Showing Posts For Phoenix.3416:

Region locking is needed to keep WvW enjoyable.

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Posted by: Phoenix.3416

Phoenix.3416

So my guild should unethically move to an US server to take advantage of this poor design by anet?

The reason they are top is probably because they have players from other timezones not player skill which in a competitive environment is a poor addition to a game

Although chima the only thing I can think of to make it fairer would be a region cap on people outside of your region. Then you could still play but you couldn’t have a server thats half Eu and half NA

Ping will effect all of us surely, if they have a bad ping wont they be jumping all over the place making it harder for players to kill them?

WvW-Is hacking and nightcapping really that bad?

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Posted by: Phoenix.3416

Phoenix.3416

hacking I haven’t seen but nightcapping is pretty bad, lots of servers openly invite other timezone guilds to move :/

Its a problem because if they do it and take all of the orbs while you’re asleep because you don’t have other timezoners in your server you will fight players in your timezone who now own all of your land AND have a huge stat and health bonus.

Region locking is needed to keep WvW enjoyable.

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Posted by: Phoenix.3416

Phoenix.3416

So recruit some guilds in different time zones. WvW is supposed to be a 24/7 battle.

It’s a bummer that you don’t have forces to defend/attack at night but it is no reason to region lock servers.

If Im on a EU server it should be EU players or timezones close to not so far behind

If what you said was true I would have american servers in my possible server wvw fight list, we are separate for a reason.

Region locking is needed to keep WvW enjoyable.

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Posted by: Phoenix.3416

Phoenix.3416

Even if exploit is the wrong word, this is something that shouldn’t happen as tiger says it ruins WvW for legit players if a guild from a different region can farm WvW for free experience.

CM was nerfed because people could easily get exp from it. How is that deserving to be nerfed if earning even more experience from capping a defenceless WvW server is allowed?

Its an unfair game advantage, you might not say its an exploit but its unethical to take advantage of, although the definition for exploiting still fits…Use (a situation or person) in an unfair or selfish way: “the company was exploiting a legal loophole”.

Not only is it a cheap way to win, it makes WvW upgrades not worth the effort and since WvW is supposed to be a big end game part of the game it ruins the fun of wvw.

Also we aren’t losing, we are a better wvw server, we retook everything when we came back online, but it shouldn’t have happened in the first place. Its free points on a feature that gives bonuses to players.

Imagine if when you’re asleep you lose all of your orbs to 1 world whose abusing this, thats a huge stat and health bonus for when you come online and have to fight them. They got to do that while noone was online to stop them, its simply game breaking

(edited by Phoenix.3416)

Region locking is needed to keep WvW enjoyable.

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Posted by: Phoenix.3416

Phoenix.3416

Exploit : To make use of selfishly or unethically

Moving worlds into a server where you have an unfair advantage fits that definition.

Region locking is needed to keep WvW enjoyable.

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Posted by: Phoenix.3416

Phoenix.3416

Troll?

Of course it is when WvW is matched Eu vs Eu not Eu Vs anywhere else.

Common sense really…

If WvW is about sieges and combat, a period where a guild can come on from a timezone outside of the world they are in into an empty defenseless server and beat everything is an exploit.

Asian/Oceanic/EU/African Guilds: Sanctum of Rall wants YOU

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Posted by: Phoenix.3416

Phoenix.3416

Region locking fixes it instantly. We are losing enough population as it is in the EU but this is insane. If it wasnt for that reset last night a 30 man USA team would have taken over our entire borderlands after 3 hours of none one enemy trying to attack us.

This needs to be stopped now before it ruins WvW anymore.

Region locking is needed to keep WvW enjoyable.

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Posted by: Phoenix.3416

Phoenix.3416

As soon as reset happened our Underworld guild alliance descended onto our home borderlands and within 10 minutes we had it locked down. Within 30 minutes the other teams had given up and moved to other servers since we reinforced any area that was attacked instantly and were all on voice coms.

We all sit there upgrading our towers and keeps for hours, around 5 hours later at about 5am my guilds Redwater tower is now missing two personal upgrades and most of the alliance has now logged off since we haven’t seen a single enemy for 3 hours now.
Then around 40 whiteside ridge players come out of nowhere and steamroll the entire borderlands and destroy all of the upgraded walls and buildings easily, meaning those 5 hours of waiting, guarding and upgrading was ruined in a few minutes without actually having to do any real fighting.

Its at this point I realised that Guildwars 2 has no region lock, meaning players from the USA and other timezones are getting recruited onto EU servers so they can steamroll empty wvw servers every night while everyone is in bed. Not only is this permitted its encouraged by many other servers who actively recruit on THESE forums to do it.

This should be classed as an exploit, its incredibly pathetic that a server has to hire people from timezones so different from their own to win and really ruins the fun since whats the point of upgrading a base if other servers will just wait for your server to log off before attacking?

I’m not asking that normal players be stopped from playing in the morning, just the players who aren’t in the region of the defending server since its an insane advantage to be able to come onto an empty server with your entire guild and take over the entire map since a few hours later will have the EU morning players replacing there number.

WvW loses its strategy if guilds can exploit this, they should be uniting and forming alliances to beat the other worlds in open combat instead of hiring people in timezones 8 hours behind them to give them such a huge advantage.

I’m sure many of the players who abuse this will comment saying its a feature, but what’s the point of a guild defending a tower for 5 hours, spending all of there time upgrading it if no one dares to attack it without this exploit anyway? If upgrades were cheaper and took less time to upgrade It would matter less but currently if 5 hours of upgrades can be ruined in a few minutes from something like this I don’t see the point of wasting cash upgrading.

Asian/Oceanic/EU/African Guilds: Sanctum of Rall wants YOU

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Posted by: Phoenix.3416

Phoenix.3416

This should be classed as an exploit, its incredibly pathetic that a server has to hire people from timezones so different from their own to win.

5am this morning Ring of fire had a 30 man zerg attempt to retake our entire map after we had beaten every one of there bases in open warfare.

Guildwars needs a region lock before this is just an exploit.

Intelligent Dungeon design not stronger enemies

in Fractals, Dungeons & Raids

Posted by: Phoenix.3416

Phoenix.3416

Good point, unlimited spawns seem not to give exp too to stop farming, its not fun since if you die and have to redo that area they have respawned, give you no rewards or items meaning you can lose a lot of cash.

Intelligent Dungeon design not stronger enemies

in Fractals, Dungeons & Raids

Posted by: Phoenix.3416

Phoenix.3416

I’ve never played blade and soul if im honest.

I want bosses I have to think tactically to beat, To be honest if bosses attacked slow enough so that you could dodge 100% of the attacks but were insanely high damage or instant kills Id think this game would become much more skill based.

I like the idea of bosses been able to adapt to the player style of the group, if its taking a lot of damage from ranged attacks it drops a shield that forces players to move inside to hurt the boss, or if its melee it sets the area around it on fire and so on.

For the Golem that would make it a hell of a lot more interesting, and after you kill the door guard and that army of bandits floods in, if you didn’t know what combination you were getting its much harder to prepare for it. Even though they are the same mobs as before now they suddenly become much stronger without changing the health and attack for no reason

Intelligent Dungeon design not stronger enemies

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Posted by: Phoenix.3416

Phoenix.3416

Ive had to post it twice due to the limit on posts

4. Make boss battles short but a challenge.
Instead of doubling a bosses health, make him unpredictable with changes suggested in 1. Test a players dodge ability not how long you can make him sit there pressing 1 till the boss is down. Grinding isn’t fun for anyone so test how a player reacts under pressure not how patient he is will mean they are much harder and give a bigger accomplishment that boss that’s easy to kill but now takes twice as long to do it.

If I can kill a boss with 50000 health I can do it when he has 100000 and so on, It doesn’t mean its now harder or more fun it just takes me longer to do it.

5. Remove repairs and health reduction for dying.
Since players get rewards reduced for these things there’s no need for it any-more since a player can spend 5 seconds repairing there’s no real disadvantage. Take it off there rewards at the end instead.

6. Leavers
A system that allows leavers to be replaced no matter where you are on the dungeon, since they can’t collect the previous chest reward its fine. They can get a reduced reward depending on how much of the dungeon they were a part of.

I recently had a game where we got to the final boss of TA and our guardian left leaving us a man down and all ranged DPS builds, Players who joined our party after weren’t allowed into our instance to replace him meaning we had to end the dungeon after all of that work.
Also punish people who leave by preventing them from rage quiting and joining the same dungeon for 10minutes. People quiting because a friends come online when you are 30 minutes in not only ruins the experience it wastes a lot of time.

Summary:

Skilful challenges are more fun than grinding attrition challenges.

The problems I see with current dungeons are that they don’t change between runs so a player knows exactly what will happen every time resulting in a "target X first " command every game and not much thought going into anything else.
Next there’s no real reward for doing a dungeon without dying or as quickly as possible meaning that a great team will get the same reward as a zerg team which end game takes the skill out of combat.

With these randomised elements and skilful bosses it wouldn’t matter how many times a player runs one dungeon since every time it will be different to the last meaning if a team can run it over and over and win they are simply a great team.
Keeping your team alive is now the number one priority with these changes, since they can’t reinforce if they die and you lose your rewards

I wrote this in one sitting so expect mistakes and rant like sentences. Although I don’t expect Anet to read this post Id like for some sort of intelligence AI for bosses to be considered.

Intelligent Dungeon design not stronger enemies

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Posted by: Phoenix.3416

Phoenix.3416

This is a long post, If you can manage to read all of it feel free to comment.

Simply put making bosses have more health or do more damage means that it just takes longer to kill them and that’s it. If you can dodge his lethal attack the first 5 times you can do it the next 5 if you know what to look for.

I want dungeons to be challenging, and give bosses the power to adapt to a players attacks and forcing a team to require teamwork to win. I don’t want them to be easy UNLESS the team is very well prepared, a good team should be able to do speed runs since they are working together optimality you shouldn’t punish players for good teamwork.

The AC battle involving two mesmers requires teamwork and coordination, you have to separate the two bosses to stay alive long, while most other encounters are a simple target and press 1, 2,3,4 etc without much thought.

1. Randomised elements

I use CM as an example since its one of the first dungeons people run.
Instead of nerfing rewards and making enemies stronger we first add randomised elements to the mix stopping players been able to know what will happen every time they start the battle.

Example:
Give the golem a randomised suitable skill that players can’t predict or plan for before the battle. for example this golem is fire tuned, he can spray the floor with oil and light it denying the party an area or making it harder to dodge, or he’s earth tuned and can smash the ground into a shockwave causing everyone to fall back or maybe at 50% health he goes berserk and attacks faster for 20 seconds and you wont know until his ability starts ( with a pool of 10+ possibles its much harder to plan ahead by making a generic tank + dps team) You could even go further as to have the boss adapt to your combat styles, if you all use melee weapons his body is now on fire causing you to take damage when close or he can now grapple you and bring you close if you’re using ranged and so on.

This also works if there’s a group of 10 creatures to kill, now all of them are randomised, you could get a group of healers or buffers added to the group or a veteran with a special ability you didn’t expect and will have to adapt too. You know they will be bandits but now one of them is a healer who adds regen to everyone around him then next run theres extra melee troops that poison if they get close.

With something you can’t predict and prepare for , dungeons now become harder and means a good team that can adapt will be needed to win over a team that just runs in guns blazing.

2. Rewards for succeeding.

Currently excluding the repair costs theres not much difference between winning without dying and winning where everyone has died 50 times. I suggest a system that evaluates the teams performance such as how many times they had to respawn and the time the dungeon took and factor it into the reward.

As an example lets say CM gives 100k for a perfect finish in under 30minutes.
Every player death reduces the prize by 2000 and every 1minute after that 30 costs the team 1000 exp with a minimum for winning of 50k
A team that works together, adapts to the bosses changes and keep each other live will earn much more than a team of random players who simply charge in and get slaughtered until they win.

3. Player punishment.
If a player dies in a boss event he usually respawns and runs back, I would make it so once a battle has started you cant re-enter that area until he’s either defeated or your team has won.

Why? Simple rezing just became a whole lot more important, having two players alive for a boss battle and the rest re-spawning and running back over and over is something like a zerg rush, its a battle of attrition not skill otherwise. If a player group is dying over and over you have to teach them that change is the only way to win, allowing a group to respawn and come back while the boss is weakened isnt a way to teach strategy.