to say if that inflation is better or worse, because I dont believe all the numbers are given by said 3rd party software thing.

Example, higher the fraction the more relevant PPK is:
PPK at 2 = 2/30 or 1/15
PPK at 3 = 3/30 or 1/10 (probably the better number)
PPK at 4 = 4/30 or 1/5

I would also go on to say to double or triple the amount for stomping since it involves more risk, and rewards roaming where it can be safer to do so.

As for the current PPT for towers, I don’t think it is within this topic’s discussion for an in depth response. I do however favor points on capture/loss only, and not having it tick. You are welcome to start your own topic on the matter.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

K/D Ratio Multiplier to PPT

in WvW

Posted by: Chinchilla.1785

Chinchilla.1785

So essentially all of the servers that have less players than the servers they are fighting would lose twice. They lose the PPT battle because the server with more players can hold more keeps / towers / camps than they can, and then they lose again because the server with more players can win more fights (and therefore achieve a higher K/D ratio) due to their numbers advantage. A 40 man blob wiping a group of 10 while only losing 2 of their own would have a 5.0 K/D ratio, so I guess we should reward them for their skilled play by giving them more points.

Indeed, that is true if you take this system as it stands. If the smaller group continued to be caught by the larger group the K/D would inflate.

I can provide you a constructive solution, to lessen the effects the K/D scoring by gaining no “kills” on those with “outmanned” buff. This applies to the kills provided by capping the “outmanned” team’s objectives.

I can also provide another, you can place a threshold on the K/D ratio like minimun of 1/2 and a max of 2/1. Or whatever number you wish.

To reiterate the proposal, this system is for a more rewarding “PPK” not necessarily a solution to coverage or population imbalances. Feel free to suggest editions to this if you wish, just as I have.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

K/D Ratio Multiplier to PPT

in WvW

Posted by: Chinchilla.1785

Chinchilla.1785

Great, reward staying in a fully sieged up tower and raining arrows down on the other servers that actually want to PvP.

Turtling doesn’t make a very fun WvW.

You could put this in better terms, but this system simply rewards smarter plays. “Fully sieged” towers can be taken down, it just will take more than two rams.

The topic is not for in depth strategy discussion in my opinion. I can only speak from my time on NA T1, if the situation you describe is common I do not share the same experience (even with the notorious YB).

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

K/D Ratio Multiplier to PPT

in WvW

Posted by: Chinchilla.1785

Chinchilla.1785

I don’t claim to know what Anet stores, but you can get K/D from http://wvwintel.com/. I would imagine they have it though.

Pick a server, and click the blue down arrow.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

K/D Ratio Multiplier to PPT

in WvW

Posted by: Chinchilla.1785

Chinchilla.1785

The purpose of the current PPK model (1 point per kill) was to provide a way for more fight oriented groups to contribute to the team’s success, I feel the amount provided is small. For current NA T1 servers, the difference between the lowest, and highest server kills is only about 5000 (Wednsday, 5pm est). 5000 thousand points ahead is not significant when the overall scores are around 150,000.

Conversely, the purpose of this proposal is to provide a more noticeable impact on scoring by increasing/decreasing the effectiveness of PTT by multiplying it with K/D ratio.

If the K/D ratio is a direct multiplier to PPT, this would reward smarter gameplay (in fights, or in siege war fair with efficient placements). This would punish throwing bodies in a stream to secure an objective. Ultimately this would provide a more noticeable affect to a team’s success, and encourage smarter plays in fights, or securing objectives.

Example assuming k/d maintains the same:

OverallScore(K/D ratio) = new amount

YB: 150,000 (0.8) = 120,000
BG: 150,000 (1.2) = 180,000
JQ: 150,000 (1.0) = 150,000

With the ratio multiplying into PPT, the contribution from fighting is more noticeable (you can change the effectiveness of this ratio as you see fit).

Furthermore, capping objectives should provide kills/deaths to affect this multiplier (this is so that objectives stay relevant). The tier of objects captured/lost should increase with value with tier (to reward capturing/holding harder objectives). Only the act of capturing/losing an objective should affect the ratio and not the tick itself.

Example, each tier increases the affect on K/D for the capturing, and losing teams:

Objective: Tier 1 amount, Tier 2 amount, Tier 3 amount (the amounts add kills to capturing team, and give deaths to holding team)

Camp: 2, 4, 8
Tower: 5, 10, 20
Keep: 15, 30, 60
SMC: 20, 40, 80

It is important to understand that I am from a guild that is “fight oriented” during NA timezone (9pm est – 11 pm est). I do however play in SEA (8am est – 10am est) and EU (1pm est – 5pm est) sometimes roaming or following “zergs” during those times if there are any.

Editions for easier read that have come up in the current topic:

Teams with the “outnumbered” buff will not receive any type of death penalty on their K/D or count as points for the “outnumbering” team. This is to hopefully alleviate concerns of blobs spawn camping smaller forces for easy points, or blobs greatly affecting K/D by capping ‘empty’ borderlands.

To avoid the fear of snow balling the K/D score, a threshold should be put in place for the min/max. Example: minimun of 1/2 and a maximum of 2/1 ( I have not seen any server on NA side to fall too far outside these numbers.

CONCLUSION:
It is not viable, because K/D ratio multiplying into the PPT is harder to display, and communicate effectively to the player base. Reduction/Editing to current PPT would be needed to make PPK significant, and perhaps increasing the static number for PPK itself.
I still believe that killing players with “outnumber” buff should not gain score for the outnumbering team.
I will not be making anymore posts in this topic, others are welcome to start another one to discuss changes to “PPT” or “PPK” or both. Cheers.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

Call and Cast : Targeted Abilities

in Guild Wars 2 Discussion

Posted by: Chinchilla.1785

Chinchilla.1785

No audio would play. Though it would be humorous to hear Microsoft Sam pronounce things.

Currently if you held down ‘left ctrl’ and clicked an ability it would show up in the last chat channel you used.

If /say was the one you used previously then you might see “Brother Grimm: [Healing Signet]” however the spell wouldn’t activate.

Instead only “[Healing Signet]” would appear over your character’s head.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

(edited by Chinchilla.1785)

Call and Cast : Targeted Abilities

in Guild Wars 2 Discussion

Posted by: Chinchilla.1785

Chinchilla.1785

Premise:

The purpose of this function is to easily announce game play relevant information in chat while simultaneously using the ability.
See, http://wiki.guildwars.com/wiki/Call

  • These steps do not have to be updated all at once and in my opinion only steps 1 and 2 are needed the most.

Steps:

1. Provide a Separate Hotkey

Right now as default, ‘left ctrl’ is “Show Enemy Names” AND shouts out skills/buffs/conditions in chat.

A similar issue arises with ’left shift’ as “Show Ally Names” and listing clicked objects.

  • Example Hotkey names: Call and Cast, Click and List.
    The focus here is Call and Cast.

2. Provide the Simultaneous Function

Call and Cast key bind’ + activating skill = ability usage AND message in chat. This must include use through other key bindings.

  • The function needs a different ‘chat suppression’ that would have a shorter period of suppression (3 seconds at most).
  • Something to consider would be implementing a special option for players to block the chat produced by this function.

3. Provide Context

Essentially this is where an automated message along with the call is shouted out in chat and varies based on the context of the player’s selection.

  • Examples: “I am afflicted with [Bleeding]!’” “I have [Aegis] on me.” “I am using [Judge’s Intervention] on ‘Xterra!’”

4. Provide Additional Information

At this point the system has advanced enough to provide weapon/utility bar information and trait allocations through a link in text that would be synonymous to GW’s template system.

See, http://wiki.guildwars.com/wiki/Template

Conclusion:

Many people use some form of audio communication to call out their abilities, this will not be a replacement but an assist to help locate visually where critical abilities are being executed. Eventually, in the later additions, expedite the sharing of builds.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

10/25: SoR/BG/TC (Gold League Round 2)

in Match-ups

Posted by: Chinchilla.1785

Chinchilla.1785

Just some newbie, what is so special about week 7?

The original big 3 face each other again. The 3rd wheel will decide who to 2v1 and I wager the server that has chest thumped the most leading up to that match will become the target.

Week 7 match up thread will be100x worse in terms of QQ, Tears, Flaming and accusations. and as the other poster mentioned in regards to the responders and respondees, the posting styles of the latter will quickly switch hands

Pretty sure the Toxic Offshoots will decide the match and not one server.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

[WvW Disconnects] Many of us DCing on SoR

in Bugs: Game, Forum, Website

Posted by: Chinchilla.1785

Chinchilla.1785

Hello,

We’re currently experiencing a large amount of disconnects. About 10-15% of us in Eternal Battlegrounds are disconnecting with a gw2.exe game crash.

It seems to be he same ~15 of us disconnecting at the same exact time. I have some guildmates who say theyre being disconnected even in Lions Arch/other areas of the game.

Ditto.

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta

10/25: SoR/BG/TC (Gold League Round 2)

in Match-ups

Posted by: Chinchilla.1785

Chinchilla.1785

1st

Good luck kiddos.

Best queued commander NA!

RISE guild best guild super RPers trash blob guild [RISE] masters of the die on inc technique.

Trinity Of Our EU Lords [Kazo] Zudo Jason Betta