Thanks for the fights tonight.
Dolyaks only award 1 point. And if they have 2 guards, killing each guard also awards 1 point.
Whoever told you that killing dolyaks awards 10 points must be ignorant.
Or maybe it is you that is ignorant, have you ever tested it yourself before opening your mouth?
Dolyaks in my tests reward 1-7 points, I have heard of folks getting as many as ten but it’s never happened to me. I have tested the idea that the further on the path gets more points, but never found that to be true. Seems mostly random.
I know this is crazy, but stop stacking might be just the trick.
You speak the truth. I, too, am a former CD player and well remember FA double teaming us with IoJ. Perhaps that is why they accuse my new home (TC.. wonderful place, awesome people with great attitudes) of double teaming with KN. When one is guilty of a specific behaviour, one tends to project on to others.
Truth is? TC is not double teaming with anyone about anything. We go out there and fight our butts off with some really great commanders. We have fun. Perhaps y’all should take a page from our book, FA, and quit being so nasty in the meantime?
So you accuse others of double teaming and then deny it for yourself. How does that makes sense? FA never double teamed with IoJ any more then there is double teaming going on now. All you folks stand around with a tiny perspective of the battle and assume it is the entire picture.
The game is a 3 way battle, fights happen, it’s fun, enjoy it.
Why are folks worrying about and comparing ranks? The system is just an extension of your kill count from before, which was meaningless because tagging kills does not mean you actually contributed in a meaningful way.
The issue we found in lower tiers is that the WvW population is too low. Sure the zergs are smaller, but there are portions in the day where you spend more time looking for a fight, then fighting.
Even T3 was getting weak at parts of the day, was still good during prime time, but late afternoon was far to slow.
That’s something I’m concerned about. I wonder if the lower tier being more conducive to small scale PVP is mostly borne out of there being, maybe, far fewer people in WvW.
Really comes down to how and when you play. If you only play during NA prime time then I think a lot of the lower tiers can provide great fun and opportunities for you. If you play a lot outside of NA prime time, then you really need to do your homework as different servers/tiers will have different slow parts in the day.
The issue we found in lower tiers is that the WvW population is too low. Sure the zergs are smaller, but there are portions in the day where you spend more time looking for a fight, then fighting.
Even T3 was getting weak at parts of the day, was still good during prime time, but late afternoon was far to slow.
Most teams are going to be on during prime time.
Also last time I saw AoN y’all ran 20+
You are confusing us with someone else.
AoN doesn’t even have 20 people in the guild, let alone all of us on at once at any given point. 5-6 is probably our norm. The highest I have seen was 11 one night when everyone in the guild was on.
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… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
just get a small organized group together and defeat them.
but it doesn’t really work that way
AOE cap at 5 means if they have 10 more people than you they’ll just roll over you anyways.
in other words, its a game design issue and not the fault of your fellow players.
Part of the issue is that folks keep passing on this drivel as if it is true.
counter the argument and try to carry a conversation intelligently. Calling an argument drivel doesn’t really add anything to the discussion unless you can convey your idea on why that is so.
An intelligent conversation rarely starts off with drivel. I am bored, so I will make an attempt:
10 more people does not mean you get rolled. Our 5-8 man has rolled a 50+ guild zerg, that is not normal and generally I think 25-30 (bit less if its a guild zerg), is a more reasonable size for us to wipe, but we can harass much larger groups then that.
In my opinion the ultimate group size in this game is 20 people. A well organized 20 man would be able to wipe the average 40 man zerg. Two 20 man units operating at that level, converging and coordinating when necessary, would own a map regardless of how big a zerg ball was tossed at it. Game play would become exponentially more interesting as a result.
While there is no doubt there are game design issues, none of those issue prevent us as players from playing better. People’s fixation on the AoE cap is unfounded, and I am generally against increasing the cap, though a test of 10 might be interesting. Certain aspects of the downed system, for example, are far more impacting then the AoE cap, imo.
In short, game design issues are an excuse and a crutch.
… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
just get a small organized group together and defeat them.
but it doesn’t really work that way
AOE cap at 5 means if they have 10 more people than you they’ll just roll over you anyways.
in other words, its a game design issue and not the fault of your fellow players.
Part of the issue is that folks keep passing on this drivel as if it is true.
My suggestion would be to post a frank outline of what you felt went right and wrong with the latest ‘wvw’ patch. Showing the players you understand the current issues and thus able to eventually address them, will go a long way in stopping people from leaving the game.
The issue we found in lower tiers is that the WvW population is too low. Sure the zergs are smaller, but there are portions in the day where you spend more time looking for a fight, then fighting.
Even T3 was getting weak at parts of the day, was still good during prime time, but late afternoon was far to slow.
Thanks for the fights last night, we had fun.
… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
Pretty simple, player driven solution. Break zergs into 20 man squads and spread out over the maps. What causes skill lag is when two major zergs collide all smashing their foreheads into their #1 key’s.
The whole point of the abilities is that they should be under-whelming. If they actually made a significant difference to your efficiency, then people would be forced into grinding out max rank on a single character asap, and players coming late to WvW would be completely kitten
As it is, they’re a nice little boost, but not neccesary. Which means if you want to play alts, don’t want to zerg-ride for 8 hours a day to keep up, or are simply new, then you can still play without feeling useless.
This is a silly argument in my opinion.
First I would argue that you should never put anything under-whelming in the game, it makes you look stupid as a company. The WXP cost this game players, people that had hoped ANET finally was going to pay attention to WvW and instead they got ‘under-whelming’, and now your justifying that? Horizontal progression can be cool, ANET decided to make it ‘under-whelming’ instead.
I disagree with the entire idea that we cannot have a vertical progression system. The excuses you use are old, and tired, no more true for this game, then when they were used in past games like DAoC and WAR. As a game progresses the company makes it easier and easier to achieve the lower levels. When I returned and started from scratch in both DAoC and WAR I had no issues at all. Sometimes I adjusted how I played, starting more defensive because I knew I was behind the gear curve, in other cases I just jumped right in to a competitive 8-man and earned ranks so fast that I could cover the important points in a very short period of time.
90% of the people in this game play in large groups of other players, the fact that they are 0 rank and others are max rank would have little to no impact upon how they play the game anyways.
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It would go against ANet’s philosophy of not hating to see allied players.
I keep seeing this comment on ANET’s philosophy used as an excuse and frankly it is invalid. The rally system and how it works in WvW means I have no interest in fighting by other allied players, aka walking rally points. The lack of group priority for buffing/heals/clense means I have no interest in fighting by other allied players. Just two small examples of how that philosophy is not even valid in the current game.
This has been fun and I’m really quite excited to be stepping up to keep carrying the torch where Habib has so ably taken it. I hope you all continue to enjoy WvW and look forward to providing many more things to keep you coming back for one last SM cap. See you on the field!
I am not sure what you are talking about. Outside of the change to culling, WvW has not really gone anywhere at all, more forgotten and ignored then taken somewhere. We have a very basic and uncreative leader board, a joke of a WXP system, and it took over 7 months to get more then one type of armor for WvW. Lets not get started about the skins…
Welcome to the job, I hope you are setting the bar a bit higher than it has been.
No offense, but that is a weak justification. I watched that same situation unfold yesterday with TC and FA. There is a bunch of ways those situations could have played out for the same net PPT benefits you claim you are playing for, that does not involve running in like lemmings. I see no justification for that type of play at all, it was bad.
I’m confused. We’ve got some folks saying TC players are too afraid to die and won’t fight. We’ve got others saying we’re reckless and throw ourselves into fights without any hope of winning. Are there two TC servers?
Comment on what other folks say if you like, just do not quote me like I was involved in that discussion. My comments were in response to specific events, nothing more.
Scenario: RISE @ SE (Water) camp on KABL trying to cap it. TC militia zerg repeatedly running in to contest and dying giving them lots of badges. Yet we kept doing it for a good 20 minutes. They dropped a merchant to empty out their loot. I chuckled. I completely understand we were feeding them. Not really WXP though because the deaths were so close together.
While I was running in, contesting, building ballistas on the cliff and dying I was whispering our TCBL commander to push quickly for Hills in TCBL because we knew that RISE was map hopping to do damage and maximize PPT. We didn’t lose the camp and got back hills eventually. RISE got a lot of badges, both parties were happy. This was two days ago.
This is in essence what I play for, the macro PPT-game across all maps. I think its a play-style that is very much a part of TC and more and more commanders are enjoying taking it on board and putting it into practice.
And now that I don’t need to do armor repairs when outmanned? xD
Not saying that we don’t have guilds who love open world ZvZ/GvG and zerg busting, we have tonnes and Pink also do that during NA Prime but I would hope not at the sacrifice of smart macro & meta for maximizing PPT. At least I try to encourage all guilds and commanders to keep smart macro play at the forefront of their thinking.
No offense, but that is a weak justification. I watched that same situation unfold yesterday with TC and FA. There is a bunch of ways those situations could have played out for the same net PPT benefits you claim you are playing for, that does not involve running in like lemmings. I see no justification for that type of play at all, it was bad.
It is a game, which is meant to have fun, you play games to have fun, and that is what TC is doing, we are having fun in wvw, we are not playing to be the best, we are not playing to make you angry, we are just very selfish people, and just play to have a good time ourselves. But you ahve to understand that we also play smart and we play good, we have an awesome community, and we don’t have to tell each other everyday how much better we are then the rest. Because quite frankly all we are is just your average Gamer, We are the oldest Gamer type in existence, we were the ones sitting in our basements playing D&D, we are the ones that were there when Gaming was underground, we were there when they called it Geeks and Nerds, and not something fancy like Gamer, and we had alot of fun back then, despite all the social stigmas. So yes we know how to have fun right now, we didn’t let people tell us how to have fun back then, and we most certainly won’t let people tell us how to have fun now.
Not that I see any relevance between this ramble and the current discussion, but online roleplaying communities developed more out of the old MUSH/MUX telnet communities than from the D&D crowd, imo.
blah blah blah
You have no idea what you are talking about, just the same old tired excuses.
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Title says it all!
My main opinion is its a good start, however i think these should be used to to promote smaller group play, i must admit iw as sad when i noticed that reduced guard damage was only a max of 5%….. and 5% more damage. IMO we should be able to take considerably less damage from guards because guards are one of the major tings that promote grouping up etc. If we had W3 abilities such as reduced guard damage then a small 5 man group could take a keep ninja style AND be able to fight off other players whiloe the guards are on them which is pretty much impossible atm, thats my 2 cents whats yours?
Guards do very little, a good five man will ignore them and kill the players. %5 damage swing is a waste of points, worthless ability, like the rest of them.
One of the things I was looking forward to with this patch, was the ability to spend some of my badges, turns out I have to keep waiting and I would really love to know for how long?
The new skins are horrible, I am not as offended that they are recycled from other areas of the game, as I am that they recycled the worst of the worst. Why not give us some cool stuff, and really why can WvW not have some unique skins of its own?
While I appreciate the fact that we can now buy different types of armor with our badges, something that really should have been in place at launch and added much sooner then now, but I really have to question the thought process of combining gold with badges? When I run dungeons and get badges, I get to buy my gear, no need to also spend gold, so why is WvW given the special shaft of having to spend at least half the crafting cost of an item? My limiting factor of buying gear in WvW is still gold.
Where is our ascended gear? I never expected to be able to buy all the ascended gear, but I thought what might happen is that one of the ascended slots would be accessible from WvW. Here we are another month and nothing for WvW.
So my question is, are we actually ever going to get something useful or should we just trash all our badges to fee up storage space?
I am not buying a single one of these boring, unimaginative abilities, rather let the points collect dust.
They should increase WXP for getting kills while defending towers/camps/ etc. If you are in or within a certain range of your node you get bonus XP for killing enemies. And maybe you should get some XP when someone gets kills with the siege that you built/paid for.
This would require thought and effort. The WXP system was done with the bare minimum of thought and effort.
There is no doubt that the culling change has helped small groups a lot, being able to see exactly what you are up against quickly and without having to wait is crucial for making quick decisions.
We have always been heavy on kiting so no change for us in this regards, we can now make better decisions on when and how to kite now. Our view has always been that if a giant zerg of 50 people wants to spend 10 mins chasing us across the map, we were as effective in helping our team as outright killing them.
The WXP system could have really helped create and incentive for small groups to run and perhaps we would have seen a reduction in zerging,. Instead we have seen a huge increase in zerging as a result of the horribly implemented system and frankly who cares about any of those worthless abilities? I have no plans to spend my points.
WXP is going to be amazing and loss of culling makes my 3-5 person roaming play 100% more viable. They’ll go hand in hand. It’s not all pro-zerg at all. I’m going to, you know, LIVE more because I’ll see the freight train of red chugging my way and have time to get out of dodge. When small groups that have been roaming for ages without getting run over (because they could see it coming) run into each other, the winner will get tons more wxp off of them since they’ve been alive forever. Makes it more competitive for my style of play. Overall, this is the most excited I’ve been for a patch and I think it’s going to be great.
WXP is the same as normal xp, its based on kill tag system which means it is pro-zerg, not that it matters because there is very little for small group players in the 8 most boring abilities anyways. Entire WXP system needs a do over, only this time with intelligent, creative people that actually play WvW, creating the system.
Culling is a good change, but considering this was a wvw focused patch I for one am not excited at all and not looking forward to more friends leaving the game because of it.
Only if it’s a big deal to you.
Congrats, I guess.
Exactly this. Everyone gets to celebrate their big moments, and if killing 6 lowbies is their big moment, sad as that is, then they have every right to celebrate.
I am just looking forward to the end of the “perma stealth” aspect of the thief that has been abused in wvwvw.
To better understand it I got my thief up to level 80 and took her into wvw and was amazed at how easy it was to hit and vanish on a consistent basis, and yes thieves do hit hard.
When it became apparent that with just a little bit of tweaking and even less experience that playing a thief this way enabled even someone without any real pvp skill, like myself, to effectively tie up and slowly pick off groups of 7-8 people or less without any real danger to myself I had to put her away. It wasn’t even amusing it was actually pitiful.
This being said I still really hope that the developers have come up with a way to even the playing field where the thief is buffed in a way to not have them go the way of the dinosaur.
Your post lacks credibility. If you are good enough to take on 7-8 other players, even as a thief, then you should be good enough on your other characters to be able to counter most of the thieves effectively, because let’s face it most thieves are bad.
Dear ArenaNet,
Please don’t make WvW abilities too strong. It would be sad if, in a year or so, it becomes really hard for skilful but newbie WvW players as other veteran WvW players are all a lot stronger with their unlocked abilities.
Thanks.
They are not. They are also not interesting, not creative and not based off of a meaningful point metric.
What would be a more ‘meaningful’ point metric? It seems to me that ANet balanced the cost of these upgrades quite well. Extra supply seems to cost as much as every other upgrade combined, and the other upgrades pretty well balanced accordingly.
Point metric was in reference to how you get ranks, ie this poorly planned system is using kill tags, which has no correlation to level of effort or participation.
Dear ArenaNet,
Please don’t make WvW abilities too strong. It would be sad if, in a year or so, it becomes really hard for skilful but newbie WvW players as other veteran WvW players are all a lot stronger with their unlocked abilities.
Thanks.
They are not. They are also not interesting, not creative and not based off of a meaningful point metric.
Gotta love those blanket statements like “PvPers want this” … no, SOME pvpers do. Personally one thing that I like about the game is that there ISNT such things that make you more powerful vs other players.
I’m sure that were most of these same players to lose to someone else with a higher rank than them they’d blame it on them having the extra rank points “rewarded cos they play more” instead of concede they could possibly be outplayed. Pretty sure they’d claim the opposite when they won too.
If you want it, that’s fine, go ahead and say so.. but blanket statements like “Everyone wants this” are just ill founded and wrong. I play only WvW and I don’t care for such things one bit, I’m also not the type to quit once the grind is complete so carrots aren’t needed to keep me interested.
You are responding to one person, since only one person said anything resembling what you describe, further that player did not say ‘everyone’ or ‘PvPers’, he said ‘a lot of DAOC players’, which is probably a fair assessment regardless of how you tried to spin it.
While I personally am not sure I want a vertical progression system, I do know I was expecting more then 8 of the most boring, unimaginative abilities that they could come up. The rank system, details that we have seen so far, is likely best described as ‘bare minimum’ of what they could have done and shows an incredible lack of interest in making WvW a major part of their game.
GW2 has had balance issues, just like DAOC, and comparable.. the difference is DAOC had 40+ classes, and a vastly more complex PVP and character system.. making it flat out the better game.
Hell at this point, GW2 can’t even compare to Warhammer Online, which is is like DAOCs kitten little brother..
Hard to accept your valid points when you overstate to this degree. DAoC is a shadow of GW2 in sales and success. It was also primarily PvP focused unlike GW2. Even still fights were often sparse and it had its share of issues including development that drove it over a cliff.
Warhammer… ughh… game sucked and was super buggy. It bombed hard.
Also number of classes has zip to do with how great PvP is. Plenty of games have few skills, few classes and are fantastic PvP platforms. Even GW2 including combos makes for a surprising amount of cross class dynamics that are hard to quantify.
DAoC regardless of its many issues, is still widely accepted as the best faction vs faction PvP game ever released. Will GW2 be able to make any significant claims in 10 years? I think GW2 is a lot like WAR, great potential, but hindered by one poor decision after another.
This WvW patch will result in people leaving the game.
I really like the ranks / abilities. Why? Because it gives you more reason to play, which is exactly what WvW needed imo.
Why would these ranks or abilities give you a reason to play? Tagging kills is neither hard or inspiring, for a bunch of mediocre abilities that you can enjoy the game without?
The fact that it has taken this long, for what I would consider the absolute bare minimum of a ranking system, does not inspire folks to continue to be hopeful. Even the leaderboards is a joke, seriously, how hard is it to have player metrics from the data you already collect?
I would like to know more about the WvW ranking system that is going to be implemented next patch.
Can you lose ranking at all? By dying etc? On the flip side, can you cause others to lose ranking by killing them?
If not, this is just going to turn into yet another grind.
There is not much information available, but considering the point system is based on kill tags, the most worthless and zerg friendly metric you could possibly come up with, I think it is safe to say that this system will not implement a way to lose ranking.
A small selection of eight uninspiring and boring abilities, rewarded by a worthless and zerg friendly metric: kill tags.
I’m not sure if our threads started to behave better, or if the trolls have been banned from the forums.
I hope it’s not the latter, because so far I’m loving how our threads started behaving.
kitten off….
just joking
Any uncontested lyssa today?
If they split wxp from a static ‘pool’ like some are suggesting, you’re going to run into situations where 5 people are taking a supply camp, and if others come to help they’ll get yelled at for ‘leeching’ or whatever…which is stupid and bad game design.
So the best argument you could come up against static point values is that someone might accuse another of leaching? Stupid accusations, attacks and comments are said in map/team chat every minute of every day, yet someone accusing you of leaching is a massive issue?
It’s not the best argument he could come up with,
It is the exact design philosophy that Anet has stated they follow since before they released this game.You’re never supposed to be upset to see other players join you.
Not sure what your point is? Not all aspects of the game follow that design philosophy anyways, take group buffing for example. The system has no built in priority to your group mates, so in order to ensure that my heals/buffs/cleanses go to who I need them to go do, we need to avoid people joining us.
Ascended gear: Doesn’t say anywhere if this will or will not be available. It might, it might not. OP stated its absence in the upcoming patch as fact, which confused me.
Considering the comments that were made and not even sure what of the normal sets will be included, I think it is a more then fair guess to assume ascended gear will not be included, but as far as I have seen there has been nothing definitive.
Why are people expecting Anet to reduce Wxp for larger groups sizes? The design of resources in this game makes it so you are never competing with other players—-you all get the same amount of xp and karma for events, resources from nodes, items from chests.
Yes, it takes more skill to capture an objective with 5 people instead of 40, but wxp isn’t rewarding you for skilled play, it’s just rewarding you for playing. There is nothing designed into WvW that explicitly rewards you for player skill because the game mode isn’t balanced—-that’s what spvp is for.
If they split wxp from a static ‘pool’ like some are suggesting, you’re going to run into situations where 5 people are taking a supply camp, and if others come to help they’ll get yelled at for ‘leeching’ or whatever…which is stupid and bad game design.
Yes, they need to figure out a way to give smaller groups a larger impact in WvW, but manipulating the way a resource is distributed is a bad way to approach it. Large forces (or ‘zergs’) are mostly effective because of small map sizes, the proximity of major objectives, and the lack of objectives that are 5-mannable. Anet needs to add an extra objective specifically for small, roaming groups.
As an example, they could add alters that spawn randomly in 1 of 12-15 different locations on the map, guarded by some npcs so it’s roughly as difficult to destroy as a camp is to take; server that gets the last hit wins ‘favor’ with someone (I don’t know—-grawl?) and if you get enough favor, your server gets the orb of power for that map. The randomized nature of it and the ease of destroying it would give small, roaming groups an advantage over large zergs, and the orb of power reward would make it a very important objective. Obviously just an idea that likely has significant downsides, but just wanted to show that there are other ways Anet can address this problem.
So the best argument you could come up against static point values is that someone might accuse another of leaching? Stupid accusations, attacks and comments are said in map/team chat every minute of every day, yet someone accusing you of leaching is a massive issue?
The game has no WvW objectives that are not achievable with a five man, none. We do not need some token system to give small groups something to do, we have lots to do. The issue is that there is no incentive not to zerg.
Honestly, at this point who cares about the rank system? It took over 6 months for them to do something for WvW and what we got was a leaderboard that regurgitates the same info they already provide and no one uses. We got a progression system that is based on a meaningless currency, kill tags. We have 8 of the most boring, unimaginative progression abilities every created.
I am not sure what I want to believe more that ANET really just doesn’t care about WvW and has no interest in devoting resources to it, or that they hired the most unimaginative people in the industry.
You folks are very optimistic. Looking at the other types of WvW achievements I predict it to be something like:
Ranks 1-249,999: no title or benefit
Rank 250,000: lame title, ability to carry more siege and take less damage from siegeNot really optimistic… Perhaps over-analyzing the photo found on this page:
WTB a sense of humor? I guess hard to be happy when six months of no attention to wvw has rewarded us with a meaningless progression system with a grand total of 8 abilities…. I am not sure if I should laugh or cry myself.
Wow, 8 whole abilities, they really out did themselves in the creativity department, glad that took over 6 months to come up with.
1. Everyone that helped with the kill will get full credit for the kill.
Not unexpected, but entirely disappointing and in my opinion short sighted.
The entire system becomes based on a valueless currency: kill tags. How often do you see people compare their # of kills now? Very seldom as everyone knows the stat is meaningless, because everyone involved in even a minor way gets credit. So now we have an entire rank system that will in turn be as meaningless as it’s currency.
You folks are very optimistic. Looking at the other types of WvW achievements I predict it to be something like:
Ranks 1-249,999: no title or benefit
Rank 250,000: lame title, ability to carry more siege and take less damage from siege
Just curiously was AoN originally an FA guild? i feel like ive seen em before on FA some long time ago but im not sure.
Originally they are from Maguuma, but AoN was on FA when they were on the bottom of T3. We left when Fort Aspenwood got all the transfers and started dominating the tier. DB was a great choice for us, but SoS imploded and upset the cosmic balance and now they are dominating the tier, so back to FA.
Ehmry Bay, I thought. AoN has always bounced from server to server to find decent fights (generally they pick the losing server with the most potential)
We don’t count EB, most of the cool people were not there
Just curiously was AoN originally an FA guild? i feel like ive seen em before on FA some long time ago but im not sure.
Originally they are from Maguuma, but AoN was on FA when they were on the bottom of T3. We left when Fort Aspenwood got all the transfers and started dominating the tier. DB was a great choice for us, but SoS imploded and upset the cosmic balance and now they are dominating the tier, so back to FA.
Which server did [AoN] join?
We joined FA.
Hey, I saw you guys on Kain BL today boldly rushing into PiNK’s 40 man zerg with about 12 people. At first I laughed, but each time you ran back in I gained a more respect for you. Good on you for playing for the fight and not backing down from impossible odds! Hope you enjoy T2!
Thanks for the welcome. We been in T2 before and have fought all the servers here so no big change really. We had 8 tonight when we were in KNBL.
Which server did [AoN] join?
We joined FA.