Underwater Operations – [WET]
Underwater Operations – [WET]
People absolutely crack me up.
Talking about zergs and smaller groups. The truth is, there are things that smaller groups can do in WvW, the truth is they don’t want to do them. These people want to be able to take a group of 5-15 and wipe a group of 30-40 people and honestly, you definitely can if you are a better and they are bad (Plenty of videos showing smaller groups wiping larger groups). However if the 30-40 are as good as you, you lose. That’s it….
It’s about numbers because its a large scale game…with the idea that you need lots of people to take something like a keep that is upgraded with supply and that it isn’t meant to be taken by 5-10 people…now this happens because on lower tiers population is an issue….
Which takes me to the two big issues with WvW….CULLING and Server Balance.
First…culling…when large scale groups are running around, you can’t even see them….let alone see how many are there…I can’t tell you how many times in a large battle, my screen lags a bit and thats how I know someone has just showed up with a large zerg…then i’m taking damage looking around..I see a few then I’m dead…and then the rest render….how are we supposed to organize and plan against what we can’t see?
Second…Balance….the ELO ratings help bring similarly sized servers together, but an additional step needs to be taken somewhere to balance it further, because the matchups will stagnate and on certain tiers you will have the first place team unable to move up and when they do, they drop right back down anyway…
As much as I hate mixing PvE and PvP (and I don’t do much PvE), I feel introducing a group of roaming NPC’s based on how outmanned you are would help. It could help serve as a rally point for the few players that are there. It would force players to cap, recap or defend in their zone. As people show up these guys despawn until they are gone. Remove the breakout junk IMO….and then tweak the NPC’s to balance how strong they are..obviously a balance needs to be struck, you don’t want them to flip a whole zone in an instant, but it should be strong enough to help augment the forces there to help hold the servers own corner…
Underwater Operations – [WET]
Just remember that server updates causing wvw to shut down is clear proof that Anet secretly favors [Insert hated WvW opponent here].
The real question is, what do you propose to do about it? New updates have to happen, and it’s not like WvW can magically continue to function without it?
And what would a warning accomplish except to prolong the amount of time you’re given to whine about it?
What do you mean what would the warning accomplish? I could finish attacking a tower, or a keep or whatever, basically it lets you finish what you are doing before it boots….
I am software developer…let me just use that excuse at my company next time. Next time I need to do an update, I won’t warn anyone and just shut down their whole system for 15 min without any warning since what good would it do them anyway….
It’s asinine and terrible developer protocol in any environment. Why can’t they just give your warning message 15…30 min…whatever time increment BEFORE they have to install the update….it’s not like they don’t KNOW there is going to be an update….Or maybe there developers are so inept they NEED TO DO IT RIGHT NOW IN 30 SECONDS OR THE GAME WILL EXPLODE lol.
It’s horse crap and lazy coding practice IMO, they don’t want to waste time with the warning so they just give you the boot.
This whole junk about having to boot WvW first before the update….fine….but give people a warning…its absolutely AWFUL, most developers would get the boot for doing stuff like this… lol, pretty much every other game I can think of give you an advanced warning..its just common sense.
Underwater Operations – [WET]
I’d be glad if they changed swords a bit more.
Make a new upgrade called “Alarm”. When the upgrade is complete, you get your orange swords back, but only at that location. Upgrade tier 2, you get your white swords back at that location.
Until the upgrade is done, you stay and defend what you take or you accept the risk that right after you run off, someone else may snag it right back without you ever knowing.
I actually like this…in fact…change the hire guards etc…to hire sentries that are posted on top of the walls in keeps and towers and if you end up in their LoS, they show an alert on the map….
Underwater Operations – [WET]
This will not change a thing in WvW. We run a squad of 15 to 20 and don’t draw orange swords currently b/c we only use just enough at a time to not draw swords; also called strategy. This will just make it a lot easier for a zerg to not draw swords and make it harder for small teams to cap things b/c people will always assume it is a zerg hitting when they see the normal white swords. I currently rely on people ignoring white swords and chasing the orange swords. Zergs aren’t going to get smaller guys….they just now will be provided that much more cover.
You obviously dont play in T 1/2/3.
I played in T1 and 2 and currently reside on DB in T3….he’s right this helps larger groups. I can now hide my 40-50 person guild raid a lot easier without having to worry about the 5-10 pugs that are following the commander tag around setting off orange sword alerting people to our location….I can also clear NPC’s and cannons and oil without triggering orange swords..letting people know where we are attacking…meaning…in the time race of my guys burning a gate down with golems or superior siege..I will be on the inner gate before you’ve figured out what gate we’re hitting….
Underwater Operations – [WET]
1) Giving more stats to players is never the solution; I shouldn’t lose a 1v1 because he’s outmanned and I’m not.
2) It’s extremely detrimental to gameplay. A team should never actually STRIVE to be outmanned in order to gain bonuses.
3) More stuff like this to make this “fair” doesn’t promote any form of strategy.
3) “Divine” intervention in a WvW setting is not fun at all. PVE mobs aren’t either. We like our sandbox full of players, without a God-sent buff that massively increases stats.
The real solution? Give more incentives for small groups killing larger groups, and to make it so outmanned just means there’s more people to kill.
People complaining about zergs in a WvW game is one of the dumbest things I’ve ever came across. What do you expect everybody to do? Run around solo accomplishing nothing? Zergs make WvW fun for many, many people. I don’t think this game should hold your hand to make it so it’s “fair and fun” for you.
Instead, make those zergs manageable by reducing culling and making small-man play more powerful versus those zergs. Only then will outmanned buff not be a problem.
Someone complaining about 1v1 in W3 is one of the dumbest things I’ve ever seen…..
If you want 1v1 go to sPvP, that’s where you belong.
I agee with the culling, the culling is a major major priority issue in W3 at the moment.
Smaller groups killing larger groups has nothing to do with the overall state of W3, the issues is that once the tiers finish balancing out, there is no way for a server in third spot of a tier to suddenly overtake the top 2 servers that out man it population wise. Then the tiers stagnate, so that the #1 server isn’t strong enough to go up a tier but is wiping the floor with the current tier, same goes for 2 and 3. So #3 gets screwed after all the dust settles simply because of the population of their server.
One of the other things that needs to corrected IMHO, is where Red sits in eternal… I personally believe it is absolutely the worst spot on the map. The advantage it has in being able to treb stonemist (which stone mist can also treb back) is mitigated by the fact that most people PUSH NORTH instinctively. Is how all the borderlands run and were designed to run…North, South. In all borderlands the “home” team has the advantage at citadel and in the north, while the two advancing teams have a respective corner and by design are intended to 2v1 the “home” team and vice versa on the other maps…..
So WHY on gods green earth…would you create the SAME setup in eternal…and put the 3rd place team at the top of the map….what do you think is going to happen?! When green or blue starts expanding almost always they start by pushing north, or clashing at SM…put green at the top…red where green is and leave blue where it is…
Underwater Operations – [WET]
As a software developer… it’s a bunch of horse kitten.
If the developers are not freely and willingly stating the numbers on the maps, it’s because the numbers are not stable and they probably vary based on different variables and calculations….which.. in turn… are probably due to either software or hardware issues they do not want the general public to know…thus their secrecy.
Besides, them just being a bunch of kittens…and just not giving us an explanation…that is the only one I can come up with…again as developer there would be no reason other than that to keep the numbers a secret.
Underwater Operations – [WET]
Currently, I can say you definitely do NOT get ANY credit if all you did was treb the wall down.
However… I have found that if you hit siege or players that are near/around the wall…then you do get credit for the tower….
I think its a pretty simple concept…If I can run up and hit a guard or a piece of siege and get Bronze…a trebber hitting the wall should at least get the same.
Underwater Operations – [WET]
I want an actual explanation of why the culling is worse than it was at launch….When more people were playing….
If you want…paste actual code that is the issue….I’ll show you how to rewrite it.. and I won’t even send you a bill lol
Underwater Operations – [WET]
How many players can one map contain?
As many as we can fit without causing too much stress on the servers. We can’t be more specific than that, but I can assure everyone that the cap is definitely split equally between all three worlds.
Ok…i’m going to preface this by saying I am a software developer.
While I understand there are somethings you can’t explain to the general public….
Are you effing kidding me? Either ..you are the worst developers in software history…and you should pay me lots of money to come show you how its done…
Or you’re avoiding the question.
I’m leaning towards avoiding the question. I imagine you have a number that the developers arrived at the cap, based on performance testing…however the generic answer you gave us means this…
Each server matchup has its own limit…66 per server on one matchup, 166 per server on another etc. Since you’re not being specific what so ever.
It might be different per map…some could have 50 some could have 100? What kind of BS is this? Unless your developers learned in kindergarten how to develop software I’m positive you can come up with a better explanation. If you think its beyond us..I promise its not.
Underwater Operations – [WET]
Masterdelux, most of your points had nothing to do with my post so not sure why you quoted me and they involved a lot of incorrect assumption about IoJ.
Happy for you to express your opinion even if I think your wrong on every single one of them. Especially the skill v pop one. You obviously have not came up against War machine from SBI (when they were still playing anyway.)
Sorry, only the very first paragraph was about the recruiting methods that some guilds on IoJ were using., then I was just kind of responding to previous posters so I apologize.
I used to play on IoJ so maybe its changed, those were just my opinions on what I observed. It’s ok if you totally disagree with me.
I think it is absolutely about coverage, as I think the difference in “people’s skill level” does not contribute as much as having good coverage during time slots. Although that is a discussion for a different thread
Underwater Operations – [WET]
I personally wouldn’t recruit from another servers in game but it is majorly different to an entire guild
- Transferring to your server
- Pretending to be your friends
- Gaining some good rep.
- Going on a mass recruitment drive offering to merg guilds and give officer positions * Merging 4 or 5 guilds to double your numbers (Which they posted they did.)
- All the while knowing your going to follow your old alliance to the server they went to.
They claim they didn’t know until 2 days beofre but all the evidence is there to show that is exactly what they did. The poll they put up to ask their guilds was described on our forums as “Who wants to move off IoJ?” with a 70% successrate.
An internal guy posted that poll which stated the question as being “Who would be willing to move off the server?” with only 50%. They then move to the server with their old alliance that had left 4 weeks before and that was right when there mass recruit merger campaign started.Slightly different but still I can see how you must be frustrated with some of our guilds recruiting on your server. I offer you a combat to this, your welcome to fight fire with fire and come to IoJ to do the same as us and advertise in our W3 and LA channels.
I don’t think its the same…you’re clearly recruiting from other servers because you can’t find enough players on your own…what makes you think other people are going to come try to draw blood from a stone….
Losing decent size guilds on any server is a hit, regardless of what you want to believe (Especially on a primarily oceanic server like IoJ and losing a decent size Oceanic guild).
As for the “we have t1, t2 players just not enough of them” argument. I would venture to guess every server thinks their players are extremely skilled. The truth is, there are very skilled guilds and people on all tiers, the higher tiered servers in my opinion simply have better overall coverage then the lower tiers.
This would even out with the rankings if they didn’t allow transfers…(meaning servers with similar coverages would face against each other as the rankings leveled off) but as it sits now, allowing transfers causes major fluctuations in coverage essentially making the rating system kind of useless….
This is why someone like HIRE leaving IoJ, does indeed have an impact, probably more so than the event. Not saying you guys won’t be fine in T3, in fact it will be better because you will start dropping into tier’s where the coverage is similar to yours. Just don’t be so short sighted and angry that guilds chose to leave, i’m sure they felt like they were “Carrying” you and you feel like they weren’t “loyal” to the server….it seems to be how this game works with xfers.
Underwater Operations – [WET]
I understand the “concept” of them not wanting people to own their own Borderlands, but that is just the reality of the situation, even with breakout events its not going to be solved.
They should have anticipated these things…the reality is the same situation other MMO’s have run into when implementing large scale PvP. Even with an EILO or other rating system, because of server transfers etc, you will almost always have servers that out man other servers significantly. The real issue is how to properly and effectively “Balance” things when you are outmanned. WoW tried it with their version of the outmanned buff that makes everyone else’s stat’s better in Wintergrasp.
No one in any game has yet to find a practical solution to being able to achieve this. If you buff one side you have to be careful not to make it too overpowering and on the other it has to be effective enough to help out the outmanned teams.
I always thought it would be interesting to have a specific number of “bot” NPC’s in a zone that were attacking, bringing supply or building siege in every zone, maybe 25-50. Pick a number, then as people start to come in and players populate the zone they depsawn for every person that joins. This NPC’s wouldn’t be super effective, but it would certainly help out people trying to enter the zone.
Underwater Operations – [WET]