Showing Posts For Noblehawk.8036:

WvW Lag March 2015

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Posted by: Noblehawk.8036

Noblehawk.8036

I have not experienced really bad skill lag in 3 way zerg fights since some adjustments were made, but in bigger fights some “lag” or “packetloss” is still there. It mainly shows when I try to use “point and click” aoe skills. I would say that there is like 50/50 change will they activate or not… This is rather annoying because you’re basically playing in lottery mode.

Zerg vs zerg fights really won’t become enjoyable before game stops dropping packets.

New Camera & Arrowcarts

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Posted by: Noblehawk.8036

Noblehawk.8036

In WvW I like new camera because:

  • It gives more field of view in battleground

In WvW I dislike new camera because:

  • I am forced to elevate my camera as high as possible to be able to use arrow carts like everyone else will be using them and that camera angle is awful to play in.
  • Arrow carts are now OP as kitten.
  • Short characters have disadvantage compared to long ones.
  • It is a [BETA] on live server.

Rapid patch recommended

Q: Do I have to buy expansion to play WvW?

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Posted by: Noblehawk.8036

Noblehawk.8036

Its said around 11:50 in that link for anyone else wondering.

Thank you for the link and the information.

Q: Do I have to buy expansion to play WvW?

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Posted by: Noblehawk.8036

Noblehawk.8036

Somewhere on the forums it was said that the expansion won’t be necessary in order to play the new map.

Was that official word? I’ve been trying to search for one and haven’t found yet :/

Q: Do I have to buy expansion to play WvW?

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Posted by: Noblehawk.8036

Noblehawk.8036

…so after reading that the plan is to replace our current borderlands with new map instead of making new content optional – I would like to know…

a) Am I able to continue playing WvW without buying the expansion?
b) If yes – am I then limited to play only in EB for example?

The New WvW Borderland

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Posted by: Noblehawk.8036

Noblehawk.8036

To be honest all I wanted for WvW were bug/exploit fixes to existing maps/siege and some balancing done to various things.

Seeing that current borderland map will bulldozed with something what reminds me about many things I dislike in EOTM was quite disappointing.

I really was expecting that this map would be optional instead of mandatory and that Anet would actually had fixed some old issues also.

Tier 3 has become an utter joke

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Posted by: Noblehawk.8036

Noblehawk.8036

I have invested very limited amount of time to our (wsr) borderlands/eb after white swords got removed, because

- our server was good on defending against overwhelming numbers
- we can’t efficiently defend our stuff anymore as everything remains paper
- I can not expect people to spend gold to upgrades when there is not enough people on our server to protect the investments by scouting 24/7.
- sitting on tower 24/7 as a scout is not fun.
- great many of our regular wvw players have deserted since the patch.
- our scores have dropped dramatically since the patch and tight matches against larger servers have been changed to complete free fall for us.
- I feel like Anet should have picked some more convenient moment to poke my eye with a stick than the holiday period.

I have now played a lot less in general and mainly on edge of the mists where I rarely were before. I’ve learned that the team balance in there is just as crap as it was on main wvw games. I wonder does anet even know what word balance means?

I skipped my monthly gems purchase because of this update and seriously have had thoughts about leaving the entire game if things wont improve sooner rather than later. I can only wish that my servers wvw population recovers after this test with white swords is over.

GTA5 is coming to PC on january – maybe this really is good time to have a break – at least anet wont be needing my coins before stuff gets done.

Yes topic of this thread is spot on.

Removing White Sword : Good or Bad?

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Posted by: Noblehawk.8036

Noblehawk.8036

Bring the white swords back sooner rather than later. This experiment is royal pain for my daily WvW experiment and I honestly can’t think any positive thing about it.

…and did you really have to try this during the holiday season?

Scoring Discussion

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Posted by: Noblehawk.8036

Noblehawk.8036

My suggestion about live scoring compensation which I posted few days ago to separate thread can be found here: https://forum-en.gw2archive.eu/forum/wuv/wuv/Suggestion-Scoring-compensation-tick/first#post4465686

Also would probably add some value to border maps north towers/camps and reduce it from southern ones. Same in EB but just for towers so that the ones closest 2 spawn would be more valuable and the ones closer to SM would be less valuable.

The goal of this format is to:
- Make it possible to fight against more numbers with less numbers (world population differences)
- Make defending meaningful even it would be just delaying the capture.
- Make offensive payout greater with less numbers attacking (harder cap = more points).
- Make defensive payout greater with less numbers defending (harder to defend = more points).
- Make it worth splitting the zerks among the maps rather than all guilds running on same map.
- Making small groups have stronger impact to overall scoring if not taken care of (camps).

(edited by Noblehawk.8036)

Suggestion: Scoring compensation / tick

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Posted by: Noblehawk.8036

Noblehawk.8036

Hi all.

I leave this post here because I strongly feel, that WvW week would be more interesting and rewarding if the scoring system would be tweaked to the potential it has.

Currently some match-ups are really uneven population wise and offer very little reward specially to those who keep trying to do their best no matter how outnumbered they are. Then again matches offer same amount of reward to those who get easy wins just by boarding the train.

If we would have scoring compensation system, where server would keep live track of population changes on each map and compensate the average (over time) player amount ratios of current tick to structure scores of next starting tick, we would have much more interesting week of game play.

If for example any map would have current tick average of 10 guys from team A, 20 from world B and 15 from world C, team A should get most structure points from next starting tick as they have hardest time capping/keeping them with their low numbers. Team C should get the average and team A should get less as they got most ppl and have easiest task ahead.

As another example if some world has 10 guys from team A, 0 from world B and 0 from world C, score of A’s should be ~(3 times*compensation value) lower than average.

Finding good compensation value would be obviously rather important and I would personally think something around 0,5 or less, but that is details already.

This system would be equalizer on both offensive and defensive front and give reason + benefits of doing both with any size of zerks against any size of zerks.

Most importantly this method would keep scoring more even and competition going in matches longer than one night after reset which too often is the case now.

I would honestly like WvW to be about everyone doing their best towards their world, no matter how uneven the population between servers might sometimes be.

Feel free to comment below – will read your opinion and/or feedback and respect it as it is (most likely wont reply as don’t really enjoy writing to forums in 1st place). Also thanks for your time which u spent with this.

Game Updates: Balance, bug-fixing, polish, Sigils

in Guild Wars 2 Discussion

Posted by: Noblehawk.8036

Noblehawk.8036

Rangers new rapid shot… seriously?