Its currently off server population but high population does not mean high wvw so those servers with high pop but not high wvw will never get higher due to transfers.
Infact a good example is the servers around mine recently got a lot of players from SFR and Deso because moving to our server would be far to expensive for a large group
Now we will drop tiers and wont ever get any transfers because we have more pve that wvw guys on here keeping our population to high for transfers.
Transfers are for WvW only, guesting is for PvE but transfer cost is based off Pve and wvw population. should really be based off the servers average tier over the last X weeks so a server cant drop for a week and get transfers and pop back up
The cost could be something like 20g basic rate then 3gX the number ranks they are from the bottom.
Higher Tiers would be around 70g+ while bottom servers 23g. Bandwagoning is expensive, but moving down to a lower tier server is much cheaper instead of the current.
(edited by Phoenix.3416)
When it was first introduced it was 40 Gold to move to Underworld
Now 1800 Gems is much much higher… 40 gold was too much back then for anyone who is casual and wants a new server. 25g should be max i think or separate to gem prices because Gem prices are currently majorly inflated
Anet are basically trying to force players into buying gems with real money by making the ingame price impossible for all but the highest farmers to earn. its a smart marketing strategy but highly unethical since by spamming the cash shop with items for limit times only that players will want it forces more gold into the gem market making the price go up and up
Some players were lucky and have 1000s of gold so don’t need to worry about it, most of us don’t have that luxury.
https://forum-en.gw2archive.eu/forum/professions/engineer/Satchel-charges-kit-Kit/first#post1693581
I came up with that idea for a new kit to replace the mine skill like an upgraded version of the mine kit from beta that was removed
does that fit what you had in mind? I figured that kid partnered grenades, flamethrowers and bombs with a more effective area denial and combo of kits build
I would rather have the large back banner than the current shark fin although a cape would be even better.
the flag or cape or fin option would suit everyone
I understand why charr need the “shark fin” but everyone else who doesnt walk on all fours should have one of these..
http://www.eastofindia.com/images/samurai.jpg
Come on anet, unless you only care about charrs give us actual back banners… like the ones we can place on the ground not these shark fins, they are ugly as hell i haven’t seen anyone buy one yet because of this.
Simple fix, give every race but charr the actual good banner to start with then work on the charr separately, punishing all players with ugly items because of 1 race not getting a perfect back piece isn’t really fair, if you are willing to ignore engineers when you release new skins eg the SAB im sure you can ignore the charr for one update until then.
unfortunately the time difference and pvdoor that lower tier EU servers give NA players won’t bring many of our players enjoyment … combine those with the latency issues and it’s a tough sell…
I mean sure, we could make a huge difference turning the maps one color while everyone’s asleep, but will we have fun doing it? probably not
The shoe being on the other foot, if any larger guild from EU decided to head to the lowest tier of the NA match up they would undoubtedly bring that server up a tier, but they would meet with little or no resistance and just attack mostly empty forts
Unfortunately in the tier we are in now we need the night presence to fight the tier aboves night presence :P the tier above has full night last time we played while the one i’m on now is about 15-30 man zergs on each border?
I need an EU server :/ anyone got one which has them working? :P
I can’t seem to find any of the possessions in the Wayfarer Foothills –, ive got the 3 from Diessa Plateau but i can’t find the possessions in wayfarer
are they still there? not one of us could find them at all.
Can someone check they aren’t bugged for me? I looked at the dulfy guide but theres nothing in the spots
I would suggest Underworld on the EU servers.
Why? well you want to move 300+ players to a server in a lower tier, chances are if you do it to another US server you will push them up the tiers and cause large queues for that server which is obviously going to cause issues. The reason an EU server like Underworld is a perfect solution is simple, our peak time is going to be your lunch time, when you have your peak time we will mostly be going to bed or getting up in the morning.
This means there won’t be a queue problem because the times you will want to play most will have less of our EU players on.
This means not only will you not have any issues with the original population but the server gets a 24/7 coverage instantly making your guild a important part of the community, which is perfect when you are new to a server.
Also Underworld is an awesome name :P
Based off feedback from Players in Australia, Asia and the US you wont have any real problems with lag, the only FPS drops are when you have 3 full zergs in SM in the lords room but thats something that will burn away even the best computer no matter the region :P
If im completely honest the last time our server lost any big WvW guilds was back last halloween. Since they noone new has left and we have had a small number of guilds join the server. The 3 or so tiers we moved up came from the hard work and cooperation of the entire server working together, not getting new players from higher tiers.
The issue isnt how hard the challenge us but how easy it is to stop people playing, if you die you go back to the very start. and you need around 10 people per stage to do each part without issues so if you have less than that at any stage you get stuck and cant continue.
since its easy to get killed at certain areas its pretty easy for people to fall behind which means that a lot of players will get locked out
this kind of combat system is what i prefer to be honest, certain skills used to block others. you used a blast? I through up a shield, you put up a shield I used a piecing shot etc
It should be noted this is for WvW only…a moderator moved the thread from the WvW section without letting me edit the title or anything so it kind of makes the entire thread hard to follow.
I’ve been thinking about the repetitive play of wvw, a lot of it seems to just be two groups smashing into each other over different areas of the map. The terrain doesn’t benefit the user like it should, been higher on a wall still lets you get hit at the same range you can attack. Which negates the point of a castle if it gives no real bonus to defense.
I was thinking that on borderlands, if you get “downed” while underwater you die and have to respawn or be resurrected slowly. On EB its much harder due to the green? keep. Although I had the idea of giving that keep to the team which was 3rd in that tier, as they would get a defensive bonus considering they aren’t as powerful as the other two servers.
The reason I like this idea is that it means if you can push the enemy zerg back into the water or hold your zerg behind a river you suddenly have a huge tactical advantage over the other zerg. Think about the river just right of Bay, you can hold the enemy zerg on the river bank and force them all to be wiped in the water before they get to the other side.
This change also makes bay more defendable instead of the current easy capture in comparison to the fortress that is Hills.
Combine this with other areas of the map and rivers now become high risk shortcuts that could mean flanking an enemy force instead of using a bridge or getting wiped much faster.
Throw in the idea of a height advantage bonus as well and WvW becomes much more tactical. You could go further and have different terrains giving different advantages or disadvantages too, making wvw actually tactical.
Views?
Are you considering only NA servers or are EU on the table? your numbers on EU would give a server like Underworld 24/7 coverage without causing any real extra queues which usually upsets the original population.
I currently have some points in Ballistas from pre patch, ill probably throw the rest into Arrow carts next.
Supply is so kitten expensive its not really worth it compared to the AC buffs from this last patch
Siege defense might be a good idea to if that happens alot esp with the latest buffs and new guild siege
Challenges seem to be activated by anyone, 3 of us arrived at a guild start and i was the only officer in the area. The mission had been started and some pugs were standing at the start
its happened to us before although both guilds had the same rush before it was activated, both guilds got the merits if it was started after both guilds and activated the upgrade
@ Ayrilana – I’ve completed it. It’s normal when the “Collect the items” event isn’t up. But when the event pops and all the other new mobs are added, there is serious issues with this one.
Agreed, its even harder when more of you are there because its hard not to aggro a enemy
Only someone with mission control can turn on the mission in the G menu but anyone can start the mission on scene it seems
I should as guild leader be able to set and see who has or can activate a mission on site.
If i have 40 players wanting to go to a mission and someone arrives and sets it off early it never ends well
I would like a Giant war banner. if the commander held this banner it made him a target to enemies but the banner gives buffs to everyone in his squad in the area. Sort of like those large flags on the back of samarai.
It would be obvious who the enemy commander was so players would focus him, keeping your commander alive would benefit your zerg so its a risk/ rewards idea
The more I think about it I think the cap was needed, but it should be increased to at least 10. when you have 60 players fighting another 60, only attacking 5 at a time is a tiny % of that zerg, they can pretty much rez players faster than I can kill those 5.
10-15 cap would be perfect I think
I was thinking about the community aspect of guildwars and I think it would be beneficial if Guild leaders and officers could set there title to “guild officer” and “guild leader” assuming they are representing the guild they own.
This way when you see a player you can designate the guilds leaders and build a brand up. It would be nice to see a new guild and the guild leader tag under someones name, you would link that guild to that player.
I imagine Guild leader would be fixed to the 1 rank at the top, then guild officer would be a tickbox the leader enables for that rank to allow them to turn on that title.
The issue is more what do you remove the limit for.
AOE Damage
AOE Conditions
AOE Boons
Healing
If you remove the cap for damage you have to remove the cap for conditions, if you remove the cap for conditions you have to remove the cap for Boons to remove those conditions and balance out the negative
The issue is that means that some skills would be overpowered , Shadows refuge could make an entire zerg invisible and AOE cripple would slow an entire zerg down, mix that with AOE damage and so many players will die instantly.
Timewarp on an entire zerg? Mass healers supporting the DPS meaning a smaller group cant dent anyone?
so many things could go wrong with removing the cap up it to 10 to start with and see how it goes
any news on this?
the problem is if you up the cap what do you do about AOE boons, conditions and healing?
if you increase those to the zerg can stack buffs and own any small group still it changes nothing
if you dont allow boons to hit more targets then you need to limit conditions which reduces a lot of builds effectiveness. since condition removal is a boon or healing you have to match it to conditions too
If they remove the AoE cap, what’s to stop large zergs from eating anything smaller them them?
Skill, tactics, and coordination, that and basically just using their brain.
and what stops a zerg doing the exact same?
A skillful zerg will always beat a skillful smaller group
The only thing this would do is maybe make more rambo players who could take out a newb zerg on a lower tier. i imagine higher tiers would adapt quickly and swarm small groups
I imagine they would need to limit conditions too, can you imagine how powerful confusion based builds would be against a player? full stacks of confusion would instantly down players if they used a skill if it could be used aoe.
Mass cripple, knockdown,fear, bleeding etc wouldnt they have to be limited if aoe buffs are limited to balance it out? if you can put conditions on a full zerg but can only remove from 5 players at a time?
Can you imagine the effect of 20 necros using fear constantly? while the other players attack?
I hate fear with a passion ¬_¬
then 10 players could focus on a group of 2 and still wipe the entire smaller group instantly. 5 groups of 10 split up and scattered focusing on a small group of those players each would be just as deadly surely.
The zerg can spread out too and even if you kill a few unless you get them in a choke point they are going to wipe the smaller group due to more buffs, mass invis and the power to rez everyone after youre groups wiped.
What kind of dps increase would the zerg have with full stacks of every upgrade and invisibility on just before they fight that smaller group? the zerg can buff up and spread out then focus on downing players 1 at a time?
Actually, the more i think about it the more im sure the cap removal would buff the zerg.
imagine the zerg going under refuge at the same time, throwing down every aoe buff they had and the entire zerg having literally every buff at 25 stacks before a fight.
the group of 10 would never get as many buffs as the 50, those 50 could then scatter and be dealing a larger % of damage against the smaller group.
Throw in healing and the smaller group would be screwed, since aoe heals would hit the entire zerg. out of curiosity since I don’t play healing if those 10 players attack the 50, and 20 players attack back and 30 play support and heal nonstop even if grouped together how long would the zerg survive? if you have 3x the healers to the incoming attackers
I dont know healing figures so cant estimate.
Removing the cap BUFFS zergs more than anything. the zerg stacks, throws down a shadows refuge, everyone uses aoe buff spells and they scatter to attack the small force.
can you imagine 50 players using might, aegis, ret, fury etc on each other at the same time? not to mention if those players have AOE healing the entire zerg could heal itself up. Healing would need to be drastically weaker than damage to stop the zerg stacking and healing nonstop.
Single target has its place, but since entire classes are more focused on it that AOE if you remove the AOE cap those single target builds have to be buffed to compensate the change.
If you removed the limit but did not buff the single target then those builds would be useless and everyone would be forced into aoe. Then every skill would need to be balanced drastically for example Can you imagine how badly it would end if a small group could invul into a zerg and knockback the entire zerg? or fire all aoe they had into the gate as the attackers run into it? chokepoints would be instant kill zones
Arrow carts have a cap of what 50? Can you imagine attacking a tower with 20 arrow carts? that would be a slaughter. The wall would prevent players from attacking at full power and rams would be impossible to place as the defenders could focus all aoe on 1 spot and wipe the entire group in seconds.
Either way I don’t think removing the cap works how you guys think it would. it would be a major buff to AOE classes but both sides would be able to do the same, it doesnt really stop the zerging it just makes them spread out more.
I predict it wouldn’t stop zerging, it would just shorten fights. players would focus all aoe from the zerg into 1 spot and instantly kill groups of players. sure 10 players might be able to attack a zerg of 50 but those 50 will survive and wipe most of those 10 instantly then simply rez the fallen making a zerg unbeatable. if the aoe limit is removed from both sides the zerg can abuse it to, unless they are attacking a group of less than 5 they benefit from the aoe limit removal more I think.
It would take years to balance all of the classes, can you imagine shadows refuge on an entire zerg? or aoe buffs giving 50 players fury, might, ret, aegis?
The zerg would be buffed more than anything, they could simply outbuff the smaller force by stacking 25 might to every player in the zerg.
For the game to be balanced both single target and AOE need to be balanced or everyone would role an elementalist and single target builds would never be used.
It also messes up the balance between classes. If my engineer can do AOE damage at 1500 range and your Elementalist cant, enough engineers could wipe your zerg before you got into range. The Elementalist would need a higher DPS per skill to counter the range between the two classes.
Dodging is not infinite, you can only dodge twice per X amount of time, so claiming players can dodge to avoid damage is silly when I could use 5 skills before your 3rd dodge is possible.
Okay, lets address all three main points here quickly.
1) No one will aim for single-target builds, yeah, no. AoE damage is still paltry in comparison to single-target and even if it did happen ,good. WvW is about lots of players. The counter to lots of players is lots of damage to lots of players. This is pretty basic logic, I would hope even the most base WvW player takes that into account.
2) If your engineer can PBAoE kill me from range before I get close, then the engineer needs a nerf. Fact is, it can’t. Invalid argument. If there is lots of players running up, the same thing will happen, they won’t be dead.
3) Dodging isn’t the only way to get out of a circle… I’m pretty sure walking out is a fairly practical method.
1. So single target builds should be removed from the game instead of balanced to compete with AOE? Logic.
2. Thats a debate in itself, if i have a superior range that you cant get into or you have lost 1/3+ of your health before you can defend yourself thats a problem especially if you are in a large group. If your entire zerg can have that much health removed from it before it can attack back thats a balance problem
Against a single target in melee range my engineer build can do over 12k damage within a few seconds to 5 targets if the attacks crit. Two engineers doing that could kill 5 players instantly. If it wasn’t for the high glass cannon requirement for that kind of build and if the aoe limit didnt exist you would get alot of zergs getting wiped by small groups of players that take them by surprise.
Melee characters would be useless against range if ranged could wipe half a zerg before the melee got into attack range. The reason the AOE limit works is because 5 players can’t easily wipe 30 so even if they score a few kills the melee range players will still get to the ranged in time to attack.
3. dodging is the only way to get out of some AOE skills since the first warning you get is the red circle on the ground, firestorm for example. If you are crippled you arent escaping that and if the game lags slightly you wont be able to escape that circle in time. without the aoe limit that could be an instant kill if the attacks used the skill at the same time at the same target.
If every class had the same skills, ranges and DPS it would be fine to remove it but since they are so different balancing single target to AOE and AOE to AOE of different ranges would be near impossible for anets small team.
At best I can only think of adding skill based attacks. such as every player as a skill that can block an AOE and dodges to avoid single target. Really you cant dodge a shockwave by rolling into it but you can stick down a field to block its path. While you can dodge roll from a single target attack like a bullet.
If every class had these skills upping the AOE limit wouldnt be so bad as everyone had a counter, single target builds would have more anti AOE skills such as the engineers forcefield allowing them to stop a few attacks in the same way dodging easily avoids single target attacks.
Think swirling winds for every class for anti aoe and siege.
Sigh, to remove the AOE cap anet would need to make single target damage practically one hit kill
If you can do 500 damage to 30 targets at once with one skill a single target skill needs to do 500×30 to one target. but since you wont always have 30 targets to hit with an aoe skill the damage could be between 500 and 15000
That… make absolutely no sense at all. The math around it can be anything to prevent your imaginary issue. Such as a simple upper limit to damage.
Anyway I still think everyone is looking in the wrong direction. We need to impose a limit to the currently unlimited AoE/direct damage you can get hit by. That will significantly weaken zergballing, because that’s what make it so powerfull and what everyone seems to completely ignore, because all they focus is on what damage they can do (ZOMG DPS WINS!!!). To make it simple:
Group (6 players) is target of Zergball (50 players).
- An individual in Zergball can only hit 5 of 6 players, just like an individual in Group can only hit 5 of 50 players (the horror!!!).
- An individual in Group can get hit by 50 players.
- An individual in Zergball can get hit by 6 players.Guess which individual dies instantly?
My suggestion would be to introduce glancing blows with significantly reduced damage when more than 5 different people hit you in a very short time. Call it… Stacking too many weapons on one target, so they block each other from hitting. And do remove the AoE limitation, by all means. It’ll help too.
If my AOE DPS in wvw is 500 per target and theres no limit I can potentially do an extreme amount of damage to a group of players. If my AOE skill does 500 damage per target and could be hiting 30 players my DPS in that case would be 15000
If a single target user did 2x the base damage to the target say 1000, they are still doing 15x less dps to the same targets.
For the game to be balanced both single target and AOE need to be balanced or everyone would role an elementalist and single target builds would never be used.
It also messes up the balance between classes. If my engineer can do AOE damage at 1500 range and your Elementalist cant, enough engineers could wipe your zerg before you got into range. The Elementalist would need a higher DPS per skill to counter the range between the two classes.
Its incredibly hard to balance something like this without reworking the entire game.
Dodging is not infinite, you can only dodge twice per X amount of time, so claiming players can dodge to avoid damage is silly when I could use 5 skills before your 3rd dodge is possible.
Sigh, to remove the AOE cap anet would need to make single target damage practically one hit kill
If you can do 500 damage to 30 targets at once with one skill a single target skill needs to do 500×30 to one target. but since you wont always have 30 targets to hit with an aoe skill the damage could be between 500 and 15000
Instead of asking for the aoe limit to be removed ask for a more skill based system instead of spamming attacks, different attacks should counter each other. Throw down AOE at me and I can put up a wall, but throw a single attack and it goes through and I have to dodge. If AOE can be blocked and single target requires dodging I would consider removing the AOE cap or increasing
A mixture of blocks and attacks would be a better design I think. a Game with a real “duel” system would be more fun I think.
I throw an attack at you, you parry it with another skill or dodge, you fire back an attack skill which I attempt to do the same.
I always prefered Rock paper scissor skill systems than what we currently have… the everyone does damage no matter what skill system.
Colour changing would help multiple commanders on the same map, stack on the red commander etc
Also a guild designated tag for leaders/officers that only guild members can see.
I have a 500 man guild, if i bring 50 players to wvw its important they know who to follow. I could turn off and on my tag as i wanted my players to move around. I turn mine off my officer turns it on, they move to him etc
of course, not even I can enable missions and im the guild leader, the highest rank always has mission control enabled which cant be removed
any update on this? losing a weeks progress and a lot of influence isn’t good for a guild my size :/
we should have 50 merits a week but right now we are looking at 10 at the most.
I’m sick of these posts now, common sense says that if they remove the 5 target limit they either nerf AOE into oblivion after 5 targets or have to buff single target damage to be worth it which would mean one hit kill single target damage.
Remove the cap in wvw and you could get instantly killed by a group of elementalists who use firestorm at the same time, dodging wont save you and you will die over and over.
Come on man, think about this before posting this kind of thread, if they buff something they have to buff everything else to match.
If i can use a spell that does 500 damage on 30 players at the same time I need to be able to do 15,000 damage to a single target per attack to balance it out for single target to be the same DPS.
My guild currently is having problems with guild rush and bounties bugging out.
Some of the bounty targets wont let anyone start the mission off no matter who tries to start it and not 1 guild rush has worked this week so far, it always say" you need an officer to start this mission point" when you try to start the mission spawn flag.
This is a pain and means my guild won’t get the 50 merits it should get this week, putting us back another week for the next mission type.
It doesn’t recognise both leaders or officers when trying to start off a rush after activating the upgrade, the waypoint marker just wont activate no matter who clicks it.
Please fix this asap, waiting another week for our next upgrade due to technical problems on your side isn’t a fun idea.
I agree make it permanent, I dont want to rush the content.
I feel this isn’t really fair, im an engineer and I can use one skin, the shield which doesn’t even look that good compared to the others.
It sucks that there is neither a rifle or pistol skin.
Did you really ask this?
Its incredibly simple, for the AOE limit not to exist AOE would have to be nerfed to the point of uselessness.
Not all classes, builds or skills are AOE, many are single target so because of this you have to balance AOE not to be overpowered against single target damage.
If you can do 500 damage to 5 targets the max damage a 1 target player can do is around 2500 to one target.
If you can do 500 damage to 50+ targets those one target players would have to be able to 1 hit kill everyone to have a balanced damage level.
It also messes up the balance, if I can do AOE damage at 1500 range and you need to be within 1000, If my 10 engineers all fire AOE into your group of 60 at 1500 range you will be dead before you can defend yourself since if we can kill one of you we can damage all of you if you are within that aoe.
We have the same problem with the crab scuttle :/ sigh wasting a ton of influence here.
Guild rushes are broken too, we cant start the crab scuttle. it doesn’t recognise any of the officers or leaders as having mission control:/
This is probably the wrong forum section,
1. because this isn’t the guild section
2. because Xaoc serverjumping all the time isn’t something to use in an advert if you want to avoid flame wars on your threads :/
No wonder hackers usually get away with it if noone can report them correctly :/
For example, last reset a player decided to spend an hour trolling the commanders by wasting supply making trebs at a supply camp he knew we were trying to upgrade over and over.
After he got bored of making trebs at the camp he moved on to turning around the trebs we had facing SM and using them to fire at a cliff.
He started to swear and troll in map chat so we managed to report him for verbal abuse but there isn’t an option for people like this to be reported.
How do you report people like this or hackers in wvw?