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The players have done really well with the gear available to them. I hope for the implementation more varied costume pieces in future.
Don’t hold your breath. Nearly all of Arenanet’s effort seems to be being poured into the Play-It-Once™ Living Story. Granted, it looks great, but that only makes players of other content more resentful.
Sure, let’s remove every class’ most powerful ability. Equality, right?
Is this kind of concept too far fetched to the future of WvW in GW2?
Yep. Anet prefer to commit resources to play-it-once content.
Is this kind of concept too far fetched to the future of WvW in GW2?
Yep. Anet don’t like to commit resources to replayable content.
If they’d remove Stealth, there would be no need for Stealth Traps.
As long as bandwagoning is tolerated [etc]
Did you see the devs’ idea for WvW “New Worlds”?
How do they expect new worlds to be a solution without big changes to the transfer/bandwagon system?
Datestamping this: 28/11/2016
I’d say FSP is the best fighting server (at the moment). Some of Piken’s commanders no longer tag up after being obliterated by FSP a few times, then linked with them for eight straight weeks.
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Can we have a counter to Binding Roots yet? I mean, we’ve suffered this rubbish for 4 years and Jon Peters has gone so… maybe the new guy will feel differently?
Ah yes, you’re right. Skirmishes help reduce the impact nightcapping.
Sadly, the score disparity is not often enough impacted by nightcapping anymore. This appears to have clarified that many matchups are blowouts due to across-the-board dominance via map coverage/overall population thanks to server stacking.
Despite my many criticisms, I appreciate that Arenanet have made efforts towards solving these issues.
I am inclined to agree with one commentator who suggested blowing up WvW. Even Arenanet suggested doing so: https://forum-en.gw2archive.eu/forum/game/wuv/New-Worlds/first
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- I would advise against developing a system to award more Warscore for holding higher tier objectives as this will reward an already dominant world.
Self-quoting because of the new patch… and…
I love to say I told you so.
what do you think thief needs to be balanced
- Cooldowns – like every other class has.
- Removal of Stealth – a broken mechanic in every game that has it.
- Two dodges, like everybody else has.
These may seem like nerfs, so obviously some compensation should take place. I leave this to the designers to design.
If you would ask 100 Gw2 players a question: "What 3 traits define Thief or Daredevil profession in your opinion? " 103 of them would say: 1. No cooldown. 2. Stealth. 3. Having more dodges
And you would like to take all of those above away from Thief? No offense man, but you just made Thief in to old, dusty, unoriginal, not at all interesting trash can….godkitten …. trash can. That was complete nonsense, sorry.
With all due respect, I disagree. The reason being that the above abilities make the Thief overly powerful when compared with the mortal classes.
In addition to this a lot of people me included say that server pride/identities started to die out on the introduction of mega server, and i think thats partly down to losing the days that we were able to go to LA (or any other busy city), and call for help/recruit/or even encourage WvW activity through PvE/PvX players. People dont bother these days because if they were to try this in LA these days a lot will be from other servers.
I expect MO to give an interview when he finally retires (he’s probably a nice guy and I don’t wish/expect this to be anytime Soon™) and admit that WvW was a thorn in his side from the get-go.
ESO has been f2p for 7 months.
pretty sure its b2p with an optional subscription.
Regardless, it’s still a terrible game.
Copying a terrible game would explain why this new name plates thing is terrible, I mean really, it’s like a child thought of it, my server is currently red, I see allies with green guild tags and red spots above head, I see enemy’s with red guild tag and green spots above head or blue spots, it looks like something they knocked up in 5 mins. Try harder Anet.
Just to clarify, I will never use it.
I suspect that the spot was going to be a placeholder while they got an artist to knock up some rank icons, but then they realised the ranks repeat through tiers (bronze, silver etc), so abandoned the whole idea.
The design of WvW has been half-kittened since launch.
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Hey guys, the poll on Scoring has closed. I’ll repost my response on that thread here, for continued discussion:
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-Poll-13-May-Scoring/page/2#post6161438The poll has ended! The finals votes were:
- 38.4% – Adjust scoring to be relative to current activity and population (Large)
- 19.0% – Provide features that increase a team’s ability to recover from large point disparities (Medium)
- 13.7% – Modify objective scoring to be relative to upgrade level (Medium)
- 10.0% – Change WvW Tick timer to 5 Minutes (Small)
- 8.3% – No preference
- 6.2% – Rebalance scoring for actions that are not included in Points-Per-Tick (Small)
- 4.3% – Implement scoring for objective capture (Small)
So what are our next steps? The team is going to prioritize work on the Skrimish (time-slice scoring) system that was outlined in the Let’s Talk Scoring… forum thread. This system will be a big step to resolving the community’s top voted priorities: Adjusting scoring to be relative to current activity, as well as increasing a team’s ability to recover from large point disparities. It’s also a prerequisite to work on the outlined Action Level system, which would multiply score during periods of high activity, further addressing the top voted concern. Also, we’ll likely be able to periodically deliver the small features, like reducing the tick timer, while we continue work on Skirmishes.
This is a living process, and we plan to continue polling players to determine our priorities, doing live beta testing of features, and then polling again to determine if players are happy with those features once they’ve had a chance to actually play with them. [..]Thank you to everyone who voted and left feedback!
Bumping for An Update: Late November 2016. Implementation Autopsy.
- Skirmishing was implemented. Consensus seems to be that Skirmishes are okay, but not a game-changer.
Skirmishes do not fulfil the above remit of adjusting scoring relative to population size.
Skirmishes do not fulfil the above remit of facilitating recovery from large point disparities.
Why implement this? - Only 13.7% thought that the new “more PPT for holding objectives” would be a good idea.
Why implement this?
The result is that it makes strong sides stronger. As was always going to be the case.
Conclusion:
- Arenanet have repeatedly implemented new systems, under the guise of solving problems, that don’t address the problems.
I propose that the problems identified must be tackled head on instead. It’s long past time that we had a metric for simply monitoring who is leading at any one time. Making scoring more awkward for the leading side would go a long way towards keeping the scores level and making reset day a dramatic conclusion rather than a welcome relief.
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“Make Defending Possible”?
To this end, I propose bringing back bannering the Lord. It was fun, made defending seem more feasible and frustrated the dominating servers.
This is exactly what defending should be.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-November-21-2016
Upgraded objectives now reward more war score per tick and when captured.
Points per Tick/Capture:
Objective Base Points Secured Reinforced Fortified
Camp 2 3 4 5
Castle 12 18 24 30
Keep 8 12 16 20
Tower 4 6 8 10
Sentries and shrines now grant 2 war score on capture.
Does anybody here see the logic in this?
I don’t see how this improves WvW at all. How, for example, does this tweak make weaker sides more competitive (in PPT terms, ofc)?
what do you think thief needs to be balanced
- Cooldowns – like every other class has.
- Removal of Stealth – a broken mechanic in every game that has it.
- Two dodges, like everybody else has.
These may seem like nerfs, so obviously some compensation should take place. I leave this to the designers to design.
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To me, it smacks of brand reinforcement. Something that reminds us all that this is the GW franchise.
The Flameseeker Prophecies shield clearly can’t be topped, so they’ve had a laugh with the new one. That’s fine.
It does seem to be a lot of expense (man-hours), but hey that’s legendaries, I guess.
I can’t really complain about this. It’s a shame shield skills are only good on a few builds, so I don’t expect to see it much.
I would like to see the bloodlust gone complete and every borderland map have its middle area reworked into water + island in the middle. Just like the original Alpine borderland had in 2012-2013, but make the central island a bit bigger and be of more importance.
Bloodlust is NOT a good game mechanic at all, because:
- it adds powercreep (we already got too much of it)
- adds to server lag and requires more server resources to calculate
- really does NOT help the weaker side to make comeback vs winners
Wow, I completely agree with this. That was a surprise!
The parent company, NCSoft. What I would love to see is ANet and NC separating, ANet becoming an independent company.
As much as I have enjoyed some NCSoft games, I have to concur. They are a terrible company. They shut down City of Heroes #NeverForget
And really, having a 4-day weekend will allow us studio folks to play even more!
I look forward to seeing you in WvW…
Haha, I made a joke. So cynical.
I would like this map to be changed in several ways
- Ability to climb up to the top of the towers (& treb/cata/AC from the top)
- even better shrine swiftness etc
- something in the middle
Whilst I’m definitely not a fan of the Ruins in the alpine maps OR Threather.9354’s idea, I do approve the notion of replacing the giant laser event with something else. One concept suggested by a GvG commander on Piken was to lower the current structures so that they can be used as simple geographical obstacles to fight around and aren’t these huge problematic structures that have to be navigated around. Falling off wouldn’t be such a big deal either.
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I thought cannons were ok.
- People used them,
- they were a bit different and
- didn’t seem OP.
What about you?
Sorry to see them go, it was a really nice convenience to pop in there, craft whatever, then back out. Having to WP to town and back isn’t nearly as smooth.
Another QoL gone from the game.
Yes, but now you will spend RL $$$ to buy Captain’s Airship Pass for the same convenience. Right?
any reason we shouldn’t have more ppl come play if all sever has queue?
I don’t care about that at all. EotM is the overflow for WvW maps. An inordinate amount of development time was spent creating it – SPECIFICALLY for people who are in WvW queues.
My #1 issue?
- WvW team is way too small, out-of-touch and don’t LOVE their designated game-mode.
Doing nothing is all very well, but John Smith’s inaction means;
- prohibitively expensive upgrades in WvW
- the work of developers is reduntant because people don’t use (camp) upgrades
The fact that this isn’t being addressed is seen by WvW players as apathy on the part of the developers and thus Arenanet’s reputation is further damaged.
Frankly, I’m not surprised that Arenanet have developed vast swathes of wasted content: their philosophy of emphasising play-it-once story content is mind-boggling!
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In the past, I was always opposed to this solution because it;
- Incentivises people to suggest that other players leave maps in order to reduce enemy zerg’s impacts on the score. e.g. Abandon the map entirely rather than have small groups/soloers capping camps.
- If the score were to adjust depending on the total number of WvW players a server has on ALL maps (excluding EotM, for clarity), that would make more sense to me.
I want the matches to seem;
- fair-sided ,
- winnable by any of the three sides,
- until long into the week (so it’s not over by Monday)
I’m not 100% convinced the OP’s suggestion does this, but it seems something that would be better than the nothing that we’ve got in the pipeline. Does this sound desperate? It’s meant to.
I bet next summer will we get a huge wvw update called “GW2 Factions”!
Judging from my four-year experience, I confidently predict there will never be anything huge implemented with regards to wvw.
Nah the balance team thinks we are in a good place…
Confirmed: “in a good place”, aka “we don’t know and we don’t care”. Guardians had at least three years of that.
Ye guys, keep playing (and being farmed) for long enough and you will magically improve and win!!!
In other news: Jam tomorrow!
We wouldn’t force players to move worlds but stacked worlds would have a high chance of never opening for transfers again since we would be lowering the population player cap on all worlds. So for example in NA worlds like Blackgate and Jade Quarry would stay “Full” and wouldn’t be open for transfers unless player started to transfer off.
Sooooo basically the same situation they’re in right now….
Yeah this would change nothing.
Pass.
I’m tempted to agree with Jim, but I think some of the proposal is sound.
- I believe there is a lack of incentive to de-stack
- If each world had half of the population of a currently full server, teamspeak might seem somewhat empty
- People would re-stack again because they are sociable
- A lot of stacked people are already in communities that they are happy with
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1. Which proposal is your favorite?
- Solution #1 is the best but ONLY if changed as detailed below.
2. What, if anything, would you change about any of the current proposals?
- The name should be an amalgamation of the two server names. Everybody knows who the servers are because they are in the name of the “alliance”, thus neither server loses identity.
- The alliance name always and only has word-parts which are already in the server names. e.g. “Ring of Vabbi”, “Gunnar’s Mouth”.
- Minor detail: If a part of the name is not unique to a server, it should not be the ONLY part of the name used in the alliance name. i.e. not just “square” when Piken Square or Vizuna Square are matched up, you would use the unique part of the name i.e. “Piken” or “Vizuna”.
- Minor detail: If you want to put many servers in one Link, it DOES mean the names will get long. Maybe some truncation would be permissible in this instance, but each server should be clearly represented.
I’m looking forward to seeing Gunnar’s VabDara Rock vs ArborRidge Under Fire.
3. Is there another proposal you think is better?
- No.
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So here is my question: what does end game consist of?
The end game consists of:
- WvW.
- There is also some mining and harvesting personal instance/guild hall nodes and playing the market (flipping).
- In addition, you can make decorations for your guild hall.
Every few months there is a story and a mundane new PvE map that nobody will revisit when the next one comes out – you know, the same mundane MMORPG demi-content you can get in every other game.
Thank you!
You’re welcome.
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I want what Crowfall and Camelot Unchained are planning to give, and if i dont get it i will simply move games.
MO doesn’t care. He likes to make Play-It-Once™ story content.
I managed to kill a guardian at the back of a zerg by putting marks on it and slowing it down enough for it to lose touch with the zerg. Instead of fighting back, it just kept trying to go back to it’s friends. What a noob! PWNT! #OPNecro!!
I think people are right to point out that many of the ideas from previous polls haven’t been implemented or implemented in a manner that would really change the game dramatically. I wonder if they were abandoned and for what reason.
Reminder. http://dulfy.net/2016/05/09/gw2-plans-for-wvw-scoring-overhaul/
…
1. If I have to gear myself to counter one class, then that class is broken. Also not every class has Stability, and most don’t have enough to keep up with the gimmicks.
2.You pretty much said here an anti-condi warrior is immune to conditions.
3.Stuns. Once again few classes have a consistent source of stability.
4.Leaps + stuns + 25% runspeed. You can’t kite warriors.
5.I have never seen any class catch up to these warriors. Yes, Mesmers and druids can keep up for a the initial dash, but with Ancestral grace and bink only giving 1,200u for 18s/30s. The warriors 2,250u every 20s beats them considerably.
and if your wondering. the leap combo is Rush+Whirlwind+Savage Leap.
It could be worse, you could be trying to fight a thief. Haha!
Honestly, I don’t know why everyone thinks Necro is a free kill, or even weak. I like to roam/havoc with mine when I’m not on my mesmer, and I do very well. Most of the encounters I have I win, unless I get outnumbered or ambushed while taking a camp. When I get those encounters where I can’t -win-, I either stall the enemies for a very long time, or just slowly but surely get away.
I can understand the stalling part somewhat as they can be very good meat shields. But “slowly but surely get away” ???
You must have other Necros chasing you.
Well, I certainly don’t out run anyone, but some people end up just giving up and turn away.
I find that I survive best when I stand behind small ledges and los my name tag.
#necrostealthOP
I find that I survive best when I log off and play another game instead #necrostealthOP
I got a Merchant Express, a Tome of Knowledge and a Trick-or-Treat bag from my free key&chest. I can’t complain.
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I think Skirmish adjustments are more important than the matchup system because *
- although a matchup can determine how fun an entire week is (and in some cases it has been so uneven to have been unplayable),
- the Skirmishes are a good short-term objective that a Link can focus on no matter how poorly they are doing overall (though I have yet to see a coordinated effort happen in the direction of winning a particular skirmish).
I hope the developers give BIGGER REWARD to the LOSING SIDE, note that nobody is trying to lose and won’t try to lose even if the reward is for losing.
- A more balanced game-mode overall that any side could win come the end of the matchup (then Anet could think about moving reset to Saturday)
- Populations to make sense and be even in each matchup
- Sides who are being dominated should be given huge advantages that can even up fights, ways to get back into the PPT side of the game (see 3)
- Massive incentive to attack whoever is leading at any one time (at the moment, it makes sense for the loser sides to attack one-another instead of the dominator).
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I saw a recruitment message in PvE today, it said, “PvX guild we do everything, [..]”, but it didn’t mention WvW in it’s list of activities. I asked the person why that was and they said, “We are all on different servers, I’m on [the smallest one, EU].”
This said a lot about the problems WvW suffers, particularly getting new players into WvW guilds.
Arenanet has done too little to service the WvW community. We all know that WvW could have been a complete game in it’s own right, and wouldn’t need half of the servicing of the play-it-once Living Story.
Sadly, after an ill-advised development investment in Edge of the Mists, MO decided to allocate resources elsewhere.
My point is this: Linking is what we’ve have, it’s never going to get any better, don’t look for it, be happy with what you’ve got because nothing is going to change. They can keep adding servers to the link-lists and don’t have to revisit the coding department.
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It’s nearly as ridiculous as stealth. I don’t expect it to ever be fixed because;
- They are just tweaking numbers here and there now,
- Most of the staff appear to be Living Snory/[costume/weapon/glider] designers
I’m such a liability that I can’t even add on a small scale fight anymore until I know my side will win.
The Balance Patch (yes, legend says there was one, but I don’t believe!) says we’re fine, so it must just be me (and the OP).
For the record, this is the NA version. Here is the EU list : https://forum-en.gw2archive.eu/forum/game/wuv/EU-World-Linking-28-October/first#post6382360
The year is 2016.