(edited by Dayra.7405)
Yeah commercial Internets vs trolling, here is a compromise proposal
https://forum-en.gw2archive.eu/forum/wuv/wuv/Transfers-during-season/4320963
EotM is commanded by the first with lamp, not by the best with lamp. And to many of them see optimizing the routes between doors as their main task unfortunately ignoring the fact that an optimized route doesn’t help if you get crushed at the door
This week in EU I enjoy commanding green a lot. Nice fights between green and blue combined with rewarding PvD.
(edited by Dayra.7405)
In EU currently blue aka SFR and green “fight for victory”, red is mostly not existing.
Ok. I see people are still posting about EotM in the WvW forums. Wrong area. PvE is in another location.
They are enforced to. If they post somewhere else, the Mods move it to here, e.g. this thread was moved from general to wvw forum.
And of course feel free to see WvW as elite-club. I guess it will die-out if to many think like you.
I guess it would be better for WvW, if the people see EotM, as the recruitement and training ground for WvW. People uplevel, train zerging and learn PvD in EOtM till they are lvl 80 and ready to do real zerging and real PvD in WvW
(edited by Dayra.7405)
There are many possible correctives:
- restrictions like move or stay in queue
- incentives like higher rewards where people are missing, lower rewards where are to many people. (The failure of season rewards, is that it is the opposite, more rewards where are already to many people)
There are also several ways to remove capacity. Demand isn’t equal all around the clock, prime time has a higher demand than off time (that’s why they are called that way).
- fewer teams
- a general reduction of map-capacity would also help to decrease lags.
- split prime and off time into time-slices, and have more matches at prime-time than at off time (as in EotM)
- dynamically adapt the number of maps to the number of players (all 4 at prime, only 1 in the emptiest off time)
- fewer days of the week for competition, e.g. only weekends for competition under the week only training ground.
- …
(edited by Dayra.7405)
The current match making system is good, the teams are the problem.
Swiss-style is for short tournaments where you have more teams than rounds. As you may remember from last season, it only leads to winner up looser down in the middle tier(s) and stagnation at top and bottom.
The problem are the teams. Yes the imbalances are caused by player movements, but it’s a game-design failure to
A) forget to add a corrective to counter the natural tendency of people to concentrate at the winner side.
B) increasing the natural tendency by season rewards.
We had a small corrective at the beginning: the queue, but after this went away with EotM, the existing problems increased a lot.
We need a new corrective that is better than queues (it only balanced the prime time not the off time.) and we need either less teams or smaller match-capacity (probably best both combined), as currently 90% of the matches use only 10-30% of the capacity (300 per side), 80% of the time (3 of 24h).
It would need 10 times as many people as we have to fill up all the matches we have.
(edited by Dayra.7405)
There is no sense in keeping the WvW team (server) together in EotM. Server has no meaning outside WvW why should it in EotM. Just assign color to a player when he enter the map. It’s not even necessary that someone gets the same color within the same 4h “match”,.
Use mega-server technology to assign the people to EotM-teams (not only maps).
In the meantime superiority of green is just an psychological effect.
People already assume green is winning, resulting green people go there more often, than red and blue, that do not want to get farmed.
As all believe it, it happens as believed.
(edited by Dayra.7405)
There still a blue camp on FA BL…
That’s only to be farm dollies, till something else can be done
And how would you suggest they fix it?
If it is so easy you would have a couple of examples on how to fix it, right?
- Balance the manpower of teams (server): https://forum-en.gw2archive.eu/forum/wuv/wuv/Proposal-Enforced-Player-Balance
- Shutdown (freeze) maps when there aren’t enough player in a match to play on all these maps
- Nerf coverage, such that the incentive to decide a match by “Buring down their Houses while they are sleeping” is reduced. https://forum-en.gw2archive.eu/forum/wuv/wuv/Nerf-the-domination-of-Coverage
- Do not make matches 24/7, but, e.g. make time-sliced matches https://forum-en.gw2archive.eu/forum/wuv/wuv/Nerf-the-domination-of-Coverage/3462970 (point 4)
- Reduce the map-capacity, and by that increase the man-power balance for lower populated worlds
- …
The forum is full of proposals, just nothing is changed in the game.
(edited by Dayra.7405)
You must however give the player some feedback on why they died.
Ok, your right. Whenever this happend ANet should write into the battle-log: “You got 1-hitted, because your lousy armor wasn’t able to reduce the damage below your lousy amount of life. To avoid such situations in the future, increase your Toughness and vitality.”
(edited by Dayra.7405)
I find it adequate that these mobs 1-hit everyone in zerker clothing without any warning.
My exo soldier warrior survives even 2 hits of them.
You’ve chosen max damage at high risk. The risk hits you from time to time.
I hope the 1800 gems is worth the extra Empyrean Shards and Bloodstone Dust.
Of course it is. If all do, it will definitely pay off. You will never ever loose a match, and if it hasn’t already payed-off in this season, then it will pay-off in one of the following seasons. You will win all further seasons (and all matches in between), for just 1 transfer payment. ANet has proven that they aren’t willing/able to change anything that would hinder the long-term pay-off.
(edited by Dayra.7405)
Please all EU Transfer to Sfr and all NA Transfer to Blackgate!
I know most of you are already there, but obviously there are still some undecided.
Both will win without much doubt, and if you all follow my request they will even win by ticking 695:0:0 for all 24/7.
Can there be anything better than being part of such a clear victory?
….
…..
(Thinking about it)
…
…
(really difficult question)
…
…
I can imagine only one thing better:
See your faces (or imagine your faces while reading your forum posts), if you all do, and not one was able to get the achievements required for the reward due to a lack of opposition
(edited by Dayra.7405)
Maybe it would be better instead of these asc. chests an rings you get an asc token.
An asc token and 10gold buy you an asc weapon/armor/trinket of your choice.
How about 2 times 2 (2 times 1 in case of Ele & Engie),
Inside fight you can switch only inside the group.
Outside fight you can switch groups as well.
Reason behind is just convenience. I hate switching 2 1-hand weapons to 1 2-hand weapon, where one of my weapons always ends up in the loot bag instead of my invisible bag.
Would be cool so far I am mostly to lazy to switch. So even if I have one ascended light, medium and heavy armor most of the time I play in exo
But I am not sue how much it brings it’s not only infusions it’s also runes and sigils.
Which increase the possible combinations heavily.
Bring Vabbi/ET to rank 1
And (if you’ve really done all that. In just 2 years)
Go a little bit more out to real life
Found a Gaming company
(edited by Dayra.7405)
I have done map completion 4 times.
I have 2 legendaries.
I have full ascended gear.
I have done every dungeon path.
I have done every fractal.
I have done every jumping puzzle.
I have done every guild mission.
I have unlocked every mastery in wvw.
I have done every living story season 2 achievement.
I have rerolled a new character and unlocked all the traits manually.
Create and grow a guild. Make it as you want a guild to be
Organize Teq/3-H worm events with your guild
Explore the World with all 8 classes and each of the 5 races
Play PvP
Form a PvP Team
Play EotM
Command EotM
Play WvW
Command WvW
Create and grow a WvW Guild
Switch to a no so great WvW server, help to grow it
…
There are more things to do in GW2 than on your list.
The trend I see between whyt you’r done and what you’ve missing: Interact more with the community, that’s what an MMO is good for.
(edited by Dayra.7405)
Lol, instead of improving your argumentation you switch to personal attacks?
Probably Jim Hunter above was right https://forum-en.gw2archive.eu/forum/wuv/wuv/Proposal-Anti-Stacking-Debuf/4330977
(edited by Dayra.7405)
uff what is a waste and what not?
It’s clearly a waste, iff (mean value over millions of hours)
The the worth of stuff you get out of boxes (where MF doesn’t work) per hour is higher than the worth of stuff you get directly from mobs with highest possible MF.
And probably Romek is right. The things you get out of boxes are much better than the things you get directly from mobs.
There is only one reason for MF: The thing you LIKE to do involves killing many enemies, e.g. Zerg-farming in WvW/EotM.
If the thing you like most is optimize your earnings, then you do not need MF.
(edited by Dayra.7405)
Of course it really bad, if the only thing you want is
Rush over the enemy with your 80+ zone blob.No it’s really bad whatever the type of play you like,
That’s why you gave so many examples of play styles that get harmed by it?
on top of being something that will literally KILL WvW….
There is nothing left to kill. Most of the 68 (17 matches a 4 maps) WvW-maps are already dead most of the time. It got already killed by PvDing Blobs all around the clock.
And it has fewer and fewer people, because it is nothing else than PvDing Blob. And if you want to play nothing else than PvDing Blob you go and play it where PvDing blob is rewarded more, and that is EotM since January.
It’s more the question: How could it maybe reanimated? And that’s probably not by leaving it in the state that killed it: PvDing Blob is the most successful strategy.
STOP trying to FORCE others to play like YOU want them to play. People can already play otherwise if they want (and aren’t on a dead server).
People can still Blob after such a change, it does not disable blobbing. It only ensures that “The Bigger the Blob, the better you are” isn’t true any more
(edited by Dayra.7405)
Of course it really bad, if the only thing you want is
Rush over the enemy with your 80+ zone blob.
Which problem will be solved by implementing this?
It solves the PvD problem. With so many distributed objectives, people run in circles avoiding each other. If there is just one objective, they have to fight each other for that objective.
That sounds great. When it goes live we can all bandwagon to the same server and farm it. Since we will all be making 15-20g an hr it wont be a big deal to hop transfer servers constantly to always be on the winning team.
Of course, there has to be a max capacity, i.e. if all join the same side only 1/3 can play and 2/3 are queued. And you can add the man-power quotient as a factor in rewards. If A has 80 ppl and B has 100 A’s rewards are multiplied by 100/80 and B’s rewards are multiplied by 80/100. If only B has 100 people and A has none B’s multiplier is 0/100, i.e. nothing.
The idea is really great! (surprisingly this is no sarcasm, even if it is from me) as it really solves the main problem of WvW:
Attacking at times and places where there is no enemy is more rewarding for the score and personally, than fighting with the enemy.
It also solves the secondary problem of WvW
WvW is the lowest rewarding activity you can do in GW2
If there is only 1 reward in the game and controlling it is the most rewarding (personally as well as score-wise) state you can be in, a lot of people want to be in this state, but if only 1/3 of them can be in that state, and rewards are better the more want to take that reward away from them there will be heavy fights to get that reward.
The second good idea in this proposal is: everything around is in itself not rewarding, you only need it to get the main reward.
(edited by Dayra.7405)
Just be aware that it does not apply where your chances of good items are highest, I.e. Boss boxes, champion bags, …
http://wiki.guildwars2.com/wiki/Magic_Find
" Magic Find is both an account bonus and a character attribute that increases the chance to receive higher-quality loot from slain foes and from structured PvP reward track loot boxes. It does not affect any other containers (including champion loot bags), any chests, or any other source of loot."
So it’s most effective (and noticeable) if you slay masses of enemies, be it mobs in Orr or Zergs in WvW/EotM. But it has (nearly) no effect if you do things like world boss hunting or dungeons (without slaying the minions), where you get your loot mainly from chests/boxes/bags.
(edited by Dayra.7405)
Individual Downscaling
Currently everyone is downscaled to be 1-2 level higher than the mobs. But when you are a leveling, you can experience the effect of this option. You aren’t forced to be in an area where you level is equal to the “downscaling level”. You can enter advanced areas with mobs higher level than you if you find it to easy or fall back to make it easier.
But an downscaled does not have this option currently he is always in the easiest setting. With this option you can change your downscaling, you enter a number X between 0 (no modification to downscaling) and 10 (you will be X level lower than normal, e.g. with this parameter at 10, you will face Shadow Behemoth as a lvl 6 and not as a lvl 16 ). This can be used to make playing with lower level friends more interesting and maps more demanding.
Optionally it can be applied to dungeons as well, making them more demanding.
(edited by Dayra.7405)
Mega-Server option for total map-instance population preferences
- high (current)
- medium
- low
the mega-server creates map-instances with these 3 max population limits.
Can e.g. be used to attend world bosses with less then the current map-blobs or to make gaming more demanding.
(edited by Dayra.7405)
Make a hard mode version of each map
Similar to GW1: If you have explored the 100% of the world with a char, you may choose to switch to hard mode with that char. Hard mode means a combination of
- more mobs/higher density of mobs,
- more aggressive mobs (they follow you further)
- higher percentage of veterans
- some elite mobs
- shorter respawn time of mobs
- higher frequency of events
- a few hand corrections
You can do hard mode exploration of the world. But hard mode maps may be released one after the other so it may take a while till you are able to finish that.
(edited by Dayra.7405)
Just turn up to a world boss a couple of minutes late to increase the likelihood of not getting on to the default map. Then stick around on the map that would have been called an overflow before megaservers were introduced. Once everyone leaves to go do the next boss you’ll have an empty ish map. Once the megaserver changes occur, just don’t go to a busier map when the system offers the chance to do so.
If the “volunteer” offer added in https://www.guildwars2.com/en/news/continued-improvements-to-the-megaserver-system/ does not occur to often and it will not enforce you after some offers, this may work a while to play on an empty map. After a while the server may refile your map and for the next boss it will be full again.
Not a strategy to get an empty boss, but probably useful to have a low-pop map between world-boss event.
See https://forum-en.gw2archive.eu/forum/game/gw2/New-Long-Term-Content-Proposals for some ideas in my (and later maybe others) mind
Use open-world maps as map-wide guild event instances
Inspired from the “minion invasion” from https://www.guildwars2.com/en/the-game/releases/august-20-2013/#events
make guild-map-events. A guild may start the minion invasion as a first step.
As an extension, make an offensive version (the mobs controll the map and you have to conquer it) and a defensive version (mobs are attacking and you have to prevent vaious objective from destruction).
Make in in a way that several parallel things need attention, such that it is not (always) a large zerg, but sometime a large, sometimes several small. Include random variation to increase replay value.
Beside the “minion invasion” there are other possible scenarios:
- battle for Orr, i.e. capture or defend an orr map, i.e. all the temple/camp assaults and defense on a map are done in a compressed stressy manner.
- battle for Harathi Hinterland vs centaur
- battle for Fireheart Rise vs flamelegion
- …
Randon-configurated Dungeons
Instead of fixed dungeons, bring random elements inside. Diablo 2 was quite great in that, the area parts where randomly composed and the mob groups inside as well. I think it will have much higher replay value than fixed dungeons, as you never know what you face next, the bosses could be similar random as in the PvE Deathmatches above.
Some may turn out very hard. Some may be undoable, some easy, you never know before.
Against a small amount of a currency (gold, gems or success token from this dungeon) per day you may personally save a configuration for later replay, e.g. with different people, different classes,…
(edited by Dayra.7405)
PvE Deathmatch
An extension of the Queens Jubilee for groups of 5, additionally including random elements to increase replay value.
Make 5 different monsters (different attack-foci and defense), each has 5 skill-slots with associated cooldowns, make 20 skills to use in each the slots, configure mobs and their skills randomly, this will result in 5^2x(20^5)^5 possibly different mob groups the player party of 5 can meet. Some combinatiobs may turn out unbeatable, some may be easy, you never know, you hardly face them twice. Who wins most often against them?
PvP Orb Grabbing
With the snowball match at X-Mas and the Aspect Arena we had that as historical activities based on environment weapons Could be done with PvP-Skills/Weapons as well.
Can bs done in various sizes XvsX, even with various number of teams and on various maps.
(edited by Dayra.7405)
PvP Deadmatch
This is very easy to do, provide an arena (e.g, a simple one like thene in the black citadel, or a complex map like Southsun Survival) place the N teams of X players inside and see who survives.
With N=2 and X=1 we have a duel, with N=2 and X=10/15/20/25 we have a GvG, with N=25 and X=1 we have something like Southsun Survival and the Ghost Duel at 1 halloween.
An additional parameter can be the equipment set (PvP or PvE/WvW or Special i.e. Environment weapons or the classes from the Snowball match …)
Nice would be if they are reall integrated into the cities such that you can walk there and watch.
1vs1 could be the small arena in the south of Lionarch
5vs5(vs5(vs5)),10vs10(vs10),15vs15 could be the arena in teh black citadell,
25vs25 could be a open-world integrated version of the Crown Pavilion in Divinity’s Reach.
(edited by Dayra.7405)
Editorial: Please do not discuss content proposals here, just
- post additional ones (1 per post), or
- like the ones you would like to play. (such that ANet can estimate interest easily)
If you like to discuss one, make a new thread with the name of the proposal and a link point to it here. And maybe the proposer can add the back-link to such a discussion to his/her proposal.
(edited by Dayra.7405)
Is a new race really cost-effective? To make it a first class race, you would need (beside new character models and animations, just at the moment where they are hidden in PvP) at least a new city, a new character story and a new lvl 1-15 map, . Quite an effort with not much effect on daily gameplay.
Today T2 (EU) looks population wise like t7 was in my imagination a year ago. And decline continues.
T2 a year ago was fun, T2 nowadays is empty desolation with a map-jumper Zerg PvDing 80% of the time. I was just on a borderland for an hour. During that time on the map, I meet 1 friendly and 4 enemy player with a golem and in the map chat not 1 line.
That’s boring. The size of the WvW area needs more people or less area to reach again a concentration of people where fights occur in my opinion.
There are a bunch of options of course and server merge is only one of them. Others are to shutdown of the 3 borderlands. Why are there 4 maps at times where no team is able to fill a single map? Replacing servers (which I never liked) and which are totally meaningless in the age of mega-servers by something meaningful, e.g guild alliances (with an alliance wide chat) with a max size for more balance.
My vision of good WvW would be that all servers in a league would be balanced enough to really play matches against each other, I.e. where you have close matches full of suspense.
May be with 2 leagues with different size restrictions that never play against each other, if small scale is really a need. ( I don’t know, I don’t have such a need,there was always small scale in T2 as well and the forum statements from low tier servers are contradictory in that respect. Some say yes, some say they blob as much as they can as well.)
In any league I would like a mechanic that punishes zone-blobs in a way that the most effective blob size is 40.
(edited by Dayra.7405)
Dredge isn’t that easy to get on mega-servers, you need two failed events and both succeed with just 1 person doing them …
But I managed from time to time, while farming linen baggies on that map.
Fire shaman I asked in map & guild chat, but not one joined. And it needs 2 that know what they are doing to kill him.
Ogre I am rarely on this map, I am not even sure how to get him.
But being restricted to 3 uncommon bosses is quite an decline compared to pre-MS in any case.
(edited by Dayra.7405)
probably not worth the developer effort.
…but i do miss the old days of 3-5 manning world bosses during off hours
Me too.
And if you are “to late” joining a map instance, you likely end up on a fresh map that did not existed when the pre boss event should have happen. Resulting in no boss for this instance. World bosses cause massive player movements, causing a lot of brand new instances wasted afterwards.
It’s all a matter of manpower and coverage: how many hours of the day does your team has the highest man power, and times with few people are more decisive than times with more people.
So the ranking http://mos.millenium.org/eu/matchups more or less reflects how many people are playing and how many people are playing at unusual times.
If you want to be mostly alone go to lower ranked servers, if you want to be part of a large group go to higher ranked server.
Another criteria is: how is the balance around your world? If the worlds around you are far better or far worser you will face a lot of imbalanced matches. If they are closer you will face a lot of thrilling matches.
No idea for NA for EU I would recommend rank 4-9. All 6 server are quite balanced, but you clearly loose vs 1-3.
(edited by Dayra.7405)
Dear god, i don’t miss this boss.
Marionette was actually the prototype of what is wrong with GW2.
Mass zerking in general is no fun for people over the age of 12
What I liked was that is wasn’t that much zerging as todays bosses, the 5 lanes split the zerg into 5 smaller one. and in the small arena you went with 4-5 people.
(edited by Dayra.7405)
Start a new char of a class you know and go out, they are as easy with a brand new char, as with a lvl 80.
Start area’s have to be easy for starters.
- starters do not know the skills and their synergies already
- starters have to learn monster animations and dodge
- starters do not know (not have) the optimal weapon for a situation
- startes will will use armor/weapons badly under their current lvl, no jewellery
- …
As the starting areas have to tolerate all this without killing the new player to often they have to be much to easy for someone who is not doing these mistakes.
How about an option to modify the level to which you are downscaled
- Normal (that’s usually 1-2 lvl above mobs)
- Equal ( same lvl as mobs)
- Harder (2 or 3 lvl below mobs)
- Hardest (5 lvl below mobs)
With hardest you will be 10 vs behemoth not 17. And this is what you do during leveling as well, if you find it to easy you go to higher mobs, if you find it to difficult you fall back to lower mobs.
(edited by Dayra.7405)
Make scouts superfluous by adding the EotM scout turrets to WvW.
Or have a look into https://forum-en.gw2archive.eu/forum/wuv/wuv/Proposal-Scouting-Rewards-Defense-Control
(edited by Dayra.7405)
EotM is not WvW. Please don’t compare the two. EotM is a PvE map where you can kill people. It is definitely the best place to farm karma or level new alts. Great for a PvE people but a disgrace for WvW people.
That’s just a myth, but has nothing to do with reality.
I don’t know for primetime (my Inet is to bad to play at prime), but for off-time even the opposite is true: EotM has much more fights and WvW has at least as much PvD. I switched to EotM because it has more fighting than WvW. In WvW I heard much to often: “If we defend our score goes down to much, faster capping is better than defending.” to continue playing WvW.
Maybe it’s even a good thing. Now you can influence your drops by choosing your character. I need more of this, ok, let’s use this class.
And is there really any veteran who hasn’t a lvl 80 of every class?
EotM
To many people die as they fail to lookup boss-invulnerability buf. Then even more die in the attempt to rezz them. Going there is a stupid fail. Expecting that others risk their life to help them out of their failure is even more fail.
EotM is full of bad equipped low levels. Nevertheless they are the first to run to a champ and attack them melee. Resulting in their dead before even all reached the boss. Stay back till high levels that do not die on one hit took the aggro. Even better are the ones that run to the champ when the commander asked to clean the arrow cards first. I find it absolute sufficient to revive them after rewards are collected by the ones that fail less.
Another tip: If you are a low level that die fast: use a range weapon and attack the boss from a place inside the later conquest circle, this way you make sure that in case of dead you lie inside the conquest circle improve your chance to get revive before conquest a lot.
(edited by Dayra.7405)