The meta events are simply too long and require too many of total map population. Cut them into event chain chunks of 1/3 or 1/4 from current length and allow each one to be completed separately. Then it does not matter if half the people are doign HP, gathering materials or gliding around.
Also, none of the waypoints should ever be contested.
Hang around on the map, do all the events up until meta is finished. I have hundreds of crowbars without even trying to get them. Doing few random events and then leaving the map is probably worst idea since you gain nothing from meta this way.
Quite a lot (if not all) elite specs are much better then original classes. Which, if you think about it, is the reason players buy HoT expansion, to improve their chars. It means anet did elite skills and traits design well, but there is only 2 ways to improve base class – give them more damage or make them survive better.
I am not sure what else anet could do. Make new elite specs worse then original classes? Who would buy the HoT then?
Thanks for writing all this up, Fozzik
You start your own guild when it requires massive amount of gold and materials to get wvw upgrades. The cost of upgrades not only makes small guilds useless in wvw but also prevents any new guilds appearing.
I am already pretty poor by trying to upgrade one guild. You think if I leave and join other guild, I will start to throw mats and gold on this endless dump again?
Not sure if I do understand all the suggestions. Let me check:
1. Instead of 3-way matches you propose 2-way battles because with 3 servers it is possible servers do not fight both enemies equally but only try to take points from one opponent.
- I agree it is possible and yet, I find it interesting part of matches. I would go in completely opposite direction and increase number of servers per matchup. Why would it be just 3? Why not have matches between 4 or 5 servers instead? This way it is very unlikely to get all the same opponents every time, so the matches are new and interesting.
2. Limit map population.
- Not sure about this one… As far I understand even current max population is not really huge. 80? How low would you go with it? 50? 30? That would also require much smaller maps or you end up with current BL situation where it is nearly impossible to even find the enemy zerg.
3. Holding structures for longer time increases points they give.
- Absolutely not. Most servers have times when nobody is playing, and enemy server keeps capping whole maps without any fights. Then those maps tick constantly until players wake up or come back from work to start playing again. I very much oppose all passive rewards, no points should ever be earned by doing NOTHING. Only active playing should earn something. Basically, if there are no enemy players around, none of the servers gets rewards.
4. Reduce player damage to doors/walls so zergs can not simply hit them to open up.
- Fine by me.
5. Remove all guild buffs on wvw.
- They are either bugged or cost a small fortune to even create so basically you are suggesting not to fix anything.
6. Reduce matchup time to 24 hours.
- I kind of agree that week is too long and most matches are already won/lost within first 2-3 days.
7. Match servers from NA against EU or CH.
- That is kind of problematic since the players from NA are mostly playing when nobody from EU or CH is online. And when EU players tend to play when CH players go to sleep and NA players have not woke up yet. The result would be fairly boring as you never actually see other players.
The developer was just saying “WvW is getting better” in the sense that anet thinks over time players will eventually return to WvW and there will be more action. It does not mean anet will redesign, improve or change wvw.
There is at this point zero evidence, indication, or reason to believe that the “overhaul” relates to anything other than the borderland change which has already occurred. You’re deluding yourself into another year of waiting around for table scraps.
I agree. Don’t read too much from one comment posted on completely unrealted topic.
We have actually 1 aura working because we had claimed the keep when we reached guild hall aura upgrade. Everything else is missing the auras.
Somehow I don’t understand what an article about esports has to do with the relationship between WvW and PvP?
Can you enlighten me?
Since resources available to develop game are limited, pushing heavily into one direction means other parts of the game get less attention. If anet is trying to push forward with esports, it could mean they have abandoned WvW as separate game mode.
I am not against making gliding free for everyone in WvW
Its the anet as company that has to make profit by selling stuff. They only make money by selling expansions/story packs or by selling gems. So, to push the idea forward better, lets suppose you could unlock gliding in wvw maps for 1000 gems?
I have even simpler idea – cut out every wvw-specific reward out of EOTM. Because it’s stealing players in huge numbers.
Thing is, EotM is still WvW. And cutting out their rewards won’t bring those people back to borderlands – it will just antagonize them. It’s not like they left in search of WvW-specific rewards.
EotM is not WvW, its just big mindless karma train. Unless your server is also big mindless karma train, in which case you should probably consider transfer.
People in EotM are farming WvW-only mats for collections/legendaries/whateverthenextcoolitemis. If they can not do it in EotM anymore, they would have to do it in real WvW. Since none of the matchups has any queues these days, there is also no reason for EotM to exist. The whole EotM access should be disabled until all 4 maps (3 BL and EB) has queues.
(edited by FogLeg.9354)
Angry people shouting at each other on map chat is already happening. Some need the events to fail to advance collections and other need to do events to get xp and raise masteries. Conflict by design.
As if anet intentionally designed it to reduce number of legendaries, I believe not. It is more likely they just forgot when and how events run and some boss appears. HoT is full of mistakes and bugs like that.
If you find RoS very underpopulated, going few ranks higher wont be probably much better.
How’s WvW at the very bottom of the list? Before HoT I remember lots of people said it’s good fun and people preferred to play there due no blobs but is it still fun now?
I am in the last EU tier. I would say about half the players have left. Well, perhaps not the exact number of players, they all just spend much less time in wvw now.
There are timezones when one server gets together group of 5 players and takes over all the map because nobody is on from other servers. Then on the prime time EB has usually people from all 3 servers but because all the structures are now always tier 3, nobody really wants to take them anymore. It pretty much means there are no siege battles and no roaming.
We still have some fun fights during prime time. That is about same as before.
How would gliding be working, when ANet already put under water fights on hold for now? I don’t see how there is any difference between a fight in water and being in air from a technical point of view.
Not sure if we are talking about fights during gliding or simply using glider to jump off higher ground. If you can not use any skills while gliding, also in case there are no updraft on the map, its not that big change. I mean each class has 1-2 completely different weapons for underwater fights, all of which need to be tested against all the possible skills, traits and items.
And I personally hate underwater fighting…
But if we consider just the gliding itself, all the skills disabled, no way to raise higher, thats just moving around. And that already works in the game, only on different maps.
In EU the language barrier probably reduces possible server hopping. I mean most germans (not all of course) will play in DE servers, and French in FR servers. Also if you want to play in international/english server in top 10, there just isnt much to pick from.
Active users have always been number of accounts logged in at least once during a month.
Time = gold.
If legendary crafting requires a lot of time, it should be cheap. And if it costs a fortune, it should be fast.
But it is both time consuming and hugely expensive so I will ignore it.
As long servers have different populations, there is only 2 possible matchups:
- one server in matchup is having much more or much less players then other 2
- the matchup is fairly equal but never changes, the opponents are exactly same for many months
You can easily find many forum threads where people complain about both situations.
Imagine fights between the players with gliders and players without. Just is not fair. The ones without would call it pay-to-win game mode.
Requirements proportionate to guild size won’t work. Find another solution
Fine, you will not like it, but it will still work:
- all contribution to guild hall is tied to the player account. This means every time you put materials into upgrades your account gets “guild points” (based on their value in TP). This value is visible to all guild members
- players may be part of many guilds but their GP only apply to one guild (you can pick which one)
- if player leaves the guild, all his GP is reduced from overall guild upgrade points. In case of important member of smaller guild, a lot of guild upgrades may be lost. It wont be 100% of your contributed materials, but high enough, lets say 90%
- if new player joins the guild (or assigns the GP to current guild), these GP can be used instead of upgrade materials to pay for guild upgrades
- number of maximum guild members is equal to the guild level. Level 2 guild can only have 2 members, and those 2 need to pay for enough upgrades to reach level 3 before they can add another member. Level 20 guild can have 20 members, level 40 guild 40 members. After reaching maximum upgrades, guild can continue to raise its level to increase number of members (each extra member slot will cost more materials/GP)
The benefits compared to current system:
- guilds will grow naturally
- instead of throwing materials away into endless hole, everyone is raising their account value when contributing to guild upgrades
- people can easily switch guilds, start new guilds, merge or split guilds
- guild size and guild level are now same thing
But there was always a larger portion of players who just….. facemashed against each other in every match, and were entirely irrelevant to the outcome of the matches. They just wanted to fight each other and didn’t care about anything else.
If people are having fun and enjoying the game, why not?
Also, it’s all good and well to tell someone to “just start recruiting” however have you not noticed how hard it is to recruit these days? This game turned into WoW overnight with the new Guild Hall system that means higher level guilds are more attractive to players looking for a guild. They are more likely to join a massive high level guild where they might be asked to contribute 2 gold a day to upgrades, instead of a smaller guild where they might be asked to go out of pocket for thousands of materials at a constant rate.
Exactly, why would anyone join small guild with no upgrades? You have to be very poor or very stupid (not talking about guilds from real life family or firends), and you if you are small guild struggling, you probably dont want to recruit poor and stupid members.
The game is punishing players who join smaller guilds because they have to spend more per member on guild hall and have less to spend on personal items. So small guilds end up with members who have weaker equipment, who can not do endgame content because they are spending all their in game money on upgrading guild hall.
After some time there will be guilds that have maxed upgrades. New members will spend nothing upgrading those guilds. ZERO. None. Yet, they will still enjoy all the benefits of maxed up guild hall. How is that fair to players who have spend fortunes on trying to upgrade their own small guilds?
This was interesting, perhaps slightly long, to read.
If you believe overexcited posts, you can finish raids pretty much naked, wearing nothing but some dry leaves and level 1 weapon. So I am not sure if ascended gear is required or it is just some weird view random groups have implemented. As I personally believe raids are not suppose to be finished by random groups, this becomes no problem since dedicated group can probably do it using mostly exotics too.
As someone who never has done dungeons or fractals much, I have gained my ascended gear from crafting and WvW chests. Sure, the WvW looks pretty dead by now and for new players is probably not the path to gain ascended gear. Yet, I fail to see why it would be now impossible for new players to craft their ascended gear.
Go to character >> story. Find Heart of Thornes, activate it. It will place marker on map and also explanation where to go in quest window.
I still don’t understand the question. WvW is suppose to be large scale PvP combat. If there is no enemy, there is no point in WvW either. You can probably find emptier borderland maps now then before HoT, and you probably find more enemies in EB.
I highly doubt you can use up all those siege blueprints while soloing in WvW. Unless you like to defend the keeps and use defensive siege. Taking towers or keeps on yourself takes too much time and in some cases could be impossible because of number of guards respawning.
As the enemy roamers go, I think only very dedicated people are left. These people have been training this for last 3 years, with very specific equipment and builds. HoT sadly has made several classes way too powerful so it is likely you will die before you can even understand you are in the battle. The anet only cares about balance between classes in PvP, in WvW you simply can not survive by using whatever class/build/skills you like.
I agree, its very annoying. We constantly have to run back to check on keep or tower only to find another guard tagging it because drake walked by.
I dont see why people from different servers would prefer to play on different maps. Its same in every server – most people are still grnding in PvE. If they eventually go to WvW, they tend to gather up in EB first.
I am sure there are people like you who prefer new BL maps to EB but they are few and would probably not fill entire server.
Guild Halls aren’t meant for small guilds. Sure they made it so a group of 5 can capture it, but the upgrade are costly. This was done so you can only earn them if you’re willing to invest into your guild. It’s not fair for small guilds to get cheaper upgrades over larger guilds.
Here’s what I would recommend. Either you expand your guild and bring in more members who are willing to help upgrade, or join a larger, more established guild.
Its not fair for smaller guilds to be cut off from game either…
Its not really up to you or some anet developer to say how big guild is suppose to be. Specially in a game that has been running for several years without making artificial restrictions on guild size.
There is no real reason to only allow very large guilds with a lot of members to enjoy the game.
I will make quick summary for any devs looking at this thread:
- move all adventures to LA under activities
- make them all instanced-based (can be all players in same instance just as long its not related to big HoT map)
- make them available at any time (or if you must, recycle them at daily basis but still available for 24h)
- unlock mastery points based on total lifelong score, meaning if I really suck at the minigame, I can still grind trough it by sucking at it many-many times
- any collection that requires playing minigame should get unlock when you first finish it, no matter what score
- all of them need to be rebalanced so gold in one minigame is equally easy or difficult as gold in other minigame
I agree with OP. Just want to add how WvW-only guild ugrades require tons of materials that are only dropping in PvE maps.
Posted by: FogLeg.9354
Dungeons are basically same as fractals and same as raids. Just new name on same thing and very small adjustments on mechanics. What bothers me with this “spend half your life and learn to finish this new shiny raid” is how anet creates something and then abandons it for newer version, never bothering to update and fix the original.
Once completely new set of dungeons, called fractals, was added, original dungeons were left rotten. Once even newer version of same thing, raids, got added, fractals are thrown away same way. And then, at some point in the future, there will be new and shiny feature that takes all the development time anet has and replaces raids with something that is basically same thing. Again.
I’m not saying you don’t want everyone playing who can play but you can’t make an MMO for people who have no time to play. It really isn’t reasonable.
It’s funny people are so blinded by my white-knighting that they can’t recognize sound logic when they see it.
There is no logic in your posts, just opinions of single person. And you have not yet backed up those claims with anything.
Let me walk you through this. Slowly. So you perhaps understand. but if you don’t, there is no need to provide another example of your “sound logic”.
There is always more people who can play for shorter bursts of time, compared to people without jobs and schools and families, who sit on the game 12h straight. So, if you want to design a MMO, you know, with “massively multiplayer”, you are required to consider largest possible playerbase.
Making a game which requires logging in at exact specific time and stay in the game for several hours straight is bad because you lose most potential customers. Most people just are not able to play at exact times. People have other more important things to do, they log in and out and do something else for a while.
If your wildly flawed “logic” would have any real base, every modern MMO would be built like that – very long game events happening rarely and allowing only most dedicated players to take part and earn rewards. Can you please list those MMO-s created that way? Thought so.
Basically, you are making huge jumps from “I like to play this way” into “Everyone plays this way and this way is only real way to play”. That is not actually called logic. If anything, it is lack of logic.
Thank you, hope this helped
Not only masteries but collections too.
All those minigames are continuing the massive success of activities like Crab Toss and Sanctum Sprint. I mean the lines in LA to enter those are endless…
I am just waiting for another one of “stop complaining and learn to play properly” posts. Doesn’t really matter what the thread is about, one of those always pops in
As far I understand, you do not waste xp even when current mastery line is maxed. But yes, I agree, there could be message/notification about it being maxed.
I don’t like to tag up unless I have somewhat clear idea what is going on. So far I have only learned to do fairly well events around Jaka Itzel area. Also sometimes around Maguuma’s Breach, the very first area of HoT maps. Couple more months and I can probably manage Verdant whole brink map.
Posted by: FogLeg.9354
All the maps need to be completely redesigned for gliding in mind. So, no, it will not happen.
You really need to be more specific.
Are you after 1 single hit damage?
Damage from 1 skill (many have multiple hits)?
Damage over 5 seconds? 10 seconds?
Melee damage or range damage?
Including conditions or base damage only?
Crit or non-crit?
Posted by: FogLeg.9354
There is no way to get materials required for WvW upgrades from WvW mode. Personally, I suspect it is done intentionally to increase player population in new HoT maps (they are horrible with too few people), but then again, there is still issue with Heavy Supply Bags so its possible they just forgot about WvW.
So, basically, gliding?
From what I hear, there is suppose to be bubble around the dolly that is important to the mission completion. Stay inside the bubble? I am not sure completely.
The question was “Will Anet address any of the issues”. See, any… I answered.
If you ask about specific core issues then absolutely, they need to be fixed. But you can not say nothing has been done.
Some collections require map completion. You can argue that it can be done any time later but its still annoying and stupid. It is also possible the “later” time turns out to be much worse when the number of players staying in HoT maps reduces, possibly making the completion of map-wide meta events even rarer.
I agree with Dawdler, Reaper lacks mobility and range to be great roamer.
Yes. They have already addressed some issues (they nerfed gathering synth nodes in wvw, added veterans, fixed ruins daily, reduced laser damage).
It is still unclear what exactly gives you credit when dolyak is not attacked directly. I did it several times with the guild and about half the people got credit, half did not, even when the whole group walked with dolly together all the time.
It’s not just event timing that works better in SW. I can explore it solo if I want, gain hero points, clear forts and defend them. Thats why you can clear SW at all, at the start there is few people, they do some events, clear areas and walk some dollies. When the breach is near, more people pop in and fill the map.
In HoT maps its all totally wrong. You cant even go anywhere without group. You cant work slowly on the first events while more people pop in to help with big finale. Not to mention new maps are way too big, all the wps are contantly disabled and its in general a real pain to even get to the events. And once you do reach them, time is already out.