What JS is saying is we players get a price for X stuck in our minds, Hardened Leather at 50c or even 3s so when the price rises to 25s we hoard rather than sell, which would bring the price down. His solution is to do nothing in hopes that when it gets to 50s it’ll be too attractive not to dump our hoard onto the TP and that will crash the price hopefully to the point that the price will stabilize at a level that’ll not encourage hoarding.
Wouldn’t it makes sense just to flood the market with supply? This could cause people to hoard even more, but there’s only so much that players can store.
The fact that you lose target (see targetting thread) when a character goes into stealth (a bug, perhaps?) makes it even more ridiculous.
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Add clones to the list. I NEVER want to target a clone. EVER.
Ayrilana posted the most apt translation of Mr Smith’s post & I wish more folks would read it before commenting.
- ANet is acknowledging that many items in the game have prices that aren’t representative of what the market determines they “should” be, based on how often those items are actually consumed by players.
- This is largely due to players hoarding these items and/or refusing to buy or sell them for values outside of what we the players determine they “should” be,
- and ANet is taking some of that blame. They’ve put the idea of what the value of certain items “should be” in our heads through the pricing of recipes and other things, and we’re stubborn and won’t let that go.
- The bottom line is they’ve determined the best medicine for the situation is to let the market get strained enough until players stop assigning arbitrary values to things, and start moving their materials again.
- At that point, when the market is actually in charge, they’ll be able to use their levers to control prices again. Until that point, anything they do is likely to just create a panic-induced buy/sell craze that swings prices rapidly (largely because of the huge supply hoard out there right now).
TL;DR: it’s going to get worse before it gets better, because that’s the only way they can regain control of the levers on the market. Panic and speculation are ruling the economy right now, not rational decision making. If you want to help, start selling those bank tabs worth of kitten that you’re all hoarding.
(bullet points & spacing by me, not the original poster or Ayrilana)
The only way that I see that happening is if there are desirable items that people want to craft/spend ingredients to buy.
We have the capacity to hoard X items (in many cases our capacity has been boosted by gem store purchases).
Even if John says the things we hoard aren’t going to suddenly spike in value, why would we stop hoarding?
YB in tier 1: Why should a game get boring if people are actually trying to play the system? Try to find a way around it by defending, by guessing where they go and ambush them. If they maphop they can only come from uncontested waypoints, so why is it so hard to find them and fight them?
Because once you find them they map hop again….
I dont have a lot of hours to play, I’m not going to waste my time playing hide and seek and never getting a decent fight.So if they run it’s not good, and when you get them to fight it’s also not good… No way to please you then man.
Sorry I guess I should have said “any fight”. Most of the people I ran across would head for the nearest portal as soon as they saw me. I’ve also had a stupid amount of people just stand still and let me kill them without trying to fight when I caught them out in the open.
I’ve started to just stand still. I can’t wait to see the boastful roaming video of that!
Because forget about thiefs having no support skills, being naturally squishy and having no access to shield/invul/aegis whatever. Lets remove mobility because no one should be mobile.
It’s your choice whether to build to be squishy or not, but I have yet to see a thief wearing PVT because incredible mobility plus invisibility plus giant spike MORE than makes up for it and that’s a problem.
ummm…. didn’t you just say you wanted them to lose their mobility? And PVT gear would kind of kill those massive spikes…….
But at least they’d still have stealth right? That means they could…. um….. stand around not doing anything without you seeing them…..
So basically they could watch other people play the game….Obviously there would have to be some form of compensation, but endless mobility is insane!
….You do realize the mobility is the compensation for not having the innate survivability of the other professions right?
I realise, and imo, it’s overcompensation.
Because forget about thiefs having no support skills, being naturally squishy and having no access to shield/invul/aegis whatever. Lets remove mobility because no one should be mobile.
It’s your choice whether to build to be squishy or not, but I have yet to see a thief wearing PVT because incredible mobility plus invisibility plus giant spike MORE than makes up for it and that’s a problem.
ummm…. didn’t you just say you wanted them to lose their mobility? And PVT gear would kind of kill those massive spikes…….
But at least they’d still have stealth right? That means they could…. um….. stand around not doing anything without you seeing them…..
So basically they could watch other people play the game….
Obviously there would have to be some form of compensation, but endless mobility is insane!
Because forget about thiefs having no support skills, being naturally squishy and having no access to shield/invul/aegis whatever. Lets remove mobility because no one should be mobile.
It’s your choice whether to build to be squishy or not, but I have yet to see a thief wearing PVT because incredible mobility plus invisibility plus giant spike MORE than makes up for it and that’s a problem.
- Let us not forget that endless runaway also equals eternal chasing classes.
- This sort of superior mobility is of incredible usefulness in WvW.
- NOBODY should be faster or slower than anybody just because of the class they chose.
(Post contains personal opinions)
I’m sorry. You don’t plan on doing anything to fix the position you’ve put gunnars hold (EU) in?
I suspect that, in the current situation, they can’t do much for GH until next Link announcement.
I am a little horrified that Yb are having their glicko manually adjusted and not earning their place in tier 1 when they solely play a pvd game and avoid fights at every opportunity.
Tiers can’t be considered part of WvW anymore because of the linkings – weaker servers are paired with strong ones, strong ones get a leg-up from their partners.
The ladder is no longer a representation of how competitive a server is.
So the manual adjustment of glick0 in addition in order to make more competitive matches makes sense.
TL;DR * Ladder illogical because Linking.
Don’t let facts get in the way of a good rant!
Look at the scores there.
154
105
116
That’s a 38 point lead = 76 hours = The matchup is over by Tuesday.
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Nah, the best patch note is still:
Bongo the One-Eyed now has the appropriate number of eyes
It’d take something monumental to eclipse that.
Good call! That was my second favourite.
Is this the best patchnote of all time?
- Fixed an erroneous message that occurred while gliding that claimed miniatures were being hidden due to server population.
I am going to guess they’re doing a drinking game regarding these posts.
Anyway, I’m turning Team off for a while and letting everybody else fight over whether it remains a spamchat or becomes useful x-map info channel.
Because it’s dumb right now.
Most obnoxious: Thief (you could play with a blindfold on)
2nd: Warrior (doesn’t take skill)
3rd: Trap ranger (takes skill)
Debatable: Mesmer (due to stealth, double blink, and alacrity). PU condi needs nerf for other reasons than movement. It’s probably the most successful solo roamer, but it takes somewhat skill to be unkillable.TL;DR: Nerf thief.
How could I not +1 this?! Sensible is sensible.
lol Svarty.. yes that’s true.. that’s why you have to watch the map, watch your buffs, and so on… You can’t just rely on “knowing” something is there.. Just like your food and utility buffs… they time out as well. Your skill buffs, same thing.. It’s all about paying attention and when it comes to the shrines you must pay attention and NOT rely on them being or not being there.
What would be the point of having a buff that never goes away? Now that would just cause tons of forum entries in itself. No, the point of having these shrines the way they are is to that you CAN get buffs if you want to but you have to work for it, and keep an eye on them so you can use them when you need to…
Or you could do what most people probably do which is to NOT be concerned with these fleeting buffs most of the time; use them when you can; carry on…
Please refer to my previous post. I’m not saying that the buff should NEVER go away, just that it should not go away with no warning whatsoever.
Actually it’s quite the opposite. They are very easy to spot when available and very easy to rely on, when available.
- You can see the ‘fall damage’ buff in your list of buffs
- You can see the fog easily
- You can see the ‘Lava Portal’ text over the portal if it’s available.Also, one very quick glance at the map will tell you if the required Shrine(s) are yours.
It’s NOT difficult at all. Seriously if you can’t see when they’re available and make use of them accordingly then you really just need more time getting used to what to look for at a glance.
That’s not my argument. My argument is that the shrines can flip at any time, removing the essential buff, meaning that it can’t be relied upon for any particular strategy that a commander might have in mind.
Perhaps if the best buff were for holding two shrines instead of three shrines, the commanders would be more willing to risk using them, since they would have a 1-shrine cushion. It’s unlikely they would lose two shrines at once.
Its gonna fall on you and others in ur server to teach people how to use them.
Do you think that any commander is going attempt to rely on the falling damage/lava/portal/stealth knowing that the enemy can remove it at any time?
It simply isn’t practical.
The Desert borderland Shrine buffs are such that it’s impossible to rely on them.
- The buffs are increasingly useful,
- It is impossible to use the buffs since there is a high chance of them no longer being available when you do,
- This results in people assuming they are never available,
- The resulting play is that nobody cares about shrine buffs,
- No commanders use “zero fall damage” or “fire portal” in combat,
- Nobody makes any effort to activate them for the buffs/strategic value, just for credit/loot instead.
Conclusion
- I believe that if there is to be a buff, it needs to be reliable, not one that could just vanish when it is needed as part of a strategy.
- The “zero fall damage”, “safe lava/portals”, and “invisibility cloud” are all great ideas, but they aren’t implemented in a practical manner.
- Numerical bonuses would be more appropriate for the “maybe it’s on, maybe it’s off, who cares, it’s just a bonus” nature of the Shrines.
(edited by Svarty.8019)
With 2-1-1 scoring, the problem doesn’t come when there is one strong server and two weaker ones. It comes when there are either 2 strong, one weak. Or one kinda strong, one medium and one kinda weak. In those scenarios both 1 and 2 will gang up on 3 to try and get maximum points.
You don’t get any points unless you overtake the leader. Best way to overtake leader is to attack leader. This is the fundamental point of winner takes it all scoring system.
Two strong servers ticking 300 points each and one weak server ticking 100 points. Strong servers attack weak server. Now both strong servers tick 350 and neither has gained advantage over another.
One strong server ticking 300 points, one midweight server ticking 200 points, one weak server ticking 100 points. Strong and midweight servers attack weak server and split the pot 3-to-2 according to their strength. Now strong server ticks 360 and midweight server ticks 240. Strong server was winning and still is.
I think a better idea might be to incentivize attacking the stronger server by giving more points or more rewards for taking their stuff.
That’s what the extra point is.
I’ve suggested scoring systems that incentivise attacking the top server, but all of mine rely on a “first place at any one time” metric that I’m not sure exists.
I think it’s important to give a leg-up to the weaker servers to make scores more important in matches, for the simple reason that the gap between each world is bigger than it should be in the current scoring system.
I’m not sure, but it seems that every match is decided by Wednesday. This shouldn’t be the case.
No.
I’d be happy without this, but thanks for considering us.
But the generic player enters WvW, sees they have the “outmanned” buff, doens’t see a tag on the map and knows that it might be more fun to play another game.
^^ This! ^^
[..]Servers should be matched based on their total population (tallying in the linked servers as well) or else we are going to have the current situation continue.
That would be a decent first step.
- The next thing to factor in (IMO) is that the worldless bandwagoner population is quite large. Would you expect those players to simply vanish or spread out and settle on different worlds from one another? I wouldn’t.
- Current high-tier servers have reputations. Some worlds are attractive because they have reputations for fights or always being near the top of the ladder.
- Current high-tier servers have many more and/or longer-playtime commanders than lower-tier servers. They would win a match easily because of this.
- Current high-tier servers have night-crews. While slightly less important than before skirmishes, they are still a significant factor.
(edited by Svarty.8019)
I have always been opposed to the 1-up-1-down system because it can be too easily manipulated by transfers.
I suggest some kind of locking mechanism, but it means that at some point players will be frantically transferring, causing all manner of population problems and thus scoring issues.
Linking has made the ladder system a problem. How can you say that one pair of servers is going to be better than another or evenly matched with them? The new system is said to promote good matches, but it doesn’t and it can’t. Glick0 is and has always been a poor matchmaking system (and there’s no way to predict common wholesale transfers). It would therefore be better to try to make all the links competitive with one another (but the McKenna has stated issues with languages on EU servers).
Having slated Glick0, I have to say that the three factors I see in the balance equation don’t include it;
- Transfers,
- Linking,
- Ladder.
Even with Glick0 gone, I believe that having all three of the above is problematic.
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Good points about skirmishes;
- Gives short-term objectives to players,
- Allows losing world to feel as though they achieved something,
- Reduces the impact of nightcaps,
- Allows a much clearer perspective of how each side is doing overall relatively speaking,
Bad points about skirmishes;
- Overall, doesn’t seem to help with imbalance,
- Slightly more complicated, especially for newcomers,
Other points
- Skirmishes illustrate how most matches are finished way before Friday’s reset.
- I would advise against developing a system to award more Warscore for holding higher tier objectives as this will reward an already dominant world.
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All carrot and no stick?
These QoL issues could affect the delicate balance of WvW. That’s why I believe they have not been/will not be adjusted.
In making the links, Arenanet hasn’t taken into account the transfer mentality of WvW players.
That’s it.
My bet is on Piken, sorry FSP (PS has got Jayne).
Also, after this matchup, I’d really love to hear what the devs are planning for the future.
That is without snark, btw.
Prepare to be underwhelmed.
This is a great change, as a regular squad joiner, I offer my thanks.
The only problem with GS on Ranger is the buggy pause after the leap. I don’t know why Anet never fixed it, but I think it’s something to do with it not being one of their favoured “piano player” classes.
Don’t tell anet, but Mesmer is just fine.
Warrior is better at everything, unless you want to do group oriented stuff, I guess.
I use my Greatsword, Eternity to tell when it’s night time so I can eat my Roasted Artichokes/Ghost Pepper Poppers at the right time.
Then I switch to a real weapon.
Do you think “New Builds” are bothersome enough to warrant the development of a workaround so that PvE bug fixes don’t interrupt WvW gameplay?
i cant edit the topic…..ive edited it 5 times with the same stuff but it always fails…and i have to retype it
Notepad is your friend.
We’ve seen McKenna’s explanations about why the server links are as they are:
Explanation #1
Hello everyone,
I know a lot of EU players are asking why Far Shiverpeaks is linked with Whiteside Ridge and Fissure of Woe so I figured I would clear up why this link was made.
Our goal with World Linking is good matches. This doesn’t necessarily mean that worlds in tier 4 are intended to be competitive with worlds in tier 1
Explanation #2
[–]ANET_McKenna 20 points 1 day ago*
[..]It would be nice if World Linking made every tier competitive with every tier but it’s just not realistic. It is even more unrealistic for EU because we avoid linking worlds with different languages. So instead we try make each tier competitive with one another. FSP was linked to be competitive in tier 1.
So my question is: How does the ladder work now?
If you win…
- Do you move up?
- Does your server get more kudos?
- and a better server to pair with next time so you’re competitive in the tier above?
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Best suggestion since Towering Towers. +1
Just an update.
In the recent AMA, Mike O’Brien said some kitten is hoarding all the flax fibres we need to make WvW upgrades:
https://www.reddit.com/r/Guildwars2/comments/53plre/rising_flames_devs_here_ask_us_anything/d7v9en4?context=1000
There’s actually a ton of supply of leather and flax. But apparently the trading price, while expensive, is not enough to get people to sell what they’re sitting on, or to farm them for profit. People have more wealth than they used to and it’s changing behavior. We want to give the market time to balance itself."
#nameandshame
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Anet originally had the host servers artificially marked as Full and there were quite a lot of complaints about this on this forum. ¯\(?)/¯
And rightly so. Imagine if Gunnar’s Hold were marked as full now – it’s a ridiculous notion.
Giving disavantages to the losers in a unfair gamemode that plays 24/7 is one of the worst sugestions I ever heard.
Giving too much stuff to winners is also bad.
I would go so far as to say that rewards for losing should be greater than those for winning.
- The winners already have their bragging rights and kudos.
- The losers need a boost (but not so much that someone could take the boost then transfer to the winning server for next match OR could spend all week winning then transfer to the low server for reward – yes, people would do these things).
Quoting myself because I called it.
I believe the community is actually reaping what we sowed:
- We
asked fordemanded scavenger hunts.- Arenanet constantly tell us that it’s easier to make a weapon than it is a suit of armour.
- The problem with the amount of time invested in making legendary weapons MUST therefore be because of the time required to make the scavenger hunt we demanded (and not the weapon model).
The relevant blog post info fyi.
https://www.guildwars2.com/en/news/legendary-weapons/
The system of legendary journeys we created to overcome this was very deep and immersive, but they were also very time consuming to make.
I suspect that although Legendary Journeys are almost entirely about PvE anyway, the new system just turns the new legendary into (a LOT more of) a PvE-only grind.
It is true that you make zero progress if you’re not in the new map, grinding? What about PvP/WvW/Fracdull/Raiders?
No server out there with the type of the folks on there.
That’s only because they all moved there because their own server died.
Naw, I’m talking about the core.
So am I.
Thanks for highlighting this issue. I made a similar thread a few weeks ago (which has sunk onto page 2 of the HoT forum – BUMP IT!): https://forum-en.gw2archive.eu/forum/game/hot/Flax-Fibres-Still-Too-Rare/first#post6316568
I don’t understand the problem here?
Is it that people don’t believe YB deserves to be moved?
Since the new pairing system’s purpose is to promote “good matches”, there should be no argument here, right?
Obviously, the old ladder-style system is not compatible with this new philosophy and we as players need to understand that we gain NOTHING for winning a match apart from two more lootbags (or four if we get the double-reset bug).
Actually save yourselves is more known has " kill me "
When u pull condis from allies and get your boon corrupted….
I think the idea is that the guardian is shouting “Save Yourselves” to their companions, so they try to run away while the guardian dies. Such roleplay!
Lots of people are going PVT gear with celestial trinkets. I don’t know why.
I still like my old trooper’s runes and haven’t tried duri yet.