Showing Posts For Slamz.5376:

Show WvW queue depth on the server selection screen

in WvW

Posted by: Slamz.5376

Slamz.5376

Yes and I think it’s important to realize that probably 90% of players don’t visit forums.

I would bet money that if you went to my server and asked about queue times on HoD, they would have no idea. 9 out of 10 of them wouldn’t even know what server you’re referring to. Our server is fairly low ranking so I bet some of them even have discussions like, “We’re tired of losing. Let’s pick a random new server to move to. How about HoD?” And they go there and go “omgwtfqueuetimes” because they had no idea. They literally just picked it because they liked the name and didn’t realize it was a massive WvW queue festival.

The only way to find out about queue times is to search forums for second hand information.

People want to move but they don’t know where to move to. Server population is no indication of WvW population.

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

Remove bank and TP from WvW

in Suggestions

Posted by: Slamz.5376

Slamz.5376

Yes, because this is WvW, you can’t take 2-5 minutes buying your next lvl equipment from the trading post.

I don’t think you quite grasped the issue.

There are people who go into WvW apparently just to spend hours using the trading post. Your had to wait in a queue for 2 hours because, potentially, 10 people are standing there in the starting area playing “trade wars”.

I actually love playing auction house trade wars games but I would still prefer to move it to a tower, where I can play the auction house and watch the tower at the same time. They shouldn’t be in the safe area where people can just sit there and do that all day.

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

Over the top Treb location in Eternal

in WvW

Posted by: Slamz.5376

Slamz.5376

Yeah, I saw a video about that.

I would support keeping it as-is if it wasn’t so insanely easy to defend a jumping puzzle against attackers. So not only is it a REALLY GOOD spot in terms of what the trebuchet can hit but it’s also effectively unassailable. First to arrive wins the prize. Not a big fan of that type of gameplay.

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

Marks low drop rate?

in WvW

Posted by: Slamz.5376

Slamz.5376

Man more siege weapons. Anyone can be “burst DPS” when they’re manning a cannon, arrow cart or ballista.

It’s good for the team to plop down an arrow cart when you’re attacking an enemy tower but if that’s not enough reason to do it, then consider that you’ll also get more badges because you’ll be out-DPSing most people.

The famous “Pangloss Ballista Defense” is a big badge farm too.

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

Remove bank and TP from WvW

in Suggestions

Posted by: Slamz.5376

Slamz.5376

Actually I think these things should all exist, including crafting stations, but ONLY in towers (and perhaps keeps and so forth).

As a WvW player, I sometimes want something to do while defending a tower. It’s boring to stand there but if I don’t stand there, sometimes it’s really hard to get in and defend the place once it’s under attack.

And at least the “chatters” will have to run somewhere and possibly be involved (even if it’s only as a road bump when the door comes down).

So I agree that banks, trading posts and crafting stations should not be in “safe areas”. They should be in capturable locations.

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

6 months from now, everyone will be a Commander

in WvW

Posted by: Slamz.5376

Slamz.5376

Also, Slamz’s proposal doesn’t prevent an oversaturation of Commanders, as 5,000 influence is actually very easy to purchase (it’s 5 gold since you can purchase 1,000 influence at 1 gold a piece). Theoretically, anyone could form their own guild and pay 5 gold coins to get Commander status. What Slamz might not understand is that 5,000 influence is actually not a lot of influence for any guild that is active.

You missed the part where I said it should be a 3 day expendable. I have a guild with over 100 members (not multi-representing, but pure members) and 15,000 influence every 3 days to run 3 commanders would be a real dent in our other spending.

On top of that, I just simply don’t agree that Commander status should be limited to only the chosen ones of active guilds.

Although I see where you’re going with the idea of achieving Commander status through WvW participation, you haven’t changed the underlying problem of “everyone will be a commander eventually”.

The only way to fix that is to make it something temporary. Maybe anyone can form a squad at any time but you don’t show up on the map unless 10 people have joined your squad.

Or maybe the book costs 50 silver but only lasts 3 days.

Or, my idea, maybe the book costs 5000 influence but only lasts 3 days.

One way or another, it needs to be more readily available than 100 gold but it also needs to be more temporary than “now you have it for the rest of your life”.

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

Eternal Battlegrounds Jump quest

in WvW

Posted by: Slamz.5376

Slamz.5376

I would never make such an agreement. If I enjoyed jumping puzzles enough to bother with them, blasting people off with my flamethrower would probably be a primary occupation for me.

Jumping puzzles are “phat lewt”. I mean you can get a friggin’ SIEGE GOLEM BLUEPRINT in there. That’s 1 gold! That’s 24 badges! That’s a massive thing that’s going to bash down my tower door in about 30 seconds by itself and can only reasonably be stopped in time by 30 people or 3 ballistas.

It is in everyone’s best interest to stop enemy teams from using jumping puzzles.

In fact, this thread should become a rally call to all jumping puzzle PvPers.

Get there first!

Stop the enemy!

Don’t let them get free siege golem blueprints!

It is your duty to your team to knock people from high ledges!

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

Cant claim keeps or towers

in WvW

Posted by: Slamz.5376

Slamz.5376

1) If you were not in the circle of the lord room when the structure was captured, you won’t be able to claim it for several minutes afterwards (not sure of the exact time). This is to give priority to guilds that were actually present.

2) If you don’t have permission to claim set in your guild permissions (officer and leader can do it by default) then you can’t claim it.

3) There’s a bug where sometimes nobody can claim anything.

4) There’s another bug where if you claim Tower A, then Tower A gets lost, then you recapture it, you won’t be able to claim it. You’ll have to claim something else and then come back to claim Tower A.

5?) I think there’s another bug where sometimes YOU can’t claim because your guild stuff is somehow just plain messed up. Kind of like how sometimes you can’t represent without relogging, like the game just isn’t getting your guild related requests.

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

WvW Skill points?

in WvW

Posted by: Slamz.5376

Slamz.5376

I dunno about it being a “good way”. Each map has 3 skill point challenges (actually I think Eternal Battlegrounds has 4). There are 4 maps, so there are a total of 12 (or 13) skill points available available in WvW.

The skill points are spread out and you can’t get the Stonemist skill point unless your team owns the castle (or unless the doors have otherwise been bashed open already, and nobody is looking).

Frankly, I think the best way to get skill points is to go back to lower level areas and pick up all the skill point challenges you can find there. There’s usually less running involved and nobody will kill you and send you back to spawn. WvW skill points are best obtained during the normal course of WvW (or when your team owns the entire map).

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

Show WvW queue depth on the server selection screen

in WvW

Posted by: Slamz.5376

Slamz.5376

Hate to start yet another queue thread but this is a suggestion, not a complaint, and I think it’s a pretty simple idea.

Players know their queue is 4 hours long and they don’t like it. Their server population is “High”. They go look at the other servers and they’re ALL high so they must all have long queues, right? Or maybe there’s a medium, but it has a 2 hour queue because lots of WvW people already moved there, thinking there would be no queue.

What they don’t realize is that this other “High” population server has no queue at all right now. It’s high population PvE, low population WvW.

They might leap at the chance to move there if they knew that this opportunity existed.

Arenanet, tear down that wall! Show us the WvW queues! Show it on the server selection screen!

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

Which class is best suited for WvW?

in WvW

Posted by: Slamz.5376

Slamz.5376

I vote engineer for overall versatility.

Some jobs that need doing:

  • AE retaliation. Engineers are one of the best at it. Light fields + mine explosions yield pretty lengthy retaliations. Guardians are good at retaliation too.
  • Hitting nasty things up on walls, especially siege engines. Engineers are one of the best at it, particularly if you get the “3 grenade + longer range” trait. The mortar elite is good for this too. Elementalists are better at this but engineers are very good too.
  • General AE. Lots of classes can do this. I like the engineer flamethrower for it, though. It’s not the best, but it’s good.
  • General survivability. Engineers have solid hit points and the Alchemy trait line in particular has some nice survival toys. (Automatic Elixir S saves me about two dozen times a day.) Again, many classes can do this, engineer included.
  • Messing up the enemy. Really this is the guardian specialty but engineer “toss elixir U” can result in a wall of reflection or smoke, which is awesome and great for helping you rez someone or disturb a zerg attack on a door.
  • Stripping boons (such as retaliation). Okay, engineers can’t do this. Mesmers and necros can.
  • Healing/buffing. Engineers can do this. The elixir gun heal is also a light field so it’s part of the retaliation ritual, which is handy.

In short, if you had stated a SPECIFIC job you wanted to do, I could probably tell you a class other than engineer that could do it.

If you want to do EVERYTHING, though, engineer is the class for you. It can do almost everything. “Jack of all trades, master of none” applies to the engineer.

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

Lords and Supervisors: should they scale?

in WvW

Posted by: Slamz.5376

Slamz.5376

Along similar lines, all NPC guards in this game are almost totally worthless. There is a very fine line where the guards will make a difference. You plus the entire camp of NPCs in a fully upgraded supply camp can maybe stop 5 people from taking the camp. If it’s 10 people, though, then the NPCs might as well not be there.

NPCs in general simply aren’t performing the function I think they should, and the upgrades for them definitely aren’t worth the cost.

Not that I want this to be a “PvE game” but I also don’t want small groups of players to be able to wipe out all NPCs laughably fast and easily sweep a fully upgraded area so quickly that the only way to have a chance at defense is to already be standing there when they show up.

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

Lords and Supervisors: should they scale?

in WvW

Posted by: Slamz.5376

Slamz.5376

One thing that strikes me in this game is how incredibly fast and easy it is to kill all of the lords. Even the boss of Stonemist is a pushover if you can get into his room unopposed with about 30 people. I’m not saying 30 people should lose or even have a tough fight but they shouldn’t wipe him out in 15 seconds.

This is getting progressively worse as more people acquire “Exotic” tier level 80 weapons. (We can take out a supply camp with 2 people now. If it wasn’t for the blinds I think I could possibly solo it.)

Similarly, the zerg goes to a tower, smashes the door down in roughly 30 seconds and then kills the tower lord in literally about 5 seconds. It takes them longer to run from the door to the lord room than it takes to kill him. There’s very little opportunity for a “lord room last stand” or “defensive comeback”. If your team’s zerg isn’t RIGHT ON THE HEELS of the attacking zerg, it’s too late.

So I think Lord and Supervisor hit points should scale based on enemies in the area.

Not damage output, necessarily. Just hit points.

If a supervisor is under attack by 5 people, he has normal health. If he’s under attack by 50 people, he has 10x normal health. (And really, even “normal health” should be significantly more than now.)

I also think doors should should be even more resistant to regular attacks. Let rams continue to deal 8000 damage but reduce player damage to single digits. Doors shouldn’t drop in 30 seconds just because a ginormous zerg is out there beating it to death with their faces.

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

Catapult defending - unintentional? Bug?

in WvW

Posted by: Slamz.5376

Slamz.5376

Or to put it another way, if retaliation didn’t exist, we would not use catapults. The catapult operators themselves can do more knockbacks and more damage than the catapult they’re using. They just can’t survive the retaliation.

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

Catapult defending - unintentional? Bug?

in WvW

Posted by: Slamz.5376

Slamz.5376

I think we basically invented the catapult defense, at least on our server and I think we recently fought you. Frankly, catapults are not that good at door defense. Their damage is relatively low. The knockdown is nice but the damage to rams is less than a good level 80 Elementalist attack.

The only reason we do it is because catapults can survive the retaliation hits and nothing else can.

I can’t flamethrower you through the door because retaliation kills me. Our elementalists can’t drop bombs on the door because retaliation kills them. I can’t mortar the door because my mortar blows up from retaliation. I can’t arrow cart the door because retaliation murders arrow carts. Ballistas are nice but there are very few areas where a defensive ballista can hit people on the door (and not be easily killed). The oil died in the first 15 seconds and nobody is dumb enough to stand under it anyway.

So we started using catapults.

It’s really a last ditch effort to counter massive retaliation stacks.

If you nerf them, the only thing we will be able to do is stand there and watch the door die and hope that our own team’s zerg shows up in the 30 seconds it takes you to break the door down.

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

My personal opinion: Retaliation is too strong in WvW

in WvW

Posted by: Slamz.5376

Slamz.5376

At the very least, can we make siege engines immune to retaliation? Just give us a little something to fight the zerg with.

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

My personal opinion: Retaliation is too strong in WvW

in WvW

Posted by: Slamz.5376

Slamz.5376

When 10 people are trying to defend a tower against 30 people, their main weapon is good AE. Let the arrow carts rain down. Let the meteors fall into the zerg. Make the zerg, at the very least, spread out a little bit and hopefully take longer to bash their way in, giving reinforcements time to arrive.

With retaliation, this badly needed mechanic is ruined.

Arrow carts die sometimes literally in 2 shots. I have dropped an arrow cart, fired it twice and had it die purely due to retaliation.

Attacking people on the door with your own abilities is tantamount to suicide because the amount of damage returned to you is way more than what you are doing to any individual.

The engineer mortar is rendered useless because, like the arrow cart, it will quickly explode due to retaliation.

In sPvP or PvE, retaliation is a fun little mechanic that adds a little damage to people hitting you. It’s nice to have but it’s not like “omg you don’t have retaliation/are you stupid”.

In WvW, it’s completely ruinous and does nothing but empower the zerg. There are a couple of ways to strip boons from groups (see Mesmer and Necro) but there aren’t enough ways, and things like guardian abilities that simply pulse 1 second of retaliation every second are effectively immune to these boon-removers anyway.

Arrow carts in beta were death to the zergs, forcing people to use more complex strategies. Retaliation is death to arrow carts so complex strategies are out the window and it’s nothing but “pile on the door and beat it with your fists” now. Throw in some light fields and explosions or else a few guardians and there’s nothing the enemy can do to stop you short of showing up with their own zerg.

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

6 months from now, everyone will be a Commander

in WvW

Posted by: Slamz.5376

Slamz.5376

If everyone is a commander then nobody is. With commander being a one-time gold purchase, eventually (inevitably) you won’t be able to see the map for the sea of commander icons getting in the way.

“Commander” should be a guild research item creating an expendable buff. For example, 5000 influence, 2 day research, lasts 3 days. A modest guild can have 1 commander running all the time. Guilds with more income can handle several commanders.

But you can’t just go to the gem store with $500 and become a commander, or work the auction house for a couple months, or even just play the game normally and eventually come up with 100 gold and now you’re a commander until the end of time.

I suggest all commander books be disabled, able to be sold to vendors for 100 gold — money refunded.

Switch it to an expendable guild research item.

This will get MORE commanders on the field early on but we will avoid ever logging in and seeing 50 different “commanders” on the map.

Otherwise you might as well set the book price to 1 copper because the only difference between 1 copper and 100 gold is how long it takes everyone to have it.

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

How do you 100% Eternal Battlegrounds?

in WvW

Posted by: Slamz.5376

Slamz.5376

This only happens when balance is poor.

In a proper 1v1v1 battle, no one team should ever dominate the entire map, which is to say, 1 team should not be able to totally win a 2v1 situation, crushing both opposing teams at the same time.

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

Players Awaiting Help [merged]

in Account & Technical Support

Posted by: Slamz.5376

Slamz.5376

Have a guildmate, Vllad.6078, who has been unable to play for 5 days. No response to support ticket and the phone number for support doesn’t work anymore. I believe his problem was “email not associated with account”. They fixed it once and then it happened again and he hasn’t been able to talk to anyone since then.

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

WvW Queue - Not a bug but enhacement

in Bugs: Game, Forum, Website

Posted by: Slamz.5376

Slamz.5376

There ARE bugs in the queue system.

Person A queues for Eternal Battlegrounds.
Persons B-D queue for Eternal Battlegrounds.
B-D all get in while A is still waiting. We hear this in guild chat every night. Everyone has theories on what causes it:

  • Don’t queue while in overflow
  • Don’t queue while in Lion’s Arch
  • Don’t zone after queuing
  • Don’t queue for more than 1 thing

Bottom line is the queue system is buggy. The lack of feedback on the state of the queue just makes it worse, because it’s impossible to see that you’re bugged. If I had to guess, I would bet a lot of people are “#0 in line” and get stuck there with no pop-up invite.

I’ve even heard you should requeue after 15 minutes if you get no invite. I have no idea if this resets your place in line or not.

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