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It's pretty clear that WvW needs some serious redesign

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Posted by: Slamz.5376

Slamz.5376

1) Undefended keeps are too quickly and cheaply taken by zergs. You can’t expect players to stand on a wall 24/7. NPCs and gates need to at least give us a chance to get there but for 24 silver you can drop 4 rams and melt right through a reinforced door. The guards might as well not even be there and the Lord dies in literally about 5 seconds, then another, what, 10 seconds for the ring turnover? This setup is why a server can go from “having everything” to “having nothing” in the course of an hour. It’s why relatively small population shifts result in immediate landslides.

To address this, I would increase door HP, make all guards elites, make the Lords have about 10x their current hit points, increase the circle turnover time to 2 minutes, increase golem supply cost to 200 and increase ram supply cost to 80. Then see how that plays out.

2) PUT A LID ON TRANSFERS. Server matchups might as well be randomized every week because there’s no predicting what server will be elite this week. It depends on where people move to.

The overall design of WvW isn’t bad but it needs tweaking and Arenanet has been AWOL on this since release. It shouldn’t take them 2 months to say, “You know, Lords weren’t really meant to die in 5 seconds. Maybe we should adjust something.” That’s not something that takes a developer 80 hours to code up. What’s the hold up? Starting to feel like Arenanet took the money and ran.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Use of siege weapons (catapults) for garisson gate defense.

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Posted by: Slamz.5376

Slamz.5376

Friendly fire would require a Planetside style system that tracks your FF damage and locks you down when you do too much of it.

Planetside is an MMOFPS with friendly fire enabled but the system they have implemented pretty well prevents rampant TKing. You can kill a teammate here or there (on accident or otherwise) and get away with it but too much FF too fast will effectively shut you out of the game until a cooldown timer wears off.

It’s a pretty good system, but probably too much to implement in this game at this time.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Hey, at least we dont have bots in WvW. . . .. . .. uhh, nm.

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Posted by: Slamz.5376

Slamz.5376

The problem is certain areas have a number of fast spawning events and/or hordes of NPCs that don’t contribute at all to WvW.

I’d be happy to see bots running around Eternal Battlegrounds rotating between ogres, hyleks and dredge. That actually helps my team even if they don’t mean to.

But the borderlands centaurs and ratmen are useless. They do nothing for WvW. They shouldn’t be there or else they should converted to some kind of Eternal style event that converts them to your side.

Arenanet has been very lazy in dealing with this issue, too. They could probably fix the botting problem in literally about 20 seconds of editing that event to occur every 20 minutes instead of every 5.

Why haven’t they?

Bad management, I guess, or somehow word is not getting from the players to the people who need to hear it to make these changes. (Usually the problem in software shops is that the people with the power to make the change don’t have the authority and the people with the authority have priorities elsewhere, so important decisions like this get dropped on the floor.)

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Looking For Enemy!

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Posted by: Slamz.5376

Slamz.5376

So transfer from your server to there. You’ll have plenty of fun and fighting, according to you.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Use of siege weapons (catapults) for garisson gate defense.

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Posted by: Slamz.5376

Slamz.5376

This is the only thing stopping defense from being a total joke.

It’s EXTREMELY easy to bust down a fort door even now. Unless the enemy can push out and out-zerg you, you’ll eventually win. Killing the rams just slows things down. If AE damage didn’t go through the gate, they wouldn’t even be able to do that and every attack would be a 3 minute affair unless other significant changes were made.

Also, protip:
Arrow carts do more total DPS than catapults.

The only reason catapults were used was because arrow carts were getting killed in 2 shots by retaliation. With retaliation damage not impacting siege, arrow carts should be used instead of catapults.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Hey, at least we dont have bots in WvW. . . .. . .. uhh, nm.

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Posted by: Slamz.5376

Slamz.5376

Yep, I reported a big group doing that exact same thing about 2 weeks ago. Same pattern. Run run run, jump, run run run, jump, etc.

The names look different so presumably they all got banned and these are new accounts, probably acquired with fraudulent credit card information.

What I don’t get is why Arenanet doesn’t just have “GMs” — people who can log into the game and look for bots and ban them on the spot. It should be really easy to do in WvW because there are only so many servers and so many hotspots they like to use. These guys will be there for hours with no action taken against them.

On the bright side, they are a badge farm for the other team if they find them. The bots are pretty easy to kill. One guardian could probably kill the lot of them with a wall of reflection.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Disincentivize attacking the weak realm to farm points.

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Posted by: Slamz.5376

Slamz.5376

I agree something should be done.

Another option I think should be considered is scaling some costs based on the score.

Top team: 100,000 points
Second: 50,000 points
Third: 25,000 points

  • Top team pays 100% costs (like now).
  • Second place will pay 50% less for all fort upgrades. Siege engines cost 50% less supply to build.
  • Third place will pay 25%.

This way the underdog will at least find it easier to upgrade the things they can manage to take.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Guild Claiming, shouldn't it be...

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Posted by: Slamz.5376

Slamz.5376

Claiming is for guild buffs.

If you aren’t running guild buffs, you shouldn’t be able to claim anything.

Upgrades have nothing to do with claiming.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Guild Concept: The Ruiners

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Posted by: Slamz.5376

Slamz.5376

I imagine there are guilds already doing this. I don’t see the drawback.

  • Get a big WvW guild together. 150+ active members, preferably.
  • Pick a new low population server every day
  • Run around and capture everything on all the maps
  • Switch servers the next day

You could even cycle around within the same pairing.

By suddenly showing up on low pop servers with a huge zerg, you could sweep the maps and get tons of easy money, karma and XP. If you get too heavily opposed, no big deal — join THEM the next day and help them sweep up!

.

Even if nobody is intentionally doing this, it’s the net effect of what’s happening. I have no idea from one day to the next how anything is going to go in WvW because populations seem wildly in flux. Server rankings, rather than settling, are actually UNsettling because of population flux.

e.g.,
Darkhaven fell to low tier. Suddenly they kill everyone, then move up, then kill everyone again, then poof, +65 points and they own almost nothing. It’s like some kind of drive-by guild transfer happened, out, then in, then out again. There’s no telling what it will look like next week or tomorrow.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Disable player damage on doors.

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Posted by: Slamz.5376

Slamz.5376

I agree with the OP.

There should be ways to “break the siege” without simply outnumbering your opponents. Running them out of supply should be that way. Even if it’s costly to sally out and destroy catapults or trebuchets, it’s possible to wear them down without having to out-zerg the enemy zerg.

But when they can simply stand back and pelt the door to death with pistol shots, there’s no way to stop them unless you can simply beat them man to man in the field, which is not how WvW should be. As it stands, fort defense is really not about winning the fight so much as it’s about slowing them down until your own team’s zerg can respond. If you don’t have a zerg then all you’re doing is slowing them down a little bit.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Why You Should always Zerg in WvW

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Posted by: Slamz.5376

Slamz.5376

You missed the main reason:

Zerging makes you practically immune to AE.

5 man group = 100% damage from AE
10 man group = 50% damage from AE
20 man group = 25% damage from AE
50 man group = 10% damage from AE
(effectively)

This is because AE can only hit 5 people. So if you’re in a group of 10 and someone does an AE on the group, you only stand about a 50% chance of being hit by it. This is why you see big coordinated guilds all clump up on doors. When there’s 30+ of them, they simply because immune to AE. 10 people can rain AE on the door, enough to instagib an individual, but with 30 people in a shifting clump, the damage gets highly diluted. Attacker 1 hits 5 people but doesn’t hit the other 25. Attacker 2 hits 5 other people but doesn’t hit the other 25. Etc. Nobody is going to get hit too hard, despite 10 people raining AE on them.

It’s just how the game is designed. The enemy of the zerg is AE damage and this game has severely restricted the AE, so the zerg is greatly empowered and can really only be beaten by another zerg.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Being a Commander.

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Posted by: Slamz.5376

Slamz.5376

WvW is all about zerging. With AE damage only hitting 5 targets, there’s just no way a small group can outfight a big group. In DAOC, the small group, with some surprise and enough AE, could potentially kill the big group — happened all the time, in fact. In GW2, that can’t happen. It’s prevented from happening. The big group will always win because the small group can only hit 5 people at a time with AE anyway.

So being a commander is critical because it enables you to keep a herd of people together more easily. That’s how you take big targets and win big fights: by diluting enemy AE with a sea of friendlies. (When you’re in a crowd of 25 people and 5 people AE you, it’s basically like being AE’d by 1 person. That’s what I mean when I say that big crowds “dilute” AE damage.) You don’t want to hit the door with 5 people — you want to hit it with 40. The more you bring, the less damage you’ll take.

Arguably, zerging is exploiting a faulty game mechanic but it is what it is. Zergs are stoppable only by other zergs, which often means another commander.

Yes, you can sort of try to do it without the commander tag but keeping 40 people together without a symbol on the map is somewhere between difficult and impossible, edging towards impossible as you get further away from any plan more complicated than “attack the nearest enemy door”. Commander = Zerg. Zerg = protection from AE. Protection from AE = easy wins.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

80 supply to destroy 4000 supply

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Posted by: Slamz.5376

Slamz.5376

I think this may be the biggest reason why WvW flops around so wildly. 6pm your team owns a whole map. By 8pm the enemy team owns the whole map. You had everything fully upgraded! What happened?

I think the problem is the vast difference in cost between offense and defense.

Your cost to upgrade everything… what… 8 gold? 8000 supply? More? Talking about owning and upgrading 2 keeps, a garrison and the 4 towers of a borderland map. That’s a lot of time, gold and tons of supply.

Their cost to destroy it all… less than 50 silver and maybe 300 supply? Technically they can destroy everything with no cost if they outnumber you badly enough. A level 1 newbie armed with a rusty spoon can eventually destroy a reinforced door.

.

Defense is extremely expensive. Offense is very cheap.

I think at the very least:

  • Rams should cost 100 supply
  • Doors should be invulnerable to player attacks
  • Upgrades should be more effective or cheaper (or both)

Anything that closes the gap a little bit between spending thousands of supply to upgrade a keep that can go down overnight to 2 rams that cost a grand total of 12 silver and 80 supply because not enough people were online to stop them.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

WvW is beyond borked (when one server owns 95% of the map all week)

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Posted by: Slamz.5376

Slamz.5376

The problem is that forts are too easy to kill. 30 players, reinforced door, ~60 seconds? That’s just dumb.

Once the population imbalance starts, it’s a slippery slope. Forts go down FAST, even fully reinforced. “You should stand there and defend” is a fine excuse when populations are balanced but when there’s 15 of you and 100 of them, you can’t be everywhere and anywhere you’re not at will go down in literally about 3 minutes. In some cases you hear about an attack and can’t even run there fast enough to get involved in the defense.

  • Doors should take no damage from regular attacks
  • Rams should cost 50 supply (to stop people from easily throwing down 4 of them on each door)
  • Lords should have far far more HP
Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

How do you effectively break a siege?

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Posted by: Slamz.5376

Slamz.5376

Incidentally, they should make regular attacks do 0 damage to doors.

Then you could break sieges simply by….killing their siege.

As it is you don’t really need rams. They speed things up a lot but 1 guy with a rusty spoon can eventually destroy a reinforced gate in this game. Which is dumb.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

How do you effectively break a siege?

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Posted by: Slamz.5376

Slamz.5376

Multiple arrow carts are the only thing with much chance of success. 1 arrow cart is an annoyance but 4 are deadly enough that you can’t realistically rez anyone.

Otherwise what you’re really doing is holding them off until the friendly zerg can arrive.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

HACKING

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Posted by: Slamz.5376

Slamz.5376

You would think that server side checks for teleporting and flying would be pretty easy to do.

They need to clamp down in a hurry before this game turns into APB (that game where hackers were so prevalent, the game got canceled 3 months after launch and the company went bankrupt).

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

The 3 team theory, and why it's wrong.

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Posted by: Slamz.5376

Slamz.5376

I agree to the extent that the scoring system has messed up how 3-team was supposed to work.

DAOC/Planetside style, 3 teams means the big guy gets ganged up on 9 times out of 10. There’s no “overall score” so there’s no reason for #2 to beat up on #3. You go after the most readily available opponent, which is #1.

With the scores, sometimes it makes more sense for #1 and #2 to gang up on #3. More points for them. It’s not about taking down the big guy, it’s about the score. Having a visible score was probably a mistake.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

The rewards are pointless, while fun, why bother?

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Posted by: Slamz.5376

Slamz.5376

“It’s fun but I didn’t get anything out of it. Why bother?”

Uhhhhh.

Because….it’s….fun…?

I wasn’t aware that all of my hobbies had to have some sort of personal payback. I can’t remember the last time I got XP, money and loot from reading a book or shooting hoops. I paid $15 to see Prometheus and all I got was some jokes about a movie with a silly script.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Catapulting through Gates?!

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Posted by: Slamz.5376

Slamz.5376

Arrow carts are superior to catapults for this job.

The only reason catapults were used is because they could survive the retaliation damage better. With siege not taking retaliation damage, arrow carts are much better. Place the arrow cart behind the door, preferably out of sight, then shoot the back side of the door with it.

This sort of thing is NECESSARY or else the game would suck. 20 people banging on a door will tear it down in 2 minutes. Even with repairs, they’ll burn through hundreds of supply per minute.

No keep, tower or castle battle would last 10 minutes if you couldn’t hit through doors with arrow carts and catapults to kill the rams.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Possible solution to orb hacking/stealing

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Posted by: Slamz.5376

Slamz.5376

Presently you can’t kill the lord until you break the altar.

That makes no sense. The altar dies in 2 hits. Really, what’s the point of this mechanic? It should be the other way around. You can’t break the altar until you down the lord.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Ehmry Bay vs Gate of Madness vs Sorrow's Furnace

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Posted by: Slamz.5376

Slamz.5376

I wouldn’t trust 2-week old queue data. Server populations change too rapidly. Just last week we were getting creamed after midnight eastern — seemed Ehmry didn’t have much of a west coast presence, much less European. Suddenly, though, we’re doing okay again after midnight.

Today was a bit odd. Ehmry was doing great in the morning then suddenly Gates of Madness showed up with a wild zerg at something like 1pm eastern. By 5pm or so they seemed to fade out and a wild Sorrow’s Furnace zerg started taking over. Ehmry was barely hanging on in prime time, struggling to keep the income above 190 at times, putting us in 3rd place for income. Our first place total score buffer is holding out but being whittled away at!

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Fort Upgrades and YOU

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Posted by: Slamz.5376

Slamz.5376

I do miss the costs from beta. I dunno about you guys but my income didn’t scale up some huge amount in reaching 80.

That’s really why I wanted to make this list.

We can quibble over the cannons but a lot of people sink money into guard patrols, guard upgrades and stuff that’s just a total waste. Or they buy a second worker, thus reducing the supply stockpile to 0 and now there’s nothing for him to work on.

Most of the upgrades just aren’t that good. The final wall upgrade is often a waste too, in my opinion. Costs a ton and doesn’t do anything to improve the doors which is where 90% of attacks will break through at. It’s not “useless” but it’s not cost effective either.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Fort Upgrades and YOU

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Posted by: Slamz.5376

Slamz.5376

I can’t disagree enough with yertle.

Hill has one cannon overlooking south gate that can only be hit by specialty attacks (1500 range). It has an interior cannon that can hit the inside of the north gate (destroying all rams). Cannons there are a huge benefit.

Bay keep interior cannons tend to be good because with the water, there’s not a lot of good places to build siege or to fall back to out of cannon range short of just sitting in the water. Bay also has exterior wall cannons that most people forget about and can be snuck up to in order to destroy siege from behind.

Stonemist has cannons up by the mystic forge area (where people build trebs) that can support the ground attacks and I think only one of them can even be hit from the ground at all.

Garrison is more debatable. There aren’t any particularly interesting cannons there. But Hill and Stonemist are no question — cannons are huge there.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Here is whats wrong with WvW

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Posted by: Slamz.5376

Slamz.5376

Historically, in gaming, this problem has been solved in one of two ways:

A) Make things harder to capture. DAOC and POTBS did this. Attacking a keep was a big deal and defenders had ample time to hear about the attack (warnings were automatic) and show up to defend it.

B) Create a “lattice” — a system of front lines where attacks can happen. In order to attack, say, Pangloss, you must own one of the two towers that are beside it. If you lose the tower while attacking Pangloss, then you lose the ability to take Pangloss. Therefore to advance a front line it’s critical not just to attack but also to make sure they don’t cut off your attack but taking the base that’s giving you the attack route to begin with. Planetside and Battleground Europe did this.

I’m not sure which method is better. I kind of prefer the Planetside-style “lattice” idea but GW2 doesn’t do either of these.

Incidentally, most games start out like this, with no means of guiding the battle and they all eventually implement something because they all run into this same problem.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Problems of the defense - ignored?

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Posted by: Slamz.5376

Slamz.5376

The enemy of the zerg is AE damage.

GW2 has crippled AE damage, therefore the game is all about zerging. I can only hit 5 people with my AE so if there are 20 of you on the door, 15 of you won’t get hit. If there are 30 of you on the door, 25 of you won’t get hit. The zerg gets better as you add more people to it.

Conversely, if you split up into nice groups of 5 and run around separately, AE can hit all of you. So nobody does that.

I think Arenanet should seriously consider removing the 5-target limit for AE, at least on players. I think that would change the whole dynamic of the game. Solo defenders with good AE would be murder on zerg hordes trying to face-punch the door down. Splitting up your force might actually be a good idea because zerging doesn’t save you from AE anymore anyway.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Fort Upgrades and YOU

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Posted by: Slamz.5376

Slamz.5376

Ever thought, “I want to help the team more, but I just don’t know what to do”? Well then let’s talk about upgrades to forts and supply camps.

Upgrades are purchased from the quartermaster, which tends to be standing next to the supply pile at each fort and supply camp (sometimes they do wander off, though, so you may have to look around).

These are the main upgrades that are needed, in order of preference. Anyone can buy them. There is no advantage to being the owning guild (they don’t get a discount or an influence boost or anything — claiming keeps is purely for the purpose of fort buffs, which are different than upgrades).

Keeps + Stonemist
Cannons
Reinforce Walls
Reinforce Doors
Mortars
Waypoint

Cannons in keeps are extremely useful, as they get a lot of them and they tend to be in useful locations.

Reinforce Walls and Doors are excellent as well but I say cannons first because they are the least expensive and the most immediately useful.

The “Personnel” upgrades can be useful but are by no means important. A lot of people think the extra worker is a priority but that costs a lot of supply and usually the limiting factor in building anything isn’t time, but supply, so the worker might actually slow things down!

Towers
Reinforce Walls
Reinforce Doors

These are the two most important things for a tower. A lot of people buy oil or cannons but really oil is nothing but a minor delay on the door and it only gets 1 cannon so in my opinion it’s mostly a waste of money. The other upgrades are more useful for raising the maximum supply than for the actual effect. If a tower has reinforced walls, reinforced doors and some player-dropped siege, that’s about as good as it gets. The rest is if you just have more money than you know what to do with.

Like Keeps, a lot of people go for the extra worker to speed upgrades but unless the tower is really well supplied, the extra worker will tend to slow things down just because buying him consumes the supply that was needed for building!

Supply Camps
Increase supply deliveries

This is the #1 thing to have. Really it’s the only thing you need. “Hire Caravan Guard” is good if only because it’s really cheap and somewhat useful. The other two are a waste unless you intend to camp there with a defensive group for a long time. They’re nice, for example, as part of an Epic Pangloss Defense, but they don’t really make much difference by themselves and supply camps tend to flip every 15 minutes so it’s a waste of your cash.

.

So there you go. In case you ever thought about buying upgrades for a fort but didn’t know what to spend money on, these are the biggies to get. They are the most “bang for the buck” in terms of being helpful to the team. Most of the other upgrades are, for now, rubbish. (For example, hiring a patrol for a keep gets you a couple squads of 4 regular, non-elite guards. Considering the average keep assault is at least 20 players, these patrols won’t even be noticed. They will simply be run over. Better off to save your money for the next tower flip.)

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Flyhacking?

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Posted by: Slamz.5376

Slamz.5376

Everquest.
1999.

While their support was far from perfect, they did one thing that seems to have gone the way of the dodo: they had in-game GM presence. GM’s had the power to see cheaters and ban them on sight. These days it seems games do no such thing. I can log in, right now, and find teleporting bots in any zone on the map and there’s nothing I can do about it. I can report them, but no GM will come. Maybe eventually “the logs” will get looked at and something will be done but not today. Probably not tomorrow. Possibly not this week.

Arenanet, like so many other game companies, will do something about it “eventually”. After checking the logs.

What happened to just having some employees with the power to log into the game and walk around and look for blatant cheaters and shut down their accounts on the spot? What happened to players being disgruntled that we found a cheater and it took an entire 30 minutes for a GM to show up to ban them? Now we never know if they got banned or not because nobody ever shows up to deal with anything, ever.

We never realized how good Everquest’s efforts actually were.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Upgraded Siege Weapons

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Posted by: Slamz.5376

Slamz.5376

They should appear in your inventory as “Superior [siege weapon name]”.

Forging them in the mystic forge is the only way to obtain them.
http://wiki.guildwars2.com/wiki/Siege_Masters_Guide

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Claiming - I am sick of it!

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Posted by: Slamz.5376

Slamz.5376

OP does not understand what claiming keeps is for. Most people don’t.

It doesn’t make upgrades cost less.

It doesn’t generate extra influence.

It does nothing at all for the guild that claims it.

There are only 2 reasons to claim a keep, and only one of them is the “right reason”.

Wrong reason: to display your banner.
Right reason: to apply guild fort buffs to the area.

If a guild applies for buffs, I don’t care if they never come back. They’re helping the team just by having the buffs running on something useful.

What SHOULD happen, though, is that a guild with no buffs running should lose their claim after about 10 minutes — or else let a guild with buffs overwrite one without.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

If you transfer away, you can't transfer back for a month

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Posted by: Slamz.5376

Slamz.5376

Once a week just means a spy can come back after a round.

I thought a month was being generous. Really it should be “never” or “for 5000 gems”.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

If you transfer away, you can't transfer back for a month

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Posted by: Slamz.5376

Slamz.5376

Quickest way to fix griefers and spies. You can transfer once a day still, but not back to a place you left.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Ehmry Bay bugged garrison

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Posted by: Slamz.5376

Slamz.5376

Monday. Keep still broken. Arenanet, are you even trying?

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Commander rank: Why gold, when we have Influence and Badges of Honor?

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Posted by: Slamz.5376

Slamz.5376

YPC, your claim that 100g is cheap does not mesh with your #3 claim.

Also, #1 is a bit off. The amount of influence generated by the login bonus is trivial. The huge bulk of influence comes from members completing events. Ideally, the Commander’s book would be a 3-day consumable that has to be constantly repurchased, with an influence cost of, say, 5000. A moderately sized guild would be able to run 2-3 of them (at some expense to buffs). Anyone could buy or bot the influence needed, short term, but they couldn’t keep it up.

Only real guilds with real players would be able to keep it going long-term.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Ehmry Bay, Yak's Bend, Listen Up!

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Posted by: Slamz.5376

Slamz.5376

And in doing so, they made themselves the natural target of their opponents because that early into the week, you cut off potential leads faster before they can snowball into something that can’t be stopped.

I don’t really buy this. Or at any rate you’d think that going into the 4th day, with Maguuma in a solid lead, Yak’s would realize that maybe they should, I dunno, let us beat up Maguuma rather than constantly defending ourselves against Yak attacks?

That is, if there is intelligence at work, as you claim, then they should have switched targets right around the middle of Saturday. I think there’s no real intelligence behind most of what happens. It’s pure zerg power. Yak’s pushed through Dredge and attacked Anzelias to their doom at least 15 times yesterday. Highly predictable. Dredge -> Supply camp -> Anz. Over and over. Despite Maguuma being in the lead. Despite us intentionally leaving dredge unturned sometimes just to try and avoid the backlash. Despite Anz being impossible for them to crack for hours on end.

They just kept coming. And each time we’d have to divert some anti-Maguuma forces to clear them off the tower.

Intelligent backlash because of a Friday lead?

No.

It’s just the mindless zerg. I suspect Yak is kind of like Ehmry in that there are few, if any, large, dominant guilds providing good overall direction. It’s mostly zerg hive mind.

Some suggest that Maguuma continues to target us because they’re bitter about being crushed by Tarnished Coast, but I think it’s mostly just the bugged garrison that landed in their favor making it appear that way. Arenanet couldn’t be bothered to do anything about it for the first 3 days (and counting) of a 7 day match… A number of EB players gave up the match and turned to PvE basically saying “I’ll be back when the bugs get fixed.”

Losing an entire map to a bug is pretty disappointing. Without garrison it’s much harder to attack the side keeps, much less hold them.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

(edited by Slamz.5376)

Ehmry Bay, Yak's Bend, Listen Up!

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Posted by: Slamz.5376

Slamz.5376

All goons in every game are the same goons. You can tell by the way they use the word “goon”.

Every goon from EVE came to GW2? Amazing! 100% transfer rate from game to game is pretty good. Usually some people don’t like both games.

So what happened to your level of trolling? You have to admit, it’s not been very good. Too obvious and not remotely clever. It’s been a terrible disappointment. I assumed you were impostors.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Commander rank: Why gold, when we have Influence and Badges of Honor?

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Posted by: Slamz.5376

Slamz.5376

It was a stupid decision, whoever made it.

Commander books are mainly useful for helping disorganized servers get some organization together — it’s a tool for pugs.

Making it cost 100g has made WvW less fun for pugs (soloers and small guilds) as frequently there is no commander on the map.

It should be an Art of War research, costing influence.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Queue's : how are yours

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Posted by: Slamz.5376

Slamz.5376

Ehmry Bay will have 5-15 minute queues on Eternal during primetime, along with 1-5 minute queues for one of the borders (usually home, but lately Yaks due to the home borderland garrison being bugged).

No queues anywhere outside of primetime and always 1 world with no queues.

This is down a bit from last week.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Ehmry Bay, Yak's Bend, Listen Up!

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Posted by: Slamz.5376

Slamz.5376

Yeah… nowhere in that picture is exploiting invul. thats being spawn camped. I do not see any siege equipment bombarding the supply camp below. fail troll is fail.

Goonswarm propaganda is normally a lot better. You’ll have to forgive them. I think they have a lot of new people for GW2, or likely just none of the real leadership came to GW2. I imagine they’ll get it sorted out in time. We’ll just have to put up with “0/10” trolling for a while.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Exploit? Elementalist Lightning ability, videos inside

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Posted by: Slamz.5376

Slamz.5376

We’ve bugged this, marked as “exploitable”, some time ago.

Just waiting on Arenanet to catch up, I guess.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Invisible Orb of Power

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Posted by: Slamz.5376

Slamz.5376

Orbs need to be disabled until they can address all the problems they cause.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Supply Camps: XP Farms of WvW

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Posted by: Slamz.5376

Slamz.5376

I’m actually fine with them being easy to take.

But cut the rewards (and the upgrade costs) in half or more to account for how easy it is. They shouldn’t be something that people just run around doing in a circle purely because it’s an easy way to farm up XP.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Supply Camps: XP Farms of WvW

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Posted by: Slamz.5376

Slamz.5376

Kinda tired of this already:
I take the supply camp.
You take the supply camp.
I take the supply camp.
You take the supply camp.
I take the supply camp.
You take the supply camp.
(repeat 24/7)

Supply camps, with rare exception, are completely impossible to defend. Most have no chokepoints, no clever places to put siege and the NPCs are useless. The upgrades are relatively cheap but even doing the basic 2 upgrades adds up quick since supply camps trade hands roughly every 15 minutes.

I think I’d just like to see the upgrades be cheaper and supply flipping should be worth less (if any) XP. They’re still strategically useful to flip, but I think the rewards of flipping turns them into basically a PvE XP farm.

There’s nothing to do there while guarding, so nobody wants to just stand there playing “defense” for the 15 minutes in between attacks.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Mass PvP fails?

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Posted by: Slamz.5376

Slamz.5376

Commander books costing 100g instead of being a guild research item was stupid as well. Often times there is no presence on the map for helping organize the various groups. Even with everyone on the same teamspeak, the commander icon is a huge help.

Things went a lot smoother in beta when the commander book was something like 1g.

Why they changed it for release, I have no idea. A vital tool for less organized servers is kept out of reach because…..?

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

#1 Problem with WvWvW -- The Scoreboard

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Posted by: Slamz.5376

Slamz.5376

Flags, I don’t see what other conclusion you can come to.

“I play for competition”, “I’d quit without scores”. What do you think these people do when their server is behind by 80,000 points on Thursday, sitting in 3rd place with no hope of making 2nd? Do you think they continue to play?

Queue times suggest the answer is “no”. People fleeing losing servers to stand in line at the queues of winning servers also suggests the answer is “no”.

If you want evidence, look no further than the queue times of the top servers. People flock to them purely because of what it says on the server score. They may actually get as good or better of a prime-time fight on Kaineng but Kaineng doesn’t win on the scoreboard, so you won’t find them there.

That is the ultimate problem of fighting towards an end-goal: it’s only a positive thing if it’s seen as achievable. It works against you if its seen as getting out of reach. Queues are packed on Friday and after a bad weekend, there are no queues at all.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Ehmry Bay bugged garrison

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Posted by: Slamz.5376

Slamz.5376

I think the reason for no authority intervention so far is because Ehmry is an american server and it’s barely about noon there now, at the time of writing.

It was bugged early into the match on Friday. It’s been bugged for, what, about 36 hours now?

Maguuma has gotten about 3,600 free points just from the garrison alone. My guess is they’ve gotten about 8,000 total points as a result of it, factoring in how easy it is for them to hold the side keeps, the northern towers and the supply camps.

If anything Yak’s Bend should be more concerned about this than Ehmry. They’ve likely been screwed out of the #1 position for this pairing by bugs that have benefited Maguuma exclusively.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

(edited by Slamz.5376)

#1 Problem with WvWvW -- The Scoreboard

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Posted by: Slamz.5376

Slamz.5376

I would keep the pie chart display and the current point income display (“+195”).

Those are the only really competitive sections of the scoreboard — that is, those are the sections we, individually, can do something about.

The total score is not competitive at all. There’s nothing I can do about my server getting sacked at 5am every night. Fighting harder or fighting smarter will do nothing to change that. I can only impact the current pie chart. That’s all that needs to be displayed.

The people saying they’d quit without a score are the same people who quit when the score is bad (or hopeless). They are displaying the exact problem we would like to eliminate. WvW will be hard to ever balance when it’s filled with “fair weather players” who come and go based mostly on what the scoreboard says.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Ehmry Bay bugged garrison

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Posted by: Slamz.5376

Slamz.5376

It would be nice if they could fix that sometime before the end of the match.

Currently we have the doors open, the walls blasted down (literally the entire west wall of the garrison is gone) and yet the enemy has a fully functional waypoint there that we can’t do anything about.

Usually a bug this serious would see individual GM intervention in another game. I guess Arenanet doesn’t do that sort of thing? All they need to do is clear him of the bugged buff, or otherwise reset the zone. The 3am resets seemed to clear this sort of thing but I don’t think they’ve done any this weekend?

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Question: Portals were never meant to bypass walls?

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Posted by: Slamz.5376

Slamz.5376

The developer was talking about the ability to be outside the keep and drop a portal that gets you inside with no help from anyone on the inside.

If you are already inside, then getting your 50 friends in to join you is no problem. As Kreedz said, you just have to sweep the place after you take it. Some towers and keeps have a lot of hiding places.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Tower upgrades: a review

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Posted by: Slamz.5376

Slamz.5376

Problem is most everything listed helps against a very narrow array of enemy attack groups.

5 players = all upgrades help
10 players = cannon somewhat helpful. NPC guards already rendered useless as they die to focused fire in literally about 4 seconds.
20 players = cannon and oil die too fast. Guards don’t even register as a speedbump (even the lord will die in seconds to a group of 20 players). Only the walls and doors really help you and you’d better have siege up and have the place manned.

That’s for towers, anyway. Keeps get more use out of cannons and mortars but for towers, you get 1 cannon, easily destroyed, and 1 mortar, not as good as a trebuchet and costs a ton of supply.

.

I actually think Fortify is more useful as a way to troll enemy servers by logging in and buying it. It will leave most forts dry of supply for ages because it takes so much to build. They’ll spend more supply building that upgrade than you’ll ever spend destroying it.

Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained