The concept of Factions instead of servers would be most satisfying. T1 Servers have guilds that control the wvw maps and can switch out to different servers.
How about if we have Factions that guilds can join so that all the Tiers can play on the same kittening level. A large dynamic map with territories that do not reset for an extended period of time.
Enough with the Tiers and ladder tourny set up.
This game has so many factions aka servers what if we had just 2 factions like how Gw1 was set up I do not see any conflict with server transfers and other crap. This game has an issue with even distribution of players through out the other tiers and this could solve it.
How about: Scrap servers entirely, and randomly assign all players to one of 3 factions (red, green, blue). Then, give each player one free transfer so that guilds/friends can move to be together. After that, charge a fee (equal to the average transfer fee now) to switch factions, but double the fee if moving to a 5%+ higher population faction, and make the transfer free if moving to the least-populated faction. All new accounts would automatically begin on the lowest-population faction (with 1 free transfer). Then, WvW can be on a megaserver with overflows (which also contribute to faction points scored). Players can taxi to a BL/overflow to be with their friends/guildmates. Week-long faction tournaments then would become incredibly fun!
(edited by Daddar.5971)
I don’t think A-Net has stuck to a single one of their ‘core principles’ over time. If this would actually make WvW more fun (which I think it would) then it’s worth considering. In its current state WvW is pathetic and boring. It bears no resemblance to the days when it was SO MUCH FUN.
We have an outmanned buff:
+33% Experience
+20% Magic find
+25% World Experience
One way to counter population imbalances would be to encourage players on the outnumbering team(s) to self-deport to another map, using an ‘overmanned debuff’:
-33% Experience
-20% Magic find
-25% World Experience
This debuff would apply to the outmanning side(s) whenever the outmanned buff is in effect on another side. People would be encouraged to spread out (and the greedy people who are just in it for their own gain would be the first to leave).
We have an outmanned buff, why not just institute an ‘overmanned debuff’? If your side outmans another, then you get a debuff (which should be small). Don’t like it? Move some people to a different map!
Friday is much better, thanks.
WvW players: let’s give A-Net the information that they need. Reply with one of the following:
Keep new Desert Maps
Revert the Maps to Alpine
Please also give some reason(s) for your preference. For my part, I say Revert the Maps to alpine because they are much better suited to open-field combat and free of annoying PvE elements (among many other reasons).
I came back from a long break and I’m extremely frustrated. I have all 9 elites fully unlocked and ready for WvW (my personal end-game focus). Unfortunately, A-Net tried to turn WvW into just another PvE themepark zone and the concept failed predictably and miserably. HoT is OK, but gets stale very quickly… and the proliferation of minigames has triggered my enrage timer.
All of these, now (please)!
“Hey A-net, fix WvW!”
WvW was the endgame content for me, until A-net (and player attrition) killed it. I absolutely LOATHE minigames. If I wanted minigames I’d buy one of those 100-games-for-$10 bundles and play that. This is a combat MMO. I really wish they’d fix WvW… soon.
When will A-net realize that opposing players ARE the content for WvW? They need to get rid of all the PvE elements (if we wanted those, we’d a play PvE) and fix the reward system so that players are motivated to come back.
Secondly, complex maze-like terrain is simply annoying without enhancing fights or strategy options. In fact, it narrows both to the point of choking everywhere (pun intended).
Most WvW players I know want:
*polulation balance
*open-field squad/guild group battles
*Large-group assault and viable player-manned defense of large structures
*Small-group havoc opportunities to take camps, sentries and small structures
*Siege and counter-siege that matter
*Few to no PvE elements
*Rewards that are competitive with those from PvP, PvE and fractals
It’s not that hard to understand what the players want.
(edited by Daddar.5971)
That’s all well and good for the chosen few that sit in the upper echelons of the leaderboard. What about the rest of us?
The changes to the system would be fairly simple:
- “server” becomes “team” During the week, in the wvw panel, you can either choose to be assigned a random team (default) a preferred team (select by name) or a guild you are a member of to control where you end up each matchup.
- No mid-match swapping Swapping works exactly like guild missions. You can say “I prefer to be on YB” but you won’t move to YB until the next reset.
- Formal guild alliance functionality/guild team selection This is specifically for guild officers. Guilds in an alliance will automatically have their guild’s team set to match the alliance leading guild’s team. Guilds can also choose a team (similar interface to personal selection) This functionality allows pve guilds to remain hands off, and allows players in multiple guilds to choose which guild they want to wvw with. The guild chooses its alliance and preferred team, but players choose which guild they want to follow, or choose their team individually
- Teams are balanced every reset automatically. You will always end up with your guild/alliance, but at reset the game will balance population based on people who already have a preference set, and fill out the remainder with people with no preference. This means that while your alliance is set to ‘Tarnished Coast’ and all members/guilds are set to follow the alliance lead, if another equally large alliance is also set to ‘Tarnished Coast’ The system will attempt to population balance per match based upon guild/alliance members with logins in the last week, and after that fill population from players set to random. This shifts the focus of communities from server to guild/alliance, and ensures that if any one community grows too large the system will attempt to balance population against it so that matches remain competitive and fun.
- Incentivize being filler to further equalize pops. Individuals can choose to be assigned at random, rather than alongside a guild or alliance. Being randomly assigned means there is no guarantee you’ll play alongside any of your friends or guildmates, but it will grant you bonus WXP for the duration of the match. This is the default option, and exists primarily so that the system has a way to separate organized groups of players and soloists, and ensure that people who don’t actually normally play WvW aren’t skewing population numbers. The WXP bonus is there specifically to entice new players and soloists to choose this option, while experienced and organized groups can easily see the larger benefits of retaining their communitites.
- Total number of teams is dynamically adjusted each match. Simply put, wvw matches will track concurrent players. if five matches with 3 teams each take place this week, and we can see that to average number of players in two of those matches were down to ten a day, the system knows there are too many teams. Thus, next reset, in stead of five matches, it’ll drop three teams and there will be 4 matches. If it seems regular servers ending up in heavy ques all week, it’ll create more matches. This means communities will continue to play together, but the system is dynamically adjusting to ensure each reset there are an optimal number of teams and matches for players actually playing wvw, preventing both heavy ques and dead matchups.
- Server Leaderboards become Alliance and Guild Leaderboards Using the same setup as the guild challenger league leaderboard, with a similar ranking system, but fixing the obvious problem exploit the challenger leaderboard has right now of generating infinity new teams. This setup encourages guilds and alliances to win matches consistantly, and, with the proposed population balancing measures, better reflects skill and organization than how much server stacking someone did. A seasonal system could be built around this with unique rewards, skins, guild hall trophies, etc.
Pope Urban, I’ve disagreed with you on numerous occasions, but your suggestions here are BRILLIANT. +1Million!
Whatever it takes to get back to good fights is fine by me. As far as I’m concerned they could randomly assign all guilds to alliances each season (lasting 1 month). While we’re at it, each WvW player should pay 3 gold for a ticket to WvW for the month. Then every day when a player completes a WvW daily, the player gets back 5 silver (in addition to the other rewards from normal play). If there are 4 WvW dailies and a player earns all of them every day, then that player doubles their investment (20s/day x 30 days = 6g). People would come back for the chance to make a profit, and when the maps fill up it gets fun again.
IMO, adventures are condescending, annoying and pointless. Please put them with the other annoying mini-games under ‘activities’. This is a combat MMO. Make collection items trade-able, rare or very-rare drops from champions, bosses, WvW and PvP (and you could leave them in the mini-games also for those who prefer that method, I suppose).
Anytime gear is gated behind an event that requires massive numbers of coordinated players from the same guild(s) on the same com channel, it’s bad design. If the headpiece were not locked behind this, I’d treat it like Triple Trouble (basically ignoring it). They can make the loot as fat as they want, as long as it isn’t something that literally everyone needs to be competitive.
Now THIS is a find! Seriously, communication like this makes everyone I know much happier with A-net. Thanks for this!
Chak = Spawn of Cthulhu.
Way to go Gelding Hollow! Oh, wait…
E-Sport my agate orbs. What a ridiculous concept. We need a game geared toward the player base, not a few ‘elite’ players that we get the ‘privilege’ of watching. I bought this game to play it, not watch others do so.
Thanks for the info! Will do my own testing just to confirm…
The Ranger skill Moment of Clarity is supposed to double the duration of inflicted dazes. The daze duration from Technobabble (Asura utility) is not doubled. A-net, please fix
Ack, Nuhocaptui!
As of last night, I am short 12 guild commendations due to rewards not received on multiple guild missions over the past 2 weeks. I need these for ascended trinkets (on some of my 19 toons). I’m extremely frustrated by the situation and especially the silence from A-Net.
OP, this is a L2P issue, simple as that. Get out of your full-zerker gear and learn to dodge.
Oh poor Susie, wait ’til BEAR hears about this.
I too absolutely hate jumping puzzles, but at least in HoT I have gliding keep from dying contantly… and actually gliding is super fun.
I would pay gems (like, real money) for the opportunity to help Trahearne on his way toward the ultimate sacrifice. Call me Judas. I’m being positive here, because I really like the way this turned out.
Keep moving. When you see the target icon over your hear, dodge laterally. Also, get out of your 100% zerker gear. Just a little toughness goes a long way. I think snipers are a good challenge, and I enjoy killing them.
The break bar on the Champion Loading Screen boss is impossible. My character never even gets an attack off. Has anyone beaten it?
I’m stuck in the rest room. the lights won’t turn on and all the toilets are overflowing… Oh wait, it’s just the endless loading screen.
There is a special new loading booster available in the gemstore. At 1000 gems for 20 log-ins its a steal!
I was just entering Metrica from Rata Sum to hit the FE when this went down. I think I need to file a Metrica Police report about getting ganked by the Hell’s Asura gang.
This game has the longest-lasting loading screen ever. Simply mesmerizing. Would buy again.
Same here. hopefully they are aware and working on it….
It’s always amazing to me that some people value things only when they have them and others don’t, so that they can brag and feel all smug and elite. If you want hard content, it’s coming. You’ll get your elite bragging rights from raids, lv. 100 fractals, legendary crafting, etc. Don’t worry, everyone will still be able to see how superior you are.
I am very happy with this change because I have 19 characters, and 400 HP on each was really taking the wind out of my sails, especially because I am a WvW player primarily.
(edited by Daddar.5971)
I need to be more observant, since I just poured over an hour into the labyrinth before noticing this problem. I appreciate the communication, but I am also frustrated. This reminds me of the last special event, Mordrem Invasion… which also didn’t go well.
Not dropping like it’s HoT, yet…
I demand my Charr-Man-Thong NOW!
I have almost 1,000. Unfortunately they are spread across 17 characters. Cries
OMG Mutant Hylek-Kitten-Thing! KILL IT!
Caffeine pills! You forgot the caffeine pills!
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Daddar.5971
Sounds like we agree on everything.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Daddar.5971
I’ve decided that the anger I feel is not productive. I will play as and when I see fit, and that will certainly be less now. If I’m having fun and progressing, I’ll play a lot. If only one of those, I’ll play a little. If neither, I’ll leave completely. Raging (as I and many others have done) is probably futile. The almighty bottom line is all that matters to A-Net in the end, so I won’t be buying gems again until I’m happy.
I just can’t believe the level of FALLOUT this is generating. ~ Cough~
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Daddar.5971
It all depends on the commander and the zerg size. At its best, you could gain up to maybe 5 WvW levels per hour.
Consider this…
ANET has listed several “features” that won’t be ready at launch.
They sprang this busy work on us at the last moment.I’ll leave it to others to draw conclusions.
I, too, bought the expansion for the Elite specs. I, too, am feeling misled. Kinda like in the early days, when ANET made a manifesto they then abandoned without a word.
Never again will I trust ANet. I likely will never buy any product in advance from them again. I’m looking for another game — not a rage quit, a disappointment quit.
I’m right with you on this. And to think I actually considered taking off from work to play HoT. I’d rather be grinding for a paycheck than grinding to unlock skills on 17 toons. Utter BS. Thank God there are other games out there.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Daddar.5971
That something is called legendary weapons and armor. You shouldn’t have to grind in order to play as your chosen profession. If you want a grinding goal, co craft some legendary. Let the players unlock their flippin’ specs so they can USE THEM.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Daddar.5971
The design of HoT is directly contrary to the manifesto. It’s as if the original developers were killed off by the Grind Grinch.
I’ve got a dozen makeover kits in my bank, but I’ve lost interest given how much grind I’ll have to do to unlock elites on my 17 lv. 80 characters. New faces and hair won’t make grinding any fun for me.