“The commander tag is too cheap!”
“The commander tag is too expensive!”
“The commander tag is fine as it is now, functionality-wise.”
“The commander tag needs more functionality”
“sPvP needs its own unique rewards!”
“Why does sPvP get all its own unique rewards I want PvE rewards too!”
“WvW is a stagnant gamemode”
“Im having so much fun in WvW right now!”
“Weapons are too big!”
“Skill animations are too small and I can’t read them in sPvP!”
“Stop with the LS, We desperately need an expansion!”
“I cant wait for the next LS update and feature pack!”
I don’t envy the people that have to read the forums and get an actual bearing on community opinion and wants and needs :P
(edited by Noobix.3958)
Tradeshows seem to be a crapshoot. You either have a really amazing presentation where everything goes smoothly, there are no crashes, and you get to show your game off in the best possible light. Then the interwebs is abuzz about how awesome your game was.
Or this sort of thing happens. Technical hitches, unprepared speakers without a script and no ‘new’ special thing to show the veterans. Even if they just showed something cool from the feature update most of us would have been quite satisfied.
Missed opportunity there and ANet knows it. kittenit, your game is literally the best MMO on the market but you sure wouldn’t think it from looking from the outside.
GW2 is like a bleached blonde supermodel. Attractive on the outside but you assume a lack of substance and superficiality. Then when you get to know her you realize she is the one in a billion. (Sorry i think i broke the record for stretched analogies)
(edited by Noobix.3958)
-snip-
Similarly there is a huge difference between basic functionality and optional or advanced functionality. People have played without multicolored commander tags since the game launched. This demonstrates that they are not a need or inherent to the basic function of WvW/large event PvE.
-snip
Even so, hyperbole does not serve the argument. Claiming something that is clearly and demonstrably not the case, something that is obviously an overblown exaggeration, rather than a calm and reasoned presentation of one’s position makes the entire position seem unreasonable.
Many commanders would argue whether selectable coloured tags count as basic functionality or not. Again, just because the feature is not in the game yet doesn’t mean it hasn’t been sorely missed. I think the commander tag is one of the aspects holding back GW2’s WvW from becoming the ultimate of RvR in the industry (among other glaring issues of course such as PPT system and coverage). When we finally get the tags, would the WvW and group PvE communities be fine with it if they were removed a month later? They were getting along just fine for the last 2 years right?
Also, please stop trying to undermine my argument by claiming it is exaggerated. To you I may seem overzealous or ‘making up facts’ or whatever. But as the forums have demonstrated there are very different schools of thought on the subject and not everybody even agrees what the role of the commander tag is in the first place. For me I am very passionate about this aspect of the game. Organising group play is what keeps me playing.
That said, I %100 agree with your point about increased costs being ok but selectable colour at will and for free being the way forward. We can disagree on this being ‘core’ or ‘optional/advanced’ functionality until this thread is locked. Maybe a better way for me to describe it to make you happier would be to call it ‘necessary’ functionality. I hope we can both agree on that.
(edited by Noobix.3958)
The commander tag is not a status symbol for the people who understand it. The pugmannders who are tagging on your Eternal Battlegrounds and trying to lead your server to victory in WvW, the servers and communities that regularly organize Wurm and Tequatl, the hardcore WvW guilds who lead 24hr paintrains, the solo commander who is explaining Drytop and trying to rally the map for a T6 run…all these people appreciate and understand the tag more than Anet ever will.
However, closed-minded PvEers and Anet seem to think it is a vanity item.
This is basic functionality.
No it isn’t. It is optional, or even advanced, functionality. If it were basic functionality we would not be able to play the game without it…and yet we have been doing so for two years now.
You entirely misunderstand the situation and I think you have never actually been a commander before to organize anything. Just because we have been making do with the system as it is for two years doesn’t mean it is “good enough”. Ask pretty much any commander who regularly tags in WvW and they will tell you the system is woefully under-developed and has been needing a proper rework since the games release. I argue that it’s lack of functionality is a core problem with WvW and why WvW pug commanders cannot do anything more ambitious than lead massive map blobs to every point. The instant a second blue tag pops on the map the cohesion of the strategy the commanders are attempting is muddied. Having multiple coloured tags with established ‘metaroles’ would alleviate this. Red = Offensive. Blue = Defensive, Purple = Guildraid and so on. Whatever, this may never happen and is wishful thinking. But my point is that the current system is not good enough in the eyes of most WvW commanders and even PvE commanders (of which i am included).
As a commander for a large EU worldboss community that regularly kills Wurm and Tequatl, I can tell you that the idea we could designate different coloured tags to different roles within the strategy fills me with untold excitement. The hardest job for a commander is getting his/her followers to understand the strategy. Having visual cues such as ingame, seperately coloured tags would help massively. Yes, we make do for now with the same coloured tags and have great successes. But that is not to say that we would not welcome expanded commander tag functionality.
@Hayashi
You describe the use of the commander tag in PvE very well. It is a fantastic reference point for players who would otherwise not know where to be and where to hit.
Commander Tag is there for WvWvW. It should’ve been disabled in PvE long, long time ago.
I might add that the price won’t change much. People will still buy it and use as a vanity item.
Commander Tag progress should be done with successful actions, badges and WvWvW voting once a week/month.
I just gave examples of instances in which the commander tag is used in PvE. It is not an exclusively WvW function. Players with this narrow view on it hurt the game because they don’t see the bigger picture and force the devs down the wrong path.
I would argue that for your average player, they are totally unaffected by the change and dont care. But for people who derive enjoyment from the game by organizing Wurm or Tequatl or WvW raids, they are rightly (and i’d expect them to be) up in arms about this change. For the people that understand the level of effort required for this level of organisation, the people that understand how woefully under-developed the commander system is, they should be sharpening their pitchforks and lighting their torches.
How is: “The community will not stand for it.” not talking for the community as a whole?
Its pretty evident the community is up in arms about it. But I’ll edit my first post if it makes you feel better.
@lordkrall
I don’t intend to speak for the community as a whole. I am pretty much only echoing the dissent coming from the rest of the community. Yes this is yet another thread in the glut of 15+ other threads in this and the WvW forum. But we all know Anet only look at numbers and volume of posts rather than content.
The news that the commander tag would be getting a rework in the form of additional colours delighted me. “Great!” i thought, “This is going to be fantastic for splitting groups at wurm and establishing visual clarity for the players or setting offensive and defensive stacks for Tequatl!” Then I read the caveat that each individual colour would be 300g to unlock.
I cannot begin to describe the disbelief I have for the level of misunderstanding that the Arenanet developers are showing here. Absolutely nobody who uses the commander tag in any serious way thinks of it is a ‘vanity feature’. The logic of locking away such basic functionality as this (that should have been present since day 1) behind a gold sink is unfathomable to me.
Aside from the very few and very specific uses in PvE, additional commander tag colours in WvW could potentially change the gamemode entirely. Think of a meta established in which the red tag denotes an offensive commander, blue defensive, yellow is a scout and so on. Something as simple as selectable commander tag colours could revolutionize WvW.
To the people who are suggesting “300g is too much, maybe 10g or something per colour?”. I’m sorry but no. Again, this defeats the purpose of having different colours. If they do this they may as well start charging us to open our inventories, use a utility, open the options menu. This is basic functionality. Do not let them get the notion that locking away functionality is ok.
The commander tag is not a vanity item. It is not a supershiny that you use as a money sink for players who farm too much. It is basic functionality that allows much of the game to work.
Arenanet, your commander tag system is the glue that keeps much of the playerbase interested at the moment. Whether thats PvE players doing hardcore events or WvW. Stop kittening around with it and take it seriously. I am posting this here as I feel the commander tag is valuable in PvE just as much as it is in WvW, regardless of what WvWers think.
For some reason, one of the most insightful comments on reddit about the WvW side of this was downvoted to hell. Ill leave it here
I’d also like to leave a copy of the closing post by Isiah Cartwright on the WvW CDI for your reference. It would seem that Izzy took the main points from the CDI very well. Why did this happen?
Anet please rethink this.
EDIT: I would like to clarify that I have no issue with the gold cost by itself. Frankly I couldnt care about the method to obtain the tag. If it was 500g + 10k BoH + 2 mil karma I’d be totally fine with it. Most people agree the comm tag needs a higher barrier to entry so only the people who are serious about using it will commit. What i have issue with is parceling up its functionality piecemeal to be sold individually. I would still have issue with this if each colour was just 10g.
EDIT2: Removed ragey directed criticisms of ‘person(s) responsible’.
(edited by Noobix.3958)
Uh oh. Gaile just had a really kittenty day at work. Thanks for your efforts Gaile! The community appreciates it.
I personally have collected all Set 1 and 2 minis, working on set 3 and have %90 of the Special minis. So I consider myself a ‘Mini Collector’.
That said, think of the performance ramifications if every player had a mini-slot to auto-summon minis with. The mini models, small as they are, have the same poly-count as their fullsize counterparts.
What would happen to framerates in WvW if 120 players in an SM 3 way all had 120 additional mini models showing?
What would happen at Tequatl and Wurm if 150 players had 150 additional mini models?
You could argue that a certain amount of culling or an option in the Graphics settings to ‘hide minis’ would solve this problem but then doesn’t that defeat the purpose?
I personally feel that Anet would implement this feature in a heartbeat if their engine allowed it. Its probably a great relief to them that every player DOESNT permanently show their minis out of habit…
As if waiting for the tournament to even end wasn’t painful enough…
Allow me preamble a bit.
So I was doing Tequatl today and decided to man one of the turrets again for the first time in a long time. Its been known that the turrets are buggy at the best of times, the old “get out and run around it” trick has worked whenever the turrets ‘bug’ and become stuck. However, there is also a rarer yet more pernicious bug in the form of a Client Crash when using the turrets. My client is near %100 stable when running Tequatl normally (stacked up in front with 1000 spell effects triggering) and I deliberately run the event with all settings at their lowest to ensure that.
This happens to me pretty consistently and I used to get it quite often in the first 1-2 months of the Tequatl revamp. I must have told myself at the time ‘never use the turrets, they will crash you out’ but i forgot today. So I crash and predictably, fail to get back into the Megaserver I had helped pre-organise. This is particularly annoying considering I’ve pretty much missed my only ‘Natural Spawn’ window for Tequatl today. Yay …
Anyway, besides the turret bug(s) needing fixed at Tequatl, I want to bring up a more overreaching solution to DCs and client crashes in general that is needed in other areas of the game (i.e Wurm and WvW)
Slot Reservation
“Holy crap Mkkoll nobody has ever suggested that before… " I hear you sark, but no, seriously, wouldn’t this solve quite alot of the frustration? DC or Client Crash? No big deal, you have 2-3 minutes to reload and your slot in the Mega / WvW border is saved. I appreciate there would be a large chunk of server backend rework that would need done to accommodate player slot reservation, but good god would the players ever love it.
Think of that time the All-star commander disconnected, then had to wait in a 50 person queue while the zerg ran headless with nobody else willing to tag up.
Think of that time you got into a successful TriWurm kill only to DC in phase 2 with 40 seconds left.
Think of that time windows took a massive kitten and BSOD’d all over the place.
We need Slot Reservation. Make it happen.
- Mkkoll
/dance, /sit, /wave
The new meta.
I organise Tequatl PuG-style at least once per day. I have a list of macros I spam that look like this Very basic stuff that anybody that knows the event will be familiar with. But you cannot assume everybody does know.
You would be incredibly surprised just how effective some light pointers can be in /mapchat. I simply wish using mapchat so often to organize an event wouldn’t suppress me so often.
After commanding probably hundreds of Tequatl kills and a dozen TriWurm kills, in my opinion the single most important thing for any organised event, especially a PuG event, is motivation. The players have to feel like they are winning. They have to feel like they can trust that everybody else around them knows what they are doing and there is a ‘plan’. It has to feel structured. It has to feel in control. The commanders job is to provide that structure and sense of control. Otherwise the players simply wont put the effort in themselves.
Players need to also positively reinforce others as well. Everybody is quick to jump down the throats of the turret users when the Hardened scales start climbing up, but nobody thanks and congratulates them when the scales are kept down to a minimum. Its well-known that Mesmer [Feedback] is devastating to Tequatls Fingers but its a thankless job for the Mesmers that are paying attention and doing it. That clutch Guardian [Wall of Reflection] probably just saved the entire zerg from falling on their faces, that [Warbanner] just picked up like 10 guys, that Warrior on East Turrets is kiting those mobs like a bloody pro! Did you see that ranger [Entangle] like 5 veterans on their way to the Eastern Battery?
Seriously, reinforce players when they do well, make it feel like a fun and positive environment. The people that can actually use the turrets these days don’t want to. They are aware of the backlash they get when turrets are perceived to be doing poorly, which might be for reasons out of their control (overrun with mobs). So then we get new people on turrets every time and complain about it. When mapchat is positive and everybody is having a laugh, just watch how much better everybody performs too.
Failure is a self-fulfilling prophecy. Winning requires effort. Buckle up and muck in boys and girls.
- Mkkoll
(edited by Noobix.3958)
We are playing second fiddle to the Chinese players right now and I can totally understand that.
The Chinese launch needs to go smoothly for NCsofts bottom line and Anets survival as a studio long-term.
I personally feel the Megaserver rollout is a great success. It has teething problems at the moment but ultimately I feel it is working. The intended purpose was to fill out zones to make the game feel more alive. It is accomplishing that goal. However, it needs to be less hamfisted about player allocation and players need to feel they have some control over it.
Speaking as an organiser for large-scale world events like Tequatl and Tri-wurm, I also think players need to be less stubborn and learn to work around the Megaserver system. Our old ways of organizing events is going to have to work differently than it has in the past. We need a little give-and-take from Arenanet too though. Some assistance from the UI such as ‘Megaserver labelling’ as i detailed in this post would go a long way.
With this update, I honestly feel that Anet is trying to break up the world-boss communities by design. They made the Wurm much easier and in future I can honestly see kills with full PUG Megaservers and no Teamspeak. Thus World Boss Killing guilds and communities are simply not required. As far as I know, all of the World Boss communities and guilds are very open and welcoming to new players of this content. We need new people playing and learning to survive as a group. I think we give the impression we are exclusive groups in which you have to know the right people to be able to do the hard stuff and Anet want to fix this. However, I play on in hope that my community can survive and have fun in a Teamspeak where mass coordinated effort is required to accomplish something hard rather than ‘enough people, in the right place, at the right time’ content.
PS We really need Tequatl to spawn after the Three-Headed Wurm. Our organisational nightmare of having no time to organise the Wurm after Tequatl is self-inflicted, and I have pointed this out to our community. But changing the skritt-like habits of a few hundred players seeking as many shinys as possible is not easy. Help!
PPS If my Megaserver naming convention is implemented I want a ‘Megaserver Mkkoll’
(edited by Noobix.3958)
Hey all, Mkkoll here. The following words represent nobodys opinion other than my own.
The current situation regarding organisational complexity of World-Boss events ever since the introduction of the Megaserver system has become quite unbearable.
Before the Megaserver system, my group would congregate on the Main map of a server. This acted as a fantastic muster-point and players knew their destination map. Commanders would usually have joined up to 45 minutes early and players would naturally form upon their commander stackup points. Besides the problem of map capacity, we never ran into the problem of ‘finding a map’.
Now, because of the Megaserver system, Bloodtide Coast and Sparkfly Fen are now well populated maps at all times of the day. This forces the hand of World Boss slaying communities and guilds as we require as empty a map as possible to ensure we get as many players of our own as possible into the map.
To accomplish this we try to coordinate a mass maphop to a waypoint in Sparkfly Fen/Bloodtide Coast in an attempt to pop a fresh Megaserver map. We kill Tequatl first which imposes a self-inflicted time constraint problem but we feel our hands are tied by the current natural spawn times. We only really get 20-25 minutes to do pre-event coordination. Now I don’t suppose the mass maphopis the best solution to handle the Megaserver system – I’d love to hear alternatives – but it is the solution we have developed to ensure we get our own people from our Teamspeak into our own map. This causes a number of issues we have not yet resolved within our community.
1. Not all people are guaranteed to get into the ‘correct’ Megaserver map in the first place. This was an issue before the Megaserver system of course as our community is large and maps population caps are small in comparison but it is worsened by the following issue…
2. People are not sure if they are in the correct map. Even when informed of the commander tags they should see on their map, they get confused and panicked and general chaos erupts in the TS and Mapchat.
3. The necessity of the taxi-to-join system is higher than it was before. The amount of whispers and party-join attempts in pursuit of a taxi has increased substantially since the patch. This was always the burden of being ‘The Commander’ but is becoming absurd at this point. My own motivation for doing Wurm is reducing daily as I feel I am fighting the games’ technical design rather than the Wurm itself. Too much of our organisational effort and time is popping a map and getting all our players into it.
4. The “which map should I be in?” problem is exacerbated when we attempt to organize multiple Tequatl and Wurm kill attempts on multiple maps. When I say exacerbated I mean like trying to organize a D-Day landing in <2 minutes when nobody knows which beach they are going to land on or who their superior officer is going to be. Pre-organisational effort in this regard is impossible when even the commanders don’t know where they are going.
5. As we (as a community) are coordinating the maphop, our commanders are being held responsible by other players tagging along who do not get into the main map and are being accused of ‘player preference’ which simply doesn’t happen.
My solution: Players have been clamoring for some more control over which Megaserver they are placed into. ‘Defining’ the Megaserver map may be a good partway solution to that. A naming convention for Megaservers would be ideal. This could be displayed on the Minimap just as the old ‘Overflow’ text string was displayed. The Megaserver system can be inherently immersion breaking when its technical operation is exposed in such a way, but players are coming up against this anyway. Instead of just ‘Megaserver 1,2,3…" etc we can name them after ingame characters. Example: ’Megaserver Caithe’, ‘Megaserver Ogden’, ‘Megaserver Marjory’ which is much more aesthetically pleasing. This provides instant clarity to players and gives them context of where they are.
The dream is that Guild-spawned Worldbosses also need to create a new Megaserver. Possibly named after the Guild that spawned it or something. But alas, I feel this will never happen.
(edited by Noobix.3958)
If we were on the overflow system you could have just as easily been put in an overflow. The megaserver didnt specifically make you DC. Your internet connection or some other game problem likely caused the DC.
The Megaserver system has its share of problems but it is not all of a sudden making people DC. Its beginning to grate on me that players are using Megaservers to blame as the cause of all their problems in the game.
I usually find that I have a much higher chance of DCing in large world events if I am pushing the game at max settings. Try lowering your gfx options in the UI. Specifically target ‘Character Model Limit’ and ‘Shadows’ as your starting points to reduce chance of DC in large scale world events.
The idea that the whole problem can be solved just by shifting spawn times a little is faulty. In the end it’s the huge cooldowns, massive costs of boss spawn guild update and consumablesand eventually the hope that the event even can be organized in the MS babel environment that are at fault.
Oh, and Karka even being counted as elite boss.
No it can’t but a mixture of the above suggested solutions by myself or others would be great. Going by the post in the German patch-notes thread, it looked as though they are prepared to shift spawn times which is at least a start. Just a shift the wrong way
Also, I feel that the language barriers created by the MegaServer system will slowly go away as their player sorting algorithms are improved.
If we are only keeping one primetime world boss spawn, we need the spawns to be one hour later not earlier. My suggested timeslot with the wurm at 19:00 CEST was only if we had two primetime spawns per night. One at 19:00 CEST and one at 21:00 CEST
I will edit my post to clarify :P
(edited by Noobix.3958)
GW2Community proposes a few things. Laid out below are our proposals in order of descending preference :
1. Decrease the cost of activating a world event
We feel this is the most elegant solution to our problem of being tied to the one Natural Spawn in primetime. The current cost of activating these events is too high for smaller guilds. It is a barrier to entry that discourages them from even trying as the cost of failure is too high. NíP is currently a no representation required guild but holds a large part of the player-base that makes up the ‘community’ of GW2Community. Even with our pooled resources from all the guilds in our community , we are feeling it is going to be unsustainable to pop these events when we want to. A return on the merit and influence investment could also be given for successful completions of these Guild procced events based on the difficulty of the event. For example, Wurm gives %150 of the Merit and influence investment back, Tequatl gives %80 back and Karka gives %50 back.
2. Two fixed ‘primetime’ spawns per night
This doesn’t have to be on all the ‘Mega-Organised’ events but will help with the Three-Headed Wurm at least. This will enable newer WorldBoss guilds and communities an extra chance at the Three-headed Wurm and will allow them to gain real-world experience at killing it at a faster rate. It will also appease established communities as even we don’t complete this hard content with %100 success-rate. However, popping our own event because we failed the initial spawn may be a reasonable ‘cost of failure’.
Ideal spawn times that fit better into the primetime spawn schedule for GW2community would go thusly. Two opportunities for each boss during primetime, with slots for future events and 2 hour ‘stagger’ between the same events.
First round of spawns <— These are only workable if we have a second round of spawns, 2 hours later.
Future MegaBoss #1 ( 3x harder than Wurm please) @ 18:00 CEST
Three Headed Wurm @ 19:00 CEST
Tequatl @ 20:00 CEST
Karka Queen @ 21:00 CEST
Future MegaBoss #2 @ 22:00 CEST
Second round of spawns <—- The ‘primetime’ spawns
Future MegaBoss #1 ( 3x harder than Wurm please) @ 20:00 CEST
Three Headed Wurm @ 21:00 CEST
Tequatl @ 22:00 CEST
Karka Queen @ 23:00 CEST
Future MegaBoss #2 @ 00:00 CEST
3. Logically separate ‘Mega-Organised’ events from the other World Boss events in the table schedule
The current table schedule is too restrictive and there are no good slots to put in future ‘Mega-Organised’ Events. We shouldn’t try to put them there just to ‘fit them in’ and allow them to have their own little unique slot in the table. They should spawn regardless of what else might be going on in Tyria and could even overlap each other. A 2 hour ‘stagger’ of events seems reasonable.
4. Advance the current megaboss spawn-times by 1 hour
This will push them more firmly into ‘primetime’ for a greater number of our players. For people in the UK, BST (British Summer Time) is currently in effect but with the current spawn schedule, our ‘primetime’ Wurm Spawn will be 18:00 GMT in winter. Most over-worked Brits are not even home from work by this point. If we are to keep the singular primetime spawn, we need to make the spawns later to fall into primetime. These are our ideal spawns for this solution.
Future MegaBoss #1 ( 3x harder than Wurm please) @ 20:00 CEST
Three Headed Wurm @ 21:00 CEST
Tequatl @ 22:00 CEST
Karka Queen @ 23:00 CEST
Future MegaBoss #2 @ 00:00 CEST
BONUS: Have Tequatl and Karka come after the Three-headed Wurm.
This is a personal preference for GW2community but was always the natural progression of our World Boss killing. Have other communities always done this too?
We are obviously only just one community and our wants and needs are going to differ from others. Some requests here could be considered ‘selfish’ but that is the point. We want our gaming to be convenient for us and not tied down to a ‘schedule’. Or at least, we want to be able to spawn these events with a sustainable cost to our guild Influence and Merit income.
What are your opinions and thoughts on the new system? How does this affect your community or guild? How do these times affect your own play schedule as an individual player? We have also made a strawpoll which you can visit here to tell us what you think of our proposals.
We would also like to echo the feeling of TxS and their community. We empathize with their own concerns regarding the new spawn schedule and restrictions fully.
(edited by Noobix.3958)
Hey there! My name is Mkkoll, I am from the EU and I am here to represent the wonderful GW2Community, [NíP], [EVE] and [Wums], the first community to kill the Three-Headed Wurm.
With the new fixed WorldBoss spawn system in place, many in GW2Community are finding the current ‘Natural Spawn’ times quite inconvenient. GW2Community regularly attempted a Three-headed Wurm kill at both 21:00 CEST and 23:00 CEST if the first one failed. We would then move onto Tequatl at the next spawn and finally Karka Queen. This was convenient and efficient as far as organisation for our commanders. Events with most organisation and concentration required first down to least organisation. People could really focus all their energy and efforts on the Wurm then slowly wind down on the easier events, Tequatl and Karka Queen.I will detail the problems further below and give our suggestions of what can be done to make these bosses workable again.
The problem we are noticing now is that the ‘primetime’ Wurm event is too early for a lot of the people in our community and Tequatl and karka Queen are simply too early all together. Most of us don’t even consider 19:00 CEST Tequatl true primetime. People need time to get home from work/school, cook, eat, clean say Hi to their significant other then settle into their night of World Boss slaying.To summarize, the overall problems are the inconvenient spawn times for the EU servers that will be exacerbated for UK players in the winter and the extremely expensive prices for the guild summoning option.
The Guild World Event Unlock: We realise that the new Guild World Events Unlock was intended to address communities and groups that found the fixed Natural Spawns inconvenient. But we feel the current cost of the unlock is simply too high. If we were to continue to try and do Wurm->Tequatl->karka Queen at our previous times every night we would require 30,000 influence and 60 merits. If we were to be more reasonable and ignored Karka queen and Tequatl, proccing the Wurm is still 20 Merits and 10k Influence every night. This is a high cost for established, high-representation guilds, never mind new guilds. We simply don’t feel a new World-boss focused guild could amass enough influence and merits quickly enough to get enough attempts at the Wurm to improve at it. GW2Community took weeks and multiple fails a night to finally start nailing the Three-headed Wurm consistently. How is a new World Boss-focused guild to get the experience with one fixed ‘primetime’ spawn per night? This is not to mention that GW2Community often attempts the Wurm on multiple overflows and we simply couldn’t proc the Wurm multiple times every night at the current rate we attempt it.
How GW2Community works as a Wurm and Tequatl slaying community and our anticipated problems with the Guild World Event unlock:
GW2Community is a group of guilds that come together to defeat the Wurm and Tequatl. We all share a Teamspeak but in-game we represent many different guilds and we have many regular players that show up to these events who don’t represent any of the ‘main’ community guilds at all. Despite our large numbers, we do not gain influence in the same rapid manner full-representation guilds do as we don’t require full-representation. WorldBoss guilds usually have a singular focus and that is to take down the hardest content in the game. Most members have other guilds as their main guilds to do other things like guild missions and WvW etc where they can earn reliable influence and merits. Our guilds, which were specifically created for events like this, will not be able to spawn these bosses as frequently as we’d like. Our communities’ guilds also cannot force our players to do Guild Missions as that was never our initial focus.
If a guild is to spawn the bosses every time they want to do an attempt, then with the current maximum 120 merits you can gain a week from doing the highest tier of guild missions, they will only be able to spawn a boss 6 times a week. Since we attempt to do the Triple Trouble Wurm, Tequatl and Karka Queen every night, we are not going to be able to maintain the high merit and influence cost required to spawn these events at our most convenient time.
(edited by Noobix.3958)
In flame and frost they added the Molten Facility which was an expansive dungeon with a satisfying and cinematic ending.
They added the similarly expansive Aetherblade Dungeon with Mai Trin and Horrik as the final boss.
They added the Thaumanova Reactor fractal that explored the lore behind the exploded Thaumanova Reactor.
They added the Tower of Nightmares, an admittedly zergy but still fun Rush-to-the-top instance.
They added the Queens Pavillion that singlehandly inflated the economy %100-%200 in the two weeks it was out.
Why is all this not considered ‘added content’? Because it was not permanent and endlessly farmable and profitable as say, CoF 1+2? Frankly I found all these pretty kitten enjoyable and the fact some were temporary doesn’t really matter to me. I have ‘moved on’ from that content.
Dueling? Yeah sure.
This? Lol.
usually non-ambient npc dialogues are recorded in the log ^
But i don’t want to read it. I want to hear it
I tried the wurm event probably 50+ times and I never even knew this content existed! I think this is a major problem for the LS content in general. I know it’s nice for stuff to be hidden but there becomes a point where its ‘too’ hidden. As in, so rare or only triggered by a certain sequence of events that a very very small percentage of the playerbase ever gets to see it. Its such a shame that such quality content might only be seen and appreciated by a handful of people.
OTOH, there is an even bigger problem in my opinion in which player battle-cries and one-liners interrupt the flow of the LS conversations and make it ruin the experience of drawing you into the story. There is nothing worse than hearing “For Great Justice!” and “I feel…STRONG!” every 2 seconds while listening to Taimi and Braham talk to each other in the EotM. Adjusting audio levels can help to an extent except for the fact that Dialogue and Player shouts are tied into the same volume slider.
Uhm…congrats, but are you planning to make a thread for every single wurm kill? This does start to feel a little like bragging…
Thats exactly what it is. Bragging. But on an individual player basis. Its not as if the entire server decides “Ok guys! Lets make thread #4 about our 4th kill!”
Its more like 1 player feels elated that they got their kill and want to share it.
Woah this is what they did to ‘fix’ this?
I am very very VERY dissapoint.
Hopefully this is just a quick band-aid for now and they have a fuller fix in the works.
So now we’re waiting for a hot-fix and have mixed feeling on whether or not to celebrate the first kill. I’m just wondering how many kills this affects.
Celebrate it to your hearts content. Scaling bug or not, I can appreciate the level of organisation and talent of your players just to get to Phase 2 to begin with. Phase 1 is getting easier but it is by no means trivial.
Now, Im wondering why a Forum Mod locked out the Deso thread for discussing the exploit but this thread is allowed to continue on.
Deathshroud is supposed to be a tool. Not a liability.
yeah, wtf is up with that?
What are you telling us Anet?! WHAT DOES IT MEAN?!?!?
@Celeras
It’s luck because the groups doing it are going entirely for melee burns with fiery greatsword rushing. The strategy MAKES it RNG. You can complain all you want that ranged damage is weak, but when you only have 50% melee uptime… figure it out.
For most classes it takes 10 seconds to weapon switch. That is FAR too long. Also consider that all the gapclosers to catchup with the wurm (Warrior GS 3+5, Thief DD etc) are on melee weapons. Yes, switching out to ranged might be fine for an extra 5 seconds of DPS while you catchup, but where does that put you when you DO catchup and you are still stuck for 5seconds in a ranged weapon.
I do somewhat agree though. Most classes should be keeping %100 dps uptime with weapon switching when they can but it is not as easy as you make it sound. I encourage my groups to melee when they can, range when they cant already. But some take that as “range it all the time”.
It’s obvious that the fight is build around ranged damage while chasing the Wurm, THEN melee burns when he stacks up. There’s nothing wrong with burning when it stops, but there should be damage going out while you’re chasing… not 100% downtime until melee catch up. Go ahead and survey your groups and see how many of them aren’t even using ranged weapons, making them completely useless for half the fight unless you get “lucky” and it gets stuck in a wall."
The other problem with this is that the wurm actually charges OUT of most 1200 range weapons’ range. If you swap to a ranged weapon, you might only get 2 hits in before you start getting ‘Out of Range’ markers. Everything the fight has showed me so far has told me that its NOT promoting ranging the wurm. Its promoting catching up with it at high-speed and continuing the melee burn.
Crying RNG is an excuse for the inability to adapt. Stop bumping your thread with the incessant whining, you do enough of it in mapchat.
Wurm Phase 2 is completely RNG whether you think its players whining or not. Even considering the fact that the Wurms does aggro to one player, the very nature of a player is RNG in such a way that you can’t completely control %100 of your group to do exactly as you need them to do. The human brain is an RNG machine. My point being that its kind of hard to get players to adapt in the first place. The problem with Deso’s first kill is that because we did it and because videos went out, now EVERYBODY thinks thats pretty much the way to do it and it might not be the most efficient way. In fact i can guarantee it isnt. But it will be hard as nails to get players to change their minds.
(edited by Noobix.3958)
I know man i feel ya.
Why so bloody cryptic and mysterious Anet? I really dont want to suffer 2-3 more attempts at a boss that takes 2 hours between spawns to figure out what you changed. Was it scaling? Wurm Head AI? What?!
EDIT: Its not ‘fun’ to have this level of vague nonsense in an Event chain that takes this level of coordination from every player. Just be open and upfront. This is more frustrating than anything else.
(edited by Noobix.3958)
You are kidding me right? Good god, the GW2 playerbase makes me die a little on the inside when threads like this are started. If you can’t avert your eyes from the german, french, spanish, polish and russian of the EU servers because it burns your eyes so much, thats not an Anet problem. Its a you problem. Get a kittening grip and realize you are indeed part of a continent that has multiple spoken languages.
I suppose Arenanet in their infinite talents as game-designers, should have thought up some solution to force everyone to communicate in English just for you.
au revoir
auf wiedersehen
ciao
despedida
po?egnanie
do svidaniya
Your MF is fine. RNG is RNG. Ecto salvage rate was never re-balanced…
Move along nothing to see here…
Good god! How could they?!
Tbh you are seriously nit-picking and scraping at the very bottom of the barrel for something to complain on the forums about. I’m quite impressed they recognized my status as a Priory Member so Marjory could namedrop my character to ‘escalate’ matters more quickly. That was enough of a connection for me to feel like the Living Story is still interconnected to past events that have happened.
My character is also Charr and knows exactly what gladium means. But he would still be interested to know how Rox coped with the situation.
+1 This
“The Troubleshooter” reflects the level of head-scratching all servers and guilds are having to do to complete this fight. Its not easy and requires some real thought! Please make this small thing happen for us Mr.Arenanet-san.
Dear Arenanet developers responsible for this content.
I would like to give you a MASSIVE thank you for what you produced with this update. It has been quite life-affirming for me and here is why.
I have made so many friends (d’aww) doing this content and I have not been logging in every day so much to kill the wurm but rather to join the Teamspeak and hang out with the guys and gals. You didn’t just create a content update here, you actually created a real sense of Community. I know for other servers and guilds it has been having the same effect. It has been bringing players together like never before in order to achieve a singular goal: KILL THE WURM! Even the Desolation server community at large cheers us on and roots for us on the forums and elsewhere. They love that they are part of the same group that is achieving these amazing things. Heck, even other EU servers – our bitter enemies in WvW – cheer for us can see themselves as being part of the harrowing struggle for eternal glory against our worthy foes across the pond!
However, I think its been slightly divisive among the greater community too as many feel it is too ‘hardcore’ and you guys are catering too much to the ‘hardcore’ crowd. This is likely due to the time-commitment involved in being in the right place at the right time and getting in with the right crowds to be part of something really special. Most players are saddened because they feel the content is ultimately inaccessible to them as much as they would really love to be a part of it.
I’d love to make a few suggestions here that may help with the problem.
Underflows: Merge low-population servers together. Will Vabbi-FissureOfWoe kill the wurm today?! Who knows! But they certainly have the player count to do it!
Increase the amount of people willing to put in the effort. Do this by helping those people who ARE organizing these events do it better and more efficiently. Make it fun! Make them ‘feel’ like a commander of an army. More willing commanders means more players to follow them. Expand commander tag functionality.
– Different coloured Taco’s
– Little comments written by said Commander when the tag is moused-over such as a basic information or a Teamspeak URL! (Open to abuse i know)
– Expanded /playercount functionality. User definable range i.e visible and adjustable AoE field to catch just the players the commander wants to count. Count classes individually. 5 Mesmers, 3 guardians, 200 warriors etc etc
– Absolute 0 suppression in /map for commanders. People generally don’t buy a 100g Taco to spam/troll mapchat unless really dedicated. Consistent abusers of the functionality (many player reports for example) can get lengthy gags. At least be more lenient than the current system. I can barely hammer our 2-3 sentences before I start hitting the suppression cap.
- Links in chat. At least to the wiki =/ A commanders #1 job should be to teach first, organise later. You guys need to somehow help facilitate this.
- Player controlled vote-kick system. Afkers dont contribute. 10-20 players vote-to-kick-to-Lions Arch a player and the current AFK timer is brought forward instantly until the player makes an action. I.e they get 1 minute to do something. The vote-kick would fail if the player was active within the last, say, 10 minutes. (Generous in my opinion) I could get my friends to abuse this for free ports to Lions Arch without having to go through WvW or sPvP lobby.
- Make using the squad system for commanders and players alike easy and intuitive. You could make it almost automatic. If a player is near a specific commander, they could auto-squadjoin to that commander. Or maybe just a little unobtrusive UI element like the current ‘Party Request’ pops up that a player can ignore or accept. (Automatically sent by the game and not the commander) Having an exact playercount of how many players are with him/her is extraordinarily useful for a commander and is half the battle when setting up groups.
This content’s difficulty is probably just a teeny bit too far for the moment. I wonder how the 10s Invulernability bug fix will improve things. I am of the opinion that it still wont be enough to have a greater portion of the community enjoy this fantastic content. More people should be able to experience that feeling of accomplishment after days and days of trial and error. They shouldn’t feel like they were fighting queues and back-end game systems more than they were fighting the boss.
Rewards need buffed.
tl’dr: Content amazing. I cried in frustration. Built amazing communities. I cried in joy. The 9th class needs a buff (Commanders)
- Supreme High Puglord Mkkoll III Esq.
Thanks to all that came and finally helped me get my kill! Special thanks to Cobolt Condition team-lead Liah for keeping his Condi-party in check
FSP, Desolation is coming for you…
- Supreme High Puglord Mkkoll III Esq.
(edited by Noobix.3958)
Just to chime in here:
TTS are by no means elitist. As one of the Desolation guys trying to rally Desolation (and friends) around downing this wurm, the TTS head commanders invited ME to their Teamspeak 3 server to share ideas and strategies. Think about that for a second. We are one of their direct competitors and they invited us to speak with them. I can assure you the competition is now as fierce as ever and all the players in this are desperately trying for world first. As the days go by, it becomes even more tense!
But through it all, this is probably one of the best things Anet has done to bring server communities together. Doing these events, joining the Teamspeaks, you dont feel like just 1 player among the masses. You MATTER, and what you have to contribute as a player is important. The sense of community this event has created has even transcended the oceans I feel.
Thank you TTS for being so friendly and constructive with us. And thanks for being fellow competitors in this endeavor of ours.
Whether Desolation gets World First or not, I feel we have already been victorious in that our server has been brought much closer together as a community. That for me, has been better loot than the most ultimate/rarest weapon skin.
- Mkkoll
So do you think the current commander tag system is adequate?
You made the assumption that I don’t do that. I explain everything. To the minutest of details.
The idea of this entire thread is to take workload OFF of commanders, because they have to work around the kittenty Commander Tag system as it is.
As a commander trying to develop the strategies of the new Great Jungle Wurm encounters, please do not release any more content of this type until a _drastic_overhaul of the Commander Tag system is implemented.
The tag system is in a barely functioning state. The fact that i have to ask players to “stack DIRECTLY on tag” all the kitten time just so i can get an accurate player count is such a pain in the kitten and very confusing for players that don’t understand why I would ask this of them.
We need multiple tag-colours to differentiate commanders by sight
We need a larger radius playercount system
We need a fully functioning Raid UI where we can see the health+boons of all players
Commander mapchat suppression should be much more lax or even removed altogether
Yeah, its more rare than getting it during the 3rd. But we have had it happen. Likely due to people getting into the swing of things for the start of the fight^^
I believe it is purely based on doing the FULL %25 of damage within a stun phase. Desolation has managed to achieve this bug a couple of times at the %75 > %50 stun/burn phase. It always makes me proud when we do so
If not a bug then it is certainly an event balance issue. I accept the Champion Grub because players have time to see it, call it out and focus it down before it becomes a real problem. The A-Bombs though just need to spawn, target and charge the laser once and its gameover. Also bear in mind they can spawn during the stun/burn phase when %98 of players on the map are standing at Tequatl. Even if you ask 3-4 people on the map to specifically watch the area, chances are they will just go burn Teq anyway and A-Bombs will be free to wreak havoc as soon as Teq phases to the Defence Stage.
I like that you guys call them “A-Bombs” its a fitting term for them:D Because they literally ‘nuke’ the laser. I’ll start using it on my server.
(edited by Noobix.3958)