The challenge to any handicapping is preventing it from being gamed. I’m not a big fan of special buffs in WvW (including food, Bloodlust, Guard Killer, Defense Against Guards, etc.) so I think it’s an awful way to handicap the game. I’d rather fights be about builds and skill less than stat boosts and maintaining stacks. I do think WvW needs handicapping but it needs to be revolve around the points, rewards, information (e.g., eliminating the delay before swords appear), and/or NPC strength and not the combat abilities of the players.
Brilliant – thank you for putting this in terms I understand. It makes sense to handicap points – aka alter the scoring methods, which is probably a LOT simpler to code too. if I understand this right, fights will always be imbalanced – which is kind of how it has to work – it’s entirely dependent on the players, not the system. But the scoring should match based on how important certain goals are.
Tell me this: should taking a keep be jacked up in points and individual stomps be reduced? I just want to be sure I’m following the CONCEPT, not necessarily the details.
Far better to remove the conditions that make having uplevels around a poor choice, namely rallying. Eliminate rally from player downed and uplevels would be welcome.
.
But this is a very interesting idea.
First, I’d like to see players not be able to enter a WvW map unless they are level 80 with at least exotic armor/trinkets/weapons and all of their trait points used. No more of this up-level silliness and people that don’t know what they’re doing.
Even less people in WvW… really bad idea. Far better to remove the conditions that make having uplevels around a poor choice, namely rallying. Eliminate rally from player downed and uplevels would be welcome.
Second, calculate the maximum damage potential of each of the three servers. Someone on the dev team has GOT to be able to figure out how to do that (ie, the factors involved, what level of impact they have, etc). Then, do a weighted average to balance the maximum damage potential of the other servers on the map to within something like 10%. That way, the server with more people still has more potential, but it’s going to make them work for the advantage rather than just steam-rolling over the other servers.
Another bad idea. I would be a roaming god if they did this. Simply log in when out manned and proceed to stomp the crap out of every enemy I see. I could 4+v1 effectively in this system and be nigh unkillable.
The first point wouldn’t mean fewer people in WvW. It would just mean fewer people trying to up-level. They can use EotM for that – getting to level 80 there doesn’t take long anyway.
As for the second point, that wasn’t the point I’m making. The weighted average doesn’t make a PLAYER upscaled individually so much as the average for the whole team on the map. I’m not entirely clear on how in a 1v4 roaming situation the 1 player would be unkillable when there’s still a 10% advantage to the 4. But that 10% is just a number – weight the average boost however it works to most balance it.
Also, I’m not including EotM in my statements above. The “rebalance” of maximum damage potential (which I think they call “outnumbered” as a buff currently, but it apparently doesn’t seem to work right) could be recalculated every 15 minutes. I truly believe this isn’t impossible. It’s just hard…until one of the devs actually figures out the code – like all code solutions are hard…until someone figures it out.
First, I’d like to see players not be able to enter a WvW map unless they are level 80 with at least exotic armor/trinkets/weapons and all of their trait points used. No more of this up-level silliness and people that don’t know what they’re doing.
Second, calculate the maximum damage potential of each of the three servers. Someone on the dev team has GOT to be able to figure out how to do that (ie, the factors involved, what level of impact they have, etc). Then, do a weighted average to balance the maximum damage potential of the other servers on the map to within something like 10%. That way, the server with more people still has more potential, but it’s going to make them work for the advantage rather than just steam-rolling over the other servers.
Ultimately these two things alone would transform WvW and make it more strategy oriented. I don’t know why this is so hard. And please understand, I get that seriously creative programming is involved, and perhaps server limitations are involved, but tell me if the two things above are not what people are looking for in WvW.
Yes, or vendor it… :\
I’ve stored all the gear I can store… I wish I could put it in my personal guild bank, but you cant put account/soul bound gear in gbank… So I’ve began selling all acended gear if its useless to me. I’m currently storing over 40 pieces already and I have no more room for it.
Yeah that’s exactly why we need to be able to salvage them, or at least sell them to merchants for a decent price.
Or how about Ascended gear drops, and you can select the stat combo.
So, as someone who doesn’t play LS, and who has done almost everything that’s doable in GW2, what’s there for me to look forward?
WvW. There’s strategy there if you get in the right guild. Be a GOOD commander…there’s certainly a lack of them. But, hey, if that’s not your thing, then I really can’t help you.
WvW? What exactly?
Season 3? Losing every week for 4 weeks straight?
Should I be looking forward being face rolled every day by massive SoS OSX/SEA player base? Should I look forward for even more frequent golem rushes now with the mastery?WvW is the only reason I’m still logging in, however WvW has become extremely stagnant and repetitive, each week the same, same matches, same losses, etc.
Sounds like your experience of WvW is VASTLY different than mine. Come to TC. We have cookies.
A
If everyone jumped off a cliff, would “all y’alls” follow?
According to what I’ve witnessed in wvw, the answer to that is almost always “yes.”
I’m the one leading the charge off a cliff.
Agreed. And why don’t people try to offer viable solutions instead of just beotching?
There have been TONS of suggestions. Really really good suggestions.
ANet answered by removing the suggestions sub-forum.
Ya. I wouldn’t have known that without being told. Thanks!
^ And yet here you still are.
What is it with people and the inability to simply move on? That is how stuff works in the real world after all. If you dislike something, you move on, rather than hanging around complaining about it.
Agreed. And why don’t people try to offer viable solutions instead of just beotching?
No legendaries just have the same stats as a ascended weapon only looks better. Well most of them look better than exotics skins. It is a long term goal go for ascended weapons if you are unwilling to grind for a precursor.
Maybe I read this wrong.
How is http://wiki.guildwars2.com/wiki/Bolt
better than http://wiki.guildwars2.com/wiki/Infinite_Light
?
More importantly people aren’t complaining because they want content & real features in this “feature pack” they are complaining because they want them period. And the massive multi-week, bannered, article extravaganza is disingenuous in it’s scale.
LIVE made the perfect post to explain how many players see this whole thing:
Ill just leave this here.
GW1: released in April 26, 2005
GW1Canthan: released in April 28 2006
GW1Nightfall:released in October 26, 2006(by April 2009 6million copies sold)
^^^ all that content, all the skins, gear, levels, setting restrictions for terrain, art and development and so on.
Gw2: released August 28, 2012
Gw2: releases small content and major patches to edit infrastructure over 2 years
Gw2 serious content expansion: still nothing, just conjecture from ppl I’ve never met on these forumsBy August 2013 they had sold 3.5million copies of Gw2
+10 billion
Only one sub point to this, LIVE actually stated the numbers to make his point, but if 6 million copies of GW1 sold after 4 years, then we need to wait until August 2016 to make a true comparison. I mean, in one year GW2 got over halfway there…
I think regarding updates, players would sacrifice the living story every two weeks to get things like better updates to include all the same areas in GW1, just the Prophecies and EOTN areas alone would be worth it. Sacnoth Valley and Rotscale anyone?
http://psychopompblog.files.wordpress.com/2012/08/wr29-burning-forest.jpg
http://whyigame.files.wordpress.com/2012/08/majestyvanquishbuffoverload1.jpg
So, as someone who doesn’t play LS, and who has done almost everything that’s doable in GW2, what’s there for me to look forward?
WvW. There’s strategy there if you get in the right guild. Be a GOOD commander…there’s certainly a lack of them. But, hey, if that’s not your thing, then I really can’t help you.
Problem with this is binary situations.
I am a zerker warrior burst build, I go immune to conditions and kill you before it wears off, it was a binary interaction, then I fight you when my stance is on CD, and Im running litttle cleanse, I lose by a landslide.
Fighting against conditions is never for me fun or entertaining… its almost always binary.
I understand your point, but I think a 4 second immunity to new conditions after condi clear wouldn’t necessarily upset a 1v1 balance…can you burst down a Dire setup? I would think even a total burst zerk warrior couldn’t muster QUITE that much…maybe I’m wrong. But here’s the thing: I’m not saying it has to be 4 seconds…it could be more or less depending on what makes things balanced.
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Weird…for Warrior, Berserker Stance tooltip doesn’t say that:
And what I’m getting at is much broader…when a condition is removed, there’s a cooldown to when another can be applied…I’m talking cross-profession, not skill-locked based on profession.
While conditions need a lot of improvement for group play in all modes of the game, they need a huge effectiveness reduction in the 1v1 department. lowering base condition damage significantly, while allowing them to crit and having those crits effected by ferocity would be a good start.
I’ll ask again: if there were a way to implement semi-permanent condi clears for a specific amount of time (ie, a condi clear skill prevents condis from being applied for x number of seconds – I’m thinking like 4 seconds or something), would that at all help or hinder the situation?
Plot twist: he used a glitch/exploit to get that, now you’re the one getting banned.
I can so see that happening. Some troll making 30 million eternities and sending them out to everyone in LA and the entire playerbase being banned.
Just something hilarious about the phrase “…30 million eternities…”
This topic has come up numerous times. The most recent time I recall was when ferocity was being changed.
But yes, you’re absolutely right… conditions in this game are a mess from the ground up.
Serious question here, because I’d like to understand: if there were a way to implement semi-permanent condi clears for a specific amount of time (ie, a condi clear skill prevents condis from being applied for x number of seconds – I’m thinking like 4 seconds or something), would that at all help or hinder the situation?
I don’t consistently read all forum posts, so I don’t know if anyone’s raised this before.
Ah. Context – totally changes my perspective. Thanks @Countess!!!
Thank you for trolling.
Please perma-unlock this waypoint. Otherwise, just get rid of it. It’s annoying it even being there if I can’t use it. It’s kinda spitting in player’s face, imo.
It sounds like these solutions would just shift the focus from active offense/passive defense to active defense/passive offense. Is that really better and would more people stay or more people leave?
I agree that the only damage able to be done to a wall/door should be by siege equipment.
RI probably shouldn’t be more than 15 minutes. An hour sounds like too much. I do like the idea of increasing it, though.
Perhaps upgrading keeps to different tiers should increase the complexity of the keep layout and actual defend-ability. For example, tier 2 has the Lord in a more secure location. Tier 3 could have that and also pre-built arrow carts in specific locations. I’m just throwing out ideas…not sure what would actually help here.
It’d be cool if people could submit keep designs. Like a contest or something.
In WvW’s current state, I cant see why anyone would leave a map just so another group had a better PPT ratio.
This.
I like the overall approach to changing how the PPT works based on coverage, as well as weighing based on population. It might even make things more interesting for lower tiered servers.
Not sure this is the solution, but I agree the PPT system needs to be altered in some way to make things more fair.
Agreed. Been mentioned before. Doesn’t seem to pick up much response on the forums because I have yet to see anyone disagree with it.
I won’t give you an answer as to “why they did it” because it doesn’t matter. Rather, I shall give you the easy solution to navigating the change. If you’re coordinating a guild, just use this site to get the “hours from UTC” and then designate accordingly:
http://www.timeanddate.com/worldclock/converter.html
I have taught you how to fish. Go fish if you want to eat.
It’s done this way on purpose, and most currencies are able to be converted to gold, just indirectly. Yes is REALLY is that bad if you could just swap currencies all the time.
Want Fractal relics? Run the fractal. Want Karma? Join EOTM or play open world. Want a particular dungeon armor? Run that dungeon. It baffles me you think it’s logical to be able to run something like AC for example, then buy Arah armor.
It’s funny. I said in my OP that THIS was exactly what I understood already. Clearly you didn’t actually read what I wrote. Thanks anyway.
This is an idea I’d like feedback on (and I really don’t care if you slam it or not, just be sure to explain WHY it’s bad or good):
There are currently 16 “currencies” in the wallet. Is there a reason we can’t exchange between all of them? For example, what if you could buy Transmutation Charges with Guild Commendations, or Karma with Fractal Relics, or one set of dungeon tokens for another, or ANY combination. I know we can do gold to gems and back, but I’m curious if it would be a good idea to do this across the board. There have GOT to be people with an abundance of one (like Fractal Relics or Badges of Honor or Guild Commendations) that have absolutely no way of redeeming them in a way that benefits their gaming preference.
Sure, a lot of people would exchange everything for gold, but is it REALLY that bad? I realize there probably will be people like, “This is a HORRIBLE idea”, and I’m fine with that. But since most of those people already hate the game and complain in other threads, please at least post WHY this is a bad idea (and you can ignore the point about, “Anet wants you to acquire tokens a certain way”) because I already understand that aspect. I’m just tying to consider a different approach to existing currencies that might be helpful to MOST of the player base.
100% agree with OP. If you disagree, I’d question the legitimacy of how often you actually command in WvW.
Funny thing is, if they DID put something like this in-game, they very well might see an increase in gems to gold in GW1. It would make them money no matter how you cut it because there are always people will to pay real world money for in-game stuff.
The first update to the game is coming in 5 days since the major update/patch (wardrobe, pvp changes, soulbound to account bound of a lot of function and items) from 4.5 weeks ago. So it’s 5 weeks between an update. They haven’t mentioned anywhere I’ve read that they intend to put a blade shard exchange agent in the update in 5 days.
HOWEVER, they don’t always let us know all the details. I am glad about this because when they deliver on what they promise and then ADD other aspects (either new items or previously mentioned updates) then I am just pleasantly surprised.
My question is, do you have a TON of them? You realize you can use these to make back items of Exotic or Ascended levels, right? In fact, it’s the ONLY way to get an Exotic back item in game with Sentinel stats (which may or may not apply to your interests). You can always reskin the blade back item once you have it. My point is – this is WAY cheaper than making a Quiver of Swift Flight, for example.
Not worth the time it takes to figure it out…
Thanks for that @mtpelion. However, after reading that thread completely, while it speaks to the issue, it’s in a category that I don’t think makes sense for it to be in – that thread should be merged with this one.
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I could see the devs solving this by simply setting up the following schedule, and completely removing the pre-events because, let’s face it, they really don’t work with Megaserver technology (too many variables results in confused/disorganized player base):
- Legendary Karka Queen (Southsun Cove) – Top of the hour (spawns at 00 minutes)
- Balthazar (Straights of Devastation) – Bottom of the hour (spawns at 30 minutes)
- Lyssa (Malchor’s Leap) – Top of the hour (spawns at 00 minutes)
- Dwayna (Malchor’s Leap) – Bottom of the hour (spawns at 30 minutes)
- Melandru (Cursed Shore) – Top of the hour (spawns at 00 minutes)
- Grenth (Cursed Shore) – Bottom of the hour (spawns at 30 minutes)
Historically, the GW2 player base has ALWAYS performed better when events spawn at a specific point on the clock, regardless of time zone. This schedule ensures no hard-core farming, but also ensures a reasonable and reliable pace at which to unlock traits and obtain Dragonite. Since accounts are limited to one chest/reward per day per character, players wouldn’t be overwhelmingly stocking up on Dragonite/champ rewards. The result is everything is possible to accomplish in reliable fashion.
http://wiki.guildwars2.com/wiki/Karka_queen
http://wiki.guildwars2.com/wiki/Temple
Sounds like you’re ready to move on to another game…
People have posted this before. They’ve also asked for Tengu and Quaggans. Frankly, I think the Tengu have the best shot.
—> Improved GW2 Wallet | Missing Wardrobe Skins | Ascended vs Exotic | Explorer Guide
(edited by SonOfJacob.7396)
Dear Anet:
Please make all temple Karma vendors sell Obsidian Shards (not just Balthazar) and Dragonite Ore. I want a third and fourth set of Ascended armor and something like five more Ascended weapons. LOL.
But seriously, please do it.
Excellent points. Thank you for clarity and honesty. I suppose 15/15/15/15/10 (or whatever variation) isn’t really a huge loss to Celestial builds now that I think of it.
Not sure if someone has mentioned this – I just haven’t read it if it was mentioned.
I’ve read posts about how the upcoming patch will break the 14×14×14x14x14 trait builds of Celestial archetype players. Is there a reason why Anet couldn’t make the trait lines have 75 points instead of 70? I don’t even use Celestial, but I know that would please them to be 15×15×15x15x15, and the rest of us would get 5 more trait points – not necessarily a huge difference, but we could all find a way to use those points. This would probably enhance some different build types as well.
I know this post will be filled with all kinds of responses. I’m really only interested in why it would’t be beneficial – please minimize the trolling comments as no one really wants to read them and you’re wasting space and time, and therefore Einstein would be upset with you.
This is exactly why we don’t have capes.
THIS WAS EXACTLY WHAT I THOUGHT OF…
“Several computational methods for random number generation exist. Many fall short of the goal of true randomness — though they may meet, with varying success, some of the statistical tests for randomness intended to measure how unpredictable their results are (that is, to what degree their patterns are discernible). However, carefully designed cryptographically secure computationally based methods of generating random numbers do exist, such as those based on the Yarrow algorithm and the Fortuna (PRNG) and others.” – Wikipedia, http://en.wikipedia.org/wiki/Random_number_generation
I don’t know whether or not Anet uses a method that passes or not, but I really don’t care. The problem is not the “randomness” of the RNG, it’s what people “feel” is fair. I decided a long time ago that I wouldn’t actively pursue a Legendary. Then I changed my mind. I have alternatives as well: craft an equal stat Ascended relatively easily (compared to crafting a Legendary) or else purchase the components of a Legendary or wait for a drop. I will be waiting for a long time if I choose the latter option.
All this is to say that based on the last year and a half of gameplay, it would make sense for Anet to institute a standard precursor award (random which one you get) at 10k achievement points because, if you got there, you worked for it. There are STILL all the level 6 mats required…plus 100 gold for 100 Icy Runestones. It’s not going to destroy the Legendary “effectiveness” if everyone obtains one every 10k achievement points – that’s a level playing field.
I have played 3k hours and gotten 6 precursor drops so I think the system is all right. Heck, once I got two precursors in row from the forge.
Broken as intended.
(When I say a biased hidden +luck factor it’s been demonstrated on youtube that one can go thru and create multiple toons, look for factors while playing beginner zones that indicate your account has this +luck stat through gameplay, then level it, get to max level and drops will be on par with the players who get multiple precursors.)
If there is a video, I’d like to see that. Please link it.
[…]
IE, every 10k achievement points?
No. Something more like this:
To earn, epic instanced battles. Something like 5-player instanced versions of world bosses like Tequatl or the Golem Mark II that do not leave a lot of room for error. About 1 boss per map could do.
Each of the battles would count separately towards a repeatable achievement, and once each one is done once, the achievement completes and gives a loot bag with the item.
A really good player would be able to get them done relatively fast, then the achievement reward goes on cooldown for a month or two so no matter how good you are you can’t do too many.As for the slow craft, the core of it would be doing many events. These events would spawn vendors on success. The vendors would have limited stocks so you can’t buy all of the stuff in one go, an have to come back later and do events again and buy again once in a while after the NPCs restock for you. Then using the materials from the drops and the event vendors to craft more stuff, along items purchased with skill points and karma, crafting timed items. All of that for a long time. A minimum of 3 months if buying some stuff off the TP, 6 months on average, but never more than a year when doing all of it on your own.
I guess I’m just of the mindset that what you’re suggesting, while perhaps legendary in scope, is not what the devs are considering because it’s an entire revamp requiring a LOT of coding…my solution was meant to be simple for precursor attainment without solving further mat requirements or making it additionally complicated. After Jormag’s defeat, you need to talk to the NPC to buy 100 Icy Runestones (which is similar to part of your suggestion).
The only legendary content on the level you’re speaking of was the one-time Karka event on a Sunday back in November of 2012. I got a 20 slot inventory bag. That was cool. But if that’s the type of content you want, it can’t be based on RNG. Hence why I recommend the 10k achievement point level – it requires very little programming from Anet, puts a standard out there, lowers prices, and makes it achievable but not immediate FOR EVERYONE ACROSS THE BOARD.
Equalization – that’s what the core of the RNG issue is about. They don’t need to revamp the whole process. Just how to obtain the precursor.
I don’t have a problem with it, but I’d rather have a feature where I can just group all panels into one – exactly like inventory.
There has to be also the other methods: The relatively faster “earning” by doing some missions or quests that require experience and skill, and the much slower but easier crafting that requires mostly time.
IE, every 10k achievement points?
4.2k hours played since headstart, +1k gold down the forge, 0 precursor drops yet 4 legendaries and 1 precursor waiting to be crafted all thanks to the wonders of the TP.
If you want a legendary then just buy the kitten thing from the TP.
Yeah cause it’s really cooler to buy a legendary instead of earning it..
cooler? there is NOTHING cool about buying legendary from TP? its called legendary for a reason and to work your butt off to get one. Goal here is to create one
Pretty sure he was being sarcastic.
On a solution side, still no further commentary on getting a precursor every 10k achievement points.