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Free Transfers!

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Posted by: Nuzt.7894

Nuzt.7894

Free transfers are good for the low servers, I just hope people have learned their lesson about stacking and bandwagoning, it never ends well.

You mean like being rewarded with Edge of the Mists so that waiting in queues isn’t such an unpleasant problem?

No, what I mean is when ever people stack/bandwagon they climb the ranks and all leave as soon as they hit a wall that requires them to play vs. just outnumbering.

Anvil Rock - Full of Potential

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Posted by: Nuzt.7894

Nuzt.7894

Bump For Anvil Rock.

To add or not to add on even fights

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Posted by: Nuzt.7894

Nuzt.7894

They have OS for Duels and GvG, They have SPvP for team combat. Anyone that roams or soloes in WvW knows the risks they are taking, so no, if your in my way your getting steam rolled. The couple of times our guild has attempted to “go around” a small man group they either try and take out part of our tail or start nuking so no not going to happen.

(SF) Core of Sapphire Alliance [CoSA]

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Posted by: Nuzt.7894

Nuzt.7894

Great guild always enjoyed fighting these guys.

An argument for 800 gems

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Posted by: Nuzt.7894

Nuzt.7894

Oh well then I don’t see the problem, GoM has numbers their biggest problem is PvE events.

An argument for 800 gems

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Posted by: Nuzt.7894

Nuzt.7894

800 Would be a good idea, people are less likely to spend the extra $10 just to get 200 more, but Anet isn’t smart. Smart business is 800 so people spend the 10 bucks, people are not dumb they realize why they are charging 1000 gems and will just use the free transfers instead of spending 10 more for the 200 extra it costs to transfer. Their marketing department is about as smart as their WvW department.

Anvil Rock - Full of Potential

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Posted by: Nuzt.7894

Nuzt.7894

The hard to find people outside of EB is somewhat true do to lack of numbers, most WvW guilds currently station themselves in EB and map hop when needed.

As for roaming guilds, I’m not sure how you have not been able to find a reliable roaming guild as there is always some around, TBT, INC, Zero, KAOS, to name a few. Could be the last couple matchup’s have been pretty depressing fight wise, most guilds on kitten em to try and avoid PvD.

Season 2 Questions Thread for Devs

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Posted by: Nuzt.7894

Nuzt.7894

Can we expect to see account bound WXP either prior to or with the start or Season 2 ?

Can we expect to see any Commander Tag changes prior to or with the start of Season 2 ?

EoTM matchmaking failing with guilds?

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Posted by: Nuzt.7894

Nuzt.7894

Old news, our guild figured this out day 1. It is actually common sense, why wouldn’t you want to play with your guild ?

Free Transfers!

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Posted by: Nuzt.7894

Nuzt.7894

Free transfers are good for the low servers, I just hope people have learned their lesson about stacking and bandwagoning, it never ends well.

This MUST be fixed before 28/3

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Posted by: Nuzt.7894

Nuzt.7894

Anet made a promise in november that we soon would have account bound WXP.

Gamers really need to remove the word ‘promise’ from their vocabulary.

no one promised you anything.

https://www.guildwars2.com/en/news/world-xp-and-you/

No one should have made us this then.

It’s not a promise, just dangling tasty goodness in front of our faces for months.

This, if they didn’t intend to do it, this would have been an extremely stupid thing to put on their site.

Anvil Rock - Full of Potential

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Posted by: Nuzt.7894

Nuzt.7894

Take advantage of the Free Transfer, Join Anvil Rock !

Why you ask ?

You could waste that free transfer joining one of the several other lower tier servers that rely on numbers vs. skill.

You could waste that free transfer joining one of the several other lower tier servers that will hide in towers and not support you.

You could waste that free transfer joining one of the several other lower tier servers that would rather run from fights and PvD everything.

But why would anyone want to do any of the above when you can be a part of the server who

Doesn’t rely on numbers
Is the reason they hide in towers
Is the reason they will avoid fights to PvD

Anvil Rock, they fear us for a reason.

HELP US BUILD AR BACK

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Posted by: Nuzt.7894

Nuzt.7894

Bump,

For Manvil

Anvil Rock - Full of Potential

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Nuzt.7894

I miss you AR

This. I’d come back if I didn’t have to pay the ludicrous transfer fee

so, we’ll see you on the 18th then?

Oh snap, the hammer has been thrown down.

Blackgate WvW Dead?

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Posted by: Nuzt.7894

Nuzt.7894

Their probably all in PvE farming for all those Guilds they need to buy for Season 2.

Yip I went there

Free Transfers!

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Posted by: Nuzt.7894

Nuzt.7894

All I gotta say is Manvil Rock !

Who’s Man enough ?

HELP US BUILD AR BACK

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Nuzt.7894

I would recommend AR to anyone who is looking to move down and take advantage of the free transfers. The reality of all this is, why would you want to go anywhere else, AR already has the skill but we lack the numbers. We enjoy kicking other servers teeth down their throat even if were outmanned, man for man AR is probably one of the best servers on GW2 now if we could get some numbers we would be a force to be feared (although we already are, ask the other servers that try and avoid combat vs AR at all costs). I don’t think anyone wants to be a band wagon server and sky rocket to T2, we just need some numbers to help us return to our rightful spot in T4-T5, if we go futher so be it.

Manvil Rock

Are you Man enough ?

Free Transfers!

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Posted by: Nuzt.7894

Nuzt.7894

Its a pleasant surprise but the tournament pricing should become the permanent pricing once season 2 is over.

Plea for match up threads.

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Posted by: Nuzt.7894

Nuzt.7894

Your not suppose to post screens or Vids of exploits, your suppose to report them, there is also matchup threads on the unofficial forums, which is the responce your going to get as this one gets shut down.

Yes, cause I’m gonna sit there a report all 15 people who were trying to do it

-____-

That’s irrelevant, I’m telling you Anet procedure. It doesn’t mean I agree with it, but it is what they will tell you to do.

T8 servers

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Posted by: Nuzt.7894

Nuzt.7894

You just need WM and a bunch of bandwagon guilds to transfer down and help out!

Seriously though, transfers to the bottom rung server should be free. It’s quite funny that KN is an 1,800 gem high population server if what you say is true about 10 people playing WvW.

Its kinda funny that 100% of the servers are 1800 when really only 3 should be 1800.

Plea for match up threads.

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Posted by: Nuzt.7894

Nuzt.7894

Your not suppose to post screens or Vids of exploits, your suppose to report them, there is also matchup threads on the unofficial forums, which is the responce your going to get as this one gets shut down.

HELP US BUILD AR BACK

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Posted by: Nuzt.7894

Nuzt.7894

Yes we need some recruits to assist us in getting out of this tower humping fest that is quickly becoming the t7-t8 meta.

GW2 and eso poll results are in.

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Posted by: Nuzt.7894

Nuzt.7894

Men the way I see it is I spend that in 30 min if I’m at a bar so its saving me money by giving me something else to do.

GW2 and eso poll results are in.

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Posted by: Nuzt.7894

Nuzt.7894

Not gunna lie, I will try it because I always try new releases. What happens from there depends on if I enjoy it and also if Anet does anything significant that we actually asked for.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

Its not always a desire to stay, a few people have told me they wouleave but either cannot afford the transfer costs or the cost to transfer those in their guild that cannot afford their own transfer. Without free transfers to low tiers or at the very least a reduced cost there is no incentive for people to transfer down leaving only the option to go up sadly.

WvW -->WvD on lower tiers

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Posted by: Nuzt.7894

Nuzt.7894

GoM really does depend on what’s going on in PvE but they do have some guilds that are always present and accounted for. You forgot WORM they are fun and don’t give up, they usually just don’t seem to have enough guildies on to match some of the numbers they face.

WvW -->WvD on lower tiers

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Posted by: Nuzt.7894

Nuzt.7894

Its sad but true, currently I would say the only servers that actually fight are SF, FC, AR, and GoM provided theres no superduper PvE thingy happening. The rest have become tower humping garbage, with the exception of Kain of course who I just feel bad for, even if they came out to fight both of them would die in seconds.

do people on t4 servers or below...

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Posted by: Nuzt.7894

Nuzt.7894

Yes and no, I like my guild whom in turn enjoys the server so this would give us the fights were looking for without transfering but, I would prefer to just have more people on our server and move up to the middle tiers. The way the transfer costs and everything works, the weak get weaker and the strong get stronger so I don’t see people leaving their healthy servers to help boost up the unhealthy servers.

So at the moment with how things are and how they work I’m leaning towards yes so I have more people to fight.

Guild Commander Tag in WvW

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Posted by: Nuzt.7894

Nuzt.7894

Like people have stated, we’ve been asking since release (actually beta) for this. I’m thinking (or hoping) with the release of S2 you will see both Account bound Wxp ranks and Comm Tag changes. At least this is what I’m hoping for in the very least, not sure how much longer I can hold out in a game put excessive time and effort into things no one asked for and minimal time and effort into things we have been asking for. We will see what happens the grass just might be greener somewhere else.

Warrior V Warrior V Warrior

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Posted by: Nuzt.7894

Nuzt.7894

Its so nice to have such a new and refreshing thread, I really wish more people would QQ about Warriors on forums.

PS: I play a Mesmer.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

Lets keeps PVE as much out as possible is the development ideas. As stated before, there is plenty of pve outside wvw to keep anyone happy. WVW players want to play wvw, not run around killing grubs etc.

PvE elements have some serious benefits for WvW design though. Here are a few examples:

  • They make it easier to implement an idea, since the designers can more easily figure out what is possible. (If a player could have the commander siegerazer ability… that’d open up a lot of interesting lines of play, but probably also a lot of overpowered exploit-like things)
  • They offer players something to do while they wait for their party to get ready.
  • They make it possible for players to enjoy a fight when they’re too small in numbers to take on a larger objective. (Walking over a capture point to take it when nothing defends it isn’t interesting at all. I very much prefer killing some guards first.)

I’m not saying that we should fill the WvW map with grubs, just that the NPC’s have their purpose. Perhaps the aspect of EotM that makes players believe it’s a ‘PvE’ map, is that the fights are often in one place, far away. And you have to run from your own keep all the way there. In between you find nearly no one, because they’re all fighting at the choke point on the other side of the map.

No one is defending any objectives in between, because they don’t have much value. And players aren’t organized enough to wait around the spawn to gather a new group and attack somewhere else. So it appears to be all useless NPC’s that you meet.

I don’t think the problem lies with the amount of NPC’s, but with the nature of the objectives that the NPC’s protect. They just don’t have enough value, because the fight isn’t really about getting that generator, or that tower… it is about getting the enemy keep. (At least, this is how I perceive it)

To keep it simple, the majority of WvW players were extremely unhappy with Anet putting the LS into WvW during season 1. People do not come to WvW to PvE, the largest portion of the game is already dedicated to this type of stuff, keep it out of WvW. How happy do you think the PvE player base would be if Anet suddenly announced that all PvE zones now included WvW. They would be irrate, they would not be able to enjoy their game mode without fear of being ganked over and over. If you want to PvE so bad go do it in the zones dedicated to PvE. There are no benefits to bringing it into WvW unless you consider kittening off an already volatile community a benefit.

Bringing WvW into PvE is not quite the same thing, and you know it. (In WvW we can avoid the wolves, in PvE we couldn’t avoid the fear of being ganked)

WvW is not a good place for the living story, since this leads to conflict between those who want to do WvW and those who just want to get their living story achievements done.

But that doesn’t mean that there is no place for NPC’s altogether.

I’ve already listed three reasons to have NPC’s in my earlier post, but I’ll offer a few more:

  • They make the battlefield more realistic. (Without them, most camps, keeps and towers would always look empty)
  • They can do boring stuff for you. (Like carrying supply from a depot to a keep. While also opening up strategic opportunities, like stopping the supply chain)
  • They can set up a ‘minimum’ requirement for taking an objective. So that a single player can’t capture an entire map during the night for example.
  • They can help to create an interesting setting. The Kodan in the ice keep of EotM really add something to the atmosphere of that place for example.

In short: I don’t think you realise how boring it would be to find nothing but doors, walls and capture circles until you finally meet an enemy.

The ‘PvE in WvW’ problem is not with the fact that there are NPC’s, but what their function is.

If they’re just grubs, skritt and harpy queens, then yeah… what is the point (though, perhaps ‘decoration’ is enough)? But if they’re dolyaks, guards and siegerazers, they suddenly have meaning.

That said, I play on Underworld, which means that many fights are small in nature, which gives NPC’s extra value. Perhaps you play in more populated servers in which NPC’s become negligible.

I agree with guards and such, I actually mistook you for the guy asking for the random PvE spawning ghosts which would not be good. As far as Guards, Dolyaks, and these type of NPC’s I have no issue with them performing their tasks.

TC Borderland bugged for BG players

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Posted by: Nuzt.7894

Nuzt.7894

Oh noews all your peens are going to shrivel up and die, how are u going to blob a map mindlessly with this type of nonesense,

All jokes aside, welcome to what happens on the tiers that Anet neglects on a regular basis.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

Lets keeps PVE as much out as possible is the development ideas. As stated before, there is plenty of pve outside wvw to keep anyone happy. WVW players want to play wvw, not run around killing grubs etc.

PvE elements have some serious benefits for WvW design though. Here are a few examples:

  • They make it easier to implement an idea, since the designers can more easily figure out what is possible. (If a player could have the commander siegerazer ability… that’d open up a lot of interesting lines of play, but probably also a lot of overpowered exploit-like things)
  • They offer players something to do while they wait for their party to get ready.
  • They make it possible for players to enjoy a fight when they’re too small in numbers to take on a larger objective. (Walking over a capture point to take it when nothing defends it isn’t interesting at all. I very much prefer killing some guards first.)

I’m not saying that we should fill the WvW map with grubs, just that the NPC’s have their purpose. Perhaps the aspect of EotM that makes players believe it’s a ‘PvE’ map, is that the fights are often in one place, far away. And you have to run from your own keep all the way there. In between you find nearly no one, because they’re all fighting at the choke point on the other side of the map.

No one is defending any objectives in between, because they don’t have much value. And players aren’t organized enough to wait around the spawn to gather a new group and attack somewhere else. So it appears to be all useless NPC’s that you meet.

I don’t think the problem lies with the amount of NPC’s, but with the nature of the objectives that the NPC’s protect. They just don’t have enough value, because the fight isn’t really about getting that generator, or that tower… it is about getting the enemy keep. (At least, this is how I perceive it)

To keep it simple, the majority of WvW players were extremely unhappy with Anet putting the LS into WvW during season 1. People do not come to WvW to PvE, the largest portion of the game is already dedicated to this type of stuff, keep it out of WvW. How happy do you think the PvE player base would be if Anet suddenly announced that all PvE zones now included WvW. They would be irrate, they would not be able to enjoy their game mode without fear of being ganked over and over. If you want to PvE so bad go do it in the zones dedicated to PvE. There are no benefits to bringing it into WvW unless you consider kittening off an already volatile community a benefit.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

Proposal Overview
Random Events & Similar Mechanics

Goal of Proposal
Add variance to the otherwise predictable nature of WvW.

Proposal Functionality
I see WvW and EOTM as two extremes: WvW is very stable, predictable, flat, aesthetically pretty basic. Ruins were a very nice addition to WvW and they’re going in the right direction. EOTM is WvW’s crazy artsy sister who’s very interesting but can get on your nerves at times.

I say leave camps and towers alone as far as the enemies inside; I want to be able to solo-cap a camp in WvW, and if I can’t, I’m going to be very turned off. Make events that have randomized timers of 2 -3 hours (and less for lesser events) that will add variance to WvW.

Imagine you’re in a zerg and suddenly, somewhere on the map, a “zerg” of ghost NPCs spawns and will be alive for the next 15 minutes. They do moderate damage but have a lot of health and will chase you down, wasting your zerg’s time and generally being a nuisance. You must avoid them.

Imagine another: just like in PvE, some kind of collection NPC spawns and says they will give the aid of their people if you help them out. Almost like how the quaggans were. Or perhaps they’ll just give everyone around them a five-minute speed/HP buff.

Associated Risks
People may simply hate the events. “Oh, have to go kill 100 grubs to get her stupid buff.” “WTF these awful ghosts again”.

Good events could create a hub for chaos. Example: buff NPC spawns, everyone wants her buff, you’ve got huge zergs pouring in on this tiny event. This could either way: it’s either a great time or just a mess.

People waiting for these events to spawn. There should be no pre-events and the timers should be wide enough that people can’t just dawdle about; also, ideally, these will not all spawn in a single spot.

Your entitled to your opinion but good god no … just no, they have several maps dedicated to PvE and living story events if you want this. I will go to anyone of those several maps if I want a dynamic special event popping up. Keep this crap out of WvW.

DDoS attack again?

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Posted by: Nuzt.7894

Nuzt.7894

AR’s been experiencing the same issues tonight.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

I’d just like to pop in and say 2 things.

1. I feel that with the presence of how strong 15+ golems can be and/or 3-5 Superior Rams, And with golem mastery on the way, That fortify should not only affect walls but doors as well. I know its not from “EoTM” but its absurd how fast measly gates drop with either of those combos.

I’d go one further and suggest that – once a tower or keep has been fortified – the gate can no longer be damaged by player skills. Completely neuters the auto-attacking karma train zerg meta.

if you do that, let’s fix the trebs on the other side of the gates that kill all rams

Place an arrow cart to take out the treb through the gap above the gate. Or build a cata when you build rams to put up a shield bubble. That, or pre-scout the intended target first, determine there’s a treb behind the gate, then build siege appropriate to the task rather than expecting to throw down a ram(s) and have that become GG-IWIN. There’s counters to everything. Rock, paper, scissors.

AC’s can be used on the insiode as well, Trebs and Catas being used from inside can be placed in spots out of View so unless your using a zoom hack you will not hit them. Lets be honest you should not be able to hit the rams through the gate with trebs or catas without doing damage to the gate yourself. Most siege needs a LoS rework.

The Ehmry Bay Fallout

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Posted by: Nuzt.7894

Nuzt.7894

BP is unique, I can say this coming from AR. That 13 year war was considerably longer for AR and BP, excluding the last few months I think its fairly safe to say BP/AR have been at war since the dawn of the game. I’m glad to see them get to where they are now, I have a lot of respect for BP. I’m not entirely sure what they did right vs what both Ebay and AR did wrong but good for BP. I don’t think we will see them any time soon however.

As stated, I’m sure AR and Ebay will cross paths in the near future we should both make the best of it when this happens and paint the BL’s red with each others blood. Looking forward to seeing you guys soon.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

I have to ask the Moderators to get this thread back on track. 3 pages of multiple posts that don’t have anything to do with the CDI Topic is killing it.

Yes please

Part of the problem is this particular CDI should not have been brought up until some of the previous issues were addressed. Also many of them very much are on topic in trying to find ways to implement some of the EotM features into WvW and if it would work.

Let me just copy and paste part of Devon’s post you seem to have missed.

“Please feel free to mention anything not included in the above list, it is simply intended as a guide. The goal is to take some of the things that worked best in Edge of the Mists and discuss how they could be done in the other maps and what the positives and negatives would be of those changes”.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

With all do respect Devon, server or world pride has been gone for a long time now. Sure there is a few people still clinging onto it but Anet really dropped the ball when nothing was done a year ago to encourage transfering down vs. up. It STILL costs the same to transfer to a T1 server as it does to transfer to a T8 server, it was further damaged by not locking transfers for Season 1.

If you learned only one thing from Season 1 it should have been server pride is long gone.

Its really sad watching some servers drop so low in WvW population that they literally have next to no one out there playing the game mode. We’ve played vs Kain a few times now and to be perfectly honest, its like they are not even there, its a 2 server fight. You have a better chance at seeing bigfoot then a Kain invader, and with the way transfer costs are, I don’t ever see servers in that position truly recovering. I don’t even know if reducing costs would help at this point, the damage is to far gone.

That is the only reason I think color matchup would be a good idea, I see no other way for the bottom servers to survive, and with the release of new games and what not, its only going to get worse.

(edited by Nuzt.7894)

The Ehmry Bay Fallout

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Posted by: Nuzt.7894

Nuzt.7894

Its a shame, hard times ahead. Looking forward to having a reunion even if its not what it once was I have faith that Ebay will come out and fight. This week against Kain/ET has been one of the most boring match ups I’ve experienced in awhile, its nothing but a night cap PvD fest.

AR’s not the same server we once were but there are still a few of us around from those days.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

There is no way to “Fix” lower tiers without destroying communities, lower tier to T2 communities have been destroyed already. That ship sailed a long time ago and Anet did nothing to help prevent it, even the T1 communities are not safe just take a look at whats happening to SoR. If you leave the Tiers intact and allow the color coding/guesting your still going to be on your server and there will be no reason to transfer and further hurt what little is left of the communities.

I think you might be miss understanding what I’m saying. I do not want us just thrown into random matches based on color like EotM, I want the matchup system to remain the same but the score is based off of ALL the Green servers. The option to guest is simply there to help avoid blowouts, you would still be on your server with your server mates unless you made the decision to actively assist another server that shares your color that week. You would not be stuck on that server for the duration, it would work like guesting, for a 24 hour period (or whatever limit would work) you would only be able to guest to the server(s) you chose to guest to with the option to return to your server at any point in time.

(edited by Nuzt.7894)

Results: Should GW2 have mounts in WvW

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Posted by: Nuzt.7894

Nuzt.7894

no they did not, they had taxi’s. Players geared and spec’d to run other players from zone to zone. In GW1 if a party member crossed zones the whole party would join them in the new zone.

Tier 7 and 8 oceanic.

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Posted by: Nuzt.7894

Nuzt.7894

They really should make transferring to a tier 7 or 8 server free.

No they just need to base transfer costs of server rank like we have been asking for, it great that Anet feels they need to keep releasing these CDI threads but lets be realistic. They have done nothing about the first two, its all a bunch of BS to make us think they give two kittens. A year from now you will probably see the same comments the SWtoR team said “if we could do it again, we would have listened to the players more”.

Collaborative Development: Edge of the Mists

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Posted by: Nuzt.7894

Nuzt.7894

1. scaling creatures, new and more difficult NPCs and unique bosses at each objective
- No need. This is NOT pve. You already have too much of this in Living Story. Please don’t make WvWvW more into pve-like experience.

2. Increased emphasis on verticality
Please no. This was one of the big design mistakes of the EotM map and Skyhammer, which is the least favorite spvp map.

3. More chokepoints
While every map needs a good balance of open places, some hills, cliffs, water and chokepoints, EotM has way too many chokepoints. Please use current Eternal Battlegrounds as your standard of map design, not EotM.

4. A much shorter match time
This could be considered, but I feel that EotM completely lacks the community aspect of the game and rapidly changing opponents make guild rivalries from opposing servers more difficult. EotM is nothing but just a big karma train and eventually it will get very boring, just like the ruins of power first had players, because of the achievements attached to it. When the novelty runs out, what then? WvWvW should be designed better to cater guilds and EotM is simple going to the wrong direction with that.

5. Destructible terrain
Doesn’t seem to add much.

Few things to add: I think the added new game mechanisms (player based buffs) and traps, turrets etc were BAD in EotM and I wish to see none of them outside that map. Rule of design: Keep It Simple Stupid (KISS), but keep refining the existing rules to perfection. A chess wouldn’t become a better game by adding more pieces and chokepoints to the board.

I think Arenanet is concentrating on wrong aspects. The biggest problems of WvWvW are none of the above. Some of them are difficult to solve and some easy:

1. More balanced match ups and more fair scoring
Now coverage and numbers decide the winner. Some matches are very imbalanced, making them boring for both parties and really desperate to those who have just few players on a map vs enemy zergs which spawn camp them outside their spawn point. Rewards are based on who manages to tag the most amount of opponents who die by the karma train. If only one the killers would get a reward (decided randomly) this would make karma train much less feasible. Of course the individual loot bag rewards should be adjusted upwards accordingly.

2. Better class balance and balancing WXP abilities
Hammer melee train has been the meta since Autumn 2012 and it has been buffed multiple times in the “balance” updates, which are entirely based on spvp/tpvp. Look at the profession distribution of WvWvW. Surely you can see it is not balanced at all!
Some WXP traits were uncalled for and further make things more imbalanced (massive buffs to siege damage, area, skills, guard leech and applied fortitude). Add to this power of the mists and bloodlust border buffs, which should both also be removed.

3. Better commander UI
This has been asked since launch! We need an open to have the commander tag visible to your own guild members only. Ability to select different colored commander tags. Easier graphical user interface to check supply info.

I am just going to quote this one because I agree with every word said. I am surprised and frankly more than a bit concerned that so many people seem to think changing WvW into Red vs Green vs Blue is actually a good idea. . . You think the communities are messed up now? That would just put the final nail in the coffin for a lot of Realm Pride folks who are still hanging on and some of the communities we’ve managed to cobble together are actually quite lovely. I like having an identity to fight for.

I agree with most everything except the Green, Blue, and Red idea. On lower tiers due to mass transfers ect. there are no communities. Sure you have a few people that are die hards but the reality is every new Guild/Transfer is bound to leave at some point. The color coding system could work if done correctly, leave tiers as they are but make it so each tier has a direct impact on the score based on color. To further this allow a guesting type system here is why, I’m currently on AR and guess what were doing this week … NOTHING. Not because were outnumbered but because we outnumber or opposition, even with people taking a week off which is boring as all hell were still winning. I would like to have the option to guest to a server in the lower/mid tier range to enjoy the game and avoid weeks like this one. I have NO desire to PvD for a week straight, I would love to get some good fights and contribute without feeling like a mindless zombie. That is why the color coding system is a good idea imo, it lets players actually play, if higher tiers are dominating their matchup they could move down to say Kain or ET so the bottom tiers are not a waste of server space.

Collaborative Development: Ranger Profession

in CDI

Posted by: Nuzt.7894

Nuzt.7894

And what about those people who like the Class but not the pet aspect of it ? Should your opinion trump theirs ? What I was suggesting was basically having the option to stow the pet permenantly if YOU choose to do so. The pet would be more powerful if you traited for the pet to be powerful, just as the Guardians Virtues are more powerfull if you choose to trait them that way, same can be said for every other class in the game..

Being able to stow the pet permanently is fine by me, but it should always be a self-nerf, there should be no counterbalancing buffs associated with it that would make a petless ranger as strong as an untraited pet-using Ranger. It should not be balanced as an equal way to play the class, it should just be an option for people that really insist on going that route, just like a Thief that insists on never Stealing, or a Necro that insists on never using DS.

I would be fine with this, I just personally believe there is to much emphasis on the pet even when its not traited. The class really needs more group utility in WvW, placing the focus on the pet is hurting the class more then helping (my opinion of course). Currently the pet soaks up boons intended for players, dies if an enemy zerg looks at it, and brings zero utility to the players around you.

That is why I was suggesting that maybe being traited for pets would be better, Rangers Damage and utility is to reliant on the pet that does nothing for anyone but the ranger. This way you could choose how much your affected by having said pet. It was a suggestion I feel might help stop the bias against having Rangers as an equal part of a larger team. Gotta give a little to get a little, but hey as I said its just a suggestion, everyone has different ideas and thats a good thing.

Tier 7 and 8 oceanic.

in WvW

Posted by: Nuzt.7894

Nuzt.7894

Aparently AR has an oceanic crew, its nothing compared to higher tiers obviously but it does have a presence.

As a matter of fact quite often our guild is on during these hours, during the week we might log off earlier then 4 am est but were usually around until about 2 am est with some night stretching to 4 am.

(edited by Nuzt.7894)

Collaborative Development: Ranger Profession

in CDI

Posted by: Nuzt.7894

Nuzt.7894

I can see your concern here but, the option to have the pet as such an integral part of the class is one of the largest faults of the class. Could it not be optional to have the pet as an option, basically if you spec wilderness survival your pet becomes a larger part of the class, if you choose to spec in something different to be more valuable to your group then either you don’t have the pet or it has minimal impact on the class.

That is completely valid feedback that I will relay to the designers. Thanks for taking the time to share it!

I can’t just stand around when something like this is passed to the devs, so here’s my counter-feedback.

The ranger is a class specifically designed around teamwork with pet who is to be ranger’s equal partner and not an expandible minion. Said teamwork is something unique to the ranger profession and spot on.

So if a pet fails at the role of ranger’s euqal partner due to sloppy defense/offence/Ai, then it is the dev’s job to up it’s game to intended standard, and not sweep it under the rug, reducing it’s impact on the ranger to a point where you have to trait for it to become an accual pet and not a visual aid.

I’ve already thrown you guys a few bones how to get the job done in this very thread.

And what about those people who like the Class but not the pet aspect of it ? Should your opinion trump theirs ? What I was suggesting was basically having the option to stow the pet permenantly if YOU choose to do so. The pet would be more powerful if you traited for the pet to be powerful, just as the Guardians Virtues are more powerfull if you choose to trait them that way, same can be said for every other class in the game.

Its a suggestion I through out there and I am more then entitled to suggest it. This is suppose to be a thread about our suggestions on how to fix or elevate the class, as stated it is not here for you to shut down other peoples suggestions because its not what you want.

You have the right to make a suggestion, why not try that instead of attacking other suggestions. There are plenty of suggestions here that I completely dissagree with but its not my place to tell those people or the Devs that they are wrong.

(edited by Nuzt.7894)

Collaborative Development: Ranger Profession

in CDI

Posted by: Nuzt.7894

Nuzt.7894

I know that im out of topic here and not using the format proposal and i apologize for it ,but before posting any ideas about the ranger and having into consideration that this will be read by some dev ,i will like to ask something :

Would you ever (or have you) considered the removal of the pet ,knowing how borked the ai is ,and as anet says ,it can not be reworked because its tied to mob ai?

Or would you consider split the class in to two, ranger/beastmaster ,and rework the pet ai from the ground.

Again sorry for the offtopic and thx for any possible answer.

Removing the pet was something that was discussed in initial design of the class, but it is such an integral part of the Ranger’s design and philosophy.

There might be some ways that we can redesign the pet and it’s AI, but those are big projects. For the time being, we are happy to take any suggestions regarding the pet.

I can see your concern here but, the option to have the pet as such an integral part of the class is one of the largest faults of the class. Could it not be optional to have the pet as an option, basically if you spec wilderness survival your pet becomes a larger part of the class, if you choose to spec in something different to be more valuable to your group then either you don’t have the pet or it has minimal impact on the class.

That is completely valid feedback that I will relay to the designers. Thanks for taking the time to share it!

Thankyou, oh and what I meant was Beast Mastery or whtever the pet line is called, not wilderness survival ;p

Collaborative Development: Ranger Profession

in CDI

Posted by: Nuzt.7894

Nuzt.7894

I know that im out of topic here and not using the format proposal and i apologize for it ,but before posting any ideas about the ranger and having into consideration that this will be read by some dev ,i will like to ask something :

Would you ever (or have you) considered the removal of the pet ,knowing how borked the ai is ,and as anet says ,it can not be reworked because its tied to mob ai?

Or would you consider split the class in to two, ranger/beastmaster ,and rework the pet ai from the ground.

Again sorry for the offtopic and thx for any possible answer.

Removing the pet was something that was discussed in initial design of the class, but it is such an integral part of the Ranger’s design and philosophy.

There might be some ways that we can redesign the pet and it’s AI, but those are big projects. For the time being, we are happy to take any suggestions regarding the pet.

I can see your concern here but, the option to have the pet as such an integral part of the class is one of the largest faults of the class. Could it not be optional to have the pet as an option, basically if you spec wilderness survival your pet becomes a larger part of the class, if you choose to spec in something different to be more valuable to your group then either you don’t have the pet or it has minimal impact on the class.

Collaborative Development: Ranger Profession

in CDI

Posted by: Nuzt.7894

Nuzt.7894

Specific Game Mode
WvW

Proposal Overview
Throw the current Ranger in the garbage and start fresh. WvW is a game mode that typically is dependant on other players, classes synergize with one another and group utility is more important than personal utility. The Ranger class needs a large overhault to make it appealing to WvW and helpful to other classes.
Goal of Proposal
To make the Ranger class not only useful be sought after.
Proposal Functionality
Make pets optional, there is to much emphasis on the pets for the class, considering the pets have never functioned properly this is a very large negative to the class. Group utility, they need some, let me rephrase that … they need A LOT. Currently Rangers are not bad for solo and even Small group play but in large fights they bring nothing to the team. Spirits die within seconds of the inicial push and imo spirits are the only true utilities that affect your team. When designing a Class for this type of game play the first question should always be “what can they do for the team” if the answer is not a kitten thing, start over. They need stability, condition cleanses, weapon ability’s reworked, and if you insist on making pets mandatory they must function correctly, not die on inc, and stop taking boons from the party that real players need.
Associated Risks
There really is no risks at this point, the class is so broken for this type of game play that anything you do won’t make it worse. Maybe you will have some die hard Robin Hood fans upset with you.