Showing Posts For Korgov.7645:

Idea: Friendly units block attacks

in WvW

Posted by: Korgov.7645

Korgov.7645

This would also never happen because the server/client tech can’t handle it. The math for character collision is insane.

It was freaking fantastic in Warhammer instanced matches though.

I do not know how computationally expensive collions calculations are. I am not a game programmer. I would guess the calculations are done on client side; perhaps using hardware since the gfx cards already contain a model of the game universe and they are very powerful computers on their own. As I understand GW2 underutilizes gfx card hardware today.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Idea: Friendly units block attacks

in WvW

Posted by: Korgov.7645

Korgov.7645

To easy for greifers (and enemy spies) to stand in people’s way.

It would require a quite big group of spies to make an effect in zerg fights. I would think your team would be more hindered by the queue to the map than blocking.

Small scale grieving could happen. Someone following you around stepping between you and your target all the time. But would the enemy not attack the griever?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Idea: Friendly units block attacks

in WvW

Posted by: Korgov.7645

Korgov.7645

Why not make it if you have over 30 people you do half damage

There is another thread discussing about a zerg debuff. It is very problematic and unintuitive mechanic.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Idea: Friendly units block attacks

in WvW

Posted by: Korgov.7645

Korgov.7645

Friendly units block attacks

A friendly unit standing between you and your target would block your direct attack. Both melee and ranged attacks.

A friendly unit standing within your aoe would have a chance to block one of the five hits. Same with melee cleave with 1 out of 3.

This is an anti-zerging feature.

This feature would only be in effect in WvW. Not in EotM, PvE, SPvP.

Why

Today zergs are effective because you can keep everyone within boon/cleanse/healing range and still have high focused damage output.

Making the biggest zerg on the map and mindlessly spamming skills wins. Many feel it should not be so.

AoE skills cannot be counter play for this because of the 5 target limit. Siege weapons work, but they have no mobility.

Implications

This feature would reduce the damage output of zergs. Zergs could still form a tight ball for defensive purposes, but then there would not be much damage output.

Teams would need to give some thought where the melee players move and where the ranged players attack.

Packing all melees into single point would not be efficient as all but few frontmost melee players deal damage. Others would just get blocked.

On one hand the melee players would be more vulnerable being spread out. On the other hand being close to enemy units the enemies block some incoming damage.

Since players are spread out, boons/heals/cleanses need some extra tactics. This would make the gameplay more detailed.

Issues/Thoughts

  • Would this be interesting gameplay change?
  • Would this nullify the zerging as an anwers to all tactic?
  • Would this idea raise brand new issues? Like the following…
  • Client lag/server lag/name plates only visibility would make aiming too difficult in large fights?
    • Perhaps calculating friendly unit collisions would cause a lot of stress on the servers.
  • Newbie melee players walking into ranged fire?
    • Granted this feature is not newbie friendly. I already get annoyed if someone knocks my target out of melee range. I’d be tad more annoyed if some eager upscaled warrior keeps squeezing between me and my target.
  • Ranger pet hate?
    • Limiting the blocking on players only solve that but it would be inconsistant.
    • Better pet AI would help, but apparently good AI is hard to code.
  • Warriors soloing entire zergs?
    • One can safely stand in the middle of enemy zerg since only the closest enemies can hit you.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

(edited by Korgov.7645)

Idea: Scout trick

in WvW

Posted by: Korgov.7645

Korgov.7645

In a first person shooter game players could mark enemies by aiming at and pressing a key. The marked enemies appeared as orange map and on-screen symbols. This made it easy for team members to focus on them.

WvW could adopt this for scouting. This could be implemented as a ground targetted trick, sold by the Tricks and Traps vendors.

Scout Trick
Activation time: 1 s
Recharge time: 60 s
Range: 1200
Radius: 360
Number of targets: unlimited
Duration: 60 s
Cost: 10 silver
Report enemy players and siege to your team.

Scout aims the trick on group of enemies and siege.

Enemies will see red target circle during the trick activation.

Affected enemies are displayed as orange dots on map for all friendly players. Enemies in stealth are not displayed.

Siege weapons are displayed with distinct map symbols.

Map chat message is sent to all WvW maps when trick is successfully activated. Friendly units are not reported nor count toward success.
“12 green players, 2 blue players and 4 siege weapons scouted near [Stonemist Castle]”

Channeling the trick breaks stealth like deploying traps.

There is no debuff symbol on scouted enemy players. They don’t know they are being scouted except for the activation red circle.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

What would have made EoTM better?

in WvW

Posted by: Korgov.7645

Korgov.7645

EotM is an overflow for WvW. It gives WvW players something to do when all maps have a queue. Working as intended.

EotM is also happens to be a great place accumulate xp/karma/loot. Judging by the popularity, the effort-reward ratio is probably even better than in PvE.

EotM should not be serious. Who cares if it’s balanced or not. If you do want some balance, the easiest way would be making the colors truly random at every WvW reset.

EotM should not have any impact on WvW. I think most WvW players haven’t even noticed the EotM victory supplies in the Citadel.

No need to fix anything.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Siege Golem Mastery

in WvW

Posted by: Korgov.7645

Korgov.7645

Can you (ArenaNet) make first rank also give passive +25% Movement Speed for the golem?

No thanks. Golems should be slow. That’s their only weakness and an opportunity for defenders to take advantage of.

PS. Please fix Rune of Speed, Rune of Traveler, player skills and WvW abilities not to grant speed buff to golems anymore.
PPS. Disallow use of mesmer portal while driving a golem.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

My World Vs World Suggestions

in WvW

Posted by: Korgov.7645

Korgov.7645

Traps

I don’t find traps that very interesting to begin with. They do have their uses, but they are not that fun game mechanic due lack of counter play.

There is another lengthy thread somewhere in this forum brainstorming new trap types. (The forum search still doesnt work.)

Mercenary Contracts

These sound like a nice idea to fill those borderland corners with some activity. EB on the other hand is quite full already.

There should be some PvP element in order to make the contract. Just giving 50 or 100 supplies to an NPC in a safe area is not good.

Extra GUI and voting system is also not welcome.

Bloodlust Waypoint

I like this one. It would make ruins very valuable for the defenders. Defenders would get huge advantage guarding the south part of the map, especially when the keeps do not have a waypoint yet.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Teach me how to solo camps

in WvW

Posted by: Korgov.7645

Korgov.7645

Is this the preferred way to capture supply camps as Thief?

  • equip sword/pistol
  • corner pull the guards into tight group
  • stand still and auto-attack with sword
  • use Black Powder and Smoke Screen to apply constant blindness

Can you take fully upgraded camps like this or do you have to move/stealth/heal at some point?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Does anybody have WvW Map with Siege ranges?

in WvW

Posted by: Korgov.7645

Korgov.7645

Youtube has guides for siege placement.

I’d still recommend to ask someone in-game to show you. People are happy to help, it builds that community feeling, and when you are in combat actually using the siege you understand the why behind the placement.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Does anybody have WvW Map with Siege ranges?

in WvW

Posted by: Korgov.7645

Korgov.7645

So you just spent 15 minutes to build the trebuchet which could not.

The elevation, invisible walls, line of sight, arc of fire, blast radius all affect which siege abilities can hit which targets. One should also consider any counter measures when placing siege.

Instead of asking for a map, you should ask a more seasoned WvW player to show you good siege positions. In many cases it is a matter of a yard from edge of a cliff between good and bad siege placement.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

over due suggestion

in WvW

Posted by: Korgov.7645

Korgov.7645

Refreshing siege is not fun. Not even if you get rewards from it.

Maybe you are thinking someone else will do the refreshing if the reward is high enough. Some PvEers perhaps who are used to doing not fun activities. WvW maps would be filled with PvEers building ballista arrays in some remote corner of the map.

I would rather have siege always decay after 30 minutes – used or not. Of course defenders would need something to compensate: wall/gate health boosted, repairing automated and the alert system improved.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Were Quaggans removed from WvW maps?

in WvW

Posted by: Korgov.7645

Korgov.7645

All clubbed to death, skinned and worked into backpacks. Buy yours now from the gem store.
http://wiki.guildwars2.com/wiki/Baby_Quaggan_Backpack_Cover

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

  • Display time remaining in the World vs. World window.
    • For example
      • 1 day 22 hours remaining in current match; 182/672 point tallys.
    • Dev time required: 6 calendar months.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Automated defenses of Towers & Keeps

in WvW

Posted by: Korgov.7645

Korgov.7645

If anything there should be some feasible activity to keep players in towers/keeps that are not in the frontline. That would balance uneven matchups.

Automating defence would allow dominating server to focus fully on the frontline attack increasing the unbalance.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

The curse of the low popped server

in WvW

Posted by: Korgov.7645

Korgov.7645

There is a big population difference between FoW and X. We fall somewhere in the middle and the matchup score reflects that.

What shocks me the most is that server Y never tried to take a tower of server X in our corner of EB. They only stole what we tried to cap..

The captured tower and keep were also controlled by server X at the time.

I do sieze the opportunity whenever I can get a tower or keep without the trouble of setting up siege. No conspriracy there. X server did not contact us to “defend” their tower or keep against you.

Nevertheless, long story short: Are there any other low popped WvW servers that have noticed being picked out? And how do you deal with this?

I don’t think you can escape the feeling of being picked out when your server has the least numbers on field.

Even when the numbers are equal, 2 servers are bound to attack the third at same time. At those times you will experience the same feeling.

Just acknowledge the situation and make the most of it. With just 2 people on the map, I would opt for roaming rather than tower/keep captures.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Discussion for WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

3) Get rid of Edge of the Mists

How about this?:

  • Remove the enemies from EotM
    • Assign new instance for each faction on their own.
  • Separate the thing from WvW window and make it a zone on PvE the map.

No more “eotm is imbalanced”, “that guild is ruining eotm”, “why red has the worst corner in eotm” whining. PvE players would feel more at home when there is nothing that could defeat them. Then they can use spreadsheet to optimize their income without any randomness or risk.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Discussion for WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

WvW is the end game, they never truly realized that…Instead they chose to keep believing that people killing trash mobs with different skins every 2 weeks was the “real end game”.

That is very one sided view on GW2.

It would be interesting to see some statistics of popularity of each game mode. For example hours played in WvW, EotM, SPvP, Dungeons, idled in cities.

Judging by the development efforts we can guess living story is the only thing players have interest in. No, I am not envious. Really. Maybe little.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

  • Display guild name of claimed nodes.
    • Today the banners of claimed camp/tower/keep/castle only show the guild embled. The guild name should be available somehow, too.
    • For example tooltip when hovering mouse over the banner. Or some dialog when talking with the lord.
    • Dev time required: 1 calendar year.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

immobilization bug

in Bugs: Game, Forum, Website

Posted by: Korgov.7645

Korgov.7645

These can be used as workaround (90% of the incidents):

  • weapon swap
  • /dance
  • use waypoint

Ultimately waypointing to a different zone has always solved the issue for me.

Pity there is no macros in GW2 to /dance after every skill activation.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

  • Make commander tags visible across all 4 maps.
    • The mini-map should still only show the current map’s commanders.
    • As a small server we often have just 1 commander for all maps. When commander needs to switch maps, some followers get lost. One commander has even adopted a way of walking the team through an Asura gate instead of waypointing order to keep the group together.
    • Entering WvW one wants to see where the commanders are. Currently you need to visit 4 maps to get a full view.
    • Seeing who are commanding and on which maps can help coordinate the effort when server has multiple commanders online.
    • Dev time required: 6 calendar months.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

  • Display server points breakdown in the WvW window.
    • Currently one needs a calculator to tell tally points from other points in WvW. In typical matchup the other sources account for 40% of total points.
    • Roaming would be more appreciated if the results were more easily visible to everyone.
    • Display a breakdown as the points and the percentage from all points:
      • Tally points
      • Capturing sentries (+1 each)
      • Dolyaks reaching destination safely (+3 each)
      • Dolyaks killed (+3 each)
      • Stomping downed enemies (+0 .. +3 each)
    • Dev time required: 6 calendar months.
  • Display gained server points as floating combat text.
    • Having the points visible throughout a gaming session would turn players focus more on winning.
    • For example when player stomps an enemy a white bold +1 text floats from character towards WvW button at top of the screen. The button flashed once then text hits it.
    • Consider carefully who to credit the points text. For stomped enemies all friendly players that took part in the kill should see the text. For sentries, all players standing in the circle at time of capture shall see the text. And so forth.
    • Bonus goal: Display a line in log. “You earned +3 points for your server by killing a dolyak.”
    • Dev time required: 1 calendar year.

PS. Solve the issue when downed enemy player disconnects, uses Vapor Form or Vengeance to prevent a stomp points. And underwater combat!

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Edge of the Mists Imbalance

in WvW

Posted by: Korgov.7645

Korgov.7645

Hilarious.

The doors are overpowered in EotM. For a 50-man well-organized team, it could take almost a minute to open a door. Using siege would make it quicker but thats not the point! The doors should be balanced like revolving doors, or sliding doors we can see in real life. The karma shops should welcome customers, not try to keep them out.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

How often do ya die?

in WvW

Posted by: Korgov.7645

Korgov.7645

/age 2752
/deaths 5974
Realm Avenger 54847

Death in every 27 minutes, kill in every 3 minutes.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

  • Fix loot tables in WvW to have more relevant items and less PvE related items.
    • Currently there is so many crap items, you need to have breaks for sorting backpack, salvaging, selling in Trading Post (with the annoying Error attemping to sell bug) or vendor.
    • As level 80 character having exotic quality armor and weapons I have no interest in anything lesser.
    • I do not care for any gray items either. Nor seasonal PvE items: like tokens for some living story episode.
    • I would be interested in:
      • Siege blueprints; especially the superior ones
      • Gold
      • Armor, weapons of appropriate level
      • Badges
      • Sigils and runes of appropriate level
      • Consumables
    • PvE dev time required: 2 calendar weeks (can fit in the same sprint with all other content)

PS. Do not touch EotM loot tables. The loot tables are spot on for the types of players there are.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

  • Extend the keep/castle waypoint contested period by 5 seconds.
    • Currently there is a small delay after a waypoint has been contested and before it becomes contested again. Defenders attempt to enter the waypoint during that few second delay.
    • The map chat is filled “timer?” questions followed by frantic click spam on the waypoint when timer is near 0.
    • Dev time required: 1 calendar year.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

  • Rework the build siege/repair progress bar behaviour.
    • It consumes even number of supplies only. For example if you carry 15 supplies and have full Build Mastery, building consumes 10, then 4 then 1 supplies.
    • If siege gets built before you have exhausted your supplies you get stuck; unable to use skills or move (you can /dance your way out of that condition).
    • Supply Mastery 4 (chance to recover supplies) only kicks in after the progress bar finishes instead of granting extra supplies into your current channel.
    • Dev time required: 2 calendar years.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

  • Display Righteous Indignation timer on supply camps on the map mini-map when the effect is active.
    • It is a bummer to lead your team into supply camp only to realize the camp cannot be captured for another 3 minutes. Most players do not have second monitor or window to display the timers with an external application.
    • Dev time required: 2 calendar years.
  • Redesign the Bloodlust icon to convey the number of stacks and sources of the effect.
    • As it stands there is no way of telling which borderlands are providing the Bloodlust effect. The current icon is easily mistaken for a boon. The only way to tell how many stacks you have is to open the tooptip.
    • Similar to the triforge amulet icon maybe?
    • Dev time required: 9 calendar months. Artist time required: 1 day.
  • Display the Bloodlust event text only when player is in the ruins area or when enemy has the timer ticking for Bloodlust.
    • The event hits you like a wall of text. The event fills valuable screen estate even when the event is not active. I can minimize the event, but every now and then the event pops open again. The text could be more compact.
    • Dev time required: 1 calendar year. Designer and translators time required: 5 calendar days.
    • Bonus goal: display dynamic icon on the event showing which ruins are taken by which faction.
    • Dev time required: 5 calendar months. Artist time required: 1 day.
  • Automatically increase luck when essence of luck is looted.
    • These items cannot be used for anything else anyway. Double-clicking the items away in masses is not fun.
    • PvE dev time required: 2 calendar weeks.
  • Option to automatically vendor gray items when picked up.
    • These items cannot be used for anything else anyway.
    • Bonus goal: extend the option to auto-vendor armor/weapons below user selected treshold.
    • Bonus goal: extend the option to auto-sell armor/weapons on TP when more profitable.
    • PvE dev time required: 2 calendar weeks (can be completed within same sprint as the essence of luck automation).
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Small QoL improvements

in WvW

Posted by: Korgov.7645

Korgov.7645

Not sure if this is the correct forum for suggestions, but here goes..

  • Guards, archers and workers no longer interact with F-key.
    • These NPCs do not have anything interesting to say. When they stand on top of a supply depot or a siege weapon, and they often do, they prevent you using them.
    • Dev time required: 1 calendar year.
  • Remove camera spin when using siege.
    • The camera spin is not needed and rather annoying. Especially when you are refreshing dozens of sieges. Or when you leap to a ballista to get a shot off before zerg rushes over you. Or when siege is placed close to a wall and camera starts jittering in and out of the wall.
    • Dev time required: 1 calendar year.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

250 Essence of Luck

in Guild Wars 2 Discussion

Posted by: Korgov.7645

Korgov.7645

Why in the name of the 6 Gods did you save them? There isn’t a booster for them. Luck is account wide. Why? Was whatever you were doing so time critical that you couldn’t click em when you got em?

That is still 2000 clicks.

One could more importantly wonder why do we have these luck essence items in the first place? Why not simply increase luck percent like karma or experience does?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Combat Log

in WvW

Posted by: Korgov.7645

Korgov.7645

Wrong forum perhaps? But yeah, the combat log is a joke in GW2.

I don’t actually want 100% accurate, all-encompassing, timestamped list of events that affected, or was affected by, my character. Reports to compare performance, or to explain what just killed me would be more valuable.

In that other game having an accurate combat log, plethora of tools soon emerged to parse that list into more human readable form.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Invent a new trap!

in WvW

Posted by: Korgov.7645

Korgov.7645

Vulnerability Trap
Affected players and siege they operate take increased damage from seige fire.
Radius 1200. Duration 60 seconds. No stacking.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Invent a new trap!

in WvW

Posted by: Korgov.7645

Korgov.7645

Throwing in a couple ideas for new traps.

Bureaucracy Trap
Slows down building and repairing for 60 seconds.
There is only 1 build/repair tick at the end of the progress bar instead of usual 5 ticks.
Enemy players affected receive a debuff like Revealed.
Radius 1200. No stacking.

Paranoia Trap
Displays nearby afflicted enemies as orange dots on the map for 60 seconds.
Includes stealthed players.
Enemy players affected receive a debuff like Revealed.
Radius 1200. No stacking.

Little Bird Trap
When triggered a mark appears on map for all friendly players in WvW at trap location for 30 seconds.
Tooltip over the mark says “31 green players, 3 blue players, 0 red players in area”. Area radius 1200.
No trigger animation for the enemies.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

(edited by Korgov.7645)

Funniest kill?

in WvW

Posted by: Korgov.7645

Korgov.7645

The most evil kill:

I downed an enemy trying to contest our Garrison with a cannon.

He was downed outside guard range and it was easy to fire another shot whenever he tried to use heal skill.

After several minutes his team mate came over to revive him. I downed him too with cannon carefully keeping the first victim in downed state.

Finally when a 3rd enemy came along, I let them all off their misery.

Sweet revenge after chasing these roamers tapping keeps and flipping camps in our borderland.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Idea: Changing WvW from a week to a series!

in WvW

Posted by: Korgov.7645

Korgov.7645

Another thing they could or I think they should do is take the bulk of PPT off of holding forts and institute a system where PPT is awarded through quests within WvW. Quests based on what you hold and what the enemy holds. Gw2 is generally based on random quests throughout the world, it only makes sense to have WvW style quests within WvW.

That’s an interesting idea. The empty captured maps would not automatically tick points for your server. Instead the dominant server would have lot of players questing instead of fighting in frontline. This gives the less populated servers better odds to fight back.

On the other hand this would be PvE content pulled into WvW. There is already plenty of PvE content in this game.

For balancing the matches I’d rather see more incentives for 2 the losing servers to focus on the leading server.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Idea: Changing WvW from a week to a series!

in WvW

Posted by: Korgov.7645

Korgov.7645

Something similar was suggested before by ANet but with a twist. The suggestion was aimed to solve nightcapping. (can’t find the post as the Forum search is broken)

The week would also be divided into smaller sub-matches. Scores are summed up for the final result.

But instead of 1 day per sub-match, the sub-matches last 1 calendar week but play on certain hours of the day only.

For example

  • Night zone: plays every day 00-08
  • Morning zone: plays every day 06-12
  • Afternoon zone: plays every day 12-18
  • Evening zone: plays every day 18-00

When a zone ends the WvW state is persisted and next zone’s WvW state is loaded. Players in WvW are teleported to their current map’s spawn.

This does not address PPT gap morale drop, but it would prevent nightcappers creating “unfair” PPT gaps.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Skills on cooldown

in Mesmer

Posted by: Korgov.7645

Korgov.7645

*cough* Backstab *cough*

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Too much loot in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

…snip

  • Yes, I could avoid the zerg fights to get less loot. Bit silly suggestion.
    Actually I often steer away from big fights because mesmers are not suited for those. The loot accumulates even when roaming or keeping the defences up.

But at the end there is still that unavoidable visit to a vendor or the Trading Post.

Silly?. I think not actually. Many servers need to have people as scouts and sentries in order to keep up their PPT (if you know what this is). You will get very little loot most times doing these activities and the amount of loot you get from other means is IMO a way to offset this fact.

Bottom line is if all you want to do with your time is to pursue loot, please don’t complain that you are getting to much of it. Some of us spend half our time defending towers and keeps and what you consider to be in abundance, we consider to be trivial.

It is not the loot I am pursuing. I thought I made that clear already. Only PvE players can get exited looting gray items.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Too much loot in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

I never have a full bag in WvW and as Necro I have a class that collects a lot of bags in zerg fights, so some organizational tips may help

Have a look at my bags

You sure have made backpack management into art. Hat’s off to you.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Too much loot in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

The loot bags serve as a trophy. Thats their value.

It is very satifying seeing a battlefield littered with enemy corpses and loot bags in your wake. Or seeing your cannon surrounded by a ring of loot bags after repelling a golem rush.

Besides that, loot is totally irrelevant. I don’t get exited picking up that 26,394th blue item. No WvW player does. PvE and EotM players are different species.

Loot only serves as means to get gold to cover my expenses in WvW.

  • No, I cannot stop picking up loot bags because then I could not afford repairs, upgrades and blueprints.
  • No, I could not force myself into farming platinum or PvE content.
  • Yes, I could buy bigger backpack and save every 4th visit to vendor.
  • Yes, I could buy salvage kits and then sell the materials, saving every 2nd visit to vendor.
  • Yes, I could avoid the zerg fights to get less loot. Bit silly suggestion.
    Actually I often steer away from big fights because mesmers are not suited for those. The loot accumulates even when roaming or keeping the defences up.

But at the end there is still that unavoidable visit to a vendor or the Trading Post.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

engineer info

in WvW

Posted by: Korgov.7645

Korgov.7645

You can find builds for your engineer in the Engineer forum:
https://forum-en.gw2archive.eu/forum/professions/engineer

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Too much loot in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

WvW has loot?

Ps. OP, if you’re talking about EOTM, it is not WvW, it is PvE, hence the loot.

I couldn’t care less about EotM.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Too much loot in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

Wouldn’t it be smarter if your luck was simply increased automatically instead of receiving Essence of Luck? No need double-click essences; no need to visit artificer station.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Too much loot in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

If you sell them you make a mistake.

Salvage them

  • it’s faster
  • the materials worth much more then the items (or the other way around: the items only have a value in the trading post due to the materials that you can obtain)

But yeah the possibility to configure auto-salvage would be great, e.g. I would like to tell the system that all white, blue green drops are salvaged automatically with my copper-driven salvager, my rare armor drops with a master-salvager.

That’s a good tip.

BTW salvaging blue and green items often yield Essences of Luck. Which in turn have no other function but to have the player double click on them in inventory. More senseless and boring work.

I would also welcome auto-salvage option.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Too much loot in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

No it’s not. WvW players almost completely sacrifice pve all together. PvE has tons of areas that give u tons of gold/mats including dungeons/events.

WvW loot is just the way it should be. The amount of gold u get from a week of farm in wvw is equal to a day of dungeon farm in pve. That combined with the fact u might or might not get good loot in wvw depending on how good your server is.

Right now, because of the deplorable state WvW is in, the only thing keeping players interested in this game mod is loot..nothing else.

I get enough gold to cover my upgrades and siege blueprints, and every few months I can buy a new rune set, too. The amount of gold is fine in WvW. My peeve is the boring work to turn the junk items into gold.

I disagree the loot is the only thing keeping players in WvW. You said it yourself that PvE offers seven folds the loot. Still we rather play WvW. We even played WvW when it forced you to PvE from time to time just to cover siege/upgrade costs.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Too much loot in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

During a play session in WvW one easily fills up the backpack with lot of useless items. Then you are forced to visit a vendor or the Trading Post to turn those items into gold. Which you can use to buy repairs, siege blueprints and upgrades in WvW.

I haven’t found use for any items that I looted in WvW aside few ascended pieces, blueprints, gold and badges.

The emptying of backpack can take several minutes and it is rather boring work.

  1. Open Trading Post Sell window
  2. For each useless item having some margin of profit
    1. Click Sell button
    2. Wait for several seconds looking at Selling… message
    3. Click OK button
  3. If you start getting the error attempting to sell messages, close the window and start over.
  4. Sell rest junk to a vendor

Any way to automate or speed up this process?

  • For example have Sell Junk option in Trading Post which does the boring routine above.
  • For example loot bags only contain WvW related items in WvW: gold, badges and blueprints.
  • For example remove the backpack size limitations and have some auto-grouping like with collectables.
  • For example add automatic gold/badges income in WvW so players like me do not have to pick up the loot bags.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Dragonite, Bloodstone Dust, Empyreal...

in WvW

Posted by: Korgov.7645

Korgov.7645

If you refine those with level 450 crafting, your bank space issues are over.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

siege idea

in WvW

Posted by: Korgov.7645

Korgov.7645

Here is an idea I will throw out for siege…

No need to refresh siege anymore… all siege lasts 24 hours and then dies regardless.

BUT… all siege is useable by any server that gains access to it

BUT… any server can destroy siege – including the server that placed it there in the first place.

I am all for not needing to refresh siege.

The tapping is boring. The user interface insists on spinning your camera on every tap. There are no map symbols to locate siege weapons – except sometimes for trebuchets.

On low population servers the duty falls on ever fewer individuals – no wonder. It takes a significant amount of time keeping all siege refreshed on a map when you are alone doing it.

Siege usable by all servers… this could lead to lot of funny encounters. It would probably lead to more problems than it is worth. Knocking an enemy off ballista to use it against him right would be hilarious. Attackers would have to trace back and destroy their own siege after a capture. I assume the NPCs would no longer attack siege weapons.

Able to damage all siege weapons is not a good idea. It would be very difficult to defend your siege getting destroyed on field. Your AoE would hit the siege, too. Your siege would hit your siege, too: no more golem/ram/ballista arrays. Lots of griefing.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Siege Timers

in WvW

Posted by: Korgov.7645

Korgov.7645

I, too, hate the siege refreshing. Just increasing the timer duration is not the solution. What if we gave up refreshing altogether?

Proposal:

  • Siege always decays after 15 minutes after built, even if you are still using it.

In addition:

  • Increase blueprint drops in WvW to compensate increased usage.
  • Make NPC Workers repair gates, walls when tower/keep/castle is not contested.
  • Increase gate and wall hitpoints significantly.
  • Enchance detecting attacks remotely:
    • Remove the 30 seconds delay in contested status for towers/keeps/castle.
    • Place a damage treshold for making towers/keeps/castle contested (X damage within minute).
    • Send message to all commanders in WvW when friendly tower/keep/castle gets contested.
      • “[Woodhaven] in green borderland is under attack by 23 blue players”
      • Option to filter these messages: none, all, only from my current map.

Defenders would only build siege as a reaction to an active attack.
There would be more opportunities for reactive counter play.
It would take longer to capture towers/keeps/castle.
Players would focus more on PvP instead of boring chores.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Is there a way to beat Warrior?

in Mesmer

Posted by: Korgov.7645

Korgov.7645

Try the BlackWater build with staff and Sigil of Doom. You won’t catch him when he runs away, but he will run away.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire