When you have stop playing after HoT and DBL because this upgrade destroy a big part of the scout job ?
Server lag isn’t a simple fix, it’s something that improves by having more resources and processing power available. .
When something is badly designed and with bad code, then just adding more cpu power won’t help… All the game engine should probably be rewriten to fix that, and they will never do that..
Just another reason to not come back in game….
This upgrade is now totally useless…. Hardened gates should be by default on T3 without any guild upgrade, and now they nerf it… srsly ?
stealth trap help a lot… Just place the trap on you and wait…
Then you can CC and kill them…
If 2 thief can kill 6/8 enemy I think that those enemy are really bad….
First thing to do in that case is to regroup, never chase thief, stay together and the thief won’t be able to kill you… It may be hard to kill the thief, but they won’t kill you…
I agree with you that it could be good to have change in WvW..
But what to do ?
The 3 factions way have 1 big issue : there is no diplomacy at all.
I mean you can’t choose your ally or ennemy. This issue is on other mmo like TESO.
This issue mean that you can’t do anything against troll or spy. And this remove a lot of the game… Like alliance, or relation between guild / players to be neutral / ally or ennemy…
And yes we are stuck on the same map, every day… The “living” wvw can at least bring more map, and inter connected map… Then you have more the feeling to “conquer” ennemy territory or defend your home. But to be really interesting you need a lot of map. And probably system when the map is not connected to ally map then you can’t use WP, you loose some bonus…
If you go in ennemy territory you should have penality to not push to far…
I have no idea how to resolve all those issue with the GW2 engine.
But for sure, “living www world” is not mega server like eotm… EOTM is random linking every week. We need to be able to see the same people on our side to learn to play together. Random linking is not good for that.
Yeah, you speak about CU ? Or maybe TESO… But CU is not out… Will this game being finish one day ? And how the community will feel about that game ?
and TESO seem good on the paper, but even now without monthly feed the game seem to not make any trouble to GW2. (I never play at TESO).
GW2 is a good casual game, it’s easy to level up, easy to have exotic stuff (ascended is another story). Game is beautifull… The fight system is easy to learn… Big problem with class balance / condi and stealth on my opinion… But that is another problem.
If you want something like this you should probably do :
– Keep the 1 week MU
– Make alliance vs alliance. Where guild can group together. Then the ladder is about the alliance and not only 1 guild. You need alliance because you need people…
– What do you do about PUG ? Where do they play ? EOTM only ?
If you want competitive GvG what you need is a map make for that. The arena is too small and limited to HoT customers.
Then you need some ladder with auto MU. Then match can be very short. Something like PvP but with more people, or the bastion mode… You can choose between the 2 mode.
Maybe adapt that to make GvGvG.
I will be more happy with a lot of map, inter connected together and then players are free to make alliance, and those alliance have to take control over territory and hold them. But this can be very hard to balance, because people will just join the biggest team and crush everyone else.
I’m ok with that idea.
Same MU but just freeze the score.
Maybe add some event, but I remember the golem week who was a big nightmare….
GW3? Possibly. The suggestion is an entirely new game, that’s the issue – this could take 2-3 years to build. I like the idea of open-world PvP, but I’m not sure GW2 can really support a whole new worldmap with mixed PvP at this stage.
I think it’s possible to go faster if you don’t try to build map like the DBL (like over complicated).
Small basic map inter connected (like pve today) can go really fast probably.
We don’t need rock wall, or shrine or thing like this, player should make the content.
And about PvE, for what I see it should be limited to “secured” map, where there is no PvP or very very few. The event can be used to attack back line to give something to do on those secured map.
But ofc those event will take more time to build and should not be a priority.
No gliding, no over designed verticality, no too big map, concentrate players around objectiv…
Just a small bump on this topic because I like the idea
At least maybe for GW3, or some xpac.
one of the things i would like to see is increased rewards for guilds to hold their stuff for X time days or whatver, it should be risky. maybe even add presecursor items or ascended items deppending castle, castles and towers would be disarable for defending teamand the actackers, more value.
Problem is that the game is WvW not GvG….
Defending something is a team play for all the server, but only the guild will receive bonus ?
Yes there is no point to link and relink if players will just stack on the guest server for 500gems after each link. But the initial idea was great.
What could help is limit the siege number….
Max 3 siege at the same spot… (there is some radius who already exist).
But including build site… To be sure that you can’t build more that 3 siege on the same place…
Then no need to blob to open those T3 wall with 10 cata at the same time…
Finish the time when you build 5 ram and 2 shield gen….
With that you need to spread to take stuff…. There will be the same blob for fight, but maybe it will be easier for defenser (but defenser will have the same limit).
Or maybe some people like me have play on the new map and hate them ?
I have learn the map, play on the map, but I don’t like to play here… I play on DBL to play with my server, nothing more… But I have stop for month… And I will probably stop again when DBL will come back.
There is so much thing who are bad on that map… Just seach on this forum, no need to add more post about that.
The upgrade is fine, the cost is crazy, like all other upgrade…
The problem is that anet make something completly broken with guild upgrade and guild hall…
This is just a huge grind wall….
They make us a small gift with the free upgrade, but give us guild upgrade who cost way lot more…
Something like iron guard should cost 0.5 gold maximum…. The most expansive should be presence of the keep / emergency WP at 1 Gold max !
The problem is the difficulty to unlock guild aura / upgrade and the cost… Not the upgrade…
less long siege ?
Seriously ?
It take 8H to upgrade something to T3… And you want to take it in 2min ?!?
It is not just nostalgia to a lot of people. A lot of us are happy to have a playable map back because Deserted BL was barely playable. Not great places for open field fighting, too many choke points, too much PvE nonsense, maps were too big making finding fights nearly impossible.
So many reasons, search around. It is so much more than just nostalgia, I hope they leave Alpine there forever.
Git gud, learn to adapt to changes.
Apply to yourself and learn play ABL
Even with iron guard T3 camp can be flipped very easy and very fast with only 2 people… The iron guard upgrade was just here to buy little time or to help if you join fast enough before all guard are killed…
Without the iron guard you need to perma scout the camp if you want to hold it because the time the cross spawn on the map all guard are already dead ! Maybe the veteran is always alive, but not with a lot of life…
What we needed for the camp was Iron Guard for camp…. Upgrade less expensive and that you can only apply on camp.
And to be able to apply sabotage depot AND another passive upgrade (like for doly or iron guard) was a good thing…
Now they should at least apply Iron Guard on every camp soon you take it without guild upgrade… NPC are really really too weak !
This change is really a bad idea…. It was the only way to make the npc on the camp a little more usefull… At least with this guild upgrade the npc was helping a little more…
NPC are so useless since the power upgrade… Even T3 camp are so easy to take…
And give us a wiki page with all the scoring explain !
Actually except PPT for the structures it’s not very easy to know exactly how all of this work…
Except if you want to have balanced match you need to activate those guild upgrade.
Before (at least on my server) the scout where helped by the community… We have a community guild to pay for the upgrade.
oh yes, kill the ebg community with DBL…
Keep upgrade are probably fine.
But tower should be faster, and same for the camp.
You can probably do :
5/10/20 for supply camp
10/20/40 for tower.
And the actual 20/40/80 for keep.
Then you have to balance the doly travel time on ABL like it was before. Just adjust the respawn time for the doly on the supply camp who are very close to the keep (like sw camp and bay).
And people who complain about upgrade cost are really funny…. Just watch how much cost the guild upgrade now ! 1 guild upgrade can be the same price that a full upgraded keep before HoT !
The old upgrade system was fine ! Just remove the cost, but keep the manual trigger and the old management (choose to rush WP or wall).
Maybe add guild management. If you claim something you can choose who can use the supply and trigger upgrade. But you have to refresh your claim every 4H, or other people can “force unclaim” with map poll… And then no troll upgrade…
At least before you had to choose… Start siege or start upgrade… You have to be sure to start T3 or WP because this will use a lot of sups…
But bah… They will not change all those thing… They will not remove all the HoT change, they can’t recognize that they made so much mistake at one time…
Server pride can go to team pride… It’s exactly the same… Your community is
just bigger…
The main idea for the OP is to remove the actual WvW system, with only 2 map who are not connected together (EB + BL) to something more like the PVE map are working.
I mean a full continent with different map. Each map is connected to others.
You can have 3/4/5 or more team, depend on how you see your system. You can make 3 or more team fighting together at the same time.
You can have only 3 team and 1 tiers, or maybe less map and more team and working like the actual tiers.
In EU we can do maybe 2 tiers, then you can have 1 team with French, 1 team with German, and other team with EU. Barush will have trouble as it’s the only 1 Spain server…
You can have 8 map with only 2 tiers to spread players. 8 maps (it’s just an example) is really not too much for merging 3 actual tiers !
With this system no need to build big map like DBL. Small map are probably the best. They can be faster to make, concentrate more the players on fight. No need for tons of gimmick like the DBL… Simple is the best for PvP. And you can make basic map to start, and then add slowly more “life” with small village like near north camp, fishing camp like near water camp, etc..
To balance the team you can use different system.
Keep the actual server and link them together. Then you can link / unlink every quarter to rebalance the team.
Or you can have only 6 teams (for 2 tiers), and lock the biggest team if they have too much active players (national server can be a issue with the locking). Yes this will block people to join friends, but this is the same for the actual server system. The good thing with that is your team is more permanent.
Maybe you can lock characters / team. When you create a character you choose your team and you can’t change later… To go to another server you have to create another characters from scratch. And ofc lock the biggest team.
About the PVE it’s only for the closer map to the spawn. And only in “safe” map (own by only 1 team). The PvE event are here to “attack” team position, then players have to join the map to protect stuff. Like supply line, keep, etc.. Something like last stand with wave of pve mobs. This is only to have players on those maps when they are secure. Or the players will only go to the “contested” map where there is fight. It’s only to spread players, not to force them into pve. And it’s only some idea…
As I say, the main idea is to remove the only 2 map not connected together to go something more “living”. Where you really protect your home and attack ennemy territory… Not 3 identical BL not connected together and EB somewhere else not connected at all to the home BL.
Once you have this concept then you can speak about number of team, size and numbers of map, balancing, more ressources….
But I agree with one thing… Anet will probably never do that, there is really too much work to do. This is another game with the GW2 engine.
But maybe as GW3 with a new engine that can allow 1 big map, or as another xpac…
The oasis event was removed the time they find how to fix it….
They never say it’s permanent…
And after the different change the map is playable, but not fun at all.. And the tower continu to be useless. Keep are always too big, hard to scout… Bad design, ugly…. Desert feel like hell and not like home…. And so much thing to add…
DBL is a pve map, not a wvw map.
It’s not because we wanted a new map to change from ABL that we want DBL who is a very very poor designed map with too much gimmick and pve stuff ! I just remember that stupid oasis event…. This event was removed because of lag, not because he was BS !
DBL is not a good answer to WvW stillness.
They have say each quarter….
no gliding no gliding and no gliding….
I have read the edit post.
I think that in this system we probably need something more like Planetside, but with multiple map. On planetside you can walk from 1 “zone” to another without issue. I doubt that GW2 engine can make that. I mean lot of small map / area, and not only few big map. But with that you have to be able to resupply keep from other map… Maybe with depot between map… 1 dolly from supply camp to the border of the map to bring supply. And then on the other map, you have another doly who take sups from the supply and take them to the keep.
>e probably need more smaller map, maybe with a smaller map cap to avoid lag. The small map, with only 1 tower, few outpost and production area can be limited to 30 players. This will avoid big zerg running on everthing on those small structures.
On central place you will have big castle, with multiple capture point. Maybe you can add tower and you need to take tower before being able to capture the keep.
And you need to completly control at least 1 map near the map with that keep to be able to take the keep.
We can add “outpost” that you can upgrade with wood wall. No wall when you take it but you can upgrade it. Those outpost should work like actual sentry. Marking ennemy. But with a little more npc. More something like the friendly outpost on the Orr map.
ofc holding stuff should give bonus to the team who hold those stuf. More magic find, loot…
I’m for more “supply”. Like wood, stone, maybe food for the npc guard. Claiming stuff can give regular bonus to the guild (wood, ore, gold, …). Each guild can only claim 1 thing at 1 time. Catapult and treb should require “ammo” with the stone supply. Maybe shield gen should use some energy that you can produce somewhere. Those 2 thing together will avoid the perma shield gen, or will need to the attacker that they resups to continu shooting.
The existant map will probably not work with this system.
To not build too much map maybe have multiple tiers at the same time to be able to have all players on less map.
I don’t know really how to balance the 3 side… Probably with more dynamic locking for the more populated server / side.
You can make other thing about map control. More closer to your “home” then you have bonus to defend (armor/vitality). But if you go to far you will have malus.. Less damage, less armor… This to help server who have difficulty. Lot of game have thing like this when your new city is too far away from your “capital”.
I’m ok with mixed map near the spawn. Some PVE event and PvP activated. Central map (not close to the home map) will have only PvP.
The event can be that thief will attack your supply camp / caravan, take outpost to disturb supply line, etc. If there is no human defender then you should loose your position.
This can give another life to WvW. But will need really a lot of work for Anet… And this will reduce the “fight” only side… With more ressources to manage… Probably a lot of players won’t like that..
+1 with that, this can spare some place in queue.
And this will not going better with the increase of PPK part for the main score…
If you have the outnumbered buff your death should not increase the death count, that’s all. It’s your problem if you don’t join your main forces and have to fight in 1v1…
And you say, it will be more difficult to make dynamic buff about area and not the all map.
The outnumbered buff should be changed a lot…
Like people killed when outnumbered should not increase the death count.
Yeah… Add more PvE stuff because the map was so badly designed that we need to try fix it with more gimmick…
Yeah, I’m only in T1 EU…. During the day the map was completly dead…. EB queued at 4pm…
I had more fight on few days on ABL that on month on DBL…
People who come back to defend, fight over supply camp, fight to hold the tower to not allow your ennemy to treb you…
On DBL there where close to no fight around tower, they are useless… Just take it back later. Close to no fight on supply camp… Too far, the time you join the camp it’s already flip.
And the keep… Before the WP change no fight on keep because they are useless except PPT…. It’s cheaper to take back the stuff that to build tons of siege to defend it… And at least no need for scout..
Yeah, DBL was so fun for PvD all the day….
You know that you can do the same with the south east spawn on DBL to attack the south east tower ?
This is not only some ABL problem, but DBL have the same issue… It’s not very used because no one care to the south tower on DBL then without defender the attack team don’t have to use that. But you can build on unreachable spot (at least with your character) on DBL…
They have try the EBG concept on DBL and it was a big fail (1 WP / team on each map).
The map itself was a big fail.
EBG have more people because you have more fight.
Why you have fight ? Because the map is designed for that ! Tower can hit keep, SM can be hit by tower, etc… You are always under pression from somewhere.
Structures are close to each other, this mean you are fast in fight.
Exact opposite of DBL where there was no connection at all between the structures… Useless tower (really useless). We have to wait the come back of the WP in the keep at T3 to begin to see some activity on the map. To finally have keep with a little tactical value.
On my side I hate the 3 side map and I want to play at “home”.
But if you want more activity on a map you need more connection between structures… Each thing you take should help you or be under pressure from something else. This mean you are never completly secure and have to always fight.
(edited by Sich.7103)
Try to play against Gandara… Tons of roaming group full with condi (necro / mesmer / thief / ranger)… And you can be sure to fight 70% of the time only condi guys…
And generally they run at 3 to 5…
Just one thing to notice in EU, we have national server…
Then we need at least 1 EU team, 1 FR team, 1 DE team, probably ES.
To balance all that you need probably 2 or 3 EU team.
This mean probably 2 tiers for 6 servers. Or make something where all 6 servers can fight together on a lot of map.
Nice to see that someone post here
Honestly, you should think about is proposed here.
This can be a good evolution to WvW to not be stack on 2 map only (3 same + EB).
Just imagine something like the PvE world (lot of map connected together) but in PvP, with castle, outpost, farm, tower, quarry, mill…
This will be more tactical / build / PvP. Probably that the fight people only will not want that.
Generally speaking, it still isn’t an issue, it’s just this one specific yak track that’s incredibly short. If they adjusted the respawn timer everything’d be a-okay.
Yep, as it was before on ABL…
But for me, the appeal of WvW is the large strategy, more than meaningless brawls on an open field. The crush of infantry and siege against forts, the coordination of scouts and larger forces, the defense of supply lines, and holding of territory. Of course, you also need actual combat pressure to make those actions fun. Otherwise you might as well just run EoTM.
It’s exactly that, if I play WvW it’s not only about fight, but all the coordination that we need, and how to “build” our home.
I have nothing against faster doly and faster upgrade.
My concern is about travel that is really not the same between camp…
The patch note only speak about dolly spead upgraded.
But, with the return of the ABL doly respawn immediatly after they have deliver the supply… This was NOT how the map was working before !
The main issue is not the dolly that are running faster, it’s the fact that all supply camp have no more the same delivery time between 2 doly…
This create a big issue about the balance to how fast you can upgrade specific keep or tower.
Because north tower have a long path for the doly, and south tower have a very short path…. And with bay and the south west camp it’s really too fast when you compare that with the other structures.
Problem is that some supply camp are close that other…
Before on ABL the doly will not respawn immediatly if they are to close. To have approximatly the same travel time for every camp.
Now doly respawn immediatly once they have deliver the supply… This make that the south west supply camp will deliver doly to bay very very fast… This give ofc a big advantage to the attack team…
This should be fix to balance each doly deliver from each camp… Just make like before, the doly from the closest camp will not respawn immedialty once they have deliver the supply.
Don’t forget that GW2 game engine can’t work fine with too much people…
Then small map like ABL is better to concentrate people and have more fight.
It’s better to have more map, but smaller maps that only 1 big map.
Lot of small map with map cap reduced will have less skill lag and spread players on different area and different play style.
Maybe Anet should look at this to rework is game mode (more map, but small map). Smaller map are probably faster to build, then they will be able to do more of them…
This is another idea to refrehs WvW and not only the fight about 1 big BL and EB…