The problem with solo play in WvW is that players have gotten good enough to contribute to the overall team effort as solo players, without the need to group up.
This leads to a mentality that you don’t have to work together as a member of a group, which is one thing that goes against the large scale combat model that is WvW.
The poster was inactive both in waiting for something to flip AND in not going to another map to find something to flip. The poster could have grouped with other solo players and might have been able to take an objective that would have given them participation. If the whole map was one color, move to another map. If the enemy has a tower or keep then group up with other players.
Sitting around and waiting for something to do, something you can do by yourself, is not participation and shouldn’t be rewarded.
I think the fact that wvw allows for solo players to make contributions is an intended feature, not a problem as you see it. In support of this contention I would point out that most objectives can be soloed by casual players, and the npcs that defend the objectives scale with the number of players present. If the objectives were meant to be reserved for groups, the npcs would already be scaled up, and soloing would be much more difficult . . .
I would also point out that this is not an oversight by the devs. They just released a patch intended to make players more active. They could have just as easily released a patch intended to make players group up more, but they did not . . .
I would also argue against your contention that doing the most immediately available thing is better than waiting to do some other thing. While I agree that at times waiting for ri is just lazy, there are plenty of other times when flipping that camp is important enough to wait for. Most times it depends on how long you have to wait and how far away the next best thing to do is . . .
Which is another problem introduced by reduced decay timers: I now find myself frequently choosing between the thing that is best for me and the thing that is best for my server, while before I could always just do the thing that was best for the server and I didn’t really have to worry about myself since my participation wouldn’t decay as long as I was staying active . . .
And finally I’ll mention one last thing from a solo player’s perspective that might help you understand another point of view. Zergs are great. There aren’t many things a zerg can do that a smaller group can’t, and there aren’t many things that a small group can do that a solo player can’t, but in a lot of situations more is better in a lot of different ways. But as a solo player, everything I do is a contribution that would not have occurred if I hadn’t done it. I can join a twenty-player group and the resulting twenty-one player group is going to get me a lot of rewards, but it isn’t very likely that it will accomplish anything that it wouldn’t have accomplished in my absence. It is far better then for me to continue making my solo contributions until I encounter a goal that I cannot accomplish alone, then banding together with other players only for as long as it takes us to accomplish the goals we could not accomplish alone . . .
So while wvw certainly allows for large scale combat, I don’t think it can be persuasively argued that large scale combat is wvw . . .
If your point is that the decay timer update might be an attempt to gently nudge the game mode towards more pvp, there is an argument to support that since pvp didn’t have its timer reduced and some other aspects of the game mode did. But it isn’t a very strong argument bc it is still much easier to maintain participation through the pve aspects of the game mode than through pvp. They also did nothing to address the fact that ppt is worth so much more than ppk. Devs also gave no actual verbal indication that moving the mode towards more pvp was the goal of the update . . .
So if your goal was to provide the yet another alternative to the play style described, gj. But you’ve still done nothing to address the question posed . . .
I started at southeast spawn on DBL. Spawn tower was ours, camp was not. I flipped the two nearby sentries while I waited for the RI to finish on the camp, then I flipped the camp. I proceed to flip all three Air Shrines. Someone else on my team had already flipped northeast camp and the two nearby sentries. I went to flip the east Earth Shrine. After killing all of the guards, I got attacked by two defenders. I managed to down one of them, but not get the kill before I died myself. I was already in a state of decay when I respawned. I had no nearby objectives to flip, so I lost more than a tier by the time I could get to something to stop the decay. Explain to me how I was not participating.
Maybe instead of everyone playing solo you’d have a better WvW experience if you tried to group up with others on the map.
There’s too many “I” complaints about decay, I don’t hear any “WE” complaints about it, especially for a game mode that is supposed to be about large scale combat.
Do you see how you replied to that post without actually answering the question it posed . . ?
The poster asked why his current behavior should not count as activity, but you answered as if he had asked how he could change his behavior so that it would count as activity . . .
Your answer carries within it the implication that there is no place in wvw for solo play and therefore it should not count as activity, but you do not give any argument or support for the assertion . . .
If you were able to support that idea, in order to then answer the actual question posed you would also need to explain why the behavior the poster described in the post you quoted didn’t actually qualify as activity . . .
Participation is only tricky if the map is fairly dead. Otherwise it’s not too bad. I’d like to see 10 secs for refreshing siege and maybe gold, silver and bronze yak escorts at say 4, 2 and 1 min.
Fixing the yaks really fixes everything. I see your point on refreshing siege bc that can be time consuming in some circumstances, but it only has to be done once an hour. So you can choose to refresh at a time that is convenient for your decay, like right after you kill a roamer or recap one of the camps that is feeding your objective . . .
But with running yaks not only do you need each successful run to give you time to complete another run, but it is frequently a job that you do for more than ten minutes so any decay buffer you may have had when you started will be gone when circumstances force you to break off and perform another task . . .
I don’t really like the idea of varying the decay timer based on the tier of medal rewarded bc afaik the tier of medal is based on how far you run along with the yak while the actual benefit of the yak running is tied to how quickly you speed the yak along. So once the yak has enough swiftness to reach the objective you’re better off heading back to guard the camp until the next yak spawns . . .
I did read your original comment and it seems like you’re just unwilling to take advantage of a system that was deliberately put in place for scouts.
As for giving scouts credit for their activity. How would you go about this? Reward stems from either capping or defending objectives, killing guards, doing damage to structures etc. If a scout does none of these things how else will the game be able to measure their input and differentiate them from people dossing around looking to get easy skirmish rewards? The best way is already in place as I have said.
If you have read my posts why do your replies continue as if you haven’t . . ?
You’ve asked twice now how scouts could be credited for their activity, but scouts are now and always have been credited for their activity. The only thing that changed with this updated is the decay timer, which governs not how credit is awarded, but the degree of that credit. So the problem the update created is not that there is now no way to credit scouting activity, it is that the credit given is now insufficient to maintain participation . . .
So rather than ask how a scout could be credited, answer why the scout should not be credited. That is the question that needs to be answered to justify this update . . .
And how would you do that? How are they going to differentiate, code wise, who is scouting and who is just wandering around at keep, doing nothing?
The same way it is done now . . .
At first I thought your op was just a little tongue in cheek jab at the active players who have been negatively impacted by the change to the decay timer, which is fine, there are spiteful ppl everywhere and if it bothered me that much I wouldn’t be playing an mmo. But coupled with this comment, it is clear that you have not read enough of the posts on the issue to actually understand it . . .
I am not complaining that you haven’t done that. If the issue wasn’t affecting me, I wouldn’t have read all that crap either. I’m just saying if you’re not willing to take the time to understand the problem, your perspective is going to be of limited use to the ppl trying to solve it . . .
Siege hits add 1% to the bar.
And this proves that you’re not alone, Lahmia 
Offair, what we are discussing is the effect activity has on the decay timer, not the effect it has on increasing the participation bar . . .
How about people just stay active while in WvW? Then nobody needs to worry about decay…
And here we have another candidate. Active ppl who are experiencing decay is literally the entire issue. It’s the only thing being discussed lol . . .
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But I don’t want shared participation. To me that’s basically cheating. It’s taking credit for someone else’s work. It also risks the implication that scouting requires review and approval of a zerg in order to qualify as activity, which is a little insulting. Why not just give scouts credit for their own activity? Or at least allow them the option . . .
I also don’t understand why ppl keep mentioning afking and scouting together as if they were somehow related. You can’t scout and be afk at the same time, or at least you shouldn’t be able to. That’s another problem with shared participation actually, it encourages afkers . . .
…putting the washing on the line and no degen?! But the “degen is crazy, revert now” people said it was really bad. How can this be?
Same. Did it again yesterday and I was not part of any squad or group. I was sure I would be out, but no.
Maybe I have a VIP account…
It’s more likely just a misunderstanding on your part of how the system works
I have posted in other threads that the change since the patch is significantly noticeable under certain circumstances. In general, these aren’t circumstances that impact me. But they legitimately impact a number of players and certain legitimate play styles.
I’ve tested it intentionally to try to understand the impact, and since there are a number of people claiming that “no one who legit plays should notice a difference”, I can only conclude that they must be seeing different behavior than I am.
I think it’s more likely that it’s just different ppl calling the same activity by different names . . .
To me, roaming necessarily involves capping objectives and fighting players. If there aren’t objectives to cap or players to fight, at that point I’m no longer roaming, I’m scouting. Similarly, to me afk farming necessarily involves being afk, meaning do the thing that gives you the decay timer, go back to spawn until the timer is up and don’t do anything else until you need to refresh your timer again . . .
So when I see someone post ‘I can’t maintain participation roaming’ or ‘only afkers are having trouble with decay’ I don’t think that means there are ppl capping an objective and getting less than a ten minute timer or running a yak and getting more than two minutes, I think it’s more likely those ppl are describing activity that I call scouting but instead calling it either roaming or being afk . . .
Ofc if they fix the timers it won’t matter what ppl call it . . .
(edited by Gop.8713)
I doubt that it is behaving differently for different ppl, it’s more likely that ppl are engaging in different activities. Zerglings, roamers and afkers shouldn’t really be noticing much difference, while scouts are . . .
Bc you were afk. If you had spent that ten minutes running yaks, you would have seen decay. See the problem . . ?
I’m here to complain about the fact that the decay timer update discourages scouting . . .
WvW is fun. That’s why I played all weekend. The rewards are irrelevant. Just forget about them and concentrate on winning the Match. If you can’t win the Match, win the Skirmish. If you can’t win the Skirmish try to keep your stuff. That’s where the fun is.
So if victory points were tied to participation, then it would matter? What about the pvper who tells you to stop worrying about winning the match or the skirmish, or holding the objectives and just get out there and fight for the fun of it? Is that players experience somehow more valid than yours? If you don’t care about some aspect of the game, that’s fine, but I’m not sure how that makes it okay for you to tell other ppl what they should care about . . .
I myself don’t actually care about the rewards in that there isn’t stuff that I particularly want that I can get with the tickets. I too have tickets that I haven’t spent. When I do spend them, I will likely spend them on trinkets bc the tickets are worth less to me than the ls3 currencies . . .
What I do care about is that the systems in the game work as intended to allow enjoyment. If active players aren’t able to maintain participation, that is a problem. If I as an active player have to stop what I’m doing and consider whether I’m maintaining participation, that is also a problem . . .
IMHO without reward track points and pip progress being instant like WXP, there’s always going to be this issue of the timer being too lenient or too harsh.
That wouldn’t really fix anything though, as the instant rewards would be considered too great or too meager in the same way. Instant rewards could be fairly set by weighting them according to the time the events took to complete, or their difficulty, or their added value to some greater goal. Timed rewards can be fairly set in the same way by granting enough time to allow an actively participating player enough time to continue to actively participate. And either system would still be ripe for exploitation . . .
So, you will be getting insanely good rewards for successful blobbing, great rewards for usual blobbing, nice rewards for karmatrain, and lolwat almost nonexistent rewards for everything else. Such a great idea.
Here we have the underlying irony of the issue. Ppl who prefer to join the zerg in eb — the most rewarded group by any measure — are complaining that ppl who prefer to scout should be fine with losing what rewards they do receive through participation bc they shouldn’t be driven by rewards. But ofc if scouts were driven by rewards, they would have been zerging all along lol . . .
This change was implemented to address afk pip farming. If you are scouting, you are by definition not afk. If you are afk, you are by definition not scouting. Therefore, scouts should not be deprived of participation, qed . . .
If you go back and read the posts from the first day of the change they’re really pretty rational, at least by comparison. They’re mostly along the lines of ‘good change, need to tweak this or that’. That includes the actual dev release post, which specifically mentions that they released the change with the intention of reviewing the effects with an eye towards tweaking the timers if need be. Now it’s just devolved into a situation where everyone is entrenched in their positions and not even thinking about them anymore . . .
(edited by Gop.8713)
Outnumbered change good, decay change awful
Decay change good, outnumbered change awful
much betters.They were both bad decisions…
both changes are fine keep up the good work anet
[/thread]
lol, but in truth there has been the occasional nuanced post on the issue. You just have to sort through the rest . . .
But I don’t have time to go look for them, I have to flip a camp before I lose my participation . . .
Okay, I was kidding about that one . . .
Still wouldn’t help the scouts though since running yaks only grants participation and not wxp . . .
Btw, I only logged in for dailies tonight. I spent five minutes doing the dailies, then spent the next ten minutes afk waiting for participation to tick back down under t3. Smh . . .
If you just stand around, then I guess you should expect decay. If your not consistently taking objectives and killing other players, then you will get decay. Seems fairly simple to me. Unless I missed something?
Yeah, you did. Consider the opposite: If you just ktrain, then I guess you should expect decay. If you’re not consistently defending objectives or preparing to defend objectives, then you will get decay. Still seems pretty simple, but do you feel it would be a positive change . . ?
WvW needs both of those players, so just bc the change didn’t affect you doesn’t make it a good change. I too have been rarely affected by the change bc I mostly roam. But since I do sometimes scout as well I understand the importance of it and I think driving that role out of wvw would be a mistake . . .
Yeah, everyone I see is complaining about participation. I thought outnumbered was working as intended and everyone thought it was a good change . . .
This thread is getting beyond ridicilous. If rewards is all you want you picked the most useless game mode for it. History proved it already.
That’s not a very good analysis of the thread content. I haven’t seen any posts here complaining that players came for the rewards and aren’t getting them. Actually, players who came for the rewards can still easily get them, so they have no complaints. The players in this thread are complaining that rewards were introduced but are being distributed based on playstyle rather than contribution. This was probably unintended, and will probably be remedied. So while I agree that it is a little silly for ppl — including me — to get so fussed about it, it is frustrating in the interim so it’s kind of understandable . . .
This is the first negative feedback I’ve seen on the outnumbered change, and it has worked as described for me since the change. I’m a big fan . . .
Exactly right. The point is the game mode, not the rewards. The rewards were added to benefit ppl already playing the game mode and to draw more ppl into the game mode . . .
The complaining is coming from the fact that the reward system is instead punishing ppl for the way they’ve always enjoyed the game mode . . .
Same experience tonight . . .
Logged in to roam, found plenty to do, early on was a little outmanned without being outnumbered which resulted in some ganking but not enough to seriously degrade the bar . . .
Once things settled I started scouting, tiering a keep which was fine bc it was a close run. But soon, roamers appeared from both other servers. Good news, right? No, bc they kited. Good play from them but the result was while I held the camp for a good while my participation fell from full t6 to 25% t5, as I wasn’t actually killing anything. That was a lot of positive activity for my server that I was punished for . . .
So I quit scouting, and went back to cap/backcap, or ktrain, or whatever you want to call it. Had no trouble keeping participation up for the rest of the night . . .
Take from that what you will . . .
EDIT: Another thing that bothers me about this is how long it takes to tick the timer down once I’m done. I’ve been sitting here typing this waiting for my rewards to stop and I’m still t5, the same place I was when I was defending that camp lol. What’s the point . . ?
EDIT EDIT: The other thing that has consistently bothered me about this is that I now have to think about the decay timer. In the past I might have preferred to test a tiered tower or keep to gauge defense, but now I see that as a waste of time, since a failed attempt puts me into participation degradation. So now roaming and scouting is just flipping basically worthless objectives, back and forth . . .
I never really saw the problem this patch was meant to fix but I do believe that they wouldn’t have bothered if the problem wasn’t serious. The hiccup they’ve hit is that farmers are only going to care about how to maintain their participation, so they will always find the most efficient way of doing so. Meanwhile actual players will continue to expect participation to flow from their natural activities without their having to think about it . . .
(edited by Gop.8713)
There is no guard near those walls unless the tower has been tiered, and destroying the wall gives five minutes, not ten. So yeah, if you fight the lord for a bit and get killed I could see decay being an issue esp if air is contested and you have to run back from garri. Idk, I haven’t played desert bl since the patch . . .
I agree decay isn’t much of a problem for roamers. Every once in a while I’ll do something I shouldn’t just bc I’m worried about the decay timer, but maybe that impulse will go away after I’ve lived with it a while. If it doesn’t, that’s definitely a problem. If you’re actively playing, you shouldn’t have to be thinking about decay . . .
But this is seriously broken for scouts. The easy fix for that is to make escorting a yak give enough of a buff to the decay timer to allow you to run another yak . . .
Overall I don’t think this patch was a bad idea, but it doesn’t seem to have affected afkers much and it seems to have created a lot of grief for legitimate players, so Idk if it was worth it. I’d expect some tweaking the timers in the fairly near future, as they said they were open to that in the original post . . .
It’s easier to afk at t6 than t3 bc it takes so much longer to lose t6 than t3, so I’d say no, bad idea
I was experiencing the connection issue earlier tonight so I spent some time reading this before I was able to log in and I must say as a solo roamer y’all had me petrified that wvw was going to become essentially unplayable . . .
Happily, that is not the case at all. Playing solo and only in home bl, the decay timer wasn’t much of an issue for most of the night. The one exception was when I started trying to tier hills. I was running yaks from sec — one of the shortest runs from a camp to any objective — and I was still bumping up against decay. I wasn’t really losing much bc the escort gives some participation and I would only lose participation for a few seconds at the end, but on a longer run it would have been game breaking. I actually started breaking off to kill harpy every once in a while just to get a breather . . .
Stop and think about that. I stopped doing a behavior that helped my server to start doing a behavior that doesn’t help my server bc I was worried about the decay timer. That should never happen . . .
The other concern that I have is one that I don’t think I’ve seen mentioned yet. As an older person, I’m aware that maybe it isn’t super healthy to sit in front of the computer for hours on end without a break, so I like to get up once or twice an hour just to walk around a little. If the decay timer is going to interfere with that it is actually encouraging unhealthy play, which is unwise . . .
But I think in general this is a positive move, it just needs to be tweaked a little. Running a yak should give at least as much time as it takes to run a yak. Activities that encourage alt-tabbing like killing a vet or repairing a wall should give little enough time that it’s not worth alt-tabbing. But I’m confident they’ll work it out, this was just a first pass . . .
Yeah, me too, for about the past hour or so maybe. I’m just logging on for the first time today . . .
It came up once and updated with the new patch, but I then — foolishly — closed and reopened to see if the prob was fixed and now I’m just getting the connection error screen again . . .
EDIT: No I’m able to log in, go figure . . .
I feel like the majority of the ppl who are upset by this probably weren’t aware of the pre-megaserver system and how we all enjoyed this benefit for far longer than we should have . . .
You still receive the Daily Log-in Chest, and when accepted the window for Dailies appears, whether you are capped or not. You also receive the notice of 10 AP when finishing 3 Dailies, even though you don’t actually receive the 10 AP.
Thus, in your case, prepare to be annoyed.
Good luck.
That’s more than annoying, that’s actually insulting :/
As mentioned above, the reason that daily ap is different from other capped repeatable ap cheeves is that daily is time gated. So while you could just sit in LA and salvage your way to literally infinite ap via an uncapped agent of entropy you can’t do that with dailies as it is already capped on a per day basis . . .
To answer another above question, reducing the ap value of dailies wouldn’t bother me at all as it would still allow progress to be made, however slowly. Similarly, a capped daily wouldn’t bother me if other sources of ap were regularly added, like the current events cheeves were doing for a bit there . . .
And finally I had a question: Once you do reach the cap, does the game stop giving you that daily cheeve popup the first time you log in every day? Bc if it stops doing that I don’t think it would bother me as much, I’d eventually just forget dailies existed. But if it keeps popping up everyday even though it has stopped rewarding ap, that would be pretty annoying, like how agent of entropy still gives you pop-up after it has lost all meaning now . . .
The only reason I ever heard for the cap was that not having a cap made some players feel ‘obligated’ to do the dailies every day. To me those ppl should just change their minds, but I suppose that’s not realistic, lol . . .
An actual solution would be to just make ap unviewable by other players, and I don’t see any downside to that. It seems to solve all the problems . . .
All AP are is another list of things to do that keeps people playing the game.
I also question the wisdom of removing any reason to play the game, which is exactly what the cap does.
Yes, exactly, ty, 100% +10 . . .
I’m pretty sure it is just that perspective that created the cap originally, and I’ve never understood it. There are tons of things in the game that can be done once per day, every day. Do you do all of them? What makes the daily ap so special then . . ?
I’m still a few thousand away from the cap but it’s getting close enough that I’m starting to dread it. It feels like anet telling me I’ve played this game enough and I should quit and go play something else — which I won’t do ofc :p
I have to agree these would all be pretty awesome, one and three especially. Idk if the benefit would justify the time it would take to implement, mostly bc Idk how hard these things would be to implement, but if there were no associated cost these would all be pretty great . . .
I’m going to assume this isn’t just a troll post . . .
Your garris are more valuable than the enemy garris bc of the proximity of your spawn. This makes it easier to defend both the garri and its surrounding territory, making it easier to tier and therefore worth more. There, your question has been answered . . .
BL keeps are a little different and there you do have a point. Hills is pretty much just as easy to take and defend if you are the server with spawn in se corner as it is if you are the home server, so I’m not sure why ppl don’t respond to calls to defend a tiered keep in enemy bl with the same zeal they do in home bl and it would be better if they did . . .
But it is the proximity of the waypoints that makes all this true. Idk how you can’t realize this if you have ever tried to take or defend a keep . . .
I agree, this is the single best thing about the pip system, far better than the actual awards themselves. I too would be in favor of harsher restrictions on transfers. I understand the profit motive, and I also understand that new players might want to transfer to play with ppl they meet in pvp or pve, but a hard limit of one transfer per six months or more doesn’t seem unduly burdensome to me . . .
If you are a solo player without a guild the tactics box is a fantastic choice for you since that is your only access to tactics. Badges, proofs, and dyes are also useful choices for the solo player which can be converted to gold if that’s the only thing you’re after . . .
Oic, that makes sense now. In that case, what I’d like to see is the option to open all skirmish chests at once, selecting the same reward from each. That may be technically difficult though, idk . . .
I think I’m missing something here. Badges are just a currency that already go directly into our wallet, aren’t they . . ?
I’ve paid a whopping penny and a half per hour for my gw2 experience thus far. If another fifty bucks for another expansion bumps that up over two cents per hour, I suppose I’ll just have to find a way to bear it :p
I play this game for 4 years and i don’t have 2k.
Roaming is plenty rewarding if you’re doing it right. I run around looking for fights, but between fights, I’m taking sentries, camps, towers, some times even keeps. My group of kittens objectives frequently to bring fights to us. I even do this when I am solo roaming and take towers frequently solo.
Hey, me too! Good to know I’m playing the game right, I was worried for a minute there ;p
kittened as a roamer. Playing from start and on rank 1001.
Yeah, the roaming doesn’t really seem to be getting rewarded :/
I can play for hours a night and only get one or two levels . . .
That could be intentional though. All the focus on the update is on getting comms to tag up and getting ppl into squads and parties, so they seem to want to encourage more group play and less solo play in wvw, which does kind of make sense if you think about it lol . . .
The way I look at it is wvw was fun enough before the patch that I played for hours a night, and nothing about the patch changed wvw, it just changed the rewards, so nbd, right . . ?
It’s a holdover achievement from a previous era when dungeons were the ‘elite’ endgame content. They were replaced by fractals and then raids. Deleting the achievement entirely would make more sense than increasing the reward now. I support neither of those options, favor leaving as is . . .
Well, no, you didn’t miss anything bc you can just get those points tomorrow, precisely bc there is a cap. That’s actually why the cap was introduced, it was at the request of veteran players who felt forced to do dailies to ‘keep up’. I’ve never understood that perspective bc I think of AP more like a reward track than a measure for comparing players, but folks are different . . .
I’ve always been opposed to the cap, but I’m still years away from reaching it so it’s not very high on my list of concerns . . .
That would make sense. Thx for reply
This isn’t a complaint, I’m just curious about how it works . . .
If I look at Major Runes of the Air on the tp, there is one listed at 2.66, one at 2.67, two at 2.68, three at 2.69, eight at 2.70 and five at 2.93, with more listings at higher prices, obv . . .
But if I buy those twenty lowest priced runes, there is still one listed at 2.66, one at 2.67, two at 2.68, three at 2.69, eight at 2.70 and five at 2.93 . . .
The prices and quantities listed do not change at all. And it is not that they are being immediately relisted or anything like that, I mean they still show up as available to buy right after I hit ‘okay’ on the success popup. I could just buy infinitely many Major Runes of the Air one at a time at 2.66, if I had some perverse desire to do so lol . . .
At first I thought it was a glitch but it has persisted for a few days. Lower priced runes will show up occasionally and those can be bought and removed from the listing, but these twenty starting at 2.66 seem to remain no matter what . . .
I play gw2 more for the action than the market simulation so forgive me if this is a question with an obvious answer, but I’m still curious. Is it an intended price ceiling, or a bug, or just someone using a script, or what . . ?
The fact that the flopping fish mini would disturb some ppl highlights how far we as a species have divorced ourselves from the natural world. And that is alarming but I don’t think changing the mini is a solution. I’d say leave it as is . . .
‘Stat combination’ is the one that I see most, by far. But as already mentioned, if you just point all the common terms to the same page it sort of solves the problem . . .
I’ll tell you this, when it comes you will have plenty of time to play it before it goes. And I’m not saying this as a gripe or complaint about how the festivals have become ‘stale’. I too really enjoy wintersday and am looking forward to it this year, but it runs well into January so you’ll have plenty of time to play in it, whenever it gets here . . .