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Are all WvW matchups being decided by off peak hours?

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Posted by: Slamz.5376

Slamz.5376

OOOH its population balance you want

WvWvW is supposed to have zone-wide population balance, yes.

While any individual fight may be 50 vs 2, and that’s absolutely fine, what you can’t have is the entire ZONE being 50 vs 2 or worse, the entire WvWvW matchup being 50vs2vs2. (50 vs 25 vs 25 would actually be fine, and is why you have 3-teams instead of 2 — because one team is not supposed to be able to outnumber the other two combined.)

That’s not even a game.

That’s barely even PvE.

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

Borlis Pass' problem

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Posted by: Slamz.5376

Slamz.5376

Oh, back on the topic of Borlis Pass…

Why u no build more siege?

We defend our towers with ballistas and arrow carts (at least if PURG is around). You finally uproot us and take the tower and when we attack it there’s usually nothing there except you guys standing on the walls. There might be one poorly placed arrow cart. You guys are obviously coordinating 100-supply trebuchets to bombard with from safe zones, so I don’t see why you aren’t coordinating more 30-supply arrow carts to defend the tower with once you take it.

I’m keenly interested in trying to attack a well defended tower because now that arrow carts don’t take retaliation damage, the equations have changed.

I haven’t been able to get any practice because I don’t think I’ve ever seen more than 1 enemy arrow cart in any location.

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

Borlis Pass' problem

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Posted by: Slamz.5376

Slamz.5376

What’s amusing is that some Borlis guilds moved to Ehmry I guess because they see us as a server with some fight in it, but some Ehmry moved to Devona’s Rest because Ehmry has queues during prime time now because so many people moved here.

Servers are simply in a constant state of flux with regards to players. Anvil Rock beat Ehmry Bay? No. I think what you mean to say is the guilds that were on Anvil Rock a couple weeks ago beat the guilds that were on Ehmry Bay a couple weeks ago. I bet both of these servers have seen so much player churn since then that there’s absolutely no telling what the balance is now. For all we know, the top Anvil Rock guild transferred to Crystal Desert and the best Oceanic guild from Hedge moved to Kaineng, etc.

Two weeks from the top 3 servers might be Kaineng, Yak’s Bend and Ehmry Bay.

You might as well just stay put because server transfers are nothing but a shot in the dark with so many people moving hither and yon. Server rankings are a joke precisely because server populations are constantly changing.

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

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

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Posted by: Slamz.5376

Slamz.5376

“Medium pop” is meaningless in terms of WvW.

The real question is whether your server is queued in all worlds 24/7. If you are, then you’re going to be a top server, probably in the top 3 at least. If you’re not, then you’re going to get knocked down by a server that is 24/7.

You could be absolute top dog from 6pm to 2am eastern time. You could make Hedge players look like fresh faced newbies during those hours. You could be the absolute best of the best, but you’ll still get ranked down with Kaineng because every night some other server comes and takes all your holdings.

That’s actually the worst case scenario. Your server stomps during the day and gets stomped during the night. You will never balance out into a fair or fun matchup because of the disparity between your daytime and nighttime populations. No rating system can ever compensate for that.

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

Are all WvW matchups being decided by off peak hours?

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Posted by: Slamz.5376

Slamz.5376

Because sweeping a map with numerical superiority is not fun, is not a skill, is not a challenge, says very little about actual skill differences between servers and has no business in a point-based game.

If you want to make comparison to real-world war, then let’s go that route and just get rid of scoring entirely.

Real war rewards numerical superiority, but not with “score”.

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

Guild Claiming

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Posted by: Slamz.5376

Slamz.5376

Perhaps a simpler, less abuseable solution would be that whenever you purchase any upgrade, there’s a checkbox that says “freeze supply until completed”. Checking that box costs 500 karma above the usual price but does what it says. It will also let you pre-purchase things that normally require the supply to be in the pile. So you can go to a supply camp that has 30 supply in it, go ahead and buy the “Upgrade Supply” and it will freeze the pile until 100 supply builds up, then it will start the upgrade and release the pile.

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

Guild Claiming

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Posted by: Slamz.5376

Slamz.5376

Maybe, but it would have to be limited.

For example, the guild can disable supply pick-ups but doing so costs 500 karma and this effect lasts for 30 minutes.

I don’t want to see a case where we can’t defend a keep because the owning guild turned off supply pickups and then logged out for the night — or because they simply wanted to troll their teammates (or because they actually transferred from another server specifically for this reason).

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

Are all WvW matchups being decided by off peak hours?

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Posted by: Slamz.5376

Slamz.5376

The whole problem is one of balance.

If each team could only field 10 people, then points should be scored fully. I don’t begrudge nighttime players full points just because they can’t fill a zone.

When one team fields 5x the population of the other two teams, then they should not be allowed to generate tons of points regardless of what time it is.

.

Basically you think it’s a time zone problem.

It’s not.

It’s a population balance problem.

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

Are all WvW matchups being decided by off peak hours?

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Posted by: Slamz.5376

Slamz.5376

Why my contributions should count for more than someone from Australia:

Because when I play, each team has a full zone with a queue. When the guy from Australia plays, in many cases it’s his “unofficial Oceanic” server with 40+ people facing two other servers with about 10 people each.

I fight full 3-way battles against maximum opposition to claw my way through the map and hang on to what we capture. He rolls over the map with very little competition. That’s why his accomplishments should count for less.

And yes, we have seen this roughly every other matchup. Big 3-way battles which taper off around 3am and then around 4-5am, POW, Oceanic players are getting off of work and logging in, but mostly all on the same server, and that server sweeps the entire map in all 4 zones in less than 1 hour. Like clockwork. The hard fought points of the day are swamped by the “no competition” points of the Oceanic time frame.

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

Are all WvW matchups being decided by off peak hours?

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Posted by: Slamz.5376

Slamz.5376

Peak = full server.
Off peak = server not full.

Not that difficult.

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

Are all WvW matchups being decided by off peak hours?

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Posted by: Slamz.5376

Slamz.5376

Yes but off-hour points should probably count for less.

Why should fierce full-map battles between 3 full teams count for 100% points and 10 guys capping unopposed at 5am also founds for 100% points? Make points based somewhat on map population. Base 50% points per tick with bonus points up to 100% as you reach full population.

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

Are all WvW matchups being decided by off peak hours?

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Posted by: Slamz.5376

Slamz.5376

Peak hours: ~6
Off-peak hours: ~18

So yes.

Off peak hours determine the scoreboard, not peak. The only exception would be if all 3 servers had full worlds with queues 24/7.

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

WvW queues???? joke?????

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Posted by: Slamz.5376

Slamz.5376

The queue system is broken, yes. Devs have said they’re working on it.

You could always transfer to a server like Borlis Pass or Ferguson’s Crossing if you really want to avoid queues, though.

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

WvW QUES 40.000 account per server is NOT accetpable

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Posted by: Slamz.5376

Slamz.5376

Today, many game developers learned that 10 years of people saying “Nobody likes PvP. PvE games are more popular” was merely the result of bad design and poor insight.

Once someone actually made a halfway decent PvP offering, you can’t even get in the door.

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

Goodbye 'Points', Hello 'Pride' [Points Disc.]

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Posted by: Slamz.5376

Slamz.5376

Even it it wasn’t used for scoring purposes, I’m always a fan of more statistics.

I would settle for a website that shows server stats. guildwars2.com/wvw/ehmrybay or something takes you to a website that shows:

  • Enemy players killed in WvW
  • Total WvW player deaths
  • Total successful defense events
  • Total things taken
  • Total things lost
  • Longest surviving structure
  • Structure with the most kills in its vicinity
  • Whatever else we can think of

You just can’t have too many neat stats to look at. Everyone should be able to go there and see something they contributed to. “Hey, 86 trebuchet kills today. A least 35 of those were from my trebuchet!”

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

Mike Fergerson Could you Weigh in on this please!

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Posted by: Slamz.5376

Slamz.5376

Everyone down there is invulnerable, as I’m sure Ruin realizes. The video is nothing but a bit of propaganda for an auto-invite “zerg guild”.

You take no damage in your spawn.

Their catapults were accomplishing nothing.

Actually they might have been killing vendors, which don’t have the “immune” flag. All players and Legendary Defender guards are 100% immune.

Ruin was spawn camping NPC vendors. That should be their new tagline. “Not killing enough NPCs? Join Ruin today!”

.

That said, I do think that the “no siege” buff should extend to more areas. Ruin just picked possibly the dumbest possible way to demonstrate this. A video of them destroying a tower from there would have been a lot more to-the-point and practical.

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)

Mass of bots on Ehmry Bay right now; location inside

in Account & Technical Support

Posted by: Slamz.5376

Slamz.5376

4 hours later, most of them are still there. Many of the same names running in the same pattern. I’m trying to report all them but there’s so many. Probably reported a few of them several times and missed a few. Keep trying to report them as they run by.

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

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

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Posted by: Slamz.5376

Slamz.5376

I thought the purpose of “Blue Defender” was to save on textures. There should only be 3xNumber of Races textures to load — light norn, medium norn, heavy norn, light human, medium human, heavy human, etc.

If we’re loading up every person’s individual hats then A) it’s not necessary especially since B) I can’t say I’ve really paid that much attention to what “Blue Invader” is wearing.

Simplify the textures if you think that’s a problem. I will load up stick figures if I get to see them all.

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

Mass Golems

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Posted by: Slamz.5376

Slamz.5376

So you’re saying the enemy should build about 6 ballistas.

Because 6 ballistas will wreck 30 siege golems amazingly fast. In beta we had Darkhaven attack Stonemist with at least 20 siege golems and they never even got one swing off at the Lord. They marched up the ramp and died about 5 feet into his room.

It was great.

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

Well played Devonas.

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Posted by: Slamz.5376

Slamz.5376

This is common. #2 usually attacks #3.

There are two reasons for this:
1) They realize they can’t catch up to #1 but they CAN make sure that they keep #2 by beating down #3.

2) Given the choice between attacking a fully armed and upgraded keep, bristling with cannons, mortars, catapults, arrow carts, more cannons and trebuchets OR your freshly conquered tower with doors made from balsa wood, they’d rather attack you. At least it’s easy points.

.

There may be something to be said here for not having a Planetside/Battleground Europe style “matrix” that determines where teams can attack. The screenshot shows how blue went aaaall the way across the map, past green, through red, to attack a supply camp that they have no connection to.

In Planetside and Battleground Europe, this is impossible. You must attack things you are adjacent to. Both games launched like GW2 did, where you could go anywhere and attack anything but both games implemented a matrix to prevent precisely this kind of thing. It turns into a problem.

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

sPvP Builds in WvW

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Posted by: Slamz.5376

Slamz.5376

I disagree, at least insofar as thinking that sPvP builds are good for WvW.

As an engineer, I made a “flamethrower shocktroop” build that basically specializes in burst flamethrower attacks and enough survivability to run away with. It’s really not an sPvP build. It’s not a particularly good 1v1 build. I don’t really need the emergency escape ability for PvE so it’s not exactly a PvE build.

It’s a WvW build.

If anything, I could see a case for letting us have 3 saved trait layouts: WvW, PvE and sPvP. WvW traits will still work like now (must spend money to respec, must level them up over time) but at least it will be on its own set.

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

On a losing server? People have found a solution!

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Posted by: Slamz.5376

Slamz.5376

Funny thing is, if you stay on your losing server, you’ll get moved down a tier where you’ll probably start winning next round.

If you move to the winning server, you’ll get moved up a tier where you’ll probably start losing next round.

.

And that’s why server balance is FUBAR.

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

Mass of bots on Ehmry Bay right now; location inside

in Account & Technical Support

Posted by: Slamz.5376

Slamz.5376

Reported them and sent a bug report, but for good measure:

There’s about 10-15 bots in WvW right now on Ehmry Bay, in the Ehmry Bay Borderlands, in the Skritt area in the northwest of the map. They are quite clearly bots running in a set figure 8 pattern, farming the event that shows up here.

I suspect this event may need to either be disabled or else put on a much longer timer. I’m sure they’re here because the event recycle timer is very fast. Can’t be more than 2 minutes between cycles.

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

For servers that are in total domination

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Posted by: Slamz.5376

Slamz.5376

I don’t really approve of the “invulnerable trebuchet” tactic.

Down-and-out servers should get some leg up on getting back into the game but I dunno that making the nearest towers indefensible for the other teams is the way to proceed, as that just leads to a lot of pointless flip-flopping.

It might be more interesting if the players of the shut-out team could do something to spawn a super NPC boss that goes down to attack the nearest supply camp and nearest tower. Something that’s vastly more powerful than even the Stonemist Lord. Talkin’ Grub style. The dominant team CAN defend against it but it would be very difficult, especially with players supporting it.

Once it captures the nearest tower, it sits there on defense for 60 minutes, then goes back home.

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

Discussion: What if point totals were hidden?

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Posted by: Slamz.5376

Slamz.5376

Sports is a good analogy for this idea.

You see that your favorite team is 3-7 for the season, but for THIS game the score is 10-0, their favor. TODAY they’re doing good. Today you can watch the game and enjoy it even though you know they’re losing the season.

WvW lacks that because all we really see is the season total.

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

WvW lock low pop Worlds from entering "Boarderlands"

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Posted by: Slamz.5376

Slamz.5376

They just need to start displaying WvW populations. My drop-down list should say:

Eternal (100% full)
Green border (85% full)
Red border (15% full)
Blue border (33% full)

From this I can gauge that Eternal probably has a queue, green has no queue and enough players to fight with and red and blue are probably a waste of time.

Lack of information makes the population issues worse.

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

Discussion: What if point totals were hidden?

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Posted by: Slamz.5376

Slamz.5376

Point totals. Do we really need to see them? Do they make you fight harder or improve the experience? Or do they simply undermine confidence and make it seem “pointless” to strive against an opponent that’s ahead by so many points?

What if weekly benefits (“Artisan +20%”) were maintained but points were reset every day? Not a map reset. And in fact yesterday’s totals will be remembered by the server, but visually, the points all reset to 0 every day.

This will allow servers to have a better visual of progress from day to day. Yesterday you lost by 30k points. Today you’re losing by 5k points. Technically you’re still 35k behind on points but a glance at the big scoreboard shows you behind by only 5k — you’re doing better today.

Maybe the weekly running totals can even be displayed, but as a small bar graph under the giant daily scores. You can examine the bar graph and see that green is still dominating but the giant numbers for today show you’re ahead by 2000 points so you’re doing well now.

.

This might be a good psychological impact. As it stands, you can have a really good day and still look at the scoreboard and feel like your team sucks. Winning guilds can transfer to your server tomorrow and you might not realize it because you didn’t notice that you went from losing by 400k points to losing by 350k. Your server actually had a good improvement but it’s not as obvious as the fact that you’re losing for the week.

Daily point totals > weekly point totals!

At least visually.

(In fact, we might even consider having 12-hour point resets. The day crew and the night crew could be kept somewhat separate that way. Rather than logging on after work and seeing your team behind by 50,000 points because you lack Oceanic timezone presence, you would log on and see points near 0, ready for a fresh start, because the scores reset shortly before you logged in.)

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

Random Zues Lightning

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Posted by: Slamz.5376

Slamz.5376

It’s from the quaggan camps in the lake. If the enemy owns them, the fort in the corresponding direction will take random lightning.

It’s actually pretty powerful since it damages all siege, and siege can’t be repaired.

Unfortunately, neutralizing the nodes is very, very easy, so it’s a constant hassle as those nodes change hands all the time.

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

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

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Posted by: Slamz.5376

Slamz.5376

But is it fun?

My server is ahead of the competition by more then 320,000 points. We are winning. Hooray?

I have nothing to do in WvW right now. I could go join the spawn campers but meh.

I don’t want “balance”, per se, but a 320,000 point lead and nothing to do isn’t much fun.

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

Does such a server exist?

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Posted by: Slamz.5376

Slamz.5376

Join Fergusons or Borlis. They have no queues. They are doing poorly against a fairly mediocre server simply because they are short handed, particularly overnight. They actually put up a good fight in the US prime time but can’t quite fill 4 worlds.

So they aren’t a ghost town and they don’t have long queues.

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

A small study on what is wrong with WvWvW currently

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Posted by: Slamz.5376

Slamz.5376

Gonna call BS on this one. A fully upgrade keep can easily withstand assault by far greater numbers. Two nights ago myself and 6 members others defended a keep against an assault involving approx 40 invaders.

IF you’re there when the fight starts.

I’ve seen fairly modest attacks melt through the back doors of a fully upgraded garrison in under 5 minutes. Most people don’t like standing around idle on defense, waiting for an attack. In the 5 minute interval between defenders randomly wandering through the keep, you can have the back door down and have rams on the door to the lord room before anyone can even run back to see why there are swords on the map.

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

A small study on what is wrong with WvWvW currently

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Posted by: Slamz.5376

Slamz.5376

You guys need to chill out. The servers will be re-matched and the large servers with 24 hour populations will end playing each other each week..

That balance didn’t occur after numerous 1-day rounds. Why do you think a single 1-week round with fix it?

Players keep transferring so there’s no guarantee that a server that did well last round and got promoted to a new tier is actually justified in being there. Similarly, there will be lower pop servers dropping down to lower tiers who will suddenly dominate because a few big guilds moved there to avoid the queues.

Server balance will remain in flux until free transfers are ended.

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

A small study on what is wrong with WvWvW currently

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Posted by: Slamz.5376

Slamz.5376

  • Undermanned keeps are too easy to take.
    This allows a server to quickly begin sweeping the entire map once they gain a population advantage. To address this, rams should be more expensive (you should be loath to drop 3+ rams on a door) but harder to kill. NPC guards should be more numerous and considerably more formidable (DAOC NPC guards were all basically like tower lords in this game). Lords themselves should have literally about 20x their current hit points, if not more. They die way too fast right now. Don’t tweak their DPS, I think, but massively increase their health. (This goes for the orb keepers in the north borderlands as well.)

Basically we need to slow down the capture rate. You shouldn’t be able to “ninja” a tower, much less a keep, in under 4 minutes because if you can, then overpop servers will very quickly sweep the entire map.

  • Retaliation should probably be removed or changed.
    AE is the tool meant to help small groups fight massed zergs. Retaliation destroys this tools. Removing retaliation from siege engines was a good measure but due to supply limitations, you can’t have everyone on a siege engine (nor would you want that). Instead of Elementalists burning the crowds at the door, they have to fight single targets because AE becomes a form of suicide with retaliation in this game.
  • Eventually overpop server populations will get bored and quit playing.
    This is the final solution, though probably not the ideal one from Arenanet’s perspective. They don’t know where to transfer to. They don’t want to restart their guild (do guilds move from server to server? Are they universal across all servers? I don’t know so I bet most other people don’t know either). Bottom line, in the long run we’ll achieve balance by boring overpop players out of the game.
Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Create a custom list of free transfer servers; all others pay

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Posted by: Slamz.5376

Slamz.5376

Server rankings can’t work when player populations are freely moving around. For example, Ehmry Bay is crushing Borlis and Ferguson’s. I could move my guild from Ehmry to Borlis but all that would mean is that Ehmry advances this round while becoming weaker and Borlis gets set back this round while becoming stronger. Next match could end up with Borlis playing a crushing game in their tier while Ehmry gets crushed in their tier, if enough people do this.

Balance can’t be achieved from round to round when large guilds are constantly transferring.

I know the original plan was to charge for transfers to high pop servers and continue free transfers to low pop servers.

For purposes of WvW, that’s no help.

Arenenet needs to create a custom list of free transfers, based on WvW population sizes, not server population sizes. Currently, all servers in the Ehmry Bay matchup are “high” population but frankly we’re more of a “medium” WvW population while Borlis and Ferguson appear to be “low”. Meanwhile, Crystal Desert is also a “high” population server but I hear their WvW queues are 1+ hours (versus 0-15 minutes for Ehmry and 0 for Borlis).

So server population is no indication of WvW population. Four servers with “high” population all have vastly different WvW populations.

Arenanet will have to create a custom “free transfer” list, based on WvW, or else start showing us WvW populations separate from server populations so we can make our own informed decisions.

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

Current scores on North American servers.

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Posted by: Slamz.5376

Slamz.5376

Personally, I don’t care much about scores. I just want fights. I can deal with the night-time sweeps and some Oceanic server gaining a 100k point lead provided that, in my prime time, we can get good battles.

In the current Ehmry Bay pairing, the “good fight” period is very short, and of course the invaders are working against fully upgraded structures and will have no chance to upgrade their own. Ehmry Bay basically dominates both competitors simultaneously about 22 hours a day. It doesn’t matter if they cooperate. Under present conditions they can’t NOT cooperate because we’re camping all their spawns.

I could transfer my guild over to one of those other servers, but Ehmry Bay queues are already short, so it’s not like we’re overpop, and we’re hardly a top tier server as it is. It makes little sense for me to transfer from one low-pop server to another. I wish some of the people waiting in the 1+ hour queues would transfer to Borlis or Fergueson and give us a fight!

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

retaliation needs internal cooldown on the person it deals damage to

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Posted by: Slamz.5376

Slamz.5376

Retaliation should simply be removed as a concept.

You can’t have a PvP mechanic where the counter to it is to “stop attacking, forever”. Only mesmers and necros get an actual retaliation counter.

And the main thing retaliation does is enable zerging. The counter to zergs is AE but the counter to AE is retaliation. Zergs are holding all the cards. They have numbers and they have a counter to your counter.

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

Current scores on North American servers.

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Posted by: Slamz.5376

Slamz.5376

Part of the problem is probably the free transfers.

The 24-hour matches were to balance the servers, but you can’t balance them while the populations are rapidly shifting. Servers that were competitive are now losing because some big guilds moved away (because they weren’t winning enough or because the queues were too long). Some servers that had no night presence now have some or even a lot.

Player balance has been shifting so server balance will naturally be up in the air.

.

I do wonder if Arenanet should just stop announcing when server resets will be. Make it random. “Resets will occur anywhere between 3 days and 2 years.” People should have no idea when it’s going to next reset. Behind the scenes, Arenanet can be keeping an eye on all the matches, aiming to reset when at least one server pairing is obviously way off but if they all look fairly good, they may simply let it run for a month or two or even longer.

Players won’t be so keen to say “Oh well, let’s wait for the next one” if they don’t know when that will be.

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

50% of US servers are involved in a total domination

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Posted by: Slamz.5376

Slamz.5376

I don’t think 24-hours is the problem, or part of any solution.

Here are the problems:

  • Players are dumb and refuse to transfer out of overpop servers
  • Arenanet is dumb and refuses to reveal queue information so that people who actually might move have a real idea of where to go
  • Rams are too cheap + doors are too weak + NPC guards are too weak + NPC Lords have way too few hit points. This means that once one server gains enough of a lead to start winning, the map sweep happens very, very quickly. Even a fully upgraded garrison can be taken in less than 5 minutes from start to finish if there aren’t enough player-defenders to slow them down. (In DAOC, NPC defenses were far more robust and keep lords had enormous amounts of hit points.)

WvW as-is gives attackers more of an advantage than defenders, purely by not giving defense much time to respond.

Oh:

  • Players need to build more arrow carts now. Retaliation doesn’t damage them anymore and 5 arrowcarts firing together will waste zergs……..assuming the weak doors, guards and lords give the defenders any time to get there.
Camelot Unchained – from the makers of DAOC
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained

Is this an exploit/cheesy tactic/ unfair? You decide!

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Posted by: Slamz.5376

Slamz.5376

I don’t see why so many people think the catapult trick on the door is “super cheese”.

The bottom line is that rams are for quick attacks on undefended keeps.

Catapults and trebuchets are for siege attacks against defended keeps.

If the knock-back really bothers you, send in people who have Stability or use a Siege Golem.

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

Still think gear doesn't matter?

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Posted by: Slamz.5376

Slamz.5376

I leveled from 2-80 in WvW. I hit 80 with about 140,000 karma. I bought a full suit of yellow (rare) gear. I didn’t realize there were also karma vendors for exotic gear (42k per piece) or I’d have gone straight to that instead, and would be almost fully kitted out. As it is, I bought two pieces of exotic gear already and again I do nothing but WvW.

I also have an exotic pistol from badges. I’d have more but I spent all my badges from 1-60 or so on siege engines. I’m back up to about 200 badges now. Shield next.

I don’t really see the problem. I’ve actually been worried that they’d nerf it.

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

The big issue..

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Posted by: Slamz.5376

Slamz.5376

I actually think a serious problem is pretty much the opposite of what you said.

It’s far too easy to take over things very rapidly in this game. There have been times where I saw swords on the garrison, ran there as quickly as I could and the enemy was already on the back inner door to the lord room. All it takes is a couple of siege golems or 3 rams (which are far cheaper) and doors just melt away. NPC guards might as well not be there at all and even Keep Lords die in under 15 seconds to modest sized groups.

Defense has very little time to respond to anything.

This results in a lot of back-and-forth.

WvW shouldn’t be about “ninja caps” with groups whisking away holdings faster than defenders can realize there’s an attack. Every tower attack should take time, even against an undefended keep, and defenders should have time to respond. It’s up to attackers to bring sufficient force to ensure success in an epic battle, rather than trying to sneak things in with little or no opposition. “WvW” is not meant to be “PvE assaults against undefended towers”. It’s meant to be epic.

In DAOC, keep attacks took so long, you’d hear automated warnings while in the PvE area and have time to run all the way to the PvP section and all the way to the keep before the door was down. The NPC guards were almost like a tower lord is in this game and the actual lord had a ridiculous amount of hit points that took some time to down.

So really I’d like to see:

  • More expensive, tougher rams. You should want 1. You should be loath to drop 3 of them just for giggles.
  • Tougher guards. Upgraded guards in particular should be a bigger improvement.
  • Lords and Supervisors that either scale to the number of enemies or else just have a lot more hit points than they currently do.

Just say no to flip-flopping and ninja-capping!

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

Where are the......... LADDERS ????

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Posted by: Slamz.5376

Slamz.5376

The real purpose of walls and doors is to slow people down and give defenders a chance to respond. It’s boring sitting in a tower for 2 hours waiting for an attack, so sieges are meant to take a little bit of time, even against an empty tower, in order to give the defending team a chance to notice and come do something.

Ladders would allow anyone to capture pretty much anything in about 30 seconds, unless a strong defender presence was stationed there 24/7.

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

Gamebreaking advantage in WvW

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Posted by: Slamz.5376

Slamz.5376

I think the problem will eventually solve itself. Looking at your screenshot, which team is having the most fun?

Answer:
None of them are having fun. One team has 1 tower and that’s the only significant holding anywhere. How can green, which owns everything, have fun? What’s there to do? What’s going to provide them with karma, XP or gold?

Eventually they will get bored and quit and the game will balance.

Or they will get bored and switch servers, realizing that the profit isn’t in “winning”, but rather, it’s in “fighting”.

But the second options assumes they have some intelligence. Most gamers are not that smart. They’ll declare “GW2 is boring! I quit!” and until populations balance and the remaining people have fun.

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

No reward for playing Support/Healer

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Posted by: Slamz.5376

Slamz.5376

The best support is to man a siege engine, which also incidentally tends to result in a lot of badges.

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

No more retaliation killing siege weapons!

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Posted by: Slamz.5376

Slamz.5376

I think the bottom line is that if you want to disperse the zerg, you need to use siege on the door (arrow carts are best).

After you’ve broken them up a bit, then player-AE will work better. Notably, some of the guardian AE retaliation has a really small radius on it so without 40 people clumped together on a door, it’s going to be harder to give so much retaliation to so many people, so player AE won’t get punished so badly.

The change to engineer mine kits is a big deal too. That was probably the best method in the game for providing lasting retaliation to a lot of people.

.

Bottom line, though:
If you’ve never used an arrow cart, get one.
If you used one in the past and were disappointed with how easily it died, try it again.

I predict that within 5 days, arrow carts will be the new #1 complaint on the forum, because a lot of mindless zergs are going to die over the next few days. And rightfully so. 3 people on arrow carts will make you change tactics.

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

Anet addresses night capping

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Posted by: Slamz.5376

Slamz.5376

Here’s the one problem I foresee:

Your server stinks during the day. Lots of solo and small guilds with no coordination, they really rank poorly.

Your server has a massive night-time presence and dominates everything else in that time zone purely because your server fills up and the other don’t.

Net result: during the day your server gets dominated and nobody has much fun. During the night your server dominates and nobody has much fun. Rank-wise it’s “balanced” but that doesn’t mean it’s ever fair or fun.

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

Are any of the one week match ups close?

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Posted by: Slamz.5376

Slamz.5376

Ferguson’s Crossing and Borlis Pass are really close. 32,691 vs 32,151.

….but Ehmry Bay has 237,062…

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

So I defended and did probably 300k damage.

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Posted by: Slamz.5376

Slamz.5376

Defense XP:
Enemy MUST damage a wall or gate.
You MUST contribute to the kill of an enemy OR you must repair a wall or gate.

Most people miss that first one. They are defending the place so well that the enemy has no chance to damage a wall or gate, so there is no reward for defense.

Basically you aren’t rewarded for the “easy defense”, where you have pushed the enemy back and kept the structure away from harm. You are rewarded for the “hard defense”, where the enemy is actually doing damage and you are just holding on.

Best XP I ever got was, I think, level 62 – 67 in one sitting as two teams were attacking our last keep in Eternal Battlegrounds. We held them off for a few hours of nonstop “Invaders repelled” rewards.

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

Defeated players as spies

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Posted by: Slamz.5376

Slamz.5376

Why not simply..

“You have 60 seconds until respawn..”

And then you respawn at the nearest waypoint. Simple. Logical. Fixes stuff.

Or, alternatively, a means for the enemy to “bury” you, effectively forcing a respawn. Right click on a downed enemy to finish them, then right click on a finished enemy to start a 10-second count that sends them to their spawn.

So if there’s a rolling battle going on, you can lay there in the hopes your team wins and can get you back up. If the enemy wins, they can take a couple minute for “cleanup”.

In related news, I also don’t like that someone can restore your health to 10%, get chased off, come back, restore it to 30%, get chased off, come back, restore it to 70%, get chased off, etc, until eventually the dead person is resurrected. Restored health should tick back down to zero if the person has to stop rezzing.

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

Crystal Desert WvW - Oceanics needed

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Posted by: Slamz.5376

Slamz.5376

Everyone needs oceanics.

They are all crammed on 2-3 servers. Which is dumb. Of them. They get unbalanced matches all the time as a result of this. They “win” but they have nothing to do.

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