Because bows suck at the moment. I am far more useful with GS/Sword than I ever was with a bow. I ran LB/SB for a long time, then swapped to melee only and it was like night and day.
Of course, once I rolled a Guardian and a Warrior I shelved the Ranger, but that’s a “big picture” issue that goes further than your specific question.
I didn’t get the joke…
Looks like I will continue playing my Guardian and leveling my Warrior. Ranger was my first 80 and now it’s relegated to gathering…
I just wished my bows obeyed the law of gravity. That, and a removal of the 5 target cap on Barrage. Then I might actually play my Ranger again.
Now if only a “stowed” pet remained stowed.
Why must I engage in PvP play in order to obtain endgame content?
Is there a method for me, a PvPer, to get one without PvE?
Thought not…
Wait, people are able to get refunds?? How? A refund would pay approximately 4 months of my DAoC subscription.
I don’t understand the people that justify facerolling as fun.
Actually, the problem is your assumption that they were there for the fight. They were not. They were there for the opportunity to acquire “stuff”. The fights are only relevant in as much as they are the route to get the “stuff”. In the minds of these players, getting the “stuff” is the goal and getting through the things needed to get that “stuff” as quickly and efficiently as possible is desirable.
It isn’t about the fight, it isn’t about the “journey”. It is about the acquisition of virtual things.
Yes, I find it kitten also. Welcome to post-WoW MMOing.
Simple, it’s boring. When I first started playing, it was for the promise of a new three faction RvR experience. The huge flaws in the design/mechanics choice made by AN became glaringly apparent very early on. It only became worse as time wore on and instead of paying attention to past successes the developers neutered WvWvW even more, turning it into just another mini-game with no actual relevance. The PvE is too lackluster (dull and repetitive) to compensate (easily hit level cap, with almost no character progression). Had the WvWvW been even half as fun as DAoC the PvE shortcomings would have been forgotten (I wasn’t here for the PvE anyway), but as it stands, it fails on both fronts.
I must be missing something here…what’s the problem?
Honestly, if the requirements were low/simple enough that most people could reasonably expect to get one I wouldn’t call them Legendary. But then I’ve never been one of those “everyone should have access” people so it doesn’t matter to me. I wont ever see one, never expected to, and that fact has zero impact on my enjoyment of the game.
I am not sure what SWTOR, or it’s player base, has to do with the statement you quoted. There is content in GW2 that is clearly labeled as [GROUP] content that doesn’t require you to ever be in, or join, a group to complete. How is my stating that “silly”?
Area credit is not the issue.
That’s what’s silly; you’re blaming something that is not the cause.
I think you completely missed the point…
Area credit is but an example of game design that lacks inducements to group. This game is made for the solo player so much that even events clearly labeled as [GROUP] events do not, actually, require a group.
I’m not sure what part of that is difficult for you to follow.
That’s silly; SWTOR is to date the most anti-social game I’ve come across, and didn’t give area credit. I did run across countless small groups who, at their best, totally ignored people they weren’t already grouped with.
And this was supposedly a more mature MMO playerbase drawing on a population of players coming from perhaps one of the most social MMOs to date (not that I played SWG, but that’s just what I’ve heard).
I am not sure what SWTOR, or it’s player base, has to do with the statement you quoted. There is content in GW2 that is clearly labeled as [GROUP] content that doesn’t require you to ever be in, or join, a group to complete. How is my stating that “silly”? I am not sure how SWTOR got dragged into this conversation…
(edited by Phaedryn.3698)
ANet went about making a game that A) has no trinity, and can be soloed by any class and C) automatically gives you credit for area quest participation without any need to be formally grouped. All this and people really ask why people do not seem social? This isn’t a social game. MMOs stopped be social a long time ago. As soon as any class could reasonable solo their way to the level cap, random social interaction was doomed. Now days, you have people (lots of them) with little or no idea about how their class works in a group setting, or basic group mechanics/etiquette. Why? Because they soloed (or mostly soloed) to the level cap. Gone are the days were grouping was far more beneficial then going solo (and in some cases it was required). Gone is the trinity (at least in GW2) that required groups to be made up of specific roles, thereby requiring little to no communication in the rare instances they are formed. Everything about GW2 screams single player game with communal areas. Hell, even trading with one another is no longer social (sort of miss the days when you had your ‘favorite’ crafter, and you would wait for them to be on to commission something to be made).
I find it unfair to those like myself that are being excluded from prizes they offer us just because we find no enjoyment in gaming in this fashion.
I agree, I should not be excluded from prizes because I do not want to PvE.
Oh, wait. I’m sure that isn’t what you meant…
Honestly, I think trying for (and focusing on) a large play base is one of the largest problems with MMO development today. They end up watered down and directionless as the developers attempt to respond to “the player base”. A company with the balls to say “we are only expecting 200-300k players” has the freedom to make their game, their way (I think CCP may fall into this category).
The second largest problem is attempting to base your game on a well known IP (Star Wars, Star Trek, etc). Those are doomed to fail from the get go.
(edited by Phaedryn.3698)
I saw there was a sticky post with a bold fist stance on night capping from ANet…
Oh, well…as long as you know your wall of text is pointless by all means, continue.
These shouldn’t be allowed. It’s WvWvW… not Wv 2xW. So far as I know, this isn’t how the game was intended to be played. People speaking of them publically in these forums etc. is ridiculousness. If one server can’t beat another, they shouldn’t be allowed the crutch of having another server team up with you. Instead they should be forced to improve. It’s cowardly and dishonors both of the allied servers.
“Fear leads to anger. Anger leads to hate. Hate leads to butthurt.”
- Yoda, commenting on the path to butthurt
I need to steal this…
Seriously though, the amount of crying that occurs on these forums about every little thing is utterly mind boggling…
Orbs…cry
“night capping”…cry
Alliances…cry
Holy crap, have some of you people never had to actually think for yourselves at all yet? I mean, I know it’s easy to simply claim you cannot compete/over-come such a monumental (laugh) obstacle, but really…
Many of you act as if these are all new mechanics and no game has had to deal with it before.
(edited by Phaedryn.3698)
The issue is the whole trinity thing. They (ANet), and a large amount of the player base, thought it was a good idea to get rid of it. There is a reason that system has survived so long, it is actually very difficult to get rid of it unless you also dump all the game mechanics that depended upon it. GW2 tried to lose the trinity, yet keep the game play the same. This really wasn’t as good of an idea as many thought it would be, and now we are seeing the result.
Frankly, as novel as I thought no trinity was going to be I would love to see both healer and tank classes re-introduced to the game now.
(edited by Phaedryn.3698)
As someone who has not, nor will ever, used facebook (or twitter for that matter) I couldn’t agree more. Will never understand the draw for either of those two things to be honest.
OP, I hope you understand how many people are going to vehemently disagree with you. I am not one of them, I am 100% in agreement (especially the first 2 points), but the MMO player base is so used to dumbed down, over simplified, hand holding mechanics that we have what you see here, on these forums. Short sighted shallow players who insist that everything be made nice and neat for them rather than realize that the game is actually about them over coming these things themselves.
These forums make me very sad sometimes, not just for GW2, but for MMOs in general. Now I am beginning to see why it is so hard to make a good one. Thankfully, I still have Eve to play when the crying around here gets to be unbearable.
While I like the concept, it wouldn’t work in this context (GW2) primarily because of the anti-botting code that they have implemented.
All pertaining to WvWvW
1) Fix the “culling”
2) Remove the caps, get rid of the queues
3) Make matching permanent, no resets.
4) Remove the scoring
5) Make each claimable location provide a small buff (cumulative) for the server that holds it (server wide, not just PvP).
6) Add a PvE zone gated by held territory in PvP (ala Darkness Falls)
7) Make Orbs of Power grant a 10% damage buff (per orb held) to the server that holds it (also server wide, PvP and PvE).
8) Remove the AoE target limit.
9) Add more/better tools for coordination/communication.
10) Remove free server transfers.
If you die, you have to pay to return to a way point, and you have to pay for armour repairs. So if one person slips up and makes a mistake, this means that everyone involved might die. It might be a small mistake, a silly one, it doesn’t matter. The problem is is that the punishment for dying is so harsh that you don’t want anyone else around increasing the risk of you dying.
Therefore you don’t want people around in dynamic events, either, because they can scale them up, do something stupid, and cause people to die. This is the sentiment I’ve got from a lot of people. The thing is is that Champions Online’s open missions (similar to GW2’s dynamic events) are much, much more social. Why? The death mechanism isn’t punishing. You can make a stupid mistake and recover from it.
The problem is is that this game is so punishing in that regard that it leaves casual players destitute. It almost feels hateful, to be honest, and unless you have time to spend grinding, you’re going to be destitute. It feels horribly cynical – really horribly cynical. And that’s my main problem with the game right now.
You need to look at why people don’t want you around, and the main reason is because, yeah, they think you’re going to make them die.
The solution to this is to make death less hatefully punishing.
Hatefully punishing?
Seriously???
Death penalty in this game is pathetically weak. I take that back, there is NO death penalty in this game. This isn’t EQ, or even DAoC where you could lose entire LEVELS if you died. Where one death could wipe out hours and hours of grinding XP. Oh, and lets not forget that in those games, going solo really wasn’t an option. I don’t think you have a clue what “hatefully punishing” death penalties even are.
This has to be one of the silliest posts Ive seen today.
I am (almost) always in a group of 3 or more. However, that group is always a guild group. I have been playing (on and off) with the same general group of people (20-30 in any given game) for nearly 15 years. Most of us are RL friends as well. It is exceedingly rare that there is a pug player in one of our groups. Hell, I do not even have general chat (or /say for that matter) visible, only guild/officer/party.
So, it isn’t that we are anti-social, it is just that we have a full enough guild that are also close friends that it isn’t necessary (or really desirable) to socialize outside of that group.
Geeez, I’m guessing many of you would have a coronary if there were unique items in the game (meaning, once it drops for someone, it will never drop again). kittening children, I swear. Get over yourselves.
This is an awesome addition to the game. It adds a level of wonder and excitement when a unique (read: one time) event occurs. Will people miss out? Of course. That’s life, if you cannot handle something this small and meaningless I have very bad news for you about real life…
When someone says “end game” what does that mean to you?
When someone mentions end game to me….the two things that come to mind is raiding or numerous really hard 5 man’s….in which both drop really cool looking gear that you cannot get anywhere else other than completing those raids/instances.
I’m a PvP player and have rarely raided or PvE’d at all…..but from all my experience in MMO’s I would consider PvE the actual “end game” of a game. I don’t really consider PvP end game in any game…since it can be done in most games from a very low level.
Depends on the game. All games are designed with a specific focus. In GW2 that is PvP. Since I hate cage fights, PvP for me (and end-game) means one thing, WvWvW. This is the only reason I even purchased the game, and the only reason I play.
1. Yes
2. Yes
3. Yes
4. Yes
5. Mostly (WvWvW has been too ‘forced’ ballanced)
These forums are some of the BUGGIEST pieces of code I have seen in a long time. What the hell is up with them?
MMO FORUM POST MAD LIBS!
“If ___________ doesn’t change _____________ ASAP then it will flop, just like ______________ me and my _______________ all agree on this issue, and I bet that ______________ players share our sentiments.”
My guild has gone from 80 players to 16 logging in each day since launch. Most of them give the reason to the game beeing boring an repetative to levelup in, and there not beeing any endgame.
Not being any endgame? WTH are you talking about? You DO understand what WvWvW is, right?
1) Fix the “culling”
2) Remove the caps, get rid of the queues
3) Make matching permanent, no resets.
4) Remove the scoring
5) Make each claimable location provide a small buff (cumulative) for the server that holds it (server wide, not just PvP).
6) Add a PvE zone gated by held territory in PvP (ala Darkness Falls)
7) Make Orbs of Power grant a 10% damage buff (per orb held) to the server that holds it (also server wide, PvP and PvE).
8) Remove the AoE target limit.
9) Add more/better tools for coordination/communication.
10) Remove free server transfers.
(edited by Phaedryn.3698)
Meh, armor repair costs are fine. Waypoint costs could use some tweaking though. Never understood why the cost associated with any given waypoint wasn’t determined by A) Distance from your starting locations or Level of the zone it was in (or both).
As successful as I hoped? I do not really understand the question, I had no personal stake and so no “hopes”. As long as there are enough players for 3 servers for WvWvW (the only reason I am here), Im good. In fact, things would probably have been better (from my PoV) if there were only 3 servers.
Phaedryn, any chance you have a quote from that response?
Sorry no. It’s just something I remembered from a discussion during beta.
EDIT: I would add, the default distance was much closer early in beta and there was no ability to scroll out originally. What we have now is actually a compromise.
Here are two links from beta discussing the issue:
http://gaiscioch.com/tavern/guildwars_discussion/post_37138.html
http://angelsharks.wordpress.com/category/guild-wars-2-field-of-view/
(edited by Phaedryn.3698)
Not sure about Pirates of the Caribbean, but I spit out coffee when, while standing in Lion’s Arch, I hear the Galaxy Quest reference…
WvW has proven to be poorly thought out in the long run. The system is designed so that people falling behind in the map stay behind.
No, it is not. However, the current generation of MMO players seem to be eager to believe so. The damage wow has done the genre cannot be measured, so shallow and impatient it has made players. It’s just easier to cry on forums than to actually play the game when there is the slightest bit of adversity to be faced.
It’s funny, FoV has been a primary reason I haven’t played many other games (Skyrim/FO for example), but I have no real issues with it here. Also, I do believe they said, way back in beta, that the limited FoV is intentional, and that they wanted it to remain limited for PvP reasons.
As an ET player curious about just how substantial we were out manned at night I decided to get on at 3 AM this morning and head out to a BL. One small problem, I hit a queue…not sure how that happened, considering our night crew was supposed to be non-existent.
How to fix the scoring system in WvW: From an NA player prospective.
in WvW
Posted by: Phaedryn.3698
The other side of this argument is that without the 24/7 chance to come back HoD would have lost within the first weekend.
All it would take is a few hours of two servers ganging up like happened this weekend. SBI and ET essentially kept borders with each other while beating down HoD and put them back what 30k and 10k or so, respectively.
Now that its a complete 3 way and the scores are even in NA primetime there would be NO way to catch back up if not for nightcapping. Population balance is the ONLY way to fix these issues. The same has been true for ALL 24/7 pvp fights in any game. You can never mechanic your way out of this problem.Let’s say for a moment that HoD didn’t have the massive night crew.
As SBI pulled further ahead, it would be my estimation that ET and HoD would begin double teaming them back.
Then ET would pull ahead, and SBI and HoD would beat them senseless.
As the design intended.
Agreed, the only real problem is that this mechanic requires enough time to pass to allow it to work. Right now pairings are too short in duration, even at 1 week, to give this time to work as intended. Which is really a big part of the problem, we are seeing (and reacting to) spikes that would, over time, level out quite a bit. The pairings just do not take place over long enough periods for this to ever happen.
Well, these spikes occur once every day. I don’t see how they would level out, since it is the same server that gets pushed back during the day, and explodes with massive map domination every single night.
Aside from weekends, this pattern has been very predictable and recurring.
True, but without with a limited duration coupled with a win/lose mechanic (point scores) nobody would care. The average would be (more) acceptable. For me, it’s everyone worried about the score that is the issue. Frankly, I hate that there is a publicly viewable scoring system.
I agree that the score total is perhaps a bad idea.
It could be cool, if the matches were balanced – there was an anti snowball mechanic – and some kind of reward for 1st AND 2nd place.
Without those things, it seems relatively useless for any positive contribution to W3.
Hmmm, I’m not sure if you understand my argument. I don’t want there to be a 1st and 2nd place. I want a war/battle with an ebb and flow, not scoring. I want to take X, Y, and Z today knowing as I do so that I will lose them. However, the tide of the battle will change over time. Today, my server might hold the majority of the territory but nothing is set in stone and tomorrow half our lands may be taken by the combined effort of the other two servers working in unison. There should never be a situation where players can look at some numerical value and decide they have “lost” so there is no point in playing. An epic battle for territory that never has a declared “winner” (or loser) is what WvWvW should be. Make the buffs/advantages received by taking territory (and the orbs) server wide and significant enough that people will drop what they are doing to help take, or defend, things. Anything to turn WvWvW into just another meaningless mini-game is the opposite of what I expect out of the game.
Scoring, ranking, winning/losing just makes it another arena, and just as pointless.
I understand your argument, I just poorly worded my response.
What I mean is – I agree with you, and would prefer that direction.
HOWEVER – I think the point system could be cool, if…
Gotcha, t’was I that misunderstood then
Before this thread becomes another debate, about IF wvw should give personal progression, i want to clarify sthing, ( These are random numbers but most propably are close to the truth)
- 95% of the playerbase likes wvw
-50% of them play wvw just because they like it, and they dont really bother about any extra rewards.
-The other 50% want personal gains from wvw,Hard Facts, Nobody wants to lose that 50% of playerbase because they didnt got their personal progression. Nobody, why ? because empty wvw will NOT be fun, 50% less playerbase will NOT give huge profit to developers, and many many people will lose some friends because they stopped playing.
Now after the facts we go to the suggestion.
I suggest Arenanet to do sthing VERY simple. They can create a WvW Ranking system, that will give titles every 10 ranks, with a maximum temporary 100 ranks, the ranks will be obtainable as slow as they are in spvp. These titles can be shown to allies as the rest of the titles, and to enemies it will replace the pre-fix Invader,
So a Rank 1-9 Player will be named “Invader Servernamehere”
But a Rank 10-19 will be named “Flammen Vakten Servernamehere”**Did u like my title choice?
"
Adding to that, i suggest to give an armor skin at rank 50, and rank100, to reflect visually your archievement.
Now no matter what Arenanet Decides to do, the community needs, requires and demands an answer to this simple following question:
Do you plan to “develop” a new system that will give indivindual rewards from playing at wvw?
We dont want a timeline, we just want a developer answer so we can manage to KEEP guild members around until it’s developed, i see them quit day by day, because they dont have any personal gains right now, and Arenanet is silent about any future reward system.
And please please dont say that the reward is the armor, because right now most serious gamers are already full exotic gear.
Edit : And btw pvp gear is terrible looking, so you dont even give them a reason to farm tokens to get sthing good looking.Let’s not discuss about the fact that there is no ladder system in spvp, so people stop playing spvp too. :S
Dirty, stinking Mid…bet you were a Dwarf too, weren’t ya?
Guess it’s better than “Grove Protector” though…
Other than that, good post
(edited by Phaedryn.3698)
How to fix the scoring system in WvW: From an NA player prospective.
in WvW
Posted by: Phaedryn.3698
The other side of this argument is that without the 24/7 chance to come back HoD would have lost within the first weekend.
All it would take is a few hours of two servers ganging up like happened this weekend. SBI and ET essentially kept borders with each other while beating down HoD and put them back what 30k and 10k or so, respectively.
Now that its a complete 3 way and the scores are even in NA primetime there would be NO way to catch back up if not for nightcapping. Population balance is the ONLY way to fix these issues. The same has been true for ALL 24/7 pvp fights in any game. You can never mechanic your way out of this problem.Let’s say for a moment that HoD didn’t have the massive night crew.
As SBI pulled further ahead, it would be my estimation that ET and HoD would begin double teaming them back.
Then ET would pull ahead, and SBI and HoD would beat them senseless.
As the design intended.
Agreed, the only real problem is that this mechanic requires enough time to pass to allow it to work. Right now pairings are too short in duration, even at 1 week, to give this time to work as intended. Which is really a big part of the problem, we are seeing (and reacting to) spikes that would, over time, level out quite a bit. The pairings just do not take place over long enough periods for this to ever happen.
Well, these spikes occur once every day. I don’t see how they would level out, since it is the same server that gets pushed back during the day, and explodes with massive map domination every single night.
Aside from weekends, this pattern has been very predictable and recurring.
True, but without with a limited duration coupled with a win/lose mechanic (point scores) nobody would care. The average would be (more) acceptable. For me, it’s everyone worried about the score that is the issue. Frankly, I hate that there is a publicly viewable scoring system.
I agree that the score total is perhaps a bad idea.
It could be cool, if the matches were balanced – there was an anti snowball mechanic – and some kind of reward for 1st AND 2nd place.
Without those things, it seems relatively useless for any positive contribution to W3.
Hmmm, I’m not sure if you understand my argument. I don’t want there to be a 1st and 2nd place. I want a war/battle with an ebb and flow, not scoring. I want to take X, Y, and Z today knowing as I do so that I will lose them. However, the tide of the battle will change over time. Today, my server might hold the majority of the territory but nothing is set in stone and tomorrow half our lands may be taken by the combined effort of the other two servers working in unison. There should never be a situation where players can look at some numerical value and decide they have “lost” so there is no point in playing. An epic battle for territory that never has a declared “winner” (or loser) is what WvWvW should be. Make the buffs/advantages received by taking territory (and the orbs) server wide and significant enough that people will drop what they are doing to help take, or defend, things. Anything to turn WvWvW into just another meaningless mini-game is the opposite of what I expect out of the game.
Scoring, ranking, winning/losing just makes it another arena, and just as pointless.
This is why I use the fre PvP → Lion’s Arch “port” whenever possible, especially to get to other racial areas.
How to fix the scoring system in WvW: From an NA player prospective.
in WvW
Posted by: Phaedryn.3698
The other side of this argument is that without the 24/7 chance to come back HoD would have lost within the first weekend.
All it would take is a few hours of two servers ganging up like happened this weekend. SBI and ET essentially kept borders with each other while beating down HoD and put them back what 30k and 10k or so, respectively.
Now that its a complete 3 way and the scores are even in NA primetime there would be NO way to catch back up if not for nightcapping. Population balance is the ONLY way to fix these issues. The same has been true for ALL 24/7 pvp fights in any game. You can never mechanic your way out of this problem.Let’s say for a moment that HoD didn’t have the massive night crew.
As SBI pulled further ahead, it would be my estimation that ET and HoD would begin double teaming them back.
Then ET would pull ahead, and SBI and HoD would beat them senseless.
As the design intended.
Agreed, the only real problem is that this mechanic requires enough time to pass to allow it to work. Right now pairings are too short in duration, even at 1 week, to give this time to work as intended. Which is really a big part of the problem, we are seeing (and reacting to) spikes that would, over time, level out quite a bit. The pairings just do not take place over long enough periods for this to ever happen.
Well, these spikes occur once every day. I don’t see how they would level out, since it is the same server that gets pushed back during the day, and explodes with massive map domination every single night.
Aside from weekends, this pattern has been very predictable and recurring.
True, but without with a limited duration coupled with a win/lose mechanic (point scores) nobody would care. The average would be (more) acceptable. For me, it’s everyone worried about the score that is the issue. Frankly, I hate that there is a publicly viewable scoring system.
How to fix the scoring system in WvW: From an NA player prospective.
in WvW
Posted by: Phaedryn.3698
The other side of this argument is that without the 24/7 chance to come back HoD would have lost within the first weekend.
All it would take is a few hours of two servers ganging up like happened this weekend. SBI and ET essentially kept borders with each other while beating down HoD and put them back what 30k and 10k or so, respectively.
Now that its a complete 3 way and the scores are even in NA primetime there would be NO way to catch back up if not for nightcapping. Population balance is the ONLY way to fix these issues. The same has been true for ALL 24/7 pvp fights in any game. You can never mechanic your way out of this problem.Let’s say for a moment that HoD didn’t have the massive night crew.
As SBI pulled further ahead, it would be my estimation that ET and HoD would begin double teaming them back.
Then ET would pull ahead, and SBI and HoD would beat them senseless.
As the design intended.
Agreed, the only real problem is that this mechanic requires enough time to pass to allow it to work. Right now pairings are too short in duration, even at 1 week, to give this time to work as intended. Which is really a big part of the problem, we are seeing (and reacting to) spikes that would, over time, level out quite a bit. The pairings just do not take place over long enough periods for this to ever happen.
I am having so much fun with this matchup. As a HOD player, and a member of TA…It’s a bit frustrating to see all the extent of the flame war, the QQ about night capping, and the QQ from my own server about being ganged up on.
As an ET player, I have to agree. Frankly, the last few days have been the most fun I have had in WvWvW yet.
As an SBI the last 3 days up to monday morning was fun. We were fighting against each other back and forth. Unfortuantely, the flaw of WvW finally kicked in. I see one of the problems with it being that the devs are unwilling to make hard choices with respect to population balance. The top and lower tier matches are going to get screwed while the middle tiers get good matches. Kinda wish I was in the middle tier, it will be fun, exciting while still giving any of the sides a chance to win. The top tier you are screwed the moment monday morning hits.
I had fun fights last night also, it just meant more map to try to retake. I think part of the problem is the scoring. I never look at, nor do I care about, the ‘score’. When I, or my guild, WvWVW, we look at the map and decide which zone needs the most help and go there. We (my guild) usually have between 6 and 12 in TS and looking for objectives to take, and we have a good time doing so. The points are irrelevant (especially since everything just resets after a set period of time anyway). I would really hate Anet making any changes that try to force balance to be honest. It’s just one more artificial restriction (like the population caps causing queues).
I am having so much fun with this matchup. As a HOD player, and a member of TA…It’s a bit frustrating to see all the extent of the flame war, the QQ about night capping, and the QQ from my own server about being ganged up on.
As an ET player, I have to agree. Frankly, the last few days have been the most fun I have had in WvWvW yet.
People really need to stop demanding ANet change game mechanics to counter valid tactics (and their own lack of adapting to said tactics).
My end-game is already here, assuming they don’t cave in to the people crying and dumb it down, WvWvW.
How to fix the scoring system in WvW: From an NA player prospective.
in WvW
Posted by: Phaedryn.3698
3. Removing the MMR system would make it even more unfair and more unfun than it already is. As a top tier player, you’d be matched against servers which you’d absolutely steamroll- that’s fun for nobody involved.
Nothing says that a point system cannot be used as an internal metric for matching servers. Just that there is no real reason for players to see it.