- The new maps are challenging for commanders cause they need to go solo for 4-6 hours and figure out the map and then start leading people. But most don’t do this and they just follow the roads and end up in dead-ends, fall off high cliffs and die, get stuck in barricades, etc. So commanders blame the map for their incompetence and followers blame it too cause that’s the easiest thing to do.
This is what I think the main problem is.
Get embarrassed because you don’t know the map, then blame the map. Then rage quit.
Quit spamming the forum with this dumb idea
+1000!
What’s your “smart” idea to fix most things wvw mr(s) +1000?
Ask players to behave like adults and spread out in tiers for the fights/competition like they do in EU.
Quit spamming the forum with this dumb idea
+1000!
How many of you pro-wvw-mega server posters in this thread actively defend for your entire wvw time?
I think this is key.
The spate of threads like these also feels like social engineering, in preparation for Anet’s “Big Announcement.”
It is the key. & that’s the point. Lots of ppl are not into defending there server for lots of reasons. witch in turn leave WvW servers lacking players to defend. You cant force players to play. Reason why i say Op’s makes a good point on merging servers. I say into 3 mega groups would help.
Beg to differ. Some of your server’s die-hard veterans, the ones that show up if you’re winning or losing, are your defenders.
Mega server them and they’ll just stop playing. And then you’ll get a giant ktrain group indistinguishable from your pve maps.
There’s a reason why people care about wvw. Mega server it and you’ll eliminate that attachment.
How many of you pro-wvw-mega server posters in this thread actively defend for your entire wvw time?
I think this is key.
The spate of threads like these also feels like social engineering, in preparation for Anet’s “Big Announcement.”
I’m in Silver tier and I agree with Phantom’s first post.
Set up alliances and you’ll lose the bulk of your servers defenders.
People like the server role because of the community built around it.
Alliances relies too much on cliques and will turn many, many people off.
Who wants red show of hands
Only if I get overlook.
Oh wait, you mean the mega server crap.
No thanks.
Some of you need Eve rehab.
Just sayin’.
:)
Major wvw over haul
-golems are now free to build
-golems now move 100% faster
-golems now do 100% more damage
-golems can now use gliders.Done and done
This just made my day
Thank you!
Hahaha … !!!
It reads like focusing on blob fights. Next big fail incoming?
WvW is about: Strategic diversion, guilds and server pride.
Most ppl who play wvw want blob fights. Smaller aimed fights players tend to fight in spvp or GH.
That’s not true at all.
In fact, the best gameplay is at a smaller level.
Bah, you all are “oh lag, bad lag” .. I’ve been on EU for three years, playing from NA.
I find the lag better on EU than I do on my NA account actually.
So I was thinking last night…..
What if .. what IF .. the big major overhaul was to put EU vs NA in one big, single, matchup tiers?
You keep the servers you’re on and NA vs EU scrap it out to get to the top.
NA will win in top tiers because of well, stackgate. But it could prove very interesting in the silver and bronze tiers.
And it could open up more competition between guilds.
Nuuuuu! Mah tower isn’t a McDonald’s date!
Must. Have. Gate.
Must. Play. Hard. To. Get!
Wp for tower comes at T3 upgrade. Not insta WP.
Depends what you mean by “not fair”, uneven fights at times, getting ganked, etc, yeah that is fine, but when matchups are often so lopsided in terms of population / coverage it simply makes the game mode into a joke, and makes it boring for everyone (who isn’t a bit “special”), it is boring when you are ticking 500 with no one to fight, it is boring being on the other end of it, and it devalues the game mode to the point that “winning” is a meaningless joke to most.
So Anet steps in and puts server caps on “full” servers to help resolve this one-sided mess that is player-created, and the forums light up with hundreds of threads complaining.
Players have it within their own grasp to change this.
They just choose not to — particularly in NA.
No, you didn’t really.
You have options. Some of which cost you nothing but in-game time.
If you didn’t have options, or were forced to pay real money to find options, then perhaps you’d have a point.
Otherwise, it’s just grousing.
One person’s definition of a “good” server does not mean the same thing to others.
It takes less time to run from citadel to the fire or air keep than it did to run to Bay or Hills on the Alpine map…..Fact.
Do you have any facts to back up that fact? Just curious.
Actually I find this true for bay with the door access shortcuts. Going to hills, however, takes longer, and only because of terrain.
(edited by Jayne.9251)
I payed as much money as everyone else for this game and I’m not just at huge disadvantage, my game experience is simply crippled that playing WvW under these conditions doesn’t make any sense.
I’d wager that anyone who’s played WvW since launch has paid out gems to transfer at least once. So no, you haven’t paid as much as everyone else.
The transfer mechanic is there if you are dissatisfied with your existing world, and you don’t even have to pay real money to use it. Simply farm a pve zone for a day and you’ll earn enough gold to buy the gems to transfer. Not many games out there offer that option. Most will price gouge you to transfer.
I’m not sure I have faith in someone’s assessment who’s only been at Anet a few months.
He’s suggesting that Anet, since launch, has been pushing pvp esports unsuccessfully.
Meanwhile, wvw, a game mode tons of players embraced, has been largely ignored.
If they invested in wvw like they do with esports, it’d be amazing. The existing playerbase is there, albeit floundering lately.
However, there’s no real-world money and sponsorships attached to wvw compared to esports.
There goes my white knight badge. Oops.
T1?
4th Jade Sea – 75 342
2nd Riverside – 70 935
1st Desolation – 152 505Ohhh, a NA post.
Shhhh. They do it to themselves.
Time to rescind my nerd card,
And I disagree with you.
Take away a reliable way for veterans to meet up on the same map, as we’ve been doing for the past three years and you get a giant ktrain like in pve. (You’re ignoring the fact that maps have caps).
Thank you Swift
Discworld?
.
Edit: Id also make it so that in WvW taking ANY damage at all while gliding knocks you out of the sky.
They’ve been working on it a year. I highly doubt, whatever it is, can be turned around/changed at this late point.
And Ken M sounds like Hegel. Ken M is a thief
Note to self: For current WvW news check Reddit Engineer threads.
P.S. Beware of the Leopard.
The IOS update that hogged a ton of resources/space?
If WvW ever gets changed to megaserver style (Or EOTM style) I will kiss this gamemode goodbye (not that I have been doing WvW much lately anyway).
/Typo corrected
I’ll be right there with you. The whole idea of “team” will be destroyed.
Guilds will be upset when it takes five, six, seven different attempts to get entire raid on one map.
It’s just a bad idea.
(edited by Jayne.9251)
So much negativity.
The squad UI was a nice change. Don’t deny it , it’s not a PvE-only change because it shows supply.
Yes. Squad UI was fine. What else?
Npc sentries showing enemy, tougher gates and walls (so that when you see white swords you actually have time to respond and an auto tower flip isn’t a given).
The issue with Wildstar is at launch it seemed like nearly everyone wanted the pvp-open world servers.
Over time, pvp population disappeared and the consistent population was … wait for it … pve.
They had to merge to mega server to keep afloat.
The cachet of open world was incredibly popular initially, but didn’t have the chops for long term play.
You just know, someone, somewhere, would figure out how to game the gliders and get over keep/tower walls.
No matter how much they tested it, the resourceful GW2 WvW player would find a way, lol.
I read this and howled with laughter.
Thank you, sir!
I think it’s looking good.
I was thinking about the tower in the centre. I imagined a tall tapering tower with a largish flat platform on top (like a light house with a helipad). I would put two stairs spiralling up the outside on opposite sides of the tower (DNA double helix style). This would allow people to race to the top, or if you’re on top to run away down the other side…
I like the lighthouse idea shape, and I do like the outside double helix idea too (but as I said previously, I wonder how much it would be used for griefing: punt —-> die, over and over — I’m looking at YOU Maguuma! cough). It’s why I kind of settled back into the idea of a single inner staircase where you have to knock down a gate to get in.
I’d only want one platform, so that you have the chance to double dodge right off the edge and go splat to the ground if you aren’t careful in your play.
Lord should be at the very top, where there’s greater danger of falling and dying (note: lord cannot have knockback, that would be unfair, but certainly can have cc). But class skills that push/pull are ok .. so mind your footing!
I also love the single-use glider idea. I think if it’s limited so that you can only use it from that middle tower wp and cannot possibly glide into a keep or tower, then yes, very cool idea.
(edited by Jayne.9251)
Ok. How about a really tall tower with a waypoint at the top, and a portal going down to the bottom that the “owners” can use? The waypoint would give it significant map relevance, kinda like how to the waypoint in SM does, so the owners would want to keep it and the other servers would want to claim it. The question is, should the stairs be on the inside or the outside, or both?
I love that idea!
Stairs definately inside only. Have to get the gate down to at least start climbing the stairs. Defenders can use ac to control chokes, but a massive blob will just brute force it and win if there’s not an early response. And a small havoc team can flip it too, if it’s not watched at all.
Edit: mind you, if the stairs were on the outside too, there could be some epically fun battles there as well — people getting pitched off just as they near the top. I suppose that would lead to a forum-full of complaints on griefing tho. But imagining people flying off the top to their deaths is marginally funny to me at the moment.
(edited by Jayne.9251)
EDIT:This version of the map isn’t pretty, but just to get the general layout fleshed out. Once we have that, then we can worry about prettying it up.
The only thing I’m not overly fussed about is the gates in the middle of the map. It’s too central and too easy for people to race to the gate to prevent a stomp. We already have the “exit the mists” heroes .. let’s make it a bit tougher for them.
Maybe have this newly claimed center island tower show enemy on all the map for like a minute after flipping it as reward. Better yet, have it momenarily show enemy siege placement (so you can see if enemy objectives are piled with ACs trebs, particularly useful for a golem army, etc).
Aaaand that’s where you lost me, because as usual this is a type of suggestion that replace the work of scouts, an essential aspect to the reason people even play WvW. Commanders ask “is there siege in that keep?” and someone say “oh I’ll go right on ahead to check!”. Communication. Teamplay.
Yah yah yah. I’m a scout too, remember? :p
I was trying to figure out a good incentive for those who like to blob only vs rest of WvW team. The new sentries showing enemy briefly in the mini-map seems to have been a good idea, most folks like it and use it.
So this tower should be a special unicorn, there has to be benefits to slog up the 100 step choke/blood battle, as well as there needs to be reasons to defend. It absolutely would be a king of the heap kind of victory. If no one’s there to defend, then it’s just a rather long jog up a set of stairs. But if we had a portal like Bay now has that zooms defenders to the top from outside, (that only comes with T3 upgrade), it would give some last-minute epic saves/battles.
And there has to be a reason to WANT to save it. If it gives away your siege placement on map (albeit briefly and you better have a good memory, cos you only get 60 seconds), AND if it gives garri electric gates (love that idea), then you will definately want to control that tower from a scout/defensive perspective.
From an enemy perspective, it knocks down the keep upgrade (electricity), AND gives you a quick peek at the map for further strategy (what had less siege? target it next, etc ..)
Dunno, just brainstorming. Always liked the idea of a lone, tall tower at the center of a lake (INC water battles! Oh how I miss those).
My two cents on this: center events have not been well received. Bloodlust was ok, but the rest not so great.
I’d suggest a single tower with 100 curving steps up to lord to be king of the heap. This offers something for brute force raids, as well as siege fiends. Upgrades give the home team a portal to the top from outside (if you can reach it).
Maybe have this newly claimed center island tower show enemy on all the map for like a minute after flipping it as reward. Better yet, have it momenarily show enemy siege placement (so you can see if enemy objectives are piled with ACs trebs, particularly useful for a golem army, etc).
And bring back the lakes surrounding it.
(edited by Jayne.9251)
Details like these are important. Thanks to everyone in thread for actually giving concrete info.
I hope it gets read.
P.S. Consider making an actual map drawing to get into specifics/mechanics.
This seems like a pretty good start.
https://forum-en.gw2archive.eu/forum/game/wuv/Constructive-Features-for-a-good-BL-map
Actual feedback/details. Not vague ideas..
(edited by Jayne.9251)
Could you use one of these and spam 1 to counter?
https://wiki.guildwars2.com/wiki/Shield_Generator
Maybe even 2?
No one was playing the BL so they were laid off?
omg, didnt you read the old sticky?!
Shouldn’t that be stickied at the top of the forum?
I had no clue about this severe new rule.
I’ll go try necropolis today.
What gamemode are you exactly playing? What boatload of changes?
Did you click the link?
Looks like the arenas are tons of fun for GvG guilds.
Nice to see that’s at least working out.
- Superior arrow carts center the camera on the cart instead on the person like the rest of the siege does
I’ve seen you mention this before in your post, and I tried to test it out to see what you mean but am not having the same results. Sup ACs seem to operate in exactly the same way as regular ACs for me anyhow.
I still check forums and Reddit in hope that there’s a dev post including major fixes and changes but alas nothing so far.
Wait. What? They made a boatload of changes:
https://forum-en.gw2archive.eu/forum/game/wuv/New-Changes/first#post5780021
When Anet decided on a “desert border”, they could have pleased us all by simply reskinning and updating alpine. For example:
Naw, if they did that, they’d be accused of trying to pass off “easy work” and being lazy. And ignoring the WvW community by doing something simple that would be interpreted as neglect.
People cried about two things for the past three years (well they screamed about a ton of stuff, but these were the top two): Population imbalances and wanting a new map.
Nobody went into specifics of how this new map should be composed, there were vague suggestions (some of which were implemented like the sentry alert and tougher/higher walls and gates), but nothing about the architecture. We’re only seeing those kind of comments after the fact and during beta, when they’d already gotten too far into a commitment on the overall geography to make any significant changes without massive cost and time.
Yes, adding a single button that one person has to click (while keeping everything else the same) suddenly gives things way more value….
That extra 3 seconds that person has to spend will sure fix everything!
I think the point is that if people are sleeping, the map shouldn’t upgrade to t3. Having someone minimally click a button will help in that regard.
Because you know, theres was never an issue with nightcapping or anything where the maps belongs to 1 server and are already fully upgraded by the time you wake up even with manual upgrades. At least auto upgrades give the little guy a chance to defend somewhat.
It also works the opposite way and lets the stronger server T3 your home map overnight, making it a long chore for the smaller team to reclaim, while having to contend with the bigger server.
I guess I just want to see them have to work to T3 my home map.
(edited by Jayne.9251)
Yes, adding a single button that one person has to click (while keeping everything else the same) suddenly gives things way more value….
That extra 3 seconds that person has to spend will sure fix everything!
I think the point is that if people are sleeping, the map shouldn’t upgrade to t3. Having someone minimally click a button will help in that regard.
