Fire-and-forget conditions fixes it all: Make a condition’s damage-per-tick determined at the instance that condition the is applied — it is set in stone.
Right now, damage-per-tick is recalculated at least once per second (so that if you receive might, for example, that condition starts to tick more) and thus requires TONS of calculations and data retrievals.
The Luxons and Kurzick were cool, the jade sea was really cool, but the whole asian theme was a bit too asian-copycat as opposed to asian-inspired. It really broke immersion for me.
Plus, I’ll always remember Factions as having renamed skills that had the exact same functionality — SOOOO disappointing!
As an NSPer I would like to say that we are NOT tanking for bronze. There are certain groups (who will remain unnamed) within NSP who are actively sabotaging us (destroying golems by jumping them off SM, wiping out supplies, building tons of useless trebs in our keep to reach seige cap ect.) This has had the effect of seriously harming morale. Some members are transferring to other servers, and others are just not playing WvW. I’m apart of the minority who are trying really hard to win and get into silver.
As I understand it, those who griefed today (Sunday) were dealt with by their guild. Their actions were not condoned by the guild. Those who lost golems were compensated.
Morale has been bad for many weeks because of our recent string of bad matchups.
I just learned today that two of our commanders had left for T1 sometime during these past few weeks.
People sitting this one out plus our loss of population has put us in our current situation.
Anyway, this is a game and it’s supposed to be fun. I can certainly understand someone sitting this week out if they feel silver league would be no fun for them.
They should have applied the same system like they did with the wintersday crafting materials from the Tix Dungeon. Allow the player to choose which type of mat he wants and voila problem solved. Still gated but not frustrating.
It would solve the problem, but I believe Anet wants to force you to play different parts of the game in order to get these materials and your idea would spoil that.
Big mobs such as Spider Queen and others from AC do not run from fear but are still paralysed so that can help.
That’s because of the champs’ stacks of defiant.
That was way too boring — week after week after week of the same matchup.
It’s better having always the same matchup but having is determined after actual server’s power or having a nice alway fresh and different matches but always blowouts (from either side)?
I have no doubts.
Some did and asked for change.Now, as predicted when matchup changes, ppl are moaning for costant blowouts.
My response would be “You asked for it, i told you”.
More like we told Anet. I recall tons of posts saying the RNG formula allowed for too much probability of mismatches — and that’s exactly what we got. Anet refused to adjust the RNG despite the torrent of concerns. It’s their fault.
If you ask for a fix of a broken product and are given an equally broken replacement, I’d say the blame is not on you.
One Up One Down will always create matches including 2 servers with 4 to 9 ranks of difference (except first and last tier), because every single matchup will include a server from lower tier and one from upper one.
Best model was the first one, with matches based on straight up rankings – it just needed to adapt/fluctuate faster.
That’s what ppl moaning for fighting the same servers brought to us: yes, now you’ll likely face a new server each week, shame that for doing so you’re never matched based on actual server strenght, thus almost every single match you’re either blowout your opponents or getting blownout by them.
That was way too boring — week after week after week of the same matchup.
The current RNG matchup system too frequently allows huge mismatches.
If the RNG were reined in, we could avoid both stale matchups and frequent mismatches — it’d be a good system.
The sad thing is that when Anet first announced the formulas for the new matchup system many many people said that it allowed for too many mismatches — and that’s exactly what we got.
I think we must all agree that the whole Leagues system is screwed up when (at the very least) a large percentage of the population believe that falling to a lower league is preferable to being in a higher one.
Honestly, neither being bottom in silver nor top in bronze will be much fun. Getting stomped every matchup compared to stomping every matchup are both lame.
We’re practically being pushed towards “violating the game mode.”
As I understand it, the intention behind 1 vs 1 vs 1 is to have strategic double teams.
However, the way scoring is done, it’s actually better for the top two servers to take as much property as possible from the bottom one.
I think a system where ranking are determined differently would better encourage double teaming whoever has highest score. Something like this:
Winner gets 10 points.
2nd place gets 5.
3rd place gets 4.
and ranks would be determined by these points, not PPT scores.
The small difference between 2nd and 3rd place and the large number of points for first encourages both losing servers to go for first, with only a small penalty for failure (getting 3rd).
We’ve lost every single major guild in Kaineng. We have one to two guilds that roam with 10 people and thats currently our biggest guild. We aren’t tanking on purpose. After weeks of getting lopsided match-ups and this guild leagues thing, we’ve had a massive exodus. Thanks Devon Carver for bringing in leagues! We’ve had so many people transfer out.
If you think we are tanking, then why is HoD in almost the same boat PPT vs Ebay? Huh? To make matters worse, the last of those two 10 man guild groups are seriously thinking of transferring out in 2 days. Kaineng will be PuGs when leagues rolls around.
So for the record, you’re saying that Kaineng will not win bronze league?
If the devs fired the PvP staff and deleted PvP in the next patch, how would that make WvW better?
If I were a dev, I would have stopped taking the WvW forums seriously a long time ago. Fortunately, the GW2 devs are very patient.
The answer is: opportunity cost. The resources (dev time, servers, etc.) they are spending on sPvP can be used to improve WvW. This is not insignificant. Anet is currently OBSESSED with turning sPvP into an esport.
Furthermore, sPvP is currently the only consideration when it comes to balancing. If sPvP were deleted more attention could be place on WvW’s myriad balance issues.
As for the devs taking the WvW forums seriously, they have never done so, and that is part of the problem.
1 silver chest is better loot than 3 bronze chests, why anyone would even consider tanking their server to get more of something worse is beyond rationality. S[kitten]t rolls down hill, not up. our guild is playing the same as it always has this week, we might lose against the bigger servers, in silver over the next few weeks, but we will do it with honor and have fun playing with our friends. cause that’s all that matters to ZoS, playing friends and killing the rest of you.
I believe the devs have already said that the reward for top of bronze would be better than bottom of silver.
But that’s still no reason for tanking.
The reason for tanking is that there is a huge coverage gap between #15 (Kain or NSP) and everyone else in silver league. In fact #14 is IoJ whom NSP just fought a few weeks ago and they were clearly far bigger than we (NSP) were. This is also reflected in the ranking scores, where there’s a 350 point gap between #14 and #15.
NSP just got off of 4/5 weeks of fighting silver league servers and unless you were “violating the game mode” or roaming, it was not a pleasant experience.
In fact, whoever makes it into the silver league had better get used to “violating the game mode” and roaming because playing to hold towers will not be fun.
By the way, is NSP tanking? It seems we certainly aren’t trying as hard as we can. But there’s definitely no concerted effort to tank (especially since aside from a few big guilds, we’re almost all pugs).
Ascended =/= Legendary
Same stats, they just look different.
There are multiple threads in general discussion and in the suggestions area created by people who would like to PvP aspect removed from the legendary creation, and plenty of responses telling them to “l2p” or “deal with it”.
I think the appropriate response at this point would be “l2c”
Legendary weapons are strictly better than Ascended weapons. They are guaranteed best-in-slot so that when we get the next tier of gear (or raised level caps) those with Legendaries get their gear upgraded automatically.
As for world completion, getting a Legendary is suppose to represent experiencing the game as a whole (of course whether this is the case in reality is debatable), hence the PvP component, while Ascended gear is simply gear.
Ascended weapons will be added in WvW for badges and laurels.
They will be improving the rewards for WvW (the real root problem).No eta on when.
Do you really believe this?!? Considering the grind needed to craft an Ascended weapon, there’s no way this will ever happen without requiring 300+ laurels.
The biggest change is the enormous grind that is now required to obtain best-in-slot weapons. It will be the same for armor soon. Also, start doing your dailies and monthlies as soon as possible because the rewards for them (“laurels”) are one of the main ways to get best-in-slot trinkets (fractals is the other).
You can make some gold towards the Ascended (the current best-in-slot gear) grind by doing “Champion farming” — go to either Frostgorge Sound or Queensdale for this.
WvW is in a disastrous state.
The addition of world abilities (that you buy with "world experience) adds vertical progression to WvW. Some of the abilities are extremely powerful so if you are into WvW, you need to start grinding out world experience as soon as possible.
Leagues are incoming to WvW where servers will be matched up, over the course of 7 weeks, with all other servers in their league. The gap in population coverage (which is the sole factor in who wins or loses) between top and bottom servers in each league is enormous. Pray that you are not on a server that is at the bottom of your league.
Are you trying to craft with the materials you gather during regular play? That’s really hard to do if you’re on your first character.
My problem is with dragonite to be honest, I don’t like having to use a website’s timers to waypoint next to an event; rushing to get the the boss before it dies instantly and start spamming 1 in a kittenstorm of lag and special effects… then going on to the next one. That isn’t how the game should be played… yet it’s all most people do.
This. It’s a truly horrible experience.
I just wish I could convert 250 Bloodstone into 25 Empyreal fragments. Hell make it 500 if you want.
Make it 1000 for 5 and I’d be happy. I’ve already trashed untold numbers of the dust.
There was an interview with the game director in which he stated that players crashed into the power plateau much faster than anyone had anticipated.
That is a lie Anet told to justify the new stat grind. Please refer to the following quote:
“Everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base.” – Colin, Eurogamer, September 2011.
They can just have an extra computation that determines whether the target area can be seen in a 16:10 or 16:9 aspect ratio. Unfortunately, it’d be a miracle if they actually bothered to do anything at all.
With leagues approaching I wanted to check out the current rankings and when I saw NSP’s match up I had to laugh again. NSP also seems to be putting in just enough effort to win the match and nothing else, ET had the same match last week and we were beating GoM and AR by about the same amount NSP is atm. Either GoM and AR are trying harder against worse odds than last week or NSP is trying not to get launched into silver league.
NSP seems to have lost a fair number nightcrew of players after getting stomped 4 of the last 5 weeks before this one (SBI, then CD, then SBI, then YB and EBay with a breather between SBI and YB/Ebay).
To make people stay in a server, other than buying them off, one must ensure the community is stable. The needs of the players are met. And playing there is fun. I believe only through these three you can ensure a stable server player base, especially for WVW.
I doubt it was Devon who destroyed your community.
No matter what you do, if you get stomped every single week for 7 weeks, you will lose a large number of players — WvW players to other servers, PvE players to PvE — because the “playing there is fun” part will fail for these players.
Devon (who represents the devs) will have destroyed the community because it is his (their) idea to implement these Leagues even though every single player knows the outcome is determined before the matches even begin.
Congrats to Devon Carver….killed a whole server all by himself.
R.I.P. Kaineng
The level of personal hate spewed on this forum towards specific Anet staff members is rather sickening. It is fine to be passionate about the current and proposed implementations of the game, but this is a childish way to discuss it.
The personal hate spewed i this forum comes directly from the disdain some Anet staff members have for players. When Devon Carver first came on the scene, players welcomed him with open arms — but what the WvW devs (represented by him) have done to WvW have turned everything sour.
Whether Devon Carver himself is at fault for all these changes is, at this point, irrelevant. His customers no longer have any faith in him. I think he would do a GREAT job implementing an “Ability” system similar to the WvW ability system — but in PvE, for fighting dragons (Turret Mastery, Charrzooka mastery, etc).
As for the OP: NSP just might make it to silver. If they don’t, RIP Kaineng.
Sure, fighting is more fun than pvd or camp flipping. But Anet isn’t forcing players to avoid fights, the players are doing it themselves, even if anet did give a few benefits for avoiding fighting. They can’t control players movements and choices.
ANet is to blame for the mechanics, and incentives in the game though, which is causing players to act in certain ways. What’s more, because there’s a conflict between “what’s optimal” and “what’s fun”, in WvW, it leads to a lot of player dissatisfaction for everyone.
I’ve written a post about it:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Strategy-vs-Tactics-aka-GLORY/2865392Basically, WvW is a strategic game at the moment. In strategy, the best choice you have is to take an objective that the enemy isnt defending. To run away when you are outnumbered. To overwhelm the enemy with numbers as much as possible.
This leads to a gametype where the optimal choice is to run with a zerg and PvDoor. It doesnt help that this also generates the most points for your server, and the most personal rewards.
My post that I linked makes the suggestion, “Why don’t we de-emphasize strategy, which noone likes, and concentrate on tactical gameplay, which is what everyone wants?”
Basically, the best rewards and victory for your server is obtained by seeking fair fights and winning. The mechanics, rewards, and scoring system needs to be designed to promote tactical gameplay – ie. winning fights.
Noone plays WvW to “lose the battle, win the war” via being more effective at PvDoor. People want to experience glorious large scale sieges and combat.
This is why so many players “violate the game mode” — PvD, while great if you need the karma, is very very boring.
Anyone know if you’re allowed to make a free trial in order to experience gameplay at a different WvW tier to see what it’s like (assuming you already own the game)?
The quicker Anet realizes and accepts that sPvP will never become an esport the quicker they can move resources to WvW — the player-preferred method of PvP in GW2.
Which of the 5 stages of grief (http://en.wikipedia.org/wiki/K%C3%BCbler-Ross_model, or http://www.youtube.com/watch?v=G_Z3lmidmrY) do you think Anet is in regarding sPvP?
- Evidence for Denial: They’re still heavily pushing sPvP — tournaments, balancing for sPvP.
- Evidence for Anger: “Stop violating my game mode.”
Do the sPvP bloodlust area in WvW and unbalancing WvW as much as possible in order to move competitive players to sPvP count as “Bargaining”? Perhaps not.
:)
Because if WvW dies in the lower tiers (which is happening, slowly), there won’t be enough people playing WvW for Anet to bother supporting it.
Wouldn’t that mean a lot less resources they’d have to set aside to keep updating it?
I think there’s some point where the player-hours would be insufficient to justify spending dev time on the game mode.
…and a greater likelyhood that everyone wanting even-matchups would then finally settle for sPvP that they’ve obviously been putting the lion’s share of their Skill balancing around? They’ve already got this bloodlust arena to prepare WvW’ers for that transition ….gee, sounds like a win-win situation for Anet…. you might even say exactly as planned
This is truth. Too bad Anet is in serious denial that sPvP will become an esport.
If they did this, I foresee an epic sized Black Sox scandal where one big guild throws a match for tons of gold. And to make it worse, they’ll do that in order to earn enough money to transfer to T1.
This week just proves that T1 in NA needs its own league. Does anyone really want to go through 7 weeks of uneven matchups?
Hopefully ANET does the right thing here.
Perhaps the right thing is to force uneven matchups so that those who stacked in T1 are encouraged to spread out to other servers — because it sure isn’t happening by itself.
Why does T1 population have to spread out? Because if WvW dies in the lower tiers (which is happening, slowly), there won’t be enough people playing WvW for Anet to bother supporting it.
Run with the zerg. If you want to feel useful, use utility skills to help those around you instead of trying to do damage yourself: corrupt boon, spectral wall, spectral grasp, well of darkness… these are all good no matter what your stats.
If you roam in small groups or solo — you’re going to die instantly. Not only are you upleveled, people like to target necros as necros have weak defense against CC.
We’ve temporarily disabled the pack-up skills on all of the deployable siege weapons to stop the siege duping exploit. A real fix to this will be coming with the release on Tuesday.
So glad you guys found the exploit.
I think it’s safe to assume the dupers will be permanently banned, but what will you do about the duped Omega Golem Blueprints that have been distributed through the trading post? The sheer number of them is enough to devastate the upcoming WvW Season 1.
Don’t worry, Golems are obsolete. The new in thing is superior flame rams with ram mastery.
What about: for each rank you gain, your alts gain a rank as well.
Seriously, how stupid can Anet be? Do they really want us to burn out faster playing just one character?
Take it. Because who wants to fight dragons when fighting Scarlet is so much more fun?
Just another proof positive, that if you whine enough ANET will nerf it.
.Youtube videos never help in this matter… Like that dumb player sharing a link of him fighting with fireworks in his hand thinking it’s funny,…. enjoy your future nerf pal.
This is no laughing matter, sir.
Even though I use them, I am OUTRAGED that fireworks somehow made it past the balancing team and into live gameplay. Fireworks are single-handedly powerful enough to be its own build regardless of profession and can easily lock down just about any other build in the game, besides another fireworks build, of course. I highly suggest you get your own fireworks and try them out so you can see for yourself how broken they really are.
#NerfFireworks2013 >:/
So that’s the real reason they banned the Dragon Festival fireworks from WvW!
I have to be somebody to judge which mobs (that are present in current dungeons) are meant to be fought?
You aren’t. That’s guan’s point. That you completely missed.
Hrouda actually talked about why he put leashing in the dungeons. ANet has to consider many player types and skill ranges when they make content. Everyone is rightly pointing out that if you make things a bit tougher for the pragmatist that goes in for efficient clears, it is multiplicatively more challenging for the unorganized Puggers.
Your points that stand on “Nobody should skip fights that are meant to be fought” fails because you don’t have the authority to decide which fights are meant to be fought.
I don’t need to have any authority to judge anything, and I don’t need to be anybody. I have every right to judge everything in this game, like anybody else.
Unskippable mobs present no additional challenge or delay to players that don’t skip them in the first place. Your argument is based on some silly idea tha making them unskippable also means making them very difficult, unfun and/or unrewarding.
For those who refuse to skip: do you also need to kill all your opponent’s pieces in chess before going for the king?
Chess is not about killing pieces, it’s about controlling the board. If you go for the king without controlling the board, then yes you need to take pretty much every single one of his pieces. Otherwise they’ll take your king instead.
Your analogy is silly because in dungeons you don’t control any of the areas that you skip, and you also don’t kill anything. You run into a dungeon, and magically pass through the entire army that defends it as if it wasn’t even there. Then proceed to kill the final boss, while the entire army that you just skipped magically forgets about you and goes about their business.
That means that you are taking advantage of bad AI and poor game mechanics, so don’t bother make idiotic excuses. Either the dungeon mechanics need to be improved, or the mobs should be unskippable. Until the dev schedule schedule allows them to address that, they temporarily let cheesers cheese. But it doesn’t make it any less cheesy.
The goal of chess is to kill the king. The goal of every dungeon I can think of (considering their stories) is to beat the last boss. I don’t think there’s any dungeon whose goal is to exterminate everyone in the dungeon. It’s the same thing.
Plus skipping is not just taking advantage of bad AI and poor game mechanics. The devs could easily have put gates up that only disappear when you’ve killed every mob in the area (they did do this for the molten facility dungeon), but they didn’t. You are actually given a choice to skip or not. What’s wrong with that? More ways to play the game is better.
You can’t kill the king in chess, so stop saying that. The goal of chess is to win the game, and there are multiple victory conditions. However, that is all irrelevant because chess can’t be compared to GW2. It’s not the same thing.
The goal of any given dungeon depends on the dungeon – it could include mobs that should be skipped, or only mobs that should be fought if you want to proceed. If the dungeon is not designed for skipping, you are not supposed to avoid the encounters.
You are not “given” a choice to skip, it’s an unexpected loophole like any other, although maybe not as big. You weren’t given a choice to exploit snowflakes either, and yet people did, and made the same excuses you are now making here.
The goal is to checkmate the king (kill/checkmate — same idea). The goal in the dungeons is to kill the last boss (going by the story — kill Tazza, kill Frost, kill Colossus Rumblus, etc. — I don’t believe there is any dungeon where the goal is to wipe all mobs).
Killing all the mobs in a dungeon is analogous to killing all your opponent’s pieces in chess — going by the win conditions, both are unnecessary.
Do you kill all the mobs in that cave after Belka in Arah path 2?
By the way, I’m not talking about exploiting — but rather skipping: as in running past the mobs until they leash (definitely fair, otherwise the devs could have forced a gate to be closed until you kill the mob) or taking an alternate (non-exploiting) path such as in SEp3 after you kill the first boss (jump down straight to spiders as opposed to taking the spiral ramp down — you are definitely given this choice to skip).
(edited by Lord Kuru.3685)
For those who refuse to skip: do you also need to kill all your opponent’s pieces in chess before going for the king?
Chess is not about killing pieces, it’s about controlling the board. If you go for the king without controlling the board, then yes you need to take pretty much every single one of his pieces. Otherwise they’ll take your king instead.
Your analogy is silly because in dungeons you don’t control any of the areas that you skip, and you also don’t kill anything. You run into a dungeon, and magically pass through the entire army that defends it as if it wasn’t even there. Then proceed to kill the final boss, while the entire army that you just skipped magically forgets about you and goes about their business.
That means that you are taking advantage of bad AI and poor game mechanics, so don’t bother make idiotic excuses. Either the dungeon mechanics need to be improved, or the mobs should be unskippable. Until the dev schedule schedule allows them to address that, they temporarily let cheesers cheese. But it doesn’t make it any less cheesy.
The goal of chess is to kill the king. The goal of every dungeon I can think of (considering their stories) is to beat the last boss. I don’t think there’s any dungeon whose goal is to exterminate everyone in the dungeon. It’s the same thing.
Plus skipping is not just taking advantage of bad AI and poor game mechanics. The devs could easily have put gates up that only disappear when you’ve killed every mob in the area (they did do this for the molten facility dungeon), but they didn’t. You are actually given a choice to skip or not. What’s wrong with that? More ways to play the game is better.
Still no news on this? It’s by far the most viewed post in the bugs forums on the first four pages.
what you get for wvw xp should not buff you against other players
why ?
wvw is players vs players.
wvw buff should give more skill, passive bonus and strong buffs, not a stupid +1% dmg vs guards.Because players that already spend more time playing in order to unlock those extra stats and this suggest travesty should already be better players from that experience.
Adding a numerical advantage ontop of the advantage of experience is just stupid towards new players. You should already be a better player, and all those things added into the game that make it less accessible to new players are just as stupid.
A good way to kill a game or a gamemode is to make sure its very unfriendly to new players so it just slowly dies.
not to mention it hurts alts as well — leading to quicker burnout by veteran players.
This is a PvP environment, we don’t need this leveling garbage in here.
Dev time should be spent on improving the PvP — balance, alternate BL/EB maps, etc.
Our goal is to have less currencies in the game, not more
Then why did you devalue our only currency by giving them away willy nilly in achievement chests so that they can now never be used as a real currency.
Yep… Anet inexplicably discourages you from playing alts. Just play your main until you burn out and quit the game.
The current guesting system has really hurt the game. Servers that are not as organized (for example for temple zergs) become deserted as people simply guest to another server (that has an established temple zerg) this prevents the unorganized server from ever becoming organized..
We saw this with Tequatl. After BG succeeded, many players just quit trying on their own servers and started guesting to BG — killing any future chance that their home server would ever kill Tequatl themselves.
For those who refuse to skip: do you also need to kill all your opponent’s pieces in chess before going for the king?
No.
NO.
No.
NONONO.
How about no.
Pretty kitten Op buffs there, what you get for wvw xp should not buff you against other players, the ones that already do were a mistake. I am fine with your siege weapons and such getting better with wvw xp but not your stats or more tools to create gaps between players and make fair fights impossible.So once again no.
Please explain how you see players getting a buff through siege is acceptable and stat buffs are not? Please consider in yur response the fact that roamers will be fighting 1v2 at least whilst probably getting shot by siege. Please leave your AC and play the game.
Siege vs players or vs doors is already an extremely asymmetric fight, so it doesn’t matter as much. (Though I believe flame ram mastery is totally broken.)
For player vs player, balance matters a lot — in terms of gameplay as well as psychologically.
All the leagues are pointless. When winning is determined by coverage, it means nothing.
Roamers are the ones who probably want this types of masteries the least.
Besides, there’s already roaming mastery: Guard Leech and Applied Fortitude.
It must have been a terrible feeling going from joy (getting a pink drop!) to utter defeat (can’t use it, can’t TP it).
Anet, is this how you want your customers to feel when they get a pink drop?
Anyway, if you’re just a casual WvW player you’re pretty much screwed. Those who play more than you are gonna leave you way behind in abilities.
Sad, but true.
It’s not sad. Of course they are going to leave them behind, there is NO reason why you should achieve the same things if you play like a half a hour a day rather than playing 5+ hours a day, the same way you aren’t owned money just because every other guy that work hard for the money, while you would just sit in home watching TV and eating snacks and smoking bud
This is PvP, not PvE. Playing 5+ hours a day compared to playing 1/2 hour a day should give you the benefit of more skill, not more stats.
None of the problems you listed can’t be fixed. Ironically, what makes this game unfixable is Ascended gear — once Pandora’s box is opened, there’s no closing it.
Why is this in the bugs forum? This is obviously a feature, not a bug. After all, how are you supposed to protect yourself from being kicked by a guild group towards the end of a dungeon without this?