(edited by MarkPhilips.5169)
Telling us how great this is don’t change the fact you don’t take into consideration the real economic impact it’ll have for ANet. Between what people say they will do (“buy all I can in the gemstore because I can switch them easily”) and what they’ll really do, there’s a world.
Why do you think the infinite gathering tools were not made avaible on all characters + new characters when you buy one ? So people would ultimately have to make a choice between an annoying way of sending them to other characters or buying another one. And that’s what your bag would not allow. Sure there are probably people out there that “won’t buy it because I play on multiple toons”, but these are also the least inclined to make the best use of it and as such of buying it (playing with one character = 50/100 stacks of gathering tools usually used pretty fast, playing with multiple = takes more time and as such is less important). + then again, between what they say and what they do, there’s a world. + if people stack multiple tools in their inventory, less spaces = more will to buy new slots.
See, they win. With your bag, they lose. Sure I’d love to have this kind of thing, but at some point it gets a bit too convenient for us. And I repeat once more : bank access = gems.
I see a lot of opportunity for Anet to improve their revenue system with this bag.
A single account bag for example could cost 800gems for 4 slots. You buy 1 and you put it in your character. Now you have 4 “magic” slots shared in your account.
But you need to equip another account bag for every characters you have to see these 4 slots, so 800gems X every character, and i think it’s a good price for the power of this bag.
After that Anet could sell extra slots if you want to upgrade this bag. Other 4 slots = XXX gems.
And this bag can improve a lot, sales for other items in gemstore. Many people didn’t buy gathering tools, Cooper O’matic or other account tools for this reason, because they can use it only on a character and they need to switch them every times.
This bag would eliminate the switch process, bypassing bank. And it’s different from bank because bank has a A LOT of slots and you don’t need to equip it on every character and buy it on every character.
Of course, it’s only a design idea
(edited by MarkPhilips.5169)
For spvp players would be usefull too, now with new rewards tracks if They open chests with a low level character, they get low level items. Putting chests in this account bag and They can open with their 80 char without using bank and in easy step.
This Account Bag could be expandible with extra slots.
For example you start with 4 slots (perfect for 3 gathering tools + Copper O matic) if you want another 4 slots you need to pay XXX gems.
Or (better) you need to do something in the game (spvp/pve/WWW).
Or you can choice between the 2 options (like the new traits “do or buy” )
Interesting horizontal progression options too.
(edited by MarkPhilips.5169)
So basically you want 18/20 slot bank with instant access?:) I don’t think that’ll happen..
But I’d love to ofc
Uhm..not really, this account bag could have expansion slots, so basically u start with 4 slots and u can upgrade it how u can upgrade bank slots.
It’s a bag, so you need to put your bag in every characters if you want to have your items shared.
Of course it’s just a design idea, but i see a big difference with bank and a very interesting potential.
Eeeeh, that’s called a bank.
No, it’s different.
I’m talking about a bag (with limited slots of course) that u can equip in every characters you have in your account and u share items between characters.
Faster than bank but more limited in slots
It would be an amazing item.
Usefull everywhere, spvp/pve/www.
Pls give us!
An account bag would be awesome to solve this problem and very usefull for pve and www too.
AFK and vote system are different problems, i think a vote system + replacement system can be very usefull to solve many problems.
A pre-filter system adds only problems because population is very low now and mmr doesn’t work properly. A filter will complicate party composition in exponential way.
I don’t really see what problems would arise other than longer queue times but then again I don’t know a lot about coding a game. Pre filter seems like a simpler solution if you put restrictions to it. Allow people to blacklist only 1 or 2 maps from the selection. Have the map get randomly selected first. Then all the match maker has to do is pick anyone that doesn’t have a flag for that map. If after X minutes the system can’t find enough people without a blackflag then it keeps the players it has already found but selects another map and picks the remaining people from there. This way you are never forced to play a map that you don’t want to play. Reducing the amount of AFKs cause most of the time they aren’t AFK, but just refusing to play. The system removes the human element from map selection which would eliminate any possible trolling.
If there is a problem with MMR than fix the kittening MMR. Party composition is already kittened up and really can’t get any worse (like making a team of 5 thieves).
Skyhammer does not have any more uneven matches than other maps last time we checked.
That’s because they don’t leave the match. They just cap one point, then dance around spawn or launch themselves off the edge of the map for 10 minutes the avoid getting a dishonnerd buff.
U can’t fix afk problem with pre-filter maps. Because people goes afk for many reasons, map is sure one of the problem (expecially skyhammer) but party composition is another problem, if they sux a lot in the first x min, people stop to play etc.
So if u add a pre-filter map system you only add more minutes to queue and u don’t solve the afk problem. And a pre-filter map complicates a lot mmr party composition, if you play in a top of the leaderboard (top100), many many times u are matched with people out of the ladder or with a mmr incredibly lower than yours, simply because there is no people in that moment with similar mmr to play your match. So if you add a pre-filter map, you spread population (=worst party composition) and u add more minutes to queue.
A map vote system is the best compromise atm, better than random maps and better then a pre-filter maps.
I don’t know if this was already mentioned, but another idea would be to randomly provide 3 maps (or only 2) for the decision and players can pick one of them. This way more popular maps will be played more often but others will propably still see some action (except skyhammer ^^).
This idea can be implemented in entire vote process like this:
1. Random 3 maps
2. People needs to vote these 3 maps in x sec (like dng options) – if you don’t care = pass
3. Map with most preferences wins, if there is a tie = random between maps with most preferences.
Very easy e fast process imho.
With this vote system process, i’d stoop match time start about 30s or more, 2 min. are too much with a vote system.
That is fine but it is not going to do anything to help the team that has people who refuse to play on a certain map. The problem is that there are people at the moment who deliberately go afk because they hate a certain map and refuse to play on it (I’ve even been guilty of doing it after getting SH several times in a row). If you add a voting system odds are that you will still be forced to play those maps, those people will still go afk because they still refuse to play those maps.
AFK and vote system are different problems, i think a vote system + replacement system can be very usefull to solve many problems.
A pre-filter system adds only problems because population is very low now and mmr doesn’t work properly. A filter will complicate party composition in exponential way.
I don’t know if this was already mentioned, but another idea would be to randomly provide 3 maps (or only 2) for the decision and players can pick one of them. This way more popular maps will be played more often but others will propably still see some action (except skyhammer ^^).
This idea can be implemented in entire vote process like this:
1. Random 3 maps
2. People needs to vote these 3 maps in x sec (like dng options) – if you don’t care = pass
3. Map with most preferences wins, if there is a tie = random between maps with most preferences.
Very easy e fast process imho.
With this vote system process, i’d stoop match time start about 30s or more, 2 min. are too much with a vote system.
(edited by MarkPhilips.5169)
I definitely vote for a human option for clients – anyone watching has to see player-race models, but there’s a checkbox in the settings for “see all enemies in PvP as human”.
This
In this way you have an option to see models like They really are or like a standard human to read animations better.
Best option for me.
Are you suggesting an equal random between the top voted maps? What happens in this situation:
- 9 Khylo
- 1 Sykhammer
I’m suggesting an equal random between top voted maps ONLY if top voted maps have the same preferences (like in my old reply).
Es. 2-2-2-1-1-pass-pass – random among 2-2-2
4-4-1-pass, – random between 4-4
3-3-2-1-pass – random between 3-3
9-1 – go directly in map with 9 preferences
In a situation 9 for Khylo and 1 for skyhammer we play directly khylo of course
and we are really happy, the alternative is the devil
(edited by MarkPhilips.5169)
What if you don’t care what map you play on in a vote system? Should there be a ‘pass’ or ‘vote random’?
What about the case where some people legitimately want to play on less popular maps? Would they ever get to play their favorite map?
This would be a system that provides good metrics.
Skyhammer does not have any more uneven matches than other maps last time we checked.
If you don’t care = pass
Random vote can be very dangerous. I would be really upset if random votes goes on skyammer and after that i need to play skyhammer for random votes.
No really, if you don’t care, a simple “pass” would be really better. No random votes.
Vote or pass.
After votes, you can go random on maps which get most preferences.
Example – 10 people
2 don’t care = 2 pass
2 temple
2 nifhelm
2 foefire
1 spirit
1 khylo
goes random among nifhelm, foefire, temple.
(edited by MarkPhilips.5169)
Summary so far:
- Pre-match filters will increase queue times.
- Voting per-match does not increase queue time.
- Add some amount of randomness.
- Avoid chances of encountering non-stop cheese builds.
Good.
I hope it’s reasonable to not wait 6 months for this
Insert a recipe with a 0.05% drop chance is pretty useless.
I think is a bug, no sense there is this big difference with the other backs.
ATM, nothing.
Teamqueue is an useless effort (because having a 5 men team is an effort) and there is no reward at all, no competitive scene, no good rewards ingame.
SoloQueue is worst, totally random in party composition, Skyhammer, mmr doesn’t work with this low population, if you play in top100 is not rare u are matched with people out of ladder and it’s not ammissible.
Reward tracks concept is good but the rewards are the same stuff we had 2 years old, the same stuff you can do in PVE in half of time. No Unique pvp rewards, so basically useless now.
And of course GameMode is always the same, TDM 2vs2 and 3vs3 has a great potential (we can see in the new hotjoin map) but without a new gamemode around it, noone plays it.
Basically i do 3 matches in hotjoin for daily and log out.
New game modes (with only 2or3 people involved for side), seasons and ladder + unique rewards can refresh the entire spvp scene A LOT.
You have the infrastruscture now, let’do it pls.
(edited by MarkPhilips.5169)
Anet doesn’t ignore players but it’s a fact that spvp improvements are really really slow.
Population in this game is 70% pve, maybe now that spvp is more integrated with pve, many players want to play spvp and we will get more update for it.
IMHO New Game modes (TDM 2vs2, 3vs3), unique spvp tracks (like balthazar backpack but also unique for soloqueue and teamqueue) and spvp seasons with league/ladder could help A LOT.
As a thief, going for a decap on far whenever it’s available isn’t always the best option – you need to make sure your mid and home fights are in a decent place to attempt it. If you leave graveyard on Foefire and your team gets decapped because they were down in numbers…that’s going to hurt your team a lot more than getting a decap on the enemy team’s home node is going to hurt them. The absolute best time to get a decap on far is when you stomp a player out in the mid-fight – this should give your team the numbers advantage at mid, and you have a good 30 seconds before the player on respawn can get to their home node. If they send another player from mid to defend against your decap, they will almost certainly lose the mid-fight.
To learn to rotate properly your best bet is to understand the entire team/conquest strategy in general. I’d recommend checking out Django’s guide for a quick primer.
You’ll make mistakes – everyone does. The key is to not let those occasions – or the players you’re teamed up with – get under your skin.
Edit: As the posters above mentioned, don’t get too tied up looking at personal score.
Have you any plan to introduce INGAME a better explanation about how to play conquest correctly? I mean videoguide/tutorial for every class, why using a build instead of another, how to manage correctly a teamfight, how to move in different maps , tips and tricks etc. etc.
Guide for basic/advanced and top level.
Because i think this is the main problem because we have bad player in this game
Very few people know how to play conquest correctly and new players have many issues in their progression skill.
In this forum there are excellent guides, but forum it’s not the best place to teach people how to play a game.
You can interrupt pet heal, if it doesn’t work and pet continues to heal there is a bug after patch.
580408 – Resolved. Two tickets. Please do not submit duplicate tickets.
What?
My problem is NOT solved and i didn’t send a duplicate item
I sent 2 tickets with the same object but DIFFERENT contents, i asked a refund for 2 different items that i bought twice in gemstore (kasmeer’s staff in the first ticket and krytan armor in the second). I got the refund only for kasmeer’s staff (first ticket).
K probably i did a bad choice by using the same object but it wasn’t a duplicate message
I reopened a new ticket (#618169) where i ask a refund for krytan armor and i used a different object.
Pls process my ticket quicky.
Thx
(edited by MarkPhilips.5169)
Not enough players play tpvp now.
They need to improve pvp rewards (with unique reward tracks for tpvp) and they need to add video tutorial/guide IN GAME to teach people how to play conquest correctly (basic/advanded and master guide with videos/situations/why use this build and why not, how to manage movements in different maps, how to handle a 1vs1, 2vs2 situations etc.).
It’s not a game fault, probably you did something wrong.
Central buffs are very imporant, so don’t ignore them.
You need to spend resources (teammates) to grab these buff at the right time, you say “lucky steal”, but probably your team movements were wrong.
Any news? I sent my ticket 2 weeks ago
Ticket #580408
Sent April 29th.
Work. Work. Work. Work. Work. China. Work. Work. Work.
No time to discuss, but I still read near every thread.
We know u are very busy for the China Release but can u give us an ETA (not soon™ pls
) for the next patch and for the next CDI/news for Spvp (or in general)?
1 weeks, 2 weeks, 1 month, 1 year?
And yes, where is the new “Allie” guy/girl?
I hope Anet can add game mode for 2vs2 or 3vs3 (TDM would be perfect)
It’s a pain in the kitten to have a fixed 5-men team.
Looks like it can be done.
We’ll look into this soon™. Thanks for reporting it!
K nice, can you fix the trebouchet announcer on kylo too?
It’s a 2 years old bug.
Ticket 580408: Gem store Item bought twice.
Sent April 29th
1000tpvp match played and u can buy this tag for free.
(edited by MarkPhilips.5169)
Thanks for reporting this! This looks like a scaling issue where the effect is scaling the character’s size but the skill itself is not scaling. A fix for this will require some design work so I can’t say a whole lot in regards to when it could be fixed.
Hey Branden, is it technically possible to add an option where people can see everyone like a human standard model?
This option would resolve A LOT of problems.
the announcer is amazing lol
An option where people can see players like human standard models should fix this issue.
Congrats, best team eu
Queue system would be great for a custom TDM arena too (1vs1 etc.)
In general people who goes intentionally afk because think they can’t win the game are the main loosers.
I think Anet is following this strategy:
1- more players in spvp
2- after that we impove mmr system and we’ll introduce seasons&ladder.
So basically this patch is good to attract new players, i hope mmr improvement and seasons&ladders will come “soon”.
And i think hiding rank is a good idea, in the past rank created a lot of confusion and basically it means nothing, but instead of rank, i’ll show MMR for everyone.
I don’t really understand why anet don’t show mmr ingame (and in leaderboard too).
I think Llama Finisher needs to stay exclusive for this tournament.
What’s the point to partecipite to these tournaments if every single player can buy these rewards on gem store or grinding them.
PvP players deserve more unique rewards, a reward can’t have an high value if everyone can get it.
But pvp is also the only place, where you can use the finisher.
In addition it’s in the gem shop, so ANet won’t cut their eventual earnings.
It’s not true, anet included pve events in the last LS where u can use your finisher and in WWW (in zerg is difficult) you can use your finisher.
BTW i spoke in general, i think PVE – WWW and Spvp needs to unique acquisition skin, after that you can carry your skin wherever you want but tournament like this needs to have unique rewards.
And we need unique rewards for soloqueue/teamqueue (with unique tracks) and for future ladders.
I think Llama Finisher needs to stay exclusive for this tournament.
What’s the point to partecipite to these tournaments if every single player can buy these rewards on gem store or grinding them.
PvP players deserve more unique rewards, a reward can’t have an high value if everyone can get it.
66 games for 1 piece of armor?
I think it’s a bug, it’s really a nosense otherwise.
With april 15th there is no sense to do soloqueue and teamqueue for rewards
U get everything in hot join faster. And it’s a no sense.
Soloqueue and teamqueue deserve dedicated reward tracks.
I really think new TDM can work really well for 1vs1, 2vs2 and 3vs3 fights. But we need a queue system or a supported game mode, it’s really boring having to click super fast 10000x to hope to enter in a custom area before other people.
I agree for Diamond Skin, it’s a bad designed trait (like AR) and deserves a similar change.
For Berserker Stance in general i agree, long immunity are bad but i want to see before the new warrior with the new patch. He will receive some buff from 4 sigils and 5s weapon swap but a lot of nerfs too, healing signet, LongBow (AA and pin down animation + cd), impale, hammer trait and of course, lyssa changes.
I want to evaluate the new meta in general with new GW traits too, before to see other stuff.
It’s important to have goals for different time commitments. Short term goal could be reward tracks or some skins. Medium term goals could be season rewards and a ladder. Long terms goals could be a legendary, rank 80 (for most people) or possibly multi-season rewards and yearly tournaments.
Seasons rewards and ladder are very good but soloqueue and teamqueue deserve always a better status and a better attention.
The new rewards track system is very interesting so i’d suggest specific tracks for soloqueue and tournament queue, maybe with exclusive rewards or very good prices for a long term goal like for example a legendary (various components to build a legendary faster than the “classic” general rewards tracks).
Or anoter step can be cumulative titles, instead of a final title for X tournaments won, more titles-milestones and a final title.
Confirmed! I’m pretty excited for this.
Good news!
But i hope there won’t be so much lag :\
I agree, this is directly linked to an another my old topic, when i said with this feature patch, there is no much sense to play soloqueue and teamqueue, because there are not exlusive rewards for these two game modes.
Champion titles are exclusive for Soloqueue/Teamqueue and it’s a good thing, but i think in general soloqueue and teamqueue deserve more exclusive rewards to involve players.
Titles can be a good way, but Anet can create a lot of different rewards for soloqueue/teamqueue, putting them directly in exlusive tracks or linked to AP.
Good decision, GG
I’m just curious how many players legitimately reach r60-r70 without skyhammer farm and now are crying because they wasted their time.
I’m really unhappy for people who legitimately reach r60-70 legit but skyhammer farmers need only to shut up and appreciate their next r80 and dragon finisher.
(edited by MarkPhilips.5169)
I agree, basically this runeset shouldn’t have two confusion sources in 4) and 6) is really OP.
The only confusion source should be 6) with only 5stacks for 5s with ICD 30s
And 4) should maximixe the confusion duration.
Something like that
(1) 25 Condition Damage
(2)10% Confusion Duration
(3) +50 Condition Damage
(4) +20% confusion duration (or -20% confusion duration from enemies)
(5) +100 Condition Damage
(6) when you interrupt a foe, cause 5 stacks of confusion for 5 seconds. 30s ICD.
This set should add confusion duration (or decrease condi duration from enemy confusion) to synergize better with some build and add only a confusion source
(edited by MarkPhilips.5169)
We’ll look into this soon™. Thanks for reporting it!