Original Member of Blackgate.
Member of HB.
Spvp is one and done. Wvw is community based, team based, guild based and large scale. In spvp, the only meta is the builds and the nerf/buff cycle. In wvw, you have the commmunity meta, the server meta, the map meta, the zerg meta, the roamers meta, and basically how well everyone on the map can work together meta, as well as the build meta. Wvw is war, spvp is a barroom brawl. GG, sir!
(yesh, i’ve been drinking)
That’s not necessarily a bad thing.
Oh Choo, I raise my fist in an awkwardly aggressive waving motion at you!
It is nearly impossible for a new player to walk into wvw and understand anything that is going on.
Find a blue icon. Follow. /s Can I get a party invite? Ask questions in party when you are confused. Ask if there is a voice program to use to find out what is actually going on.
Wvw has so many ways to play, so many options, but basically you have to enjoy playing against other players first. If you don’t like playing against other players and losing occasionally, wvw is not for you.
Blah blah…2v1…blah blah…war of attrition…blah blah…don’t feed trolls…blah blah…
All your yaks are belong to us.
(yesh, i’ve been drinking)
Give more ppt/wxp for holding a tower/keep longer. (+1 ppt for each additional hour, up to 8.)
Add a second ebg and limit player caps from 110 to 85. (also fixes skill lag)
Diminishing returns on wxp/rewards past 40 people in an event.
Anet is trying to balance between skill having an advantage and not completely turning off new players. Not an easy thing to do.
Actually, having used all 4 major voice clients, TS3 offers the best in features and sound quality and especially lag tolerance. Mumble has the best in audio latency and is very poor in other features.
If a provider is ddos’d it can affect thousands of teamspeak “servers” due to one ip address and multiple ports being used for each account.
BG had its mumble and ts ddos’d several times. The mumble server was actually privately hosted and using an independent IP. Both times that I was present were times when we were entering T1. For what its worth, both times JQ was one of the servers in the matchup.
I wish I could assure you that it isn’t someone from BG, but best I can give is that BG frowns very heavily (having had several of our own members banned) on cheating and bad sportsmanship.
I love the fact that you can now see huge zergs. The fact that skill lag prevents you from doing anything about it annoys me. I play for fun, and being annoyed half the time is not fun. Gonna go spvp until they fix it.
Oh, btw, they’ve already stated that skill lag is caused by maxed cpus on the server that you are currently playing on. It is strictly a matter of not enough horse power on their servers.
Looking for temple unlocked or event chain starting….
I see 3 different problems all stemming from the same engine/los problem. AC’s/Cata’s against the back of a gate, Dragon’s Tooth on seige behind walls, rezing mesmer’s through a gate.
Anet already stated that cata’s against the back of a gate was unintended, but that it would take major engine reworking to fix it and it isn’t a priority right now. So, cata’s and ac’s used to hit the backside of a gate are indeed an exploit. This means that Dragon’s Tooth and rezing through a gate are also exploits. So let’s all agree not to do any of these things! Yeah that’ll work.
I simply think that anet needs to do something about how long you can just lay their dead. There should be a hard cutoff of 10 minutes before you are forced to rez or afk’d out. I personally don’t mind putting a scout on a dead mesmer’s body if the time period is finite, but when the mez can just sit there indefinately, there is something wrong. I just camp it for the 10 minutes and submit the starting pic and ending pic in with a bug report. If they haven’t afk’d out after 10 minutes they are circumventing the afk mechanism and it is a ban-able offense. Hopefully I’ve gotten some mez’s suspended, but who knows.
I’ve been so enjoying our bg forums lately, and I didn’t even realize why. No more Raven QQ. Then I come and read this thread and the last…. Still getting double teamed Raven? What guild are you in now? Just so that I can think to myself, hey, maybe I just defeated Raven. And then I will smile.
Oh, and on the bgbl being green all day note…yeah we had a queue there all day…but a lot of people were afk in very weird out of the way places…not sure what that was about….but I guess it was their $60 and they can play (or not play) the game how they want.
And on one last note, let’s keep the exploiting stuff out of the thread. I personally do not understand how cheating to win still feels like a win, but some people will still do it. I don’t understand it, but I’ll report it to anet if I see it, even if it is someone on my own server.
This may be more of a bandwidth issue than a server based issue. Is it possible that all the new guild mission etc are more popular than anet anticipated and that maybe their concurrent logons have tripled/quadrupled since the patch? You don’t put in additional bandwidth at the drop of a hat.
So the meta up in T1/T2 has become to run around with a huge “map zerg.” Basically everyone running around following a single commander. It is still possible for an organized guild to take these “map zergs” out. However, there are three things that seem to be causing major issues.
One thing is the knockback on level up. The bigger your “zerg” the more chance you have of people getting this level up and knocking back everyone in the vicinity. I’m not going to suggest that groups or guilds are gaming this “ability,” but sheer weight in numbers means you have a much greater chance of getting a few of these in a battle. Can we get the knockback removed? At the very least not have it affect players.
The second thing is ability lag. I only ever got this before on reset night in big SM battles. Now, however, it seems to happen regularly during NA time, in many cases making the game unplayable in large battles. It is obviously caused by large numbers clashing on a map. With the current meta of “map zergs,” I don’t see this problem decreasing without a change in meta. Also, on the eve of the removal of culling, which will tax servers even more, I see this only getting worse. I know anet recently played with the idea of changing the map size from 110 players per side down to 80 players per side, to be met with a huge backlash about huge queues. Unless the optimization that removes culling also fixes the ability lag issue, I think maybe adding a 2nd EBG map along with a smaller map size might be the best idea. 110 people times 4 maps vs 90 people times 5 maps.
Third issue really is disconnects. This game is extremely lacking in fault tolerance of a millisecond loss of connectivity. I’ve run ping plotter as suggested by anet, only to find that I get disconnected from game due to less than a second loss in connectivity. I’ve gone back to play other MMO’s briefly (they all suck in comparison really,) and I get the same connectivity spikes and those games are able to catch up very quickly. In this game, I will suddenly get abilities not working though I can still see players moving around in a natural manner and no loss from our Teamspeak server nor the mumble server that I use occasionally. I will see some packet loss on ping plotter that lasts less than 1 second but the game just can’t seem to catch up, and if it does it takes about 20-30 seconds. How does this affect wvw? Last reset we got 22 out of 42 people in from our guild. After about an hour, more than half had disconnected and been forced to requeue. So we were down to about 8 people and had to wait 45 minutes before the queues started popping for the people who had been waiting. It seems to me that the fault tolerance of small amounts of packet loss gets much worse when all 3 sides have filled a map.
Anyway, those are my 2c. Thanks for making such a great game!
I like the idea of a 2nd ebg. Seems like most people would like to be in there, but because of lag/queue people go play on the borderlands.
Or maybe a map you can go play on while in queue. I could see either a huge maze with open clearings for fighting and random spawns or a huge ebg with all the walls of everything broken and no supply.
I welcome our new transfers, in particular, MERC and ND. Those of us that play EU and NA EST and have been since launch are glad to see our coverage hole finally filled. Blackgate has seen tier 1 twice now and been pushed out with out crumbling. Only server so far that can claim that. And now back to finding some good fights!
(edited by Jae.9682)
Oh i gotta say, in tier 1/2 we always love seeing zergs of green arrows on the other team. It is awesome!
Actually, lowbies in zergs are a huge detriment to the zerg. They eat boons, condition removals, heals and still die in a heartbeat.
On the off chance that a green arrow is following us, they won’t get a rez from us. Not that we have anything against them playing in wvw, but we don’t want them decreasing our effectiveness.
Having not played in the lower tiers since Blackgate was down there, I guess I just figured both sides would have a larger number of arrows in general. I guess I just don’t see those tiers as being as “serious.” I saw the same mentality from KN and TC when they first moved into T2. The first week there were a lot of easy green arrow kills. By week 2 or 3 there were a significantly smaller amount of lowbies.
I didn’t read the whole thread, sorry. Just wanted to throw a post out there about the topic. Arenanet so far has been good at creating a system, tweaking the system, improving the system and so on with small adjustments after a data gathering period. Now that free transfers are closed, they are gathering data. Any adjustments to the system will be based on that data. A reasonable period is anywhere from 4 weeks to 16 weeks of data in order to make adjustments to the ranking system. Without the data, any changes right now could do more harm than good.
I realize it sucks being stuck at the bottom playing the same teams. Until anet makes a change you have 3 choices.
1. Play for the fun and forget the score.
2. Convince your server and the other losing server to really tank for a week or two to let the winning server move up.
3. Convince your server to rally and make a stand to push for 1st (by a large margin) in your tier for 2 weeks straight.
The stat bonus to ascended gear is negligible since most of the dps increase was due to cavalier stats and now you can get cavalier exotics from the karma vendor at balthazar temple. I’d keep doing your dailies/monthlies to attain them eventually, but wouldn’t worry too much about running fractals to get them if you don’t enjoy it. If you are level 80 with rare or better gear, karma exotic jewelry, some nice exotic weapons, and major rune/sigils is where i’d start in wvw. Get the exotic gear/runes/sigils as you can afford to. Also depends on the tier you are in. I wouldn’t bring a sub80 or undergeared character into wvw in t1/t2. However, it is probably acceptable t3 or lower without being/feeling too gimped.
I see very few blackgate QQers talking about how Kaineng earn their points in asian time zone.
Yea, that is how I feel about blackgate get their points in EU-NA time zone, where Kain and TC have almost no Euro guilds and blackgate outnumber both servers in NA time zone.
Blackgate has good coverage, so don’t talk about other server earning their points in certain time zone like you ain’t doing such a thing.
Didn’t realize we were. We knew when you guys entered t2, our oceanic/sea was gonna have a hard time.
As far as our EU coverage….BG has two organized guilds during that time…HB fielding 15-20 and RK fielding 10-15 and some students/work from home folks in Icoa and Lotd and finally some militia (on some days it can be 10 across all maps, on other days its 60.) All you guys really need is 1 decent guild to hold your stuff in KNBL and you could at least keep 150ish pts during eu. Get recruiting!
That being said, yeah BG has full queues on all maps most NA nights. We got a lot of people in the rush before free transfers closed. I’d almost say too many. Not that we don’t want the new guilds, but I did prefer not having a queue or having a short queue to waiting up to an hour to get on the map that your guild is on. That’s why you won’t generally see HB NA in EB because we want all of our members, who are on, in the same map.
Score Update just cuz DivineBeing asked for it.
Yeah, a lot of good fights this week.
Btw, AMD has released a beta driver that improves gw2 performance. It also broke ffsplit and bandicam so I’m back to fraps (grrr, need more hd space).
I’ve found the new culling better than the old. The only problem is when my guild is running tagless and we get more than 20 allies around our commander is extremely hard to follow unless he is in party.
As far as skill lag is concerned, it has always been there. However, I think the meta in t1/t2 has shifted towards “scooping.” Commanders will watch the map for one team to attack anothers keep/tower and then go crash the party. 3 way fights of 40+ teams will always lead to skill lag.
As far as people comparing old games and numbers of people on screen to this game. The amount of calculations that their servers need to make due to abilities, combo fields and 3 “factions” far exceed anything in any other game previous, imho. Dealing with combo fields can only be especially taxing on their servers when having 120+ players in a close battle.
I’m still hoping that they remove culling from wvw completely, sooner rather than later, but this new system is better than the old once you get used to it and understand how its working.
(edited by Jae.9682)
I’d say fix the c/d wall exploit and make the 10 minute afk timeout have no workaround when you are dead. I personally have no problem sitting on a mesmer’s body for 10 minutes. But once the 10 minutes are up and the body is still there I get really annoyed.
As far as a thief/mesmer combo simply hiding in a keep while still alive, I say GG, sweep better.
I would love to see any of these weapon consumables simply not work against players. A thread on our internal boards brought up the skale venom, but we only started using it when we saw the buff on our opponents. It has become a third consumable in wvw. Fine.
Gears…1 seconds stun on 5 players, no cd. Um, yeah. If we start seeing organized guilds use these, I’d likely quit wvw until its hotfixed rather than be forced to use such cheesy tactics to win.
I spent the first month of the game in PVE/leveling mostly and I afk a lot but I"m at
45366kills/1902hours=~23.85
And tbh, I agree it doesn’t matter or mean anything, but its fun to see folks numbers, especially those red guard guys.
After re-adding the blast finisher to evasive arcana – earth, evasive arcana – water no longer triggers at all.
Only a wvw player will say, “wtf, cannons before walls, what were you thinking!”
Only a wvw players will say, “upgrade the supply not the dolyak guards!”
Only a wvw player will moan on the forums openly about 2v1 in a 3 way fight.
Only a wvw player will craft an alt to 80 because it is the “only way” otherwise he’s wasting a queue spot in wvw bringing an arrow.
Only a wvw player will level a mesmer alt through capping quaggans by pearls in his/her “off-hours.”
Only a wvw player will follow an enemy zerg on his p/d thief just to file troop movement reports all night to the commander.
Only a wvw player will feel 10 hours a day play time is realistic and sustainable along with work/school and sleep.
Only a wvw players will see someone link an ascended item in LA /map chat and think to themselves, "Arenanet said, “Someday!”"
Only a wvw player will argue that ptv gear has merit for some builds.
Only a wvw player will argue the definition of a “zerg.”
If you haven’t read previous thread, both SBI and JQ do this rez thru the door thing. It was discussed before and considered legit strategy because if you consider this illegal then you must surely consider aoe, catapult or swinging sword thru door illegal as well because it operates under the same principle
Not a legitimate strategy.
Fun fights this weekend. We did indeed have queues all night on Friday, first time in …3 months or so. Less than a 2 minute queue on any of the BL’s the rest of the weekend. I think we have the numbers to stay in tier one for a bit, but I think we’ll need some more folks to think of achieving a true 1st place.
Nothing is upgraded on reset.
Blackgate guilds know how to have fun! Cheers!
I think the rating system is fine. Servers need to earn a move up or down. Wars are not fought in a day. There are exercises you can do to lengthen your attention span.
@title: The Fundamental Flaw of WvW
Culling
/end thread
I have an odd schedule and have been know to play at all hours and weekdays/weekends. BG is at its relative weakest from 6pm -10pm EST. Notice the word relative in there. Luckily though, thanks to our recruitment posts and general word of mouth our numbers in that time frame have been growing. We have gained no new large guilds in that time frame but there are a lot of new names and bigger presences on the maps during those times. (arguably, RUIN, but they don’t start showing numbers until about 10pm EST.) And our new friends come just in time.
PS Hats off to Choo and Cds, worthy opponents, keep it coming!
(edited by Jae.9682)
Trebbing bay from bluevale with out even taking blue vale. BG has some balls.
Sometimes its easier to farm badges if you give the other team the hope that they can keep their tower.
Random players and even some guilds will often take the bait.
I wasn’t there, but I would have loved to see the /team chat. lulz.
(edited by Jae.9682)
I think anet has done as much as they can with the speed at which their code monkeys can work. That being said, the culling is the only thing that truly bothers me or interferes with my total enjoyment of wvw. I have hours of video that would have truly been epic and postable (and great for marketing) if only I could have seen more than the animations of my enemies.
I do wish people would stop the terrain exploits, but for the few that do it, it means very little to the score. Just keep up with the social stigmatization until anet can patch out the holes. These maps are huge and the designers cannot fix the terrain bugs only the coders can.
To post on topic, TC has been a welcome challenger. No disrespect to IOJ, but they just didn’t have the coverage nor the presence that TC has presented so far. But we’ll see as time goes on. The first week in a new tier, everybody comes to play.
Well, with the holiday’s this is kind of a “bye” week anyways. Though I think its doubtful you will win. I’m a bit biased though, being from Blackgate.
Actually just want to post some kudos to Choo for one of last nights attacks on our Garrison. Building an Omega Golem at our South west gate while a small group took outer watergate only to port up golem and all the attackers up to inner water gate was genious. It didn’t work, but my jaw dropped in amazement at the coordination and tactics used. And you were able to get CDS to take both our towers while we fended off that attack. Brilliant strat, cheers!
Suggestion 2:
Some days are pvdoor days. Guilds are running around looking for a fight and all they find are un-upgraded towers with little to no defenses or defenders. While they are taking a tower they see a tower on the other side of their map flip to their enemies color. They drop every thing and run to that tower to find an un-upgraded tower with no defenses or defenders. Rinse. Repeat. Even switching maps to find people to fight doesn’t work. It may be that you are just unlucky and are missing each other for the big fight of the century or it could be one side is literally trying to avoid the other. Another side to this is how quickly a fully upgraded tower can be flipped with 4 superior rams. Reinforced gate vs 4 sup rams….about a minute. How exactly is anyone suppose to be able to respond to that? Other than having 3 people sitting in that tower waiting for …in some cases… hours for that 4 sup ram attack by a 20 man guild?
So…defending needs to be either more fun or more rewarding. I can think of two ways that would encourage both defending a tower/keep and group vs group combat(in lieu of backcapping). First, implement point increases the longer an objective is held. Not a lot, but say 1 additional pt per tick for every hour a tower is held (or even two hours…start small). This would make the towers that have not been flipped since reset extremely valuable both to defend and to attack. Some visible denotation on the map of bonus pts would be useful.
Second, the longer a tower has been without swords the greater the defender reward. See, this sounds great but it could be easily jury rigged by friends on the opposite side. My only answer to this is that swords only proc when seige hits a gate/wall or when more that 5 people melee the gate. The current mechanic is that a couple of melee swings at the door will proc the white swords, which would make this system to easy to win/trade.
So those are my suggestions. I welcome any thoughts on my suggestions or leave your own. Please do not whine about what you don’t like about Wvw, come up with a problem you see and how that problem could be fixed or improved upon to make the game more enjoyable for all.
This thread is intended for people to give ideas about how to make wvw more fun. For me Wvw is the best part of this game, but there are some trends currently present that are making it decidedly less fun. So, I started thinking about how to improve on the game play and here’s what I came up with:
Suggestion 1:
Zerging. 40+ groups of randoms following a commander. This can be fun for a while but it really puts a damper on small talented roaming groups. Nothing worse than being with your little 3-5 man group taking camps and what not and all of a sudden just being swamped by a huge zerg. I’m not complaining about large coordinated guild groups because even if it was 10 of them there would be very little chance for you to evade them. Basically the idea that superior numbers = win needs to be addressed, or to be more specific the ratio of more superior numbers = win.
It is the same idea as with class balance. Class balance needs to be balanced around raw dps, cc, healing, group support, and mobility. Played well, equally skilled players 2 vs 1, the 2 will win. However, when one player is significantly more skilled a 5 vs 1 would end up with the 1 winning. This is situational of course as if any of the 5 get off a lucky string of uncoordinated cc the 1 is going to die, but 3 vs 1’s, 2 vs 1’s the skilled player wins.
The current zerg dynamic allows for a group of 15+ average players to take out a group of 5 skilled players or a group of 40+ average players to take out a group of 20 skilled players. I think these numbers are a bit skewed. This does not mean that class balance need to be addressed, and it does not mean that any limits need to be in place. However, some adjustments to the game to make 40+ man zergs less viable might make things a bit more fun.
To put it another way, in the open field, the current ratio of 3 average vs 1 skilled being viable for the 1 is good, the ratio of 40 average players vs 20 skilled players the advantage swings to the 40 very quickly. The bigger the groups the worse the balance gets. So what can be done to keep the ratio of 3 average to 1 skilled as numbers scale up?
The trick here is to make any change unobtrusive. Debuffing people because they are in a huge group is just out. I can only imagine the whining about something like that. What I do think would work to effectively raise the skill cap for a zerg would be to only allow resurrecting defeated players in Wvw while out of combat. Currently there is a tipping point in a fight where the numbers advantage simply allows one side to resurrect their fallen comrades and effectively increase their numbers advantage. Where as the smaller group, being outnumbered, can only take the time to rez a downed player; once the player is defeated it becomes nonviable to try to get them up while facing superior numbers.
As an alternative, smaller change, make resurrecting a defeated player while in combat a solo job. Basically, while a player is in combat, if they are resurrecting another player, they are the only one. Out of combat rez can still be done by 5 players but in combat can only be done by one player at a time. This would be harder to code and explain to the player base, but less of a drastic change than my first suggestion.
Yeah. This early warning system is working fantastic! Two thumbs up!
This is the much, much lesser of two evils. Just got to learn to deal with it. Disconnects in combat = death in any real PvP game.
Quoted For Truth!
PS My internet sucks, I dc 5-6 times a day in wvw, and yes it is extremely annoying but I have no other good high speed ISP’s here in the boondocks. And yet, I approve this change!
Does arenanet even have enough people working there to populate a single wvw map? (300-500 people, caps have never been confirmed to my knowledge)
Edit: Wikipedia lists them as having 270, so even if they had everyone stop what they were doing and log in and play on one map they couldn’t test any culling solution properly. That and they are likely on the same lan, so even if they had the people any latency issues wouldn’t arise as they would in a real world situation.
As far as this not being an issue in beta, they also had a much smaller player base which didn’t require nearly as big of a internet pipe as they do now. They’ve already mention that the size of their internet connection and bandwidth is partly to fault and they are in the works of upgrading their infrastructure.
At the reset, culling of enemies seemed much improved. However after about 3 hours of play culling became as bad as it ever was, and in some ways worse. Everyone had gotten accustomed to how culling was working before and were re-adjusting. We seemed to have less dc’s in the guild though, but more “ability lag.”
However, it has been funny watching guilds use portals solely to take advantage of culling which no longer works with this new system. If you saw them pre port, you’ll see them post port. As a guild that makes large use of portal tactics correctly it has been amazingly fun wiping other guild over and over who have been doing it wrong all along, simply because it worked due to culling.
All that being said, culling gets worse with time, and where rebooting my PC used to fix it for me, now it doesn’t, which points to server side memory leaks, imho.
Also, using ffsplit to record video will spike all 4 processors to 100% in large fights, it used to be high but not full 100%. During these fights, my fps will dip to 5 and I won’t be able to go through doors or use some abilities. Only time I’ve seen this previously is during large 3 way fights over sm after reset.
I’m running 2500 i5, 8gb ram, raptor 320gb OS drive, 128gb ssd for game, 640gb for capture, and a 6850HD. I always run TS, ffsplit, and GW2, but that’s it. AV/FW disabled while gaming.
Unfortunately by the time you guys are on, HB’s numbers are waning and we only have about 10-12 people versus your 40+. Still some good fights mixed in there though. Good times all around.
I got unemployed just before guild wars launched, still looking but spend a majority of my time in wvw.
16414 Total Kills
1824 Total Objectives
~3000 Badges….between gear and gifts and badges in the bank I can only verify 2000, but I’ve bought a ton of seige and upgraded to superior. Lots of jp’s too in the beginning before I found a decent wvw guild.
Button pushing – do you mean to increase/double the amount of usable utilities while in combat?
Maps – snow and grass is getting old. I would like to fight in the tropics with tropical creatures around me, and in the jungles with jungle creatures around me…Yes, I would like there to be twice as much utility skill options.
Roll an engineer or an elementalist. Kits and attunements, all the buttons you’ll ever need!
Ele’s also have an utility ability to quick rez people.
Down state evasion mechanics per class:
Warriors have single target knockdown. If stomping, stomp with friend.
Rangers have 1 time aoe blind (and maybe a 1 time single target blind). Stomp and stomp again or aoe/ranged damage down.
Mesmers port away and leave clone nearby. Find the one with the arrow on their head and spike.
Necros have aoe 100? range fear. Stomp and stomp again or aoe/damage down.
Eles have mist form for 2 sec. Pretend to stomp or damage down. Repeat after mist form.
Guardians have aoe knockback. Damage until knockback, stomp!
Engineers have aoe blind, I think. Not sure on this. See ranger.
Theif has port away and then invis. Just dps down, imho. Only class you end up having to stomp 3 times to get the final killing blow.
I haven’t really had much experience with playing any of these classes but these are my experiences as an ele.
Also, if you really want them stomped, stability will work against all of these class downed states except the mesmer, thief, and ele. As an ele, I start my stomp and put up earth shield or mist form. You can also start your stomp on thief/mesmer/ele and lightning flash within range if you can time it just right.
Eles and guardians are the kings of stomping.
I’d be fine with an ascended piece costing 1k badges, a week seems about a good amount of time.
I’d be fine with normalizing ascended down to exotic for wvw.
Though, neither will probably happen, so I’ll have to hit up the dungeons a few times. Oh well.
I believe the minimum ram for Windows 7 is actually 4gb, but i could be wrong. Windows XP minimum is 2gb, I think. Also, it was a memory addressing issue which could be hard drive (page file) or a bad register on your ram. The cheap option to try first is to remove your paging file, reboot, defrag (use defraggler) and reenable your paging file.
If that doesn’t work, go to crucial.com and find a nice 2×2gb (4gb kit) that will work with your system. I think ram is still pretty darn cheap.
Or newegg. I think your system is ddr2 but it could be ddr3.
ddr2 link: http://www.newegg.com/Product/Product.aspx?Item=N82E16820231122
DDR3 is considerably cheaper if it will work in your system:
http://www.newegg.com/Product/Product.aspx?Item=N82E16820231253
I know what he means though. In his case, he just wants to know that the next crew after him will keep things upgraded and defended. So he’s looking for a server with a strong early NA, late Euro team and decent coverage all around.
I can’t tell you where to go, but I can tell you where not to go. Avoid the top 6 (SBI, BG, JQ, SoS, SoR, IoJ) avoid HoD and ET while they continue their freefall. TC seems like a good server as does Maguuma, FA and Yak’s Bend, all were fun to play against. DB and CD are both in a semi recovery state after losing some guilds in the coverage, free transfer wars.
In reply to BMW.2951, I’m on Blackgate. The guilds we lost were in NA timeframe, and they were not big guilds. The 12-4pm est time frame is one of our strongest. We currently need more guilds in the 6-9pm est weekday time frame, to my knowledge. Though I’m sure Deys wouldn’t mind you guys coming in to start off their primetime a little early.
(edited by Jae.9682)
I kinda disagree. The orbs add a layer of complexity to the borderlands that is both fun and engaging. However they do need to fix the ability to repair the alters. I can see no reason that after an alter breaks and the orb resets that the team that had the orb shouldn’t be able to repair their alter.
What I don’t understand is how speed hacking can happen. So many performance issues are caused by so much stuff needing to be server side to prevent this. E.G. the culling issue, rubberbanding, etc. I’m not sure why this hasn’t been fixed, as I would think it was a very hot issue at the Anet office.
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