Next expansion will have ONE map with 6 different layers (and even more lag).
All mobs are elite or champions, because of challenging content ofc. And we
will get 1 new armor set that is only available through the new raid.All that for the nice price of 100 bucks.
Thas more or less what i actually expect
I think the recent ‘departures’ signal quite clearly that lessons have been learnt from HOT, so actually I would expect a lot more maps and a sub $50 price point.
I don’t think you can be sure about what you are stating there but anyway, let’s say that you are right… what changes? Some people, like me, still love the game and look forward to the future and some other hate it but I don’t know why, instead of leaving they prefer to rant on the forums like crazy…. if in the end the company closes, which I don’t think will happen, whatever, people will go to another game, but since it is still up what’s the point?
Are you bragging about how good your investigative skills are? Good job Batman!
If anyone after this post is thinking about leaving gw2 ….
Can I have your stuff?
Why would you presume that because I posted an interpretation of factual financial results that I am ranting?
Nowhere in my OP or subsequent replies have I; at any point, said I dislike the game or want it to fail.
Quite the contrary would be true in fact – clearly (due to the consistent income from Gem store sales) GW2 is a good earner for NC and going forward I expect all of the mistakes that were made with HOT (poor marketing decisions, pricing, and perceived lack of value for money) will be fully addressed for the next Expansion release.
GW2 is a great quality game that quite rightly has a good core of loyal players, however if you believe that no mistakes have been made since launch and that every decision related to the game has been the right one, then you need to get your head out of the sand.
Totally ignoring the Daewoo forecasts: To clarify and re-iterate my original point:
Gem shop sales per quarter are steady at 20,000 KRW MLN
For the quarter when HOT is released total revenue increases to 37,000 KRW MLN
37,000 KRW MLN
minus 20,000 KRW MLN
=HOT revenue 17,000 KRW MLN
This means that HOT generated LESS than Gem store sales for that quarter.
How, by any measure can that be seen as a successful expansion?
I predict that Q1 2016 revenue will be around 26,000 KRW MLN (due to FTP Players upgrading after Christmas)
and Q2 will see GW2 revenue fall to its lowest point since launch at around 15,000 KRW MLN
Bookmark and come back in six months to call me an idiot if I’m wrong
Is that 17 thousand or 17 million in U.S. dollars?
As stated int the post ((all units in KRW MN)
For those not used to reading financial reports that’s South Korean Won – Millions
So HOT generated 17,000Million KRW which is around $14Million US
Compare that to the 20,000Million KRW or |$16 Million US that is generated each quarter by gem store sales alone and I think the figures speak for themselves.
It’s also worth bearing in mind that the game went FTP during Q4, so with an influx of new players, one would expect a quite significant increase in Gem store sales.
If we conservatively estimate this increase at 4-5 Million $US, the figures for HOT are looking truly abysmal.Actually they don’t because pre order sales that occured in Q3 aren’t released for Q4. Pre-orders have their own category. If you want to see true numbers, you need to get a report of the sales of HoT, both pre orders + active sales. Then you’ll see if it’s a failure or not. Also, getting a refund report of HoT.
Actually, if you really wanted to say HoT release was a failure, getting the sales to refund percentage is the best way. Then you’ll know how many bought, and how many returned. That usually speaks volumes on failure.
Q3 figures were in the report and stable at the gem store sales level of 20,000, so safe to assume that pre-release orders were not taken into account for that period.
The Q4 figures in financial reports are total revenue, so they already include ALL revenue.
Not this again. Nothing has been shown to prove that HoT was a failure.
Or to prove in anyway it was a success for that matter.
So it’s all pointless speculation? I agree.
No speculation, you just need to be bothered to look at the numbers and then posses some capacity to interpret them.
Is that 17 thousand or 17 million in U.S. dollars?
As stated int the post ((all units in KRW MN)
For those not used to reading financial reports that’s South Korean Won – Millions
So HOT generated 17,000Million KRW which is around $14Million US
Compare that to the 20,000Million KRW or |$16 Million US that is generated each quarter by gem store sales alone and I think the figures speak for themselves.
It’s also worth bearing in mind that the game went FTP during Q4, so with an influx of new players, one would expect a quite significant increase in Gem store sales.
If we conservatively estimate this increase at 4-5 Million $US, the figures for HOT are looking truly abysmal.
(edited by Daroon.1736)
http://global.ncsoft.com/global/ir/quarterly.aspx
Thanks to the poster in the pvp thread that supplied the link to this.
(all units in KRW MN)
Figures show that GW2 total revenue for Q4 was 37,000.
When compared to the (average) 20,000 a quarter in gem sales the game has consistently been generating , we can logically assume that HOT (a $50 expansion pack) generated a mere 17,000 in additional revenue.
Now lets compare those figures to a Q3 and Q4 estimate published last year:
http://mmofallout.com/reminder-daewoo-is-not-an-official-source/
Now although ‘not an official source’ (NC doesn’t publish forecasts) – you can clearly see that the forecast revenues for Q3 (the assumed release date for HOT) was 94,000 – Significantly higher than the paltry 17,000 HOT actually generated.
Others may come to a different conclusion, but my interpretation of these figures is that HOT has been a massive financial flop – generating LESS in its first quarter than GW2 generates vie gems store sales
Frankly, I’m not too surprised, The marketing was a complete debacle, The product was overpriced and it would appear that many like me, were not fooled into thinking that HOT was anything other than a quickly cobbled together means of boosting sales made up (mostly) of the already developed content that was ready to go for LS3.
(edited by Daroon.1736)
Wow this list is growing, no wonder they’re slow to respond to the community
Joining some of his fellow colleagues
•Jon Peters
•Chris Whiteside
•Eric Flannum
•Steve Fowler
Jeff Grubbhttps://www.reddit.com/r/Guildwars2/comments/43rwr8/jeff_grubb_leaves_anet/
Multiple employees mass leaving any organization usually indicates a disconnect between leadership and the employees doing the work. This is especially true when the people leaving are managers and/or team leaders.
Generally it is also a good indication that either :
A: Those ‘leaving’ were Incompetent
B: The management above them are IncompetentTypically if those leaving were Incompetent then they would be fired, not just leaving.
Upper and Middle management never get fired, they ‘leave’ or ‘move on to other projects’
Wow this list is growing, no wonder they’re slow to respond to the community
Joining some of his fellow colleagues
•Jon Peters
•Chris Whiteside
•Eric Flannum
•Steve Fowler
Jeff Grubbhttps://www.reddit.com/r/Guildwars2/comments/43rwr8/jeff_grubb_leaves_anet/
Multiple employees mass leaving any organization usually indicates a disconnect between leadership and the employees doing the work. This is especially true when the people leaving are managers and/or team leaders.
Generally it is also a good indication that either :
A: Those ‘leaving’ were Incompetent
B: The management above them are Incompetent
you know this;
at start 1 close , 4 mid …. instead of joining from close to mid… GO FAR to cappppp …gg
losing midfight cause 5vs4 and instant losing far and tripple cap …yay
next instead of regroup and fight on close … again FAR PUSHERs … neverendingstory
next thread willl inculde some major porblem too
If you believe that there is only 1 strategy which allows you to win and you stick to it every game, you are going to find yourself having difficulty most games.
Entries in that list show for downs and stomps. Skill icons show when available, but finishers don’t have icons, so they show up as skulls.
Evan – thanks for taking time out to contribute to this burning issue that has most of the playerbase up in arms right now. Much appreciated.
That made me lol, but to be fair to him, management have probably told them they are not allowed to comment. Remember how long it took them to make a statement about a free character slot.not being included with HoT for people who already owned the core game?
Whoever is responsible for the abysmal lack of communication on the forums and at Anet in general, really needs to understand the huge negative impact it is having on perceptions of the game at the moment.
where is the forum communication manager?
Gail Grey? I PM’ed her a few days ago. She is looking to to it, but she might not be able to say anything about it. If they don’t give her the information, she can’t do anything. So to be fair to her, unless someone tells her something she’s in the same boat as we are.
I had a friend who was a community communication manager, and the amount of time’s he had to wait for people to there job before he could do his was insane.
And therein perhaps lies the problem.
If you are going to hire someone for a such a role then they should be given the freedom and tools to be able to do that job as they see fit. If you happy to employ them, then presumably you have come to the conclusion that they are entirely competent and able to use their own professional judgement on how and when to communicate effectively – If they disprove this assumption then you sack them.
A forum communication manager who is only authorised to discuss fluffy bunnies and cute quaggan backpacks is likely to be as effective as a soldier going into a warzone armed with a rusty spoon.
True, but sometimes even PR departments can’t do anything till the lawyers have had a look at the press release.
“We just wanted to let you know that we are aware that there is an issue with X that falls short of our expectations of how the game should be functioning and we are working on addressing the issue”
No Lawyers required – ANET feel free to copy and paste this into all relevant threads.
There is only damage because players assume something, not because Anet doesn’t act.
Not communicating an awareness of the issue early on, is the problem.
This leads to frustration, anger and gives the (ever growing) impression that the dev’s either don’t care or are incompetent.
I know there are lots of topics about the problems with season 2 PvP mostly to do with the MMR but that is not the only problem. This is a collection of problems I have noticed over season 2 so far. It seems Anet have a policy of not replying to PvP topics right now, but I hope they at least read them. Fixing these problems I hope will go a long way to making PvP better again. They are not in any order, and i have also added some ideas for fixing some.
Please note this is all from a Solo Queue perspective.
*Profession balance – This is the root of most of the problems. i know it can’t be an easy fix. But it is far from a paper, rock, scissors scenario, there are dynamites that just blow the rest away. This is its own problem and a big one that would need its own topic, no simple fix here.
*Bunker builds - there are a number of them. Ele, ranger, Engineer, even some necros you could put into this category right now. When 2 or sometimes even 3 people can’t kill another class, one has to ask why? Balance (see above), yes but also – because this style of play is rewarded. Control points don’t move so the longer you have one the better your chance of winning are. A solution to this would be to have different types of game maps. Where different types of play can be rewarded. not, who can hold one spot the longest. Here is one idea. have 3 control points, but every 20 seconds they randomly change location on the map. To three of 12 different places. This would add moveably in to the mix. Along with more lock down builds CC. Also giving teams that were not lucky enough to get 3 bunkers on their team, to stand a chance.
*Match making – a big one this season, I know they are trying something new, but it’s safe to say it didn’t really work. It seem to be very cloak and dagger system that no one really understands. I understand why, people would milk it if they knew every in and out. But I think a Solo only Queue would go a long way to making a lot of casual PvPers feel better. I’m not sure how this one is an easy fix. my MMR as I imagine lots of other peoples has be destroyed by this season 2 match making system. Even resetting MMR for everyone at this point would not fix it as we would just be starting all over again putting the good with the not so good. Only way I can think of is going back to season 1 match making but also reverting everyone’s MMR back to what it was at the end of season 1. I don’t know if that is possible or if they have backups like that, but… going forward with the statics quo is only going to push more people away from PvP.
*Team make up - I see 3 rangers 1 gardain 1 mes on 1 team. 3 necros, 2 eng on the other. they all Solo Q ( i see at the end of the match) why on earth are the necros and rangers not spread over both teams? If, as I have heard its because the 2 teams MMR is very different, then they should not be fighting each other anyway. I guess this goes back to Match making as the root of the problem.
*Pips - the +2 for braking a losing streak. though it’s a nice idea on paper. in practice there is a lot, i mean A LOT of collateral damage. People start AFKing or losing on purpose so they can lose 3 in the hope of getting a win on the 4th to get 2 pips back up again. this has compounding effect for other team members getting them stuck in a no win situation where they are stuck in the same tire for days if not weeks on end. In my mind, this should be removed. Give people an incentive to win, not to try and lose to win bigger later on.
Anyone else got more, and I’m sure there are please just add them.
Good list but you missed a crucial one that; judging from the constant supply of threads, is also affecting a lot of people, namely dealing with griefers, ragequitters and afk’ers
Entries in that list show for downs and stomps. Skill icons show when available, but finishers don’t have icons, so they show up as skulls.
Evan – thanks for taking time out to contribute to this burning issue that has most of the playerbase up in arms right now. Much appreciated.
That made me lol, but to be fair to him, management have probably told them they are not allowed to comment. Remember how long it took them to make a statement about a free character slot.not being included with HoT for people who already owned the core game?
Whoever is responsible for the abysmal lack of communication on the forums and at Anet in general, really needs to understand the huge negative impact it is having on perceptions of the game at the moment.
where is the forum communication manager?
Gail Grey? I PM’ed her a few days ago. She is looking to to it, but she might not be able to say anything about it. If they don’t give her the information, she can’t do anything. So to be fair to her, unless someone tells her something she’s in the same boat as we are.
I had a friend who was a community communication manager, and the amount of time’s he had to wait for people to there job before he could do his was insane.
And therein perhaps lies the problem.
If you are going to hire someone for a such a role then they should be given the freedom and tools to be able to do that job as they see fit. If you happy to employ them, then presumably you have come to the conclusion that they are entirely competent and able to use their own professional judgement on how and when to communicate effectively – If they disprove this assumption then you sack them.
A forum communication manager who is only authorised to discuss fluffy bunnies and cute quaggan backpacks is likely to be as effective as a soldier going into a warzone armed with a rusty spoon.
I’ve recently seen quite a few posts mentioning megaservers. As per standard business, I can’t say anything about release dates or future content, but I can say that we recognized that megaservers were a problem quite some time ago. At that time my squad joined up with the deific ~Susan and her team to begin work on the system. I wanted to tell you that we know there are problems and we’re fixing them. We’ve released some very minor changes already and there will be several phases of fixes applied over the next few months.
Really great to hear that but why oh why. when you were aware of the issue ‘quite some time ago’ and there have been dozens of threads on the issue, do you wait months to inform the player base that you are aware of the issue and attempting a fix?
Do you not realize the damage that the lack of communication has done in the intervening period?
Entries in that list show for downs and stomps. Skill icons show when available, but finishers don’t have icons, so they show up as skulls.
Evan – thanks for taking time out to contribute to this burning issue that has most of the playerbase up in arms right now. Much appreciated.
That made me lol, but to be fair to him, management have probably told them they are not allowed to comment. Remember how long it took them to make a statement about a free character slot.not being included with HoT for people who already owned the core game?
Whoever is responsible for the abysmal lack of communication on the forums and at Anet in general, really needs to understand the huge negative impact it is having on perceptions of the game at the moment.
where is the forum communication manager?
You know score doesnt mean anything and this will punish some type of roles right?
No, obviously he doesn’t, he thinks that if he has the top score, he must have been the best player on the team and should be rewarded.
Most likely he also blames the player who finishes with a low score who’s been 1v2 or 1v3 on far all game for their teams loss.
Threads about afkers in PvP are becoming like the posts for mounts in the
PvE forum.Do we really need a new thread about this every couple of hours?
Btw they are not afking.
Afkers,as in players that are not on their kb,are being kicked automatically by
the servers.
If you want to be pedantic about it then ‘Players who stand in base after mid is lost the first time, because they suffer from low self esteem and need to attribute what they feel is a certain loss to some one else’ would be a more accurate description, but it’s rather a mouthful.
Obviously you don’t play pvp much because if you did you would be aware that there is no AFK server kicking – AFK’ers or ‘Players who stand in base after mid is lost the first time, because they suffer from low self esteem and need to attribute what they feel is a certain loss to some one else’ can remain in base the entire game without penalty.
Do something about the kittening AFKers in the ranked league cause Im about to lose my brain here….
I’ve reported the player as botting and I want to see actions taken against him.
And make a kittening report for afk button already will you.
Yes, its a rage. And yes, Im mad. kitten AFKers.
Add him to your friends list and monitor it until he is in a match. In fact, make a rolling list and nickname them so you know when to queue.
This regrettably is the best solution to the issue – The problem is, after a while your AFK’ers list becomes quite large so it becomes virtually impossible to avoid these idiots and once again it’s the decent players who’s game is being ruined.
There is thread after thread after thread on this issue but If you are expecting this problem to be acknowledged, let alone addressed, may I suggest you would have more joy relieving yourself into a strong breeze.
So much false information in this thread lol. Matchmaking is based on division….
So both your own team and the opposing team is based on what division you are in. Since the divisions got reset, everyone is playign with and vs everyone know. Matches are a roll of the dice atm.
Correct! So once again back to my original point (with slightly clearer language than in my OP)
Why was our Rank (By this I mean Division and tier) from last season reset for matchmaking purposes? If everyone playing now was being matched by their rank (Division and tier) from last season – The matchmaking at the start of the season would not be so bad.
By all means reset progress for achievements but not for matchmaking.
To compound the problem, we now have a situation where a players who have lost 2 matches in a row, can sit out the third match so that they get their bonus pip when they win again.
unless they have 0 pips this is pointless, as you’re losing an extra pip to gain it back? makes 0 sense…
True – I omitted to add the caveat ‘for those starting a new tier in divisions where there is no tier loss’ – which is pretty much everyone at the moment.
well unless you’re running into 4-5 man premades every game, the common denominator in you losing all those games in a row is you.
you’re not getting matched against ESL players because you’re in the same MMR tier as them, right now you’re simply getting matched against them before they’re within your pip range and farming you.
wait a couple of days until the players currently farming you advance pass the point where they can be matched against you and then you’ll see better matches.
And so back to my original point.
If the MMR tier (currently league Division and Tier) being used was the one you finished the last season on instead of resetting everyone, the matchmaking would be much better at the start of the season.
Despite the many many threads about it last seasons, still we have yet to see even a token attempt to solve the problem.
Why was it during the Wintersday festival in Bell choir, if I stood still for more than 20-30 secs I got a ‘kicked’ message, yet players can stand in base during ranked pvp for almost the entire match without anything being dona about it.
To compound the problem, we now have a situation where a players who have lost 2 matches in a row, can sit out the third match so that they get their bonus pip when they win again.
Come on Anet – firstly stop ignoring it and acknowledge a problem exists and then pls make some sort of attempt to solve the problem.
As title says, doesn’t make any sense to me.
Reset it for achievements but why not use it for matchmaking?
If the ‘new’ matchmaking system is using tier rank as a major determining factor, then it seems pretty obvious that at the start of the season the matchmaking is going to be awful as legendary players from last season can and will be matched with those that either or totally new or for instance never got past emerald last season.
As the matchmaking gets much better towards the end of the season, wouldn’t it make much more sense to use the players highest tier from previous seasons?
(From the patch notes):
Added a postmatch pip breakdown that explains how and why players gain or lose pips in each match.
Apparently; in this case, Anet defines an ‘explanation’ as either:
You lost a pip. You won a pip or Your pips are unchanged
Seriously, how much more information do you people want!
Why do we make then start with an average MMR and wait for them to lose and the system takes them down?
Why don’t we make them start with a low MMR and wait for them to win (if they win) and the system takes them up?
Because that would be a sensible, logical thing to do
We’re sorry about any inconvenience that you experienced with the bug fixes and related restarts. We had some significant issues that we needed to address. Better to have a forced restart — as irritating as it may be — than have players unable to join the game, or locked on an endless loading screen, or having their refrigerator start spewing ice cubes whenever they enter Rata Sum.
Ok, I joke about the latter.
But seriously, we are sorry, it’s just a necessary thing to make the experience better for everyone.
This sort of things happens all the time when players DC.
How about instead of designing more and more maps like this, they fix the root cause of the problem and ensure that when a player leaves a map – they are able to rejoin it within a short fixed period without losing progress.
From the Winter update preview
Also, a new check box will be added to always show the names of objects you can interact with in the world, similar to the existing check boxes for player, NPC, and enemy names.
If I read this correctly after over 3 years of player requests – Well done Anet, at long last, no more having to hold the ctrl key down on a semi-permanent basis.
So – Next up, The ability to reconnect to a map after DC without losing progress, coming Winter 2020? – Can’t wait.
Right click > report > “botting” > pray
That’s the best you can do sadly
^^This.
I recently also opened a support ticket to see if I could get a response (or action) regarding a particular habitual Afk’er who I had been matched with a few times.
Got a nice polite reply but suffice to say, as far as I can see the player in question has been playing pvp everyday, so no apparent action was taken.
Here’s a suggestion though:
https://forum-en.gw2archive.eu/forum/game/pvp/Avoiding-Afk-ers-Suggestion
Lol mmr ist being calculated in at the moment as they broke it one again it on rank only an i keep getting put up with exploiters vs legit players exploiters are the problem not the players who just are having a bad game and you judging them on that
I never mentioned “To play a game with legendary’s that cant rotate fight off point or die to beast to lose a match 500-490 by carrying hard.” Nor “teammates who might still be kittened and make stupid mistakes”
No judging going on here and being able to choose who you play with would allow you to avoid the exploiters?
So on top of 5-10 min que’s you want to wait for people to click more then 2 buttons and introduce a system that will make pvp even more toxic make que’s longer and increase the wait after a que pops good idea they should implement that
You’re clearly one of the minority happy with the system as it is and never complain about the class balance of your team or being matched against pre-mades? or when you find yourself back on the same team as the player who DC’d or Sat in base calling everyone noobs during your last game; because your team was losing after 2 minutes, you don’t mind at all?
Me personally; Yes, I wouldn’t mind waiting a little longer to be able to choose my teammates for a match – 2 minutes extra beforehand as opposed to 10 minutes in an unbalanced game would be time well spent for me.
Ok ill spell this out for you slowly: the higher your mmr the higher your team queue’s i personally have 5-10 min que most of that time i spend sitting on a rock tapping some npc’s to keep myself busy then i come into a match after a 1.30 min timer(after que pops and map selection)just standing there with my thump up my … To play a game with legendary’s that cant rotate fight off point or die to beast to lose a match 500-490 by carrying hard.
Matches take about 12mins avg + que time + pre match time+ map selection + your suggested change would increase the time it takes to play one match to about 1 every half an hour instead of 20 min for each plus your are excluding people wich creates toxicity for no reason while trying to communicate with your to be teammates who might still be kittened and make stupid mistakes your system doesnt fix anything
Having such a high mmr, the pool of players you are being matched with is obviously quite small. yet you obviously still have an issue with players that you feel are not up to your very high standards and who you don’t want on your team.
So long as you are capable of remembering their names, the system I suggested would allow you to choose not to team with them (or vice-versa of course)
So on top of 5-10 min que’s you want to wait for people to click more then 2 buttons and introduce a system that will make pvp even more toxic make que’s longer and increase the wait after a que pops good idea they should implement that
You’re clearly one of the minority happy with the system as it is and never complain about the class balance of your team or being matched against pre-mades? or when you find yourself back on the same team as the player who DC’d or Sat in base calling everyone noobs during your last game; because your team was losing after 2 minutes, you don’t mind at all?
Me personally; Yes, I wouldn’t mind waiting a little longer to be able to choose my teammates for a match – 2 minutes extra beforehand as opposed to 10 minutes in an unbalanced game would be time well spent for me.
I offer the following suggestion for discussion
Upon hitting Join (Ranked or Unranked), instead of waiting while the game randomly assigns ‘suitable’ players – A red or blue ‘roster window’ would pop up which has others in the queue of similar mmr/rank (those who you would have been teamed with randomly anyway) and from there you can chat and form a 5 man team before hitting start game and entering the game queue.
The system will match up teams from the appropriate red and blue rosters to begin the game in the normal manner.
A number of ‘issues’ could be (at least partially) eliminated by adopting such a system:
1) Players can no longer complain about the Class make up of teams as they have actively decided to join that team.
2) Those you know to be Afk’ers, DC’ers and general griefers can now be avoided and will likely very soon find it very difficult to find anyone to play with them.
Interested to know whether others would like to see a system like this?
(edited by Daroon.1736)
I agree it doesn’t warrant a 3 pip loss but it wasn’t a close game – that’s just an anomaly of that particular map which allows teams which are losing horribly to end up with a respectable score (+150) by killing the Lord.
While it may appear to work, there are certainly technical hurdles to deal with before this could be a feature. If lots of people were doing this right now, there would be a lot of people hitting load screens and getting dishonor. It’s mostly related to technical jargon, but you’ll have to trust me that people would have bad times unless we fix some complicated things on the back end.
In the 3+ years the game has been out, has dishonor ever been turned on for more than a few hours/days?
Woah, a 2-3 days ban from PvP due DC (lets say ISP problem) is way too overboard.
1 hour should be more sufficient.Either a problem on ISP’s end or rage, 1 hour cooldown is good.
1 hour is not good – it should be a meaningful period.
If someone has ‘issues’ that cause them to rage quit often, then I would suggest that playing pvp probably isn’t good for them and removing them for a fairly lengthy period would be in their best interests.
If someone has Internet connection problems, then they shouldn’t be playing Ranked.
And how would they know if they have connection issues before it happens? If it happens, it happens.
Also, mostly it’s not even client-side problem, but server side.What you’re asking, is not possible, to know something before it happens. Especially with any online game, you can get kicked from server out of nowhere.
I’ve had periods where I’ve had Internet connectivity problems in the past which were ongoing, intermittent but persistent and anyone who has similar issues will be aware of them and can choose (like I did) not to play Ranked until they have contacted their ISP and got the issue sorted.
Like everyone, I do still get the very occasional modem DC and if the rules were that I got a 2-3 day ban when it happened – I would be happy to accept it because the game would be in a much better state.
As to server side disconnects or client crashes – Anet can easily determine if this is the reason and take no action.
Woah, a 2-3 days ban from PvP due DC (lets say ISP problem) is way too overboard.
1 hour should be more sufficient.Either a problem on ISP’s end or rage, 1 hour cooldown is good.
1 hour is not good – it should be a meaningful period.
If someone has ‘issues’ that cause them to rage quit often, then I would suggest that playing pvp probably isn’t good for them and removing them for a fairly lengthy period would be in their best interests.
If someone has Internet connection problems, then they shouldn’t be playing Ranked.
As for AFK’ers – Anet needs to be acting on player reports, not ignoring them. In my experience over 50% of the time you get an AFK’er they have been abusing everyone on their team in chat before they decide to stand in base and generally announce they are doing so – so checking chat logs would be a simple solution. As to the punishment, where the above can easily be proven beyond doubt, they should be removed from PvP permanently.
This is because forfeits (not losing points with teammate disconnects) are effectively disabled while we fix the dishonor false positives that were happening much more frequently than actual disconnects.
What dishonor system? The one that’s always switched off? That’s not a functional game system and never has been, it’s just another thing that’s been on the list of things that need fixing for 3 years.
can we get a list of what qualifies as a “non-bag item”.
If you could place a bag in the slot (which you would be able to open) you would have up to 20 shared slots – therefore the badly worded ‘non bag item’ referred to in the text is in fact a bag.
Old Ultima Online players will remember keeping your main bag in a bag a bag in a bag in a bag in a bag in a bag in a bag.
Let me get this right – A slot as in storage for a single item, singular as in one thing, one inventory bag space? Not a bag, but a solitary shared item? One. Un/Une (depending on whether it is a masculine or feminine).
April Fools come early? Come on Anet you are having a laugh.
Overwatch had a thing like that with rating user negatively (wouldn’t pair you with them in MM) last beta.
Guy started rating everyone negatively every time he lost or disliked a game for any reason.
He ended up not being able to play/couldn’t queue (hour + queues.) lol
So ya, it just doesn’t work.
It’s the hotheads like this (the ‘guy’ referred to,not the poster) who DC or AFK, or who start calling teammates noobs 2 minutes into the game because they died or mid was not taken, that are allowed to continue their toxic behavior because reporting and dishonor system is a total joke.
No one wants to play with these ppl, so sounds to me like it worked perfectly.
(edited by Daroon.1736)
The game may be more balanced it suffers from the same issues as Hotjoin – all of which stem from the fact that players can (and most often do) leave the losing side without penalty.
Snip
As for what changes would most improve leagues, you’ll have to wait for more info on that.
Given that you are unable to go into details – what might be extremely helpful at this stage, would be an explanation of what issues you have identified that need ‘tweaking’ and what ‘exploits’ (eg Teaming with lower rank/AFK/Tanking) you have concerns about and will be addressing.
Name them all
,this is reason, and report as botting!
Hmmm – didn’t you state quite explicitly in this thread that you have no problem leaving games – I hope you reported yourself.
https://forum-en.gw2archive.eu/forum/game/pvp/Forfeit-game-pip-loss/first#post5893361
Ew, no. I don’t see how this gives solo players a more reasonable chance to reach a higher tier. That problem isn’t really a result of division structure, but the lack of soloq vs teamq.
Agreed soloq vs teamq is the main problem, but I fail to see how you don’t understand how one 30 point tier (which Ruby is at the moment) Vs 3 × 10 point tiers, doesn’t give solo players a better chance against everything which is stacked against them at the moment.
Currently Ruby and upwards are exactly the same in respect to the fact that you can lose both points and tiers which doesn’t really make much sense as the progressive nature of the ranks is lost.
Tier loss should apply to Legendary only and both Ruby and Sapphire should be amended by increasing the points required per tier.
So for example:
Ruby would consist of 3 tiers of 10 points
Sapphire 3 tiers of 15 points.
Points can be lost but tiers cannot be lost.
The increase in the number of points required to advance a tier as well as the number of points required to complete Sapphire, somewhat balance the no tier loss change, while at the same time giving solo players a more reasonable chance to reach the higher tiers.
There is a bug that if you log out in the lasts minutes sometimes you don’t loose pips… I won’t say the map name, but it worked to me today.. Maybe we were close to points, that’s why… and yes, it is my choice to quit when I want… I don’t like to play with ppl who don’t think…
What chance is there that the game will ever be fixed when when you have ppl like this who post openly on forums that they have no problem cheating and exploiting.