The UI being non-customizable was a decision Anet made since they wanted people to “play the game not the UI”, so I guess that was one way they tried to make GW2 different. (I don’t have a source link but I’m sure it can still be found here on the forum for those inclined to find it.)
Personally I don’t mind the UI, but then again I’m not much for tweaking UI’s, I’ll learn to use it instead.
Here you go:
Allowing players to play the game rather than the UI is the third rule. This rule is responsible for the lovely and minimalistic UI, which is meant to convey as much information as necessary while staying more or less out of the way. Important combat information isn’t necessarily going to be relayed through the UI so much as through the game world.
Ironic, considering the ubiquity of conditions and the necessity to constantly stare at the condi-bar.
- I would like to see WvW upgrades used more.
- There’s a reason they aren’t being made more available.
- Who knows what’s going on in John Smith’s head?
- I’d like to know his reasoning behind inaction on flax and whether it is wilful or not.
I can’t put the Lucky Great Rooster Lantern in my shared inventory slot.
Why not? It says Soulbound on USE (so it’s not soulbound), but I can’t share it prior to that commitment. This seems like an oversight or bug.
I think this is especially important in light of the recent drive to sell more shared slots.
Play glass rev. Frontline, backline, doesn’t matter. Insane damage with no cooldowns, 100% crit, pulsing boons, lots of mobility and get out jail free buttons. I wish I could play my ele or well necro, but they just don’t compare.
^ A rev can pretty much push into a zerg solo, take zero damage and you can mash your keyboard and spam skills you don’t even know what they do and down people, then run away with 100% hp still.
My herald gets completely melted. I don’t understand how some people make it work. I suppose I’m not alone, not many people play them.
Yea, i know that he scaling, but imagine that u trying take T3 keep over 30minutes of fights and almost have it, and now some thiefs in stealth came and ress him instatly in 2 seconds. Even you alone ressing one some friends more than maybe 10 sec.
#1. If none of a map blob of players can put AoE rings on the lord, you deserve him to get ninja-rezzed.
#2. Rezzing the lord was always a fun and important part of WvW. The game suffered greatly when the developers (in their wisdom -!) removed banner-rezzing the lord. The epic battles from those times are looked back on with great affection by those who were involved.
(Dawdler.8521 is right – waypointing in zergs only added to the fun)
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1 LARGE wintersday tree rather then the tiny version currently in game.(retool tiny holiday trees to require mats like wreaths and make large tree – made from small ones)
Just this one for me.
This is an interesting idea, but does it deal with any of WvW’s problems?
What I’m seeing is;
- a whole lot of single-server-dominance, and
- no incentive or weakness in which to attack the dominator
How does this idea deal with that?
Necromancer is fun in zergs. Ranged-mid ranged dps role i guess
ele is fun too. there are different variations of eles builds aswell, both supporty and dps-y
Reaper Shroud form is lots of fun, but I wouldn’t recommend vanilla necro. It’s sluggish, boring and lacks escapes.
For population balance reasons, we’ve lowered the population thresholds for a world to be considered ‘Full’. This is to keep the population disparity between high pop and low pop servers more similar.
Thanks. I’m sure everybody will agree that it’s good to see something regarding pops.
I know there will be people crying that they can’t play with their friends, but surely the onus should be on the players to stop stacking and move to a server where they can all play together.
I will let Stephen Fry explain.
The numbers are super relevant. First, and most importantly, they dictate strategy and overall psychology. Secondly, they are a better reflection of server strength. 3 servers in a match should have 3 different scores, not 2. The fact that you, and others are calling the current scoring system somewhat irrelevant is a huge problem. Third, it effects glicko.
The point I’ve tried to illustrate is that there are bigger problems in WvW that corrupt the scoring system and make it seem better/worse than it actually is. i.e. it’s difficult to judge the scoring because of population imbalance/single-server-dominance.
For what it’s worth, I think you’re probably right about 543.
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First of all, if you’re a “third place server,” then you will most likely never place first in a skirmish. It might happen if the other two are asleep. At least in 321, you might place 2nd which is a win in of itself, and improves your glicko. That doesn’t happen under 211.
I find it difficult to agree with this. In the first week of 211, our server was 3rd all week and got an extra skirmish point on Friday morning (I think it was a nightcap) to come 2nd.
“It keeps the matches from being run-away for the 3rd place server”
Uh, yeah, but it’s totally made up. Sure, they’re in the same position as the stronger 2nd place server, but they’re still too weak to win. Why are we punishing the whole system in order to make the 3rd place server feel better? That’s irrational.
Again, referring to my experience as an example, it did seem slightly cheap to win 2nd place in that way. It did add an element of excitement to Thursday, however, knowing that at some point in the following day we could have grabbed 2nd spot.
Yes, they are closer to the 2nd place server, but do you think the stronger 2nd place server will put up with that? No. They’ll just win a skirmish or two at some point throughout the week, in order to place 2nd.
In my example this wasn’t the case. The 800lb gorilla utterly crushed both of the other servers during the daytime. Every. Single. Day.
I never had too much of an issue with the 321 scoring system. My biggest criticism was that it was not that reflective of a servers efforts. I’ve always thought it should be 543 as that would closer reflect the efforts of a server’s war score.
I get the impression that the numbers are largely irrelevant at the moment -
- first place is often determined before the game begins, or shortly afterwards,
- with 211, third place can come 2nd due to one lucky nightcap period,
- even if there were some way to stop one gorilla server winning nearly every skirmish and the other two fighting over 1 nightcap over the entire week, most players aren’t too fussed about winning or losing except that they don’t want to fall so far down “the ladder” that they become a gorilla server themselves – an occurrance that has disappeared into the mists of obscurity due to the “good fights” ideology behind the linking system.
Those are my thoughts. I hope they made sense.
In order to rationalise the change, let’s go over the scenario in detail …
- I believe the original idea was that waypoints would be contested so that defenders can’t just port a zerg in and save the objective,
- Attackers use/abuse the “contested” mechanic by tagging the objective in order to disable the waypoint while another objective is attacked (It should be noted that this does not negatively affect gameplay and in fact adds an interesting element to it),
- The downside is that it is somewhat too easy to contest the waypoint, as (as the OP states) simply scratching a guard causes the waypoint to be disabled,
- The logical solution is (again, as the OP states) make the waypoint become disabled when more damage is done to guard/wall/door,
- This would appear to require a change from a flag system (was any part of the keep/guards damaged?) to a numerical amount system (did the keep/guard take X damage?), which could mean the solution takes more man-hours than Anet are prepared to set aside for this.
I would like to see this happen, because waypoints do get contested too much, but I would place it on a lower priority, somewhere above open field cannons.
If you admit that your idea will be ignored, why do you bother posting it?
Because when historians wonder why people didn’t give feedback and ideas to help the development of the gamemode they love, they can look on the Cache of GW2 forums and see that they did.
WvW Objectives on maps are the wrong colours for many people if not everybody in teamspeak (approx 54 of us atm).
To me it just seems way off, since you need about 150 flax fiber to make 1 Cotten Rope, or something along those lines :/
WvW players need loads of these because they are always destroying each other’s creations.
That’s why your PvE stuff is expensive.
3. (Guild castles and decoration) Guild halls are cool, but I would love if we can claim our own castle in WvW and be able to decorate it for as long as we hold it + add more awesome castles similar to “Stonemist Castle <3”.
I really like this one. If I were to implement it, I would give player decorations a set number of hit points, so they could perhaps build huge barricades of junk behind doors or whatever.
That one has been mentioned a few times over the years. They could do it the minimal way and have pre-made decorated structures, you pick a theme and when you claim something it changes over to that theme. Themes like having a haunted halloween tower, a more medieval looking keep, north pole looking castle with ice block walls, even the eotm keeps have their own themes you could use, etc.
They could sell those themes on the gem store if they wanted like the finishers, and would give guilds a more personal and fun touch to their claims. Speaking of which they could have done a better job with the flags and banners that fly the guild crest on claims, showing the abbreviated guild names which I would think would provide a lil extra pride to the guilds.
For a game that’s about looks they sure don’t bother to explore that much, here’s another outfit and wings.
WOuld you be able to build siege on top of decorations? I wonder if this is one of the problems (possibly along with lag issues) that prevent them from implementing this – additionally, using the decorations to reach inaccessible locations could be a real issue – do you remember when people could run around the outside of the alpine map and get back in at hills?
3. (Guild castles and decoration) Guild halls are cool, but I would love if we can claim our own castle in WvW and be able to decorate it for as long as we hold it + add more awesome castles similar to “Stonemist Castle <3”.
I really like this one. If I were to implement it, I would give player decorations a set number of hit points, so they could perhaps build huge barricades of junk behind doors or whatever.
When I read these WvW forums it seems as though 90% think it’s awful, terrible, no fun and sheer misery.
On the other hand, when I log in to WvW day after day and listen to map/team/guild chat it’s maybe 10% complaining and 90% people seeming to be enjoying themselves.
Similarly, according to the forums, no-one plays WvW any more, everyone left and the game mode is dead. Yet when I play, as I do every day, and not even in NA prime either, I find a ton of people out doing stuff, commanders tagged up, zergs clashing, and structures changing hands.
Not saying everything is kittens and rainbows but it’s not all falling to pieces either.
People come to the forum with ideas for improving the game and expect that some of them might make it into the game.
That’s why they appear to complain – about the things that they see as bad and in need of improvement.
The forums are all about hope and dreams of a better game – “complaints” are a negative interpretation of those ideas by … you.
211 could be ok, but dominant_servers are too strong.
For example, it’s very easy to move that giant zerg around and obliterate all invading groups, especially when dominant_server’s stuff is Tier 3.
I feel stupid for repeating the same thing for four years and expecting different results.
I saw this and thought I would link it for those interested in what WvW was before GW2. There is a featured comment by Jacobs, too.
http://massivelyop.com/2017/01/02/why-and-how-warhammer-online-failed/
Necro OP post nerf pls.
Kindly read my post which begins, “After a year of assessment”.
After a year of assessment, I propose that this change be reverted. IMO it takes away a fun and important element of the game.
Since nothing else seems to be being done about the ubiquitous population problem, I suggest that the next official poll be regarding this instead.
I find it quite a stretch to compare post-tournament population decline to general population decline. It’s my belief that the reason for the current population decline is the horrible meta (which is a multiplied effect of what’s in PvP), prolific crowd control abilities and other HoT effects (see PvP forums). All of these are the effect of the developers responsible leaving the company instead of balancing the abilities. Hopefully their replacements … if any ever get hired … will learn what their forebears did wrong and sooner rather than later.
I like this idea, but judging by past content, I think it would take too much development time to make it worthwhile.
Stop being paranoid, guys! I’m sure there is a perfectly reasonable explanation as to why WvW has been left behind regarding Ascended rewards.
Gaile would not lie! "ArenaNet developers work on, care about, and support the different modes of playing Guild Wars 2 with equal passion, dedication, and interest.”
It makes me incredibly sad to see this in WvW. Its always been my main gamemode in this game but Anet is going to have to make a decision very soon to do something very very drastic, I mean big changes to the game mode to fix it, or just call it quits and say we can’t carry on it with it anymore.
I can’t help but say this is completely their fault. They’ve done so little for this gamemode of such massive potential in 4 years.
I’m interested what will happen, too, since the gaming media (DocGotGame on Twitch, MassivelyOP and Zerolives to name three) have been critical of Anet on the topic of WvW.
I like shield gens, but I agree that being able to rotate shields for total immunity promotes lag via Uniblob style of gameplay, to the detriment (yet again) of weaker servers.
I believe this is a typical example of thoughtless implementation – I don’t mean this entirely as a criticism of past developers (history will do that itself), but rather a warning that future developers need to think about the broad implications of their work.
This is why it’s important that the dev team have actual voice-communication (i.e. community aware) blob and guild and roaming WvW players on staff.
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I think it’s a fact that a lot of us used to care deeply for their server, so here’s my question :
What made you care for your server?
Was it just the name? Was it the community? Is it because “that’s the one I picked and I ain’t moving” stubbornness?
I’m just curious.
The fact that other players care makes me care. I am often fatalistic about our chances and other people keep trying. That makes me come back and try again.
Well of course there is no reason for vets to play. Its not like sPvP is gonna teach them how to perform surgery on a horse or something.
Well done, sir. Well done. /golfclap
It seems we have only have 1 build and all others must continue to suffer the wrath of the nerf bat nonetheless. /facepalm
They can (but don’t) judge who to nerf by measuring how successful a particular class is in PvP.
If you can Alt-F4 before they lay any damage on you, they don’t get credit for killing you.
I think we can leave the scoring for now and move on to population imbalance.
;)
Zergs have safety in numbers, they don’t need to prepare for a solitary guy. That’s why you can do all your PvP stuff to one of them at a time.
Sadly, it’s;
- Ridiculous to be stealthed all the time,
- I mained stealther in DAoC way back when and they’re still OP over 10 years later,
- not fun to be on the receiving end of.
For these reasons I expect nerfbat.
My opinion: Thief should not be able to take entire build from PvP and just use it in WvW with no changes. Every other class has to change their style when they move to WvW.
I would also like to see a removal of the supply requirement for stealth traps. This would increase their use many fold.
I have other reasons why I dislike stealth (target removal, mainly) but I’ll end it here.
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It’s not just WvW. The whole game needs direction. MO isn’t able to do all the jobs and (I guess) they are trying to replace all the senior staff who’ve gone. All of this has led to their lack of direction being second biggest disappointment of 2016 over at MassivelyOP:
http://massivelyop.com/2016/12/22/massively-ops-best-of-2016-awards-mmorpg-disappointment-of-2016/
[Correct at time of writing]
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Imagine a zone where there are some elements of PvE with elements if PvP. Some of the logistics might be tricky, but if pulled off correctly, could make for an interesting zone.
Key points:
1. No cannons, arrowcarts, trebuchets, or other strange WvW buildables — this is exactly what I’m trying to avoid.
2. A starting safe area for all coming to the zone
3. Bosses/champs or series of bosses with lucrative loot. Loot can also be stolen by others, say if they do more damage (or Nifhlel style of last hit wins)
4. Players can be killed by other players in unsafe zones
5. A way to form teams/squads, or perhaps teams of 5 is enough? Was thinking perhaps an LFG tab only visible while inside the zone.I think ANet should try this. Ofc more details need to be worked out, but yeah, had to get it out of my system.
icy`
This sounds like an idea for a whole new game! Good luck with it.
I like 211, but in many matches the disparity in manpower between first and second seems so great that second and third will never win a skirmish except, perhaps, in a nightcap.
This is a direct result of server stacking and can only be resolved by a solution which addresses it.
- I fear that many good scoring ideas will go by the wayside because they won’t work while server stacking/population/coverage (call it what you will) exists, no scoring system can overcome it.
I hope that everybody who enjoys these activities gets the skins they want.
… and remember, in the future robots will do all the repetitive jobs so we can play.
IMO:
- These aren’t gambling: to gamble you must have something to lose,
- rather, these are all chance-of-a-bonus
- I suggest 50/50 chance that the opponent gains the bonus instead of you.
Why not try to grind the WvW one? Might take more than just a season or two.
There is a WvW backpack?
The Joke
^
You O.o
If you’re saying it was joke, was a failed one imo.
Nope not failed… there is no WvW backpack, probably never will be hell Pvpv got ascended before WvW bahahhaha
Failure is relative and I bet there will be a wvw backpack one year, if the community is vocal enough about it.
Correct me if I’m wrong, but I don’t recall the PvP community being particularly vocal about wanting a legendary backpack, so why should communities of other modes be?
Having said this, I’m sure every WvW player will tell you this isn’t high on their priority list. I was just making a point.
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We’ve lost so many devs that the only people who know what wvw is all about are the players.
In looking it up the past year, quite an amount have gone to you know who.
Everybody knows it’s Amazon Game Studios
Colin Johanson
Jeff Grubb
Eric Flannum
Jon Peters
Josh Davis
… and that’s just some easy ones.
I think we can say it without summoning Beetlejuice or Candyman, right?
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When one side dominates the other two, it’s just not a competition. The skirmish system and/or new scores won’t change this at all.
There must be a reason why Arenanet won’t commit resources to creating a solution to the “dominant server” issue. Assuming that Gaile is correct when she says that “ArenaNet developers work on, care about, and support the different modes of playing Guild Wars 2 with equal passion, dedication, and interest.”, I’d say the solutions thus far are woefully inadequate when compared with the solutions that have been generated for other modes of playing. The resource allocation doesn’t appear to be even among the modes. Not by a long chalk!
The original vision for WvW was implemented by people who played and enjoyed RvR-style play. Like Brad Hallisey. Back then, the guards would kill spawn campers, like in Dark Age of Camelot, as I would recommend.
Here is Brad in the new video from Camelot Unchained.
I’m looking forward to sampling Brad’s latest work. I suppose other WvW players should be, too.
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Why not try to grind the WvW one? Might take more than just a season or two.
Wow, you got some pretty art there, PvP. Gratz!
… and that’s the truth! … Probably. Possibly. Maybe. [edit]Evidently not.
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I saw him in person once. I had to use a magnifying glass, of course!
Necro doesn’t have tools to compete in PvP. Pick another class, you chose…. poorly.
This is how mental it gets: https://www.youtube.com/watch?v=qipMu_1-oYk