Showing Posts For Phaedryn.3698:

Why Fighting in the Jumping Puzzle Makes You Look Like and Idiot

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Posted by: Phaedryn.3698

Phaedryn.3698

1) It doesn’t help your team. The imaginary uselessness of blocking off the opponent from supplies they can get anyway in PvE is not even remotely worth wasting time you could be spending defending a supply camp.

Agreed, there are (usually) better uses of ones time in WvWvW, however…

2) Free siege helps everyone in WvW. Would you rather have everyone get free siege, or have everyone have to grind to get siege? That’s what I thought. Let’s let WvW be about tactics, not grinding.

Denying the other servers access to free siege IS a strategy (not to be confused with a tactic). It is beneficial to my side to have access to free siege, while denying access to the same to our enemies.

3) What goes around comes around. You may feel special about yourself because your group of 5 ganked one guy trying to jump, but sometime in the future you will be ganked by a group bigger then you. That is, unless we all agree to not kill eachother.

True, but this isn’t unique to this topic. You could easily say this about any aspect of WvWvW.

4) You aren’t even rewarded for it. You MAY get a loot bag, but chasing somebody into the water to have a 10% chance to get a medal of honor means you are wasting time you could be spending doing more jumping puzzles for medals of honor.

The reward is in the response to your second item.

The unmitigated foolishness of asking for WvW to be balanced on what time of day you play.

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Posted by: Phaedryn.3698

Phaedryn.3698

I just find it silly that it is population which is dictating who’s on top of the ladder. And I am not alone with this point of view. Being skilled and coordinated during your prime time, means zip zero if noone is online to protect your structures at other hours.

If population is dictating everything then why is Eredon Terrace (medium pop during US offpeak) ranked #4 and currently kicking the tail of 2 unofficial Oceanic servers (both high pop during US offpeak). These are facts, not conjecture.

And if you don’t like losing things during offpeak then get your own offpeak players to do something about it. 3 medium servers and the rest high during Oceanic prime time proves that almost everyone has a healthy offpeak pop. Again, these are facts not conjecture.

Server population is not the same as WvW population. I would not be surprised if ET has 24 hour WvW queues which would make their WvW population as high as any other server.

Nope, usually I get in instantly. Can even change borderland maps instantly. At most I wait in a queue for a couple minutes tops (US primetime).

Waypoint Costs Getting You Down? Check Here!

in Guild Wars 2 Discussion

Posted by: Phaedryn.3698

Phaedryn.3698

Eh, I just use PvP→LA→capital city of my choice for free. It’s my primary mode of travel. It is exceedingly rare that I pay for a waypoint.

Now, if we didn’t automatically scale down while running through a low end zone…

Dear Arenanet, Orbs of power in WvW? Really?

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Posted by: Phaedryn.3698

Phaedryn.3698

From your posts, you don’t even seem to remember DAoC. You talk about the outmanned issue in comparison to DAoC. You don’t even seem to remember that in DAoC AOE’s could hit unlimited targets, not just five. You don’t seem to remember that there was no downed state in DAoC, which made it more practical to take on larger groups in RvR than in WvW.

You also don’t seem to realize that in DAoC we had continuous RvR, not week or two week long matches. This makes it more difficult to organize with the other losing server. The Orbs simply compound the problems in WvW that were not as prevalent in RvR. Honestly, I question whether you even played DAoC. Trying to make comparisons like these is quite farfetched.

I replied to you in the other thread when you made these same points. I remember DAoC quite well, and I fully agree with you on these points. My argument is that these are the points we should be focusing on, not artificial population controls or, in this case, Orbs of Power.

Solution to night capping/overwhelming numbers

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Posted by: Phaedryn.3698

Phaedryn.3698

You obviously don’t remember the mechanics of DAoC very well. I used to run with a stacked eight man group vs the Alb zerg. You’re forgetting two extremely important mechanics that are included in GW2 that were not present in DAoC — there is a five target limit in the majority of non-ground target AOE’s, as well as a downed state. These two mechanics create major problems when you are outnumbered that were not so prevalent in RvR.

I remember an organized group of eight in DAoC could easily destroy a zerg that was four times the size. That’s simply not possible in GW2 — given equal gear, a group of 20 unorganized players will destroy a group of eight completely organized players without even putting in any effort.

Now this I can agree with. However, shouldn’t these issues, then, be the focus and not artificial population controls?

I also agree with you regarding the mindset of “winning”. Honestly, I hate that there is a score. It is my opinion that that ‘feature’ should be removed entirely.

Solution to night capping/overwhelming numbers

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Posted by: Phaedryn.3698

Phaedryn.3698

Why do I just know that MCL and Phaedryn play on servers that dominate everyone else during the night time hours. No one in their right mind would so ardently defend what is taking place unless they were benefiting from the current imbalance.

Or perhaps we have played similar games and understand that the problem is with the players and not the mechanic. DAoC never had resets, didn’t have queues, had no forced balancing of any kind, and still had the best PvP ever devised for an MMO. But of course, we didn’t have whiny kids crying on the forums (there weren’t any forums) constantly either.

My favorite quote from those days…there are no kittened classes, only kittened players. Seems that can now be expanded with GW2 to include servers.

EDIT: wow, why is that word filtered? (g*mp)

Do you realise how stupid you people sound? Having to recruit people from other timezones is akitten solution. Why people would even play as slaves for others is something I cannot understand. They should just have a max difference of 10 players. So if server A has 23 players in Eternal Battlegrounds, server B can only bring 33.

If people have queues while it’s nighttime for 99% of the server population, it’s time to use that free transfer and do something useful and help out a lower populated server.

This simple solution would fix all the whining, it would create a health competition and people would be forced to spread out, instead of creating one massive server who’ll dominate everyone without a sweat.

<— sPvP is that way, I think it is more your speed.

Dear Arenanet, Orbs of power in WvW? Really?

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Posted by: Phaedryn.3698

Phaedryn.3698

Whats the problem?
Clearly never played DAoC….

Sadly this is usually the case. Too many players who’s only experience is post-wow have such poor expectations that decent games are doomed unless the developers put their foot down early on (see CCP).

seriously ET? Is this really necessary?

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Posted by: Phaedryn.3698

Phaedryn.3698

Aren’t you guys home to TEST?

Solution to night capping/overwhelming numbers

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Posted by: Phaedryn.3698

Phaedryn.3698

Why do I just know that MCL and Phaedryn play on servers that dominate everyone else during the night time hours. No one in their right mind would so ardently defend what is taking place unless they were benefiting from the current imbalance.

Or perhaps we have played similar games and understand that the problem is with the players and not the mechanic. DAoC never had resets, didn’t have queues, had no forced balancing of any kind, and still had the best PvP ever devised for an MMO. But of course, we didn’t have whiny kids crying on the forums (there weren’t any forums) constantly either.

My favorite quote from those days…there are no kittened classes, only kittened players. Seems that can now be expanded with GW2 to include servers.

EDIT: wow, why is that word filtered? (g*mp)

Solution to night capping/overwhelming numbers

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Posted by: Phaedryn.3698

Phaedryn.3698

40 vs 500
What strategy, organization or team work beats that?

Pictures/video of a 40 vs 500 matchup or I’m calling shenanigans.

More to the point, why should a server be penalized because the people on your server cannot be bothered to participate or organize? Why should I have to sit in a queue because your server chose to lose?

Piken Square roleplayers in WvW

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Posted by: Phaedryn.3698

Phaedryn.3698

Piken is unofficial RP server – what are you whining about? You knew it well when you went there.

Roleplayers roleplaying on roleplaying server – outrageous!

If they were not taking up precious queue slots in WvWvW, then doing nothing towards WvWvW I don’t think anyone would mind. If it were my server I would be blacklisting them.

Puzzle Griefing in WvWvW ruins the Game experience.

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Posted by: Phaedryn.3698

Phaedryn.3698

I am really annoyed that pve queens are clogging up the WvWvW queues.

Agreed. It’s hard enough to get my guild into WvWvW to organize and make headway. Then to have PvEers take up queue slots and then CRY about PvP on the forums…

3 things that make a great MMO you cant stop playing

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Posted by: Phaedryn.3698

Phaedryn.3698

I am here for the WvWvW, and that is all I am here for. So getting to the level cap ASAP was more important to me than enything the first week-ish (my play time was somewhat limited). Having done that, all I (and most of my guild) do is WvWvW. I have no intention of revisiting PvE for quite some time.

centaurs in wvw giving great loot

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Posted by: Phaedryn.3698

Phaedryn.3698

They really need to get the PvE out of WvW. Farming should be done in PvE, outside of the warzone. Yuck.

Why? DAoC had some of the best grinding spots in the frontier (and as an archer, arguably THE best spots later in the game). Not to mention all the leveling of artifacts in the early days of ToA. Made for some great sport!

Edit: I DO however wish the OP would keep his big mouth shut :P Good spots get over run this way!

The one thing that would be the easiest 'fix' to WvW

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Posted by: Phaedryn.3698

Phaedryn.3698

Was going to explain why this was a bad idea, then read the posts before mine and was pleased to see I do not have to.

One Vets Feedback On WvW

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Posted by: Phaedryn.3698

Phaedryn.3698

1) Exotic gear is obtainable through playing WvW. Karma falls like rain, and this can be used to buy armour from Orr. (All this requires is zoning in to Orr when the temples are under Pact control). Also, badges can be used to buy Exotic weapons. Have no info on Trinkets yet.

2) Size of Map: Different Strokes for Different Folks. ArenaNet clearly wanted a game where the non-hardcore player could quickly find some action in a group context. This is why GW2 has sold 2 million copies, to what, DAoC’s 250k subscriber base.

3) Sameness of Maps. In this area, ArenaNet is veering more towards repeatable battlegrounds than a persistent “realm”. Just a different design choice, no better or worse than DAoC, just different. It does make it more “gamey” than “worldly”, you pays your money and you takes your choice.

4) Queues. Again, this choice on the “gamey” side of things, rather than the “world”. ArenaNet wants a relatively balanced fight for the average player (timezones imbalances aside). So far, the most serious impact of queues is only on the top servers, and huge guilds, wherever they may reside.

5) Players sticking around. How many people actually stuck around in DAoC? As was said above, 250k. GW2 is currently at 2 million sales. We’ll see which game form, WvW or RvR is ultimately successful in the long run.

You cannot compare populations of MMOs when one is pre-wow. Wow brought in millions of new MMO players, changing the face of the genre completely. Pre WoW, 200-300k players was a very successful MMO. Trying to determine “better game form” based on these numbers is completely pointless.

Puzzle Griefing in WvWvW ruins the Game experience.

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Posted by: Phaedryn.3698

Phaedryn.3698

It’s WvWvW, and as such, it is not griefing. Organize a force and deal with them. Don’t come to the forums to cry expecting ANet to do something about it for you.

Fixing WvW (A Return to DAoC Style RvR)

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Posted by: Phaedryn.3698

Phaedryn.3698

Speaking as, primarily, a player of Archers in DAoC (had one of each to 50 and at least RR5, and 2 level 50 Rangers). My first character, from launch, was a Ranger. I remember quite clearly how overpowered we were (and we really were overpowered). I also remember quite clearly the introduction of RA’s, and more specifically, See Hidden. I remember well the tears shed by my fellow archers. I was not among them however, as I still loved my Ranger and had no real issues with the change (as in I didn’t see it game/class breaking as so many claimed). Was it rather severe? Sure, but people Mythic tempered it with Camouflage and people adapted with time. Mythic did have a habit of way over correcting, I will agree. The LA nerf was far too severe (speaking as someone who was most likely on the receiving end of LA), and the “problem” with LA wasn’t nearly as bad as many claimed (it certainly wasn’t more OP than original archers were). Yes, I can go on just as many others can. That isn’t the point however, or at least it wasn’t how I took the argument of balance in this thread. The actual realms were, by and large, balanced. No one realm was dominant across the board. Different servers saw different realms dominant at different times.

One Vets Feedback On WvW

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Posted by: Phaedryn.3698

Phaedryn.3698

At first during beta the WvW maps felt very large, large enough to lend itself to small scale open field battles. After taking guild groups into the borderlands it’s very obvious that the zones are WAY TOO small. When leading a group I prefer to split off from he main zerg trying to push the action elsewhere in the zones and look for some smaller scale fights but there is really no point. The smallest control points (scout towers I think hey are called) just flip flop back and forth with no real meaning, the smaller towers/forts can be sieged by a small force but the enemy can get to any point on the map very quickly, unless you’re tearing it down with a zerg the chances of getting it down are slim if the enemy is at all competent. All objectives are very close to each other, so unless you are picking off random stragglers running from one objective to another 99% of the fights end up at someone’s front gate. Occasionally you will find a decent fight at a supply camp but those even end up with one team running to their nearest holding. The fix to this game breaking problem is to double, if not triple all the zones, change those little scout flag markers to little tower houses to give them some strategic significance. This would allow for more strategy , for smaller groups to actually make a difference and would allow for some open field action.

All borderlands are copies of each other?? You guys did a great job in the variety and look of all the pve zones, then when it came to your main draw, the feature most people have been clamoring about for years you simply cut and paste the same zone. We all assumed in beta these were placeholder zones and on release the WvW zones would be three unique areas which is how it obviously should be. If someone is looking for uniformity and repetition they have SPVP. The fix for this would be to actually design 4
unique zones which would play out differently.

The WvW queues are simply atrocious, and for guilds who want to actually WvW together it’s game breaking not to mention impossible if you’re looking to get into the EB. As a guild leader we’ve had players queued for 45-1hr trying to get into a particular WvW zones we were focusing on that particular evening. Needless to say that’s silly and due to the queue, jumping from one WvW zones to the other in order to help back up your teammates who might be losing is impossible. Originally imagined as a large WvW area comprised of different battlefronts to fight over has turned into four little Aterac Valley’s.The beauty of Daoc’s RVR system is that you were able to travel around and support your realm against and enemy push or strike deep into the heart of and enemy territory to cut off teleport points which actually contributed to the overall war. This does not currently exist in the GW2 and will never with the current zone design.

I could go on but these seem to be the issues I hear about on a daily bases. I can only hope player feedback is seriously taken into account and acted upon, in it’s current state I can’t see players who have purchased GW2 for the WvW sticking around.

Well said. The queue issue is a huge deal at the moment. WvWvW requires an organized effort to be successful in, and the queue makes doing so nearly impossible.

Would also like to see the removal of the scoreboard, and scoring system, as it just reinforces the AV like mentality, and leads to the idea that a specific match up is a lost cause and everyone should just wait for the reset.

SoS takes Orb back from ET

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Posted by: Phaedryn.3698

Phaedryn.3698

there goes the orb.

We couldn’t even push through Dreadfall. Nobody is really listening. There’s far too many corporals who think they’re generals.

This will change with time and experience. It will just take a few strong guilds with good leadership.

Am I the only person sitting here waiting for reset?

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Posted by: Phaedryn.3698

Phaedryn.3698

Last night I logged into WvWvW and saw 1 server holding 99% of the map. I chatted with my guild mates a bit, then logged off. No point currently to play under these circumstances.

Oh, I forgot to mention I’m on the server that is holding 99% of the map.

So no, this is not just a problem for the servers currently being destroyed by one bully server.

One bully server? Seriously? lol…ok

Fixing WvW (A Return to DAoC Style RvR)

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Posted by: Phaedryn.3698

Phaedryn.3698

the DAOC system is better than the GW2 system because DAOC keeps their theme to an MMO perspective, not this e-sport scoring game system.

Get rid of the scoring system, and even the lower pop servers getting crushed wont mind so much as its not so demoralizing when theres no scores to look at. Look at Hibernia on the old days of DAOC, always outnumbered but they could go out and hit in force now and again and claim a victory.

Bring back realm pride and fighting for the orbs of power instead of this esport.

Speaking as a Hib (originally anyway), on my server (Gawaine) it was the Mids who were the underdogs. Albs were the high population realm (think this was pretty universal) and we (Hibernia) were in the middle. It made for some interesting fights, Mids always made great spoilers, backdooring relic attempts of both sides.

Am I the only person sitting here waiting for reset?

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Posted by: Phaedryn.3698

Phaedryn.3698

You mean the vast majority of forum posters like to cry rather than man up? You don’t say!

The point is, it isn’t impossible to come back despite thekitten poor attitudes of so many here who would rather kitten and moan about how unfair it all is than to actually play the game.

Sorry, but I really have no sympathy for those who want to just roll over and play dead when faced with a little bit of adversity that requires them to actually think, plan, and organize.

So basically, you are crying about those crying. Okay.

No, I am berating those who are crying and expecting ANet to make things all better when it is obvious, and has been shown, that it isn’t necessary for them to do so. Essentially, I find them to be rather pathetic and, ironically, I understand exactly why they are doing so poorly. Poor attitudes and expectations.

Am I the only person sitting here waiting for reset?

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Posted by: Phaedryn.3698

Phaedryn.3698

You mean the vast majority of forum posters like to cry rather than man up? You don’t say!

The point is, it isn’t impossible to come back despite thekitten poor attitudes of so many here who would rather kitten and moan about how unfair it all is than to actually play the game.

Sorry, but I really have no sympathy for those who want to just roll over and play dead when faced with a little bit of adversity that requires them to actually think, plan, and organize.

Fixing WvW (A Return to DAoC Style RvR)

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Posted by: Phaedryn.3698

Phaedryn.3698

DAoC RvR was great, but it became broken when they put too much emphasis on player rewards. In WvW, you should be rewarded for teamwork, not kills.

This has always been the downfall of organized PvP. It becomes “me me me” :/

Catapult Behind the Gate

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Posted by: Phaedryn.3698

Phaedryn.3698

1) Remove their access to supply.

2) Treb walls

3) Ram only after 1 and 2 have been completed.

Or…

Just cry on the forums.

My Suggestions for WvWvW.

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Posted by: Phaedryn.3698

Phaedryn.3698

1: Armor should not get damaged while being in a WvWvW zone.

I sort of agree. With the mechanics in place is GW2 it doesn’t really make much sense. In DAoC, you had equipment that eventually became un-repairable, meaning it needed replacing (granted it took a good deal of time for this to occur).

2: Make more siege things moveable.

I never understood why siege WITH WHEELS was unmovable. I mean, arrow “cart” and I cannot move it? Really?

3: Improve the vehicle UI.

Haven’t had much of an issue with this, but if it improves the game for you (and others) I support it.

4: Keep upgrade costs / blue print cost.

Agree, the keep claim/upgrade mechanics can use a thorough going over.

5: See where everybody from your world is in the current world.

Im not sure I agree with this one. I think a game that depends on coordination benefits from needing to communicate. One of the aspects of DAoC’s NF I absolutely hated was the war map. It completely removed any need for scouting/intelligence/etc and made roaming around running from one fight to the next the majority of the game play. GW2 already does this and I think adding player locations on top of that will only make it worse.

6: Way-points should come standard with a keep.

Do not agree, there should be some value in wiping out an opposing force. If waypoints are free, you will just see a constant stream flowing in over and over and over. It already happens, but at least this way a newly captured keep isn’t going to provide an instant jumping off point for the force that just took it.

Fixing WvW (A Return to DAoC Style RvR)

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Posted by: Phaedryn.3698

Phaedryn.3698

DAoC RvR was unballanced? I’m not sure what RvR YOU played, but that wasn’t my experience at all. Yes, some servers had realms that lost population leading to them doing poorly in RvR for some time, but that is the nature of such games and it is temporary.

The biggest issue with the queues in GW2 is that it makes it difficult to impossible to organize, coordinate, and respond in a timely manner to changing situations in the various borderlands.

I’m not sure what OP faction you played on but for those of us on the Underpowered factions it was unbalanced. Then again nostalgia is a wonderful thing and there is a lot of it going on in this thread.

I played all 3 at one point or another.

There was no faction that was consistantly underperforming across all servers. YOUR particular faction on YOUR particular server may have underperformed, but that isn’t a ballance issue, it is a player issue.

Fixing WvW (A Return to DAoC Style RvR)

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Posted by: Phaedryn.3698

Phaedryn.3698

DAoC RvR was unballanced? I’m not sure what RvR YOU played, but that wasn’t my experience at all. Yes, some servers had realms that lost population leading to them doing poorly in RvR for some time, but that is the nature of such games and it is temporary.

The biggest issue with the queues in GW2 is that it makes it difficult to impossible to organize, coordinate, and respond in a timely manner to changing situations in the various borderlands.

Oh, and impliment an alliance system like DAoC had. We need more/better tools in game to facilitate organization.

(edited by Phaedryn.3698)

Am I the only person sitting here waiting for reset?

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Posted by: Phaedryn.3698

Phaedryn.3698

SoS takes Orb back from ET

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Posted by: Phaedryn.3698

Phaedryn.3698

As an ET player, THIS is what WvWvW is about. Not quiting because you look at some silly scoreboard.

Was actually glad when I logged in and saw that the orb had moved. Wish I didn’t have to go to work in a couple minutes :/

Fixing WvW (A Return to DAoC Style RvR)

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Posted by: Phaedryn.3698

Phaedryn.3698

I wish…

However, based on what I’ve been reading on this forum, the expectations of the current player base wont allow it. Just look at the complaints, a design closer to DAoC RvR would create a deluge of tears.

However, I think most people are just giving up too easily. They have convince themselves they cannot compete so they stop trying. Of course, it doesn’t help that the mechanics of WvWvW make organization/coordination a nightmare right now. They need more/better tools in game to facilitate this.

GW2 dedicated page similar to WoW Armory

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Posted by: Phaedryn.3698

Phaedryn.3698

Just as I don’t want an inspect feature that I cannot block, I wouldn’t want this except as an “opt-in” (or opt-out by default) feature.

This game needs PvP Arena

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Posted by: Phaedryn.3698

Phaedryn.3698

Arena was a mistake in WoW (Blizzard admits this), and has no place here. In short, no.

Please give us a way to "inspect" other players.

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Posted by: Phaedryn.3698

Phaedryn.3698

Only if it comes with the option to block it.

Add Longer Duration "Stealth" PvE-Only Skill

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Posted by: Phaedryn.3698

Phaedryn.3698

I know some people may disagree with this, but I would love to see additional profession skills added to the Thief, and one I would really like is a longer (or indefinite) Stealth ability.

I would personal like to see the ability be implemented something like the following:

Usage of the skill immediately stealths a character, as the current mechanics for other stealth abilities do today, with all of the same restrictions applying, e.g. attacking instantly breaks stealth. Most non-combative actions would not affect the Thief’s stealth (i.e. gathering, reviving, etc.), including laying [some] traps. This skill would be disabled during combat. This skill would last indefinitely until broken or ended by the player. Further more the Thief could have their movement speed reduced while stealthed using this profession skill.

I imagine it being used in the following way(s): exploration, scouting WvW areas, uninterrupted gathering, the ability to steal (no-damage) outside of combat, and the ability to start combat off with a backstab.

While I miss my stealth classes (played both Ranger and NS in DAoC) and I would love to see this, I’m not sure reviving should be on the list of activities that does not break stealth. That could be problematic in WvWvW.

WvW - make it more DAOC style... scrap the scores

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Posted by: Phaedryn.3698

Phaedryn.3698

The other way around it would be to do it with hidden scores. Just display which server is first, and display the score at the end of the 2 weeks. And depending on the score, you get the PVE bonuses for the next 2 weeks. That would also help a little because right now, we would always have better PVE bonuses close to the end of the 2 weeks, and no bonuses when WvW starts…

This is the problem, the idea there is a “who came in first”. Take that completely out of the game. DAoC RvR was all about the Relics (what would be Orbs of Power in GW2). There was no score, only the bonuses provided by the relics, and control of Darkness Falls (GW2 needs a DF also).

Also, the bonus provided by DAoC Relics is double what the Orbs of Power provide 30% damage increase for owning all 3 of the same type (there were two types, physical damage and magic damage) rather than the 15% Orbs grant. And that bonus was realm wide so even the freshly rolled level 1 got it.

They can keep the scoring as part of their server metrics, to allow them to match up servers. But beyond that it does nothing by reinforce the mindset that WvWvW is nothing more than a two week WoW battleground that you win or lose.

WvW - make it more DAOC style... scrap the scores

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Posted by: Phaedryn.3698

Phaedryn.3698

This is precisely what I’ve been arguing for a couple of weeks now. The scoring system they have in place leads to the mindset that it is just a 2 week long battleground to be won or lost. It makes the entire exercise disposable, meaningless.

Unfortunately, player expectations are beginning to worry me. Games like wow have lowered the bar so far most of today’s players cannot accept any other type of game mechanic. One need only look at the majority of posts in this forum to see that.

I see a lot of posts here claiming to "fix" WvWvW

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Posted by: Phaedryn.3698

Phaedryn.3698

Most of them seem to be from people new to this type of game play. The “mini-game” battlefield type of PvP that is so prevenlent in MMOs today has created a mindset that people really need to get over.

From nearly 8 years in DAoC and a little over 4 in Eve, the biggest problems right now are due to a lack of organization by most servers. Unfortunately, right now it is extremely difficult, even for experienced guildsplayers, to organize much of anything due to queues. When 70% of my guild is sitting in queues, the fact we have a ton of experience, leadership, and voice comms is irrelevant. Basically, you cannot organize when the people who can, and will, cannot even get into WvWvW.

The second problem is the scoring system. Why there is an incremental score I have no idea. This leaves too many people with the mindset that these are just two week long matches to “win” or “lose”. If ANet wants an active WvWvW community, they need to change the focus from meaningless points to server bonuses/buffs based on control of map locations and orbs. Make them significant enough to be worth taking and defending. Give people a reason to look at the map and say “holy crap, I need to get out there”. As it is now, bonuses are so lackluster that people don’t even care if they sit in overflow (where bonuses do not apply) for ever and even requested the option (and had it implemented) to leave the queue to get out of overflow. That alone should have set off alarm bells at ANet.

Change those two things (lose the queues, and removing the scoring system to focus instead on server wide bonuses/buffs) and watch most of these other issues correct themselves.

No Snowball mechanics/slippery slope prevention?

in WvW

Posted by: Phaedryn.3698

Phaedryn.3698

From nearly 8 years in DAoC and a little over 3 in Eve, the biggest problem is organization. Right now it is extremely difficult to organize much of anything due to queues. When 70% of my guild is sitting in queues, the fact we have a ton of experience, leadership, and voice comms is irrelevent. Basically, you cannot organize when the people who can, and will, cannot even get into WvWvW.

The second problem is the scoring system. Why there is an incremental score I have no idea. This leaves too many people with the mindset that these are just two week long matches to “win” or “lose”. If ANet wants an active WvWvW community, they need to change the focus from meaningless points to server bonuses/buffs based on control of map locations and orbs. Make them significant enough to be worth taking and defending. Give people a reason to look at the map and say “holy crap, I need to get out there”. As it is now, bonuses are so lackluster that people don’t even care if they sit in overflow (where bonuses do not apply) for ever and even requested the option (and had it implemented) to leave the queue to get out of overflow. That alone should have set off alarm bells at ANet.

Change those two things (lose the queues, and removing the scoring system to focus instead on server wide bonuses/buffs) and watch most of these other issues correct themselves.

Please stop putting JQ against HoD.

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Posted by: Phaedryn.3698

Phaedryn.3698

Wait, how do we have the outmanned buff AND a queue???

To Fix the Zerg

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Posted by: Phaedryn.3698

Phaedryn.3698

Just remove the 5-target AoE limitation on damage spells (not grab/pull by Guardians or Mesmers for example) and zergs are done.
This limitation is killing PvP against larger groups (i don’t even mention rez mechanics) cause they won’t care about this limitation since they have more people than you.

The game doesn’t punish poor gameplay and people (and zergs) staying in AoE or playing without even noticing there is an AoE under their feet.

This should be gone for a while.

I was unaware of the 5 target limit (always thought the damage numbers I saw from my ranged AoE meant those were all I hit). Yeah, that needs to be removed from WvWvW

On a side note, anyone know where to find old DAoC 8man videos? There were quite a few of FGs destroying zergs back in the day.

(edited by Phaedryn.3698)

Anyone else feel like WVW is a waste of time?

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Posted by: Phaedryn.3698

Phaedryn.3698

As an 8 year (on and off) DAoC veteran, sPvP seems like the waste of time. Meaningless cage fights to grind some pixels? No thanks, that is what nearly every other MMO has. Large scale warfare with server wide ramifications (bonuses)? Yes please!

To Fix the Zerg

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Posted by: Phaedryn.3698

Phaedryn.3698

Agreed with the stacking and immunity timers, they are absolute musts as far as WvW is concerned, it’s far too easy to lock targets in multiple CC’s that don’t share the same diminishing returns (Daze, Stun, Immobilize, Cripple & Position Manipulation are all on there own diminishing returns)

Auto target is fine since WvW zergs tend to be messy affairs anyway, Auto-tracking isn’t (Auto-tracking are attacks that will always auto-face you, this messes up classes reliant on positioning to deal conditions/damage a great deal) I’m just glad for the most, zerging is quite mindless and hasn’t adopted the Assist train nature.

Totally agree on the line of sight problems on keeps/towers, I don’t get how I tiny wall that barely covers your feet can entirely block your line of sight from someone who is directly in your line of sight.

Another thing to add to anti-zerg mentality is at least the Garrison should start reinforced making it a safe place to put your orb so you don’t get the “Got in first” zergs following a reset getting the orbs within the first hour because people are still filtering in and there is no defensable position for the orb to go that isn’t at risk of being zerged down in the first hour.

I’m a firm believer that Orbs should be very hard to get and take a LOT of effort and investment into obtaining, right now they are getting zerged away in the first hour by “got in first zergs” that sets up the server that did get in first onto a huge advantage and a downward spiral for everyone else.

Actually, the game has line of sight issues all around. I get “Obstructed” constantly in PvE, even from a slight incline in the terrain.

To Fix the Zerg

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Posted by: Phaedryn.3698

Phaedryn.3698

This will be my only post on this subject.

Currently, WvW needs some special rules changes to make things actually defeat this Zerg > All mentality.

(This is based on my long experience from PVP in games like DAoC’s RvR, etc.)

1) You can have stacking but any diminishing returns (if they even exist) need to be large enough that stacking is not overwhelming an individual player based on the weight of the Zerg alone.

2) Immunity timers. CC stacking/chaining is currently beyond the pale. Most people recognize this. Repeated blinds and immoblizations are really out of control.

3) Autotargetting should be disabled in all PVP, but especially in WvW.

You do these 3 things, you will see a huge change in overall gameplay, balance and, I think it’s safe to say, fun, for the better.

Beyond this, there are class imbalances that are still pretty glaring and need to be addressed by the devs. Ranger’s range bonus + pet (they are simply too strong, long range perpetual dots that constantly interfere with targeting) is just one example that comes to mind immediately.

AOEs are overpowered, spells and otherwise. Siege engines range and rate of fire, all too fast/long.

Defense mechanics need another look. Battlements Line-of-sight issues only aid the raiding zerg. Siege engines can cancel one another out, but bad defense mechanics critically hurt smaller groups trying to defend a held position. This is especially true when large toons have to jump onto the edges/tops of walls just to take a shot, fully exposing themselves to easy attack. What’s the point of defenses if they force you to be suicidal in order to defend?

Now, flame away or support.

Game on.

Good post!

As a Ranger (both here and in DAoC) the last paragraph, regarding wall defenders is especially close to my heart. One mechanic I really miss is the “altitude affecting range” from DAoC.

[Feedback] Guild Bonus - Reserve guild queue slots

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Posted by: Phaedryn.3698

Phaedryn.3698

I like this idea. Organize, guild level, WvWvW is why my guild is even here. To date we haveyet to manage to get more than a couple people at a time in to the same map at the same time and or nearing the point of just giving up on the whole thing.

The reality of WvW: The problems and the solutions

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Posted by: Phaedryn.3698

Phaedryn.3698

Wow….no, just no.

The only points worth even considering are the availability of siege and the queuing. Orbs of power are meant to be meaningful and part of the overall strategy. They are not meant to be tossed around and change hands every 5 minutes. Form a strategy to take them and hold them. I’m not even going to touch the idiocy of going to the failure that would be a two way fight. You might want to stick to sPvP or switch games as RvR style game play obviously isn’t for you.

Which pet you would like to add?

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Posted by: Phaedryn.3698

Phaedryn.3698

Warg and Raptor

Downed State #2 and #3 abilities in WvWvW

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Posted by: Phaedryn.3698

Phaedryn.3698

The problem is, if you cannot finish a group “fast” there will be reinforcements, with the maps being fairly small and basically everything is next to some spawn.

Which maps are small and have that many respawn points? Every Borderlands map Ive ever been on, dying meant a fairly long run ahead of me if I don’t get a hand up.

WvW Orbs of Power.

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Posted by: Phaedryn.3698

Phaedryn.3698

Edit 2: Also I am pretty sure Arenanet has said balance in every aspect of the game is important.

Which is why they are matching servers based on performance. FORCED balancing will kill the game. It’s a three way fight, overall balance will occur naturally. Does this mean that at any given time one server or another will be at a disadvantage? Of course, that is normal and expected. However, over time it will balance out. Removing the Orbs, or making holding them detrimental (rather than a primary goal), or simply resetting them after some arbitrary period of time (making the entire exercise of gaining them pointless) are not viable options long term. As it is, the value of participating in WvWvW is negligible (which is why there is now, due to player request, and option to leave the queue when you are in overflow).

Orbs need to be boosted so that the bonus is server wide. They need to be the focus of WvWvW. They need to be the reason people undertake large pushes to acquire them and why people will drop everything to go defend them. This is what made DAoC RvR the best PvP to date. Realm pride, and teamwork. When a Relic was threatened, people would literally drop everything to help defend them. Some of the most amazing strategies were developed to get them. Massive organization from the entire population of a Realm.

But no, you just aren’t having fun so we should just water the whole thing down and make it yet another generic PvP experience, right?