221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Mechanics aside, the druid is a powerful healer, like the tempest, in its own ways. The healing makes us a top-of-the-foodchain hybrid bruiser in leagues, and the top healer spot in spirit vale in competent groups. Every other 9 players brings something of their own to keep them topped like their own heal and the know how/dont stand in red. Our buffs to raid damage surpasses tempests personal dps. With raw healing and stats in mind, i dont see us needing or getting any tweaks to that.
That’s awesome! Where is the super awesome great zerg healer?
And ele can do lots of things too that ranger can’t, also it wipes the floor with ranger/Druid on many meta levels… Been that way for a long time…
And no, before you say or ask again, I don’t consider stationary stacking at bosses spamming stuff as a good measure sorry. This is a highly movement oriented game, zergs move and teams move around in wvw… I want that Druid that was sold to us, but ele does that better too… Or how much of a better bunker (among the better than Rangers bunkers there are) ranger is with CA self heals either…
Also, ele functions far better when focus fired on and under pressure… Standing back and free casting from safety is not a “real” test of profession strength. Plus healing is not gated on ele.
(edited by Swagger.1459)
When are we going to get this great healer as advertised in the twitchcon video? So far the elementalist does this “healing job” far far far better and smoother and more consistently… Plus this profession sits at the top of the meta food chain too! Pretty cool if ya ask me.
Maybe time to wipe away the “burst heal concept” and go for a more dependable mass healer form. Heck, just make CA a perm form and completely seperate specialization from the Druid… Make Druid a much much better hybrid healer/dpser! Ohhh, maybe Druid be the hybrid heal/burn condition/control build? All those would be great! Seeing THOSE happening would be more in line with the absolutely awesome and unique and different and amazing Anet we know and love! It IS within you all! I believe!!!
Maybe check a game like city of heroes and see how vastly improved professions and powers and combat and individual roles and team roles and you name it… can actually be…
http://paragonwiki.com/wiki/Archetypes
Again, this healer would be much appreciated and accepted by the community… Some of us would hate to see this profession’s meta build being regulated to the “super self healing bunker” with a couple of okish pet choices forced on us for the next 10 years…
https://m.youtube.com/watch?v=K2ZHhJQn0B8
You two look very beautiful and dashing in the video!
Cheers!
This is an amazing thread by the way, there is undoubtedly a plethora of super ideas from this author…
https://forum-en.gw2archive.eu/forum/professions/ranger/Healing-design-real-talk-updated/first
(edited by Swagger.1459)
Because Signet of the Wild canceling other transformations is a feature.
Well Rangers and Druids and Celestial Avatar form and pets have a lot of features then.
EotM could be called an extention of the WvW color coded system. Could be called an overflow of stacked servers creating further unbalanced matches. But it does not work like a real WvW alliance based system should.
Why don’t we just call it mega-alliance so people don’t lost in semantics. EotM does not do alliances. All it does is create overflows for servers that are stacked. There is no chance of balance, only last a few hours, nothing like what a WvW mega-alliance-server system would be.
^^This I believe is the correct term that could properly be applied to EotM…imho.
We have too much confusion masquerading as truth…
Thank you for eloquently explaining it to the WvW Community.
Now we just need an educated & detailed explanation how such a WvW mega-alliance-server system would work.
Advocates of this Base Map Mechanic need to get serious & explain it to the WvW Community so we can understand it & at least give it a chance to be embraced.
I’m still skeptical that this Base Map Mechanic will work as I’ve envisioned how WvW should be.
So far it’s all been smoke & mirrors.
Cut everything in half and divide evenly…
Example…
24 NA servers can be made into 12 even alliances
12 alliances then fight each other and be placed in tiers/ranks with closer to equal numbers…
Tier 1- Alliance vs alliance vs alliance
Tier 2- Alliance vs alliance vs alliance
Tier 3- Alliance vs alliance vs alliance
Tier 4- Alliance vs alliance vs alliance
All is same, just everything cut in half and bonded by mega/alliance…
You still have your server side and your server friends and your sever guild, but you fight along with another server to win… Make new friend and competion teams are more equal by the numbers so it’s more fair…
EU can shuffle in the three servers to make it 24 instead of 27…
Simple and effective…
Edit- IF server stacking becomes an issue in the future, devs can switch alliances to keep things equal… Or if they want to mix it up for fun then they can do annual alliance changes… Whatever, but the “maths” are simpler and more effective this way…
Edit 2- all the “cornerstones” for all this are already there…
Edit 3- we can even do some simple math right now for fun…
https://leaderboards.guildwars2.com/en/na/wvw
YB + ET alliance vs JQ + DR alliances vs BG + AR alliances…
Take em and combine by highest and lowest rank…
Put em all together and let me duke it out from tier 1-4 rankings based off of equal numbers now…
Tournaments have equal numbers and all servers have a better chance to fight to be number 1…
See?
@Swagger
So is the above how you envision MegaServer will work in a WvW Context?
“We have too much confusion masquerading as truth…
Thank you for eloquently explaining it to the WvW Community.
Now we just need an educated & detailed explanation how such a WvW mega-alliance-server system would work.
Advocates of this Base Map Mechanic need to get serious & explain it to the WvW Community so we can understand it & at least give it a chance to be embraced."
Read my other posts and let me know if there is still confusion.
I eloquently explained things in an educated way, along with much much great detail, so where was my thank you 11 days ago, and where is my thank you now Diku? Hmm?
This advocate has been serious the whole time while you’ve been dismissive and deflecting, are you finally going to start to be serious now?
It’s strange how you are considering you carry such strong server pride and honor, yet I’m fully expecting you to be dishonorable again and dodge these posts.
(edited by Swagger.1459)
As far as I’m concerned any situation where people from more than one server are placed together on the same side counts as mega-server – I’m not that fussed about the nuances of how they get grouped.
The whole aim of such a “mega-server” is to fill a map with players. Doing this across NA and across EU servers means some maps will be full and others will be less full. The full ones will zerg – what else can you do when the map has so many people on: as soon as one side groups up to gain an advantage the others must too.
The less populated maps might allow for roaming or small group combat but people joining for a big blob experience will either taxi out or quit to return later. So it is quite likely that low population maps will either close or fill up and blob. This is exactly what happens in EotM instances. I thought one of the issues the new Deserted Borderlands was designed to “fix” was blobbing… so surely going to a “mega-server” system that promotes this is crazy (Oh, I forgot we’re talking Anet here aren’t we. Would they really introduce a system that promotes blobbing on an unpopular map designed to prevent it? No, surely not.).The day that WvW turns into an extended EotM will be a very sad one indeed.
The is no flawless system when human individuals are the deciding factor…
Mega/alliance is better because the chances of having more equal numbers is increased…
There would be an overflow map that was unbalanced but what can you do? Compared to what we have now which is tier 1 (which is dying as well) and the rest of the tiers…
An absolute perfect matching system for mass combat does not exist. Even if wvw were a one, and only one, supermap where every single player was put, you would still encounter player number disparities at times and for different reasons…
One thing we can agree is that wvw has been bleeding out for a long time. That is not good, nor is the jumping to high tiers in search of players and more “fair” match ups. Yes, wvw needs many things, but there needs to be something in place that addresses population issues as much and as consistently as possible.
(edited by Swagger.1459)
Again, “Megaserver” is the term used to describe the player pooling tech and mechanics, you are arguing semantics because you lack any real understanding or argument…
This if from your thread… Maybe it’s time to get to some serious reading done for yourself… Or are you going to drag your lack of understanding to a third thread now?
Paying attention helps to progress topics, just remember that please, because you like to talk in circles.
You still don’t seem to understand how EotM works. The “player pooling” still occurs in the WvW servers, then it is carried over to the EotM overflow maps. If you are unaware the strongest servers are usually the green color. When you carry over the concept of one color being stronger into EoTM you instantly get imbalance.
This really isn’t that hard to understand if you know what your talking about. I bring up semantics because calling EotM a “megaserver” is very misleading. The way it works is strange. It was meant to be somehow linked to the servers, as evidenced in the “supply drops” you get in WvW.
Wvw is not eotm. Eotm is not wvw…
Eotm allows for all green servers and red servers and blue servers people to play on the same map… It pools them… Eotm is a shared lobby where players can wait for their wvw server if there is a queue or Eotm can be played as a game in itself…
Wvw maps are restricted to specific individual servers.
Heart of the mists spvp lobby is like eotm… Matches are like wvw, except here you can form teams and fight against players from all servers…
Simple concepts really…
“Megaserver”/player pooling/map sharing/map accessing… It’s the core map technology at work… I really don’t give a hoot what you call it ok?
Is this arguing for the sake of arguing? Do discussions of map technology have to be over explained after two years of implementation in every part of the game except for wvw?
Most players can equate what it means when you say “megaserver”… It’s an established given that most players get… We don’t need to break out dictionaries and pull an entire topic off thread to explain and explain and explain and negotiate and niggle and discuss this simple map concept that was given a name… That name was “megaserver”… And the technology is synonymous with that word…
Am I next going to be asked to explain the actual coding process behind the entire game and what hardware Anet uses and how many staff members are in what department and what their degrees and salaries are?
And it’s this silly banter stuff that the forum specialists and devs are reading and they are doing a /facepalm…
Diku has spammed like 3 different core topic threads (plus 10 subtopics threads designed only to gain exposure to his core idea thread) about the exact same ideas basically, with different titles (but all the same core concepts), yet has zero idea what it is when you say the word “megaserver”… 2 years the tech has been in place in a pvp setting (eotm), yet he/she can’t conceptualize it still… This map tech is in place doing its things, and 99.9999999999999999997% of us already understand and can envision what the simple word “megaserver” would mean for wvw, yet I get spammed by a few of you in this thread because of a lack on understanding and use of a single word.
Do I know what Colin is going to say? Obviously that’s a no… But “population balance” is going to happen and I’m pretty sure magaserver map tech is going to be used… Either eotm style or alliance style… Still megaserver tech…
Have I sufficiently explained myself?
(edited by Swagger.1459)
I’m going to let these conversations sink in to you for a while…
You obviously do not understand and I’m not going to derail the topic with having to explain general terms like “megaserver” that are used to explain the player pooling tech involved…
You can argue if you really want, but I’m not going to engage in a word sementics war with you because you prefer to run in circle and argue instead of progressing the conversation forward…
EotM could be called an extention of the WvW color coded system. Could be called an overflow of stacked servers creating further unbalanced matches. But it does not work like a real WvW alliance based system should.
Why don’t we just call it mega-alliance so people don’t lost in semantics. EotM does not do alliances. All it does is create overflows for servers that are stacked. There is no chance of balance, only last a few hours, nothing like what a WvW mega-alliance-server system would be.
^^This I believe is the correct term that could properly be applied to EotM…imho.
We have too much confusion masquerading as truth…
Thank you for eloquently explaining it to the WvW Community.
Now we just need an educated & detailed explanation how such a WvW mega-alliance-server system would work.
Advocates of this Base Map Mechanic need to get serious & explain it to the WvW Community so we can understand it & at least give it a chance to be embraced.
I’m still skeptical that this Base Map Mechanic will work as I’ve envisioned how WvW should be.
So far it’s all been smoke & mirrors.
Again, “Megaserver” is the term used to describe the player pooling tech and mechanics, you are arguing semantics because you lack any real understanding or argument…
This if from your thread… Maybe it’s time to get to some serious reading done for yourself… Or are you going to drag your lack of understanding to a third thread now?
Paying attention helps to progress topics, just remember that please, because you like to talk in circles.
Cut everything in half and divide evenly…
Example…
24 NA servers can be made into 12 even alliances
12 alliances then fight each other and be placed in tiers/ranks with closer to equal numbers…
Tier 1- Alliance vs alliance vs alliance
Tier 2- Alliance vs alliance vs alliance
Tier 3- Alliance vs alliance vs alliance
Tier 4- Alliance vs alliance vs alliance
All is same, just everything cut in half and bonded by mega/alliance…
You still have your server side and your server friends and your sever guild, but you fight along with another server to win… Make new friend and competion teams are more equal by the numbers so it’s more fair…
EU can shuffle in the three servers to make it 24 instead of 27…
Simple and effective…
Edit- IF server stacking becomes an issue in the future, devs can switch alliances to keep things equal… Or if they want to mix it up for fun then they can do annual alliance changes… Whatever, but the “maths” are simpler and more effective this way…
Edit 2- all the “cornerstones” for all this are already there…
Edit 3- we can even do some simple math right now for fun…
https://leaderboards.guildwars2.com/en/na/wvw
YB + ET alliance vs JQ + DR alliances vs BG + AR alliances…
Take em and combine by highest and lowest rank…
Put em all together and let me duke it out from tier 1-4 rankings based off of equal numbers now…
Tournaments have equal numbers and all servers have a better chance to fight to be number 1…
See?
And then you replied to me right away…
@Swagger
You really should create a New Topic thread to discuss your Megaserver alternative.
I’d recommend you reserve the top 3-5 posts of the New Topic so you can post updates to the mechanics that you’ll get from feedback.
That way you can spearhead it & it won’t get lost in a long drawn out discussion…like it will be here.
Would be tremendously helpful if you were to be more observant and mindful.
Thanks.
(edited by Swagger.1459)
For players that are confused:
https://forum-en.gw2archive.eu/forum/game/gw2/confused-how-mega-server-works/first#post4714714
What about World Bosses, Guilds, and WvW?
Later this week, we’ll be discussing how our transition to the megaserver system will affect the timing of world bosses and some changes we’re making to support this. We’ll also be discussing the long-term plan for guilds and WvW in relation to our megaserver system, so check back each day this week for more information!
https://www.guildwars2.com/en/news/continued-improvements-to-the-megaserver-system/
Follow-Up Post only explains the Global Guild, but doesn’t say anything how the Megaserver Base Mechanics will work in WvW.
Great we can access a shared Global Guild Bank from all Worlds now.
Smoke & Mirrors again btw…nothing concrete as it relates to WvW
Crystal clear on How Megaserver works in PvE & PvP.
Totally Confused on How Megaserver works in WvW.
Megaserver mechanics might provide an alternative as far as it relates to a “WvW Population Balance”, but I have yet to find a decent ANet or Player created article that can explain How Megaserver works in the WvW context.
People matter of factly…keep explaining it to me like how the advanced technologies in Star Trek works. Yeah…I totally believe that Dilithium crystals can be used in this way.
It would be nice if folks would check their understanding on the topic matter.
Instead of offering confusing or obtuse dialogue when they’ve lost their train of thought just to appear to be in control of the discussion.
Do you know what this topic is about?
Umm you do realize that soon Colin will talk about how they are going to resolve “population balance” with regard to wvw?
You’re getting either eotm or alliances… Using Megaserver tech that pools players and that "helps servers with low WvW population and you don’t have to worry about server imbalances.”.
It was explained to you and the alliance thing was mentioned as well, you just don’t pay very much attention…
(edited by Swagger.1459)
It has been tested, and implemented for almost two years already everywhere except wvw…
I like that bold part…
And the point is?
Or do you have wvw confused with eotm?
Or are you referring to Colin’s quote in the op and coming to realize the sometype of Megaserver tech is now coming to wvw?… hence the “population balance” comment…
If Green fills up first, boom overflow, while Blue and Red have the Outnumbered buff. For this to work correctly in WvWvW (3 sides is the key here), the system must be able to monitor population fluctuations on all 3 sides and keep them fairly close before even attempting to create an Overflow map.
There is so much that needs to be set and tested to ensure there is equality amongst all 3 sides. Megaserver does not do this atm. But it really doesn’t matter because at the end of the day what you ask for and what you get will be 2 totally different things because the Population was left out of the design.
Thank You and Have a good day.
Here is a dev quote on eotm stuff…
“helps servers with low WvW population and you don’t have to worry about server imbalances.”
It has been tested, and implemented for almost two years already everywhere except wvw…
Tech and purpose is the same… Megaserver is the term… Same same… Not rocket science here.
This server pooling stuff is coming in one way or another and you can title it whatever way you want it doesn’t matter…
Devs are working on wvw for a year, they’ll figure it out because they have all the live stats from close to two years now…
Eotm is Megaserver
Sigh, y’all are so silly… All of US severs can fight each other in eotm… All EU servers can fight each other in eotm… It’s ummm three sided for a reason, though, right? Hmmm, wonder why…
Megaserver hello? How long has eotm been around and y’all don’t even know your own game? Really?
How can you all provide suggestions on what’s best for wvw and be all anti-megaserver when you don’t know what it is, what it does, how it works in relation to wvw, don’t know it’s already happening in eotm and how successful it has been in eotm… Really peeps?
Eotm released 2/14/1014…
http://wiki.guildwars2.com/wiki/The_Edge_of_the_Mists_
Going on almost 2 full years now and y’all don’t know?
/facepalm
Much sadness…
Umm yeah…. Completed in April of 2014… for pve maps…
The same player pooling map tech was put into eotm that was released 2 months prior…
Same same… Megaserver…
http://wiki.guildwars2.com/wiki/April_2014_Feature_Pack#Megaserver_system
The roll-out of the megaserver system was completed on April 21st, 2014.
Article mentions PvP & it’s assumed PvE, but it does not say WvW.
http://wiki.guildwars2.com/wiki/Edge_of_the_Mists
Worlds will be matched according to which color they are in the current WvW matchup. For example, all green worlds will be on the same team in the Edge of the Mists.
Article specifically explains how the Match-up in EotM are done.
@Swagger
You’re the leading advocate for Megaserver in our WvW Community. Would you please review the GuildWars2 Wiki articles & stop embarassing yourself?
You need to get a better understanding to explain the Megaserver mechanics properly, or nobody else will…imho.
Yours truly,
Diku
Umm it doesn’t say wvw because it’s not in wvw right? It’s in eotm…
Megaserver tech was used in spvp and pve and eotm…
I’m not sure why the concept is difficult to understand…
Notice how it was all launched around the same timeframe? Hmmm?
Only two of you don’t get it so far.
Eotm… All red side NA gets pooled together on one map… All green side NA gets pooled together on one map… All blue side NA gets pooled together on one map…. Same for EU…
When that first map gets filled, a second map is made…
When this second map is full, a third map is made…
And so on…
That’s called Megaserver… Been in place for almost two years in all areas of the game except wvw…
Edit- do you understand why eotm Megaserver is seperated into 3 colored sides?
(edited by Swagger.1459)
Sorry, too late, you’ll just have to learn to love it…
Game wide fun should not be limited because of JP…
If you don’t want to glide then don’t glide, that is your right.
You can’t not glide… it does it automatically… you use the same button you use to jump to glide so you end up doing it unintentionally… all the time. If I could disable it I would!
No, it does not happen automatically. You have to manually activate it. Just like you have to manually deactivate it.
Think you need more practice.
The needs and necessities of wvw are changing.
Population disparities need to be fixed period.
To have healthy competition you need to have closer to equal numbers.
Your old mode is almost dead. You need living bodies in there to even have this mode working in the first place…
Time to awaken to wvw reality.
If you answer to me, atleast read what I wrote – it was okayish though funny the first time around but my efforts to answer you on your patronizing reply were completely unheard.
Wvw as it is now: EotM without megaservers. Wvw as it is now with megaservers = EotM – we don’t need wvw anymore. So, we could spare us the pain and just play EotM – who cares, right? All that matters is “bodies” oh and “loot”!
Are there wvw population disparities among servers?
Eotm is Megaserver
Nowhere in that link does it state that EotM uses the Megasever technology. The closest it would be is overflow. You may be randomly tossed in a map but you are locked in as to what color your home world is.
That is megaserver technology in action which pools all (US and EU are still seperate) players to one of 3 sides… Because ya know, it’s 3 sides fighting…
@Loosmaster
I’m pretty sure that you’re correct. There’s just too much confusion masquerading as the truth…imho
Match Up
All European worlds will be matched up with one another in the Edge of the Mists. All North American worlds will be matched up with one another as well. Worlds will be matched according to which color they are in the current WvW matchup. For example, all green worlds will be on the same team in the Edge of the Mists.
Sigh, y’all are so silly… All of US severs can fight each other in eotm… All EU servers can fight each other in eotm… It’s ummm three sided for a reason, though, right? Hmmm, wonder why…
Megaserver hello? How long has eotm been around and y’all don’t even know your own game? Really?
How can you all provide suggestions on what’s best for wvw and be all anti-megaserver when you don’t know what it is, what it does, how it works in relation to wvw, don’t know it’s already happening in eotm and how successful it has been in eotm… Really peeps?
@Swagger
Please check your GuildWars2 Wiki articles. You’re confusing the WvW Community…imho.
Loosmaster is correct…imho
http://wiki.guildwars2.com/wiki/April_2014_Feature_Pack#Megaserver_system
Players will no longer be segregated into separate copies of a map based on their home world selection. Instead, all players will be placed into shared copies (instances) of the map, which will be instantiated as necessary to hold the current population of that map.
Overflow shards will no longer exist.
Maps are still region-based, i.e. North American servers are separate from European servers.
Upon entering a map, players will be placed in the copy of the map based on a set of heuristics which includes your party, guild, language, and home world. This will dramatically increase the chance that you will be placed in the same map as your party and guildmates, or other players who speak your language.
The initial roll-out will affect PvP lobbies and low population maps. This will allow the system to be tested on low population densities before being introduced to high population maps such as cities and popular spots for farming or events.
The roll-out of the megaserver system was completed on April 21st, 2014.
http://wiki.guildwars2.com/wiki/Edge_of_the_Mists
Worlds will be matched according to which color they are in the current WvW matchup. For example, all green worlds will be on the same team in the Edge of the Mists.
Umm yeah…. Completed in April of 2014… for pve maps…
The same player pooling map tech was put into eotm that was released 2 months prior…
Same same… Megaserver…
Eotm released 2/14/1014…
http://wiki.guildwars2.com/wiki/The_Edge_of_the_Mists_
Going on almost 2 full years now and y’all don’t know?
/facepalm
Much sadness…
Eotm is Megaserver
Nowhere in that link does it state that EotM uses the Megasever technology. The closest it would be is overflow. You may be randomly tossed in a map but you are locked in as to what color your home world is.
That is megaserver technology in action which pools all (US and EU are still seperate) players to one of 3 sides… Because ya know, it’s 3 sides fighting…
@Loosmaster
I think you’re correct…imho
Sigh, y’all are so silly… All of US severs can fight each other in eotm… All EU servers can fight each other in eotm… It’s ummm three sided for a reason, though, right? Hmmm, wonder why…
Megaserver hello? How long has eotm been around and y’all don’t even know your own game? Really?
How can you all provide suggestions on what’s best for wvw and be all anti-megaserver when you don’t know what it is, what it does, how it works in relation to wvw, don’t know it’s already happening in eotm and how successful it has been in eotm… Really peeps?
Eotm is Megaserver
Nowhere in that link does it state that EotM uses the Megasever technology. The closest it would be is overflow. You may be randomly tossed in a map but you are locked in as to what color your home world is.
That is megaserver technology in action which pools all (US and EU are still seperate) players to one of 3 sides… Because ya know, it’s 3 sides fighting…
Eotm is Megaserver
@Loosmaster
Crafting does provide a strong lure back to why folks play. Smiles…as long as you’re having fun.
@WvW Community
Updating Proposal will stop once this thread gets too old.
Added 1 Live Beta Map – Reserved for ANet to use for continuous testing & hosting developer events
Part III) Expanded Details of Major Mechanics & Triggers v.41
k) Maps
Current
…3 Borderlands & 1 Eternal BattleNot Implemented
…1-2 Borderlands, 1 Eternal Battle & 1 Live Beta (Hideable)
Please note:
Borderland Maps – Mix, Swap, or Reduce
Less is more?
Borderland Maps – Mix, Swap, or Reduce
Players first appear in corners of the Eternal Battle Map with this proposal
Mixing, swapping, or REDUCING the number of Borderland maps used is possible with this proposal, but I’m not sure if it’s feasible from a programming standpoint
Anet has a closed beta, they are not just going to open it to the public solely for wvw and not the rest of the game. It’s a wasted endeavor, and they will not change course to open up easy access beta for all. Anet is hush hush, NDA and all, and that’s a corporate decision that will never change.
No purpose to host special dev events in beta, that should happen on live servers.
I love these arguments.
You fix all that but still have the main issue… Population. Can’t have wvwvw without players vs players vs players… Simple concept really…
The anti blob and zerg and “ktrain” arguments are really silly, because you want those blobs there to fight and do stuff…
Do you even see what some of you are typing? You’re sitting there saying “I want wvw without people closer to equal numbers” and “who cares about the overall health and participation numbers, just fix the treb and the game world will come running” Really?
Do you see mmorpg or massively op announcing your list of “fixes” and then players flocking back in droves and drooling over keyboards playing?
You don’t pay attention to the game much obviously… We all see it, except for a couple of you, and the devs have all the stats and numbers for such “population” things…
I have been on IoJ 2 years ago – we were constantly outnumbered but the commanders have been the best I’ve ever seen and likely ever will see. (kitten, I told this so often) : We ranked up from 16 or 15 to 9 within 3 months – because of skill. Because it was possible. More and more people came to play wvw because we were good. Then something devastating happened (long story, already told as well), the ferocity patch hit and those great commanders left and with that IoJ was pretty much doomed and has been since. And that was when the coverage really became an issue on that server.
Get my point of view now – or do you think that you can throw more and more people into wvw and all will leave cause the game mode is really frustrating – and it is. On EU coverage isn’t really an issue (people don’t care that much about it) although in reality it’s far more an issue than on NA (I’ve been on IoJ, MS, SBI, GH, Deso, PS, GH).
Oh and btw: I don’t think people will come back but it’s worth to hold those who still hold out. If you don’t want to fix the bugs and make that mode playable you can just as well delete it – the people won’t stay.
The needs and necessities of wvw are changing.
Population disparities need to be fixed period.
To have healthy competition you need to have closer to equal numbers.
Your old mode is almost dead. You need living bodies in there to even have this mode working in the first place…
Time to awaken to wvw reality.
For me, raids are a low budget and quickly thrown in mode just to say that gw2 has raids.
Boss designs are only used as a “keep em busy” measure while they design more, make legendary armors and figure out how to fix up professions to make roles a real thing.
The raid is boring. Lost a lot of popularity in the first couple weeks. Lots of waiting around and player dropping even in the first couple weeks. The raid is being sold to players as exclusive content because the “keep em busy” design necessity like I said above. The raid will be more inculsive when they put more in and when they add difficulty sliders. The team is behind and finally just starting to maybe catch up on build savers (thanks, we’ve only asked for 3 years now)… Rewards are terrible, and it’s so low budget, that we don’t even have a legendary preview…
All of GW2 instanced content is a lesson in what NOT to do.
I give a 3 out of 10. And the 3 is being generous with all things considered.
Edit- additionally, unlike a game I use to play called city of heroes, there is zero emotional attachment to any instanced (dungeon, fractal,raid, LS) content… I’m use to having tie ins to iconic heroes and villains and tasks… GW2 has none of that inspiration really. The dragons really are not a big inspirational deal either, they are just mostly there. The dragons (and “monsters” and champions and raid bosses) are basically equivalent to any fantasy game’s generic dragon or boss 101. Mordy is ok compared, but it’s just hanging out there too… Closest we have had to an iconic bad person is Scarlet, but yeah, no biggie either. GW2 lacks any sort of deep or compelling emotional inspiration. LS is just there to have some story, and the main thing that sticks out are the relationship/love aspects of side characters and trahearne…
GW2 is a gem store and economy and bltc centric game at its heart, it’s easy to see. The rest seems like random and convoluted and directionless expiremental fluff to see what sticks… Pretty dry and emotionless and uninspiring if you really look at it. I’m sure if someone was a diehard and story driven GW player, they may find some interesting historical tie in moments here and there, but that has everything to do with memories of GW.
For the record, I don’t blame the “worker bee” devs for this overall shallow and “patch quilt” and seemingly directionless game, but that’s what we are given to play. To be fair, though, GW2 does have some good elements, but the big flaws and holes are there. And profession are basically, well, no life and love to them either. They are just another low budget design overall, and maintenance is regulated to traits mostly…
Overall, GW2 could learn a lot from city of heroes… Things like “iconic” good and bad guys/npcs/monsters/bosses, and heroic feeling and performing “professions” (that have far superior roles and hybrid roles) while playing solo and in teams, and combat, and abilities/powers, and movement skills and instanced content… done much more right…
(edited by Swagger.1459)
Whoa whoa whoa….. folks, let’s reel this in for a minute and take a breathe. Look, I’m cynical and bark and howl on the forums a lot. Though it very obvious for me to see that they have been working on WvW. In that I have no doubts at all actually. My issues are what they are planning and whom they’ve been listening to for their “player input”.
Right now I’m hopeful, yes hopeful, that polishing and fixing of the Alpine maps is underway. That they’ll get it rotated back in soon. While the Desert map is offline, fix it and modifying some terrain. Mostly for the game wide inclusion of gliding. Personal wish, more water! I want Land, Sea, and Air combat!
For population, I’ve always recommended to the Dev’s to uncork transfer’s. Let players go on vacation and freely move about and be. We’’ll find our way and more than likely have fun in the process.
tldr for players : relax, vacation, fun
tldr for dev’s: Alpine, free transfer’s, Pop a tag and come join the fun
They are most likely making a snow map and run 3 different sides and have EB in place. I’m assuming they are revamping alpine and EB maps.
Free transfers do zero except stack top servers leaving the others more desolate… Also, they are not going to give game wide free transfers to the 3.1 million monthly concurrent users (best numbers I have on approximate population reported back in October 2015) all for the benefit of wvw… I bet that 98% of the total gw2 population doesn’t care about wvw, so the devs are not going to hand out freebies like that either.
And think about this… By adding in “play for free”, October 2015 had 3.1 million monthly concurrent users… Look how dead wvw is… Transfers do nothing when wvw is just awful all around. If wvw was deleted it wouldn’t hurt the bottom line and those are facts. And if this game only had eotm as the only wvw experience, it would survive just fine honestly with the playerbase…
(edited by Swagger.1459)
Of course it’s been lip service… Anet is not changing stuff for us really, they are pushed to do things now that a super pvp game called CU is becoming reality and they have to compete…
We will see an effort now because they don’t have a choice anymore.
Camelot Unchained is so so far from being able to compete with GW2 that it’s not even funny. GW2 will kill itself long before CU comes close to touching it…
I didn’t mention that to discuss liking it or not. Neither your or my individual like or dislike matters.
They created a very well know and loved pvp game before, and coming out with a new ++pvp/rvr world, not zone… They looked at gw2 on their info quest as mentioned, so they will make something totally far our of gw2 wvw zone reach. It will be leagues apart.
There is a mass following and love and history from the creators of that game, and that will take a huge chunk out of pvp minded players from gw2 and other games. Trust me when I say those fans are going to be foaming at the mouth to play rvr, and twitch will be popular for this game too. Not like the few hundred peak watchers at any given time for gw2.
Anet better put all the bells and whistles and love and magic and miracles into wvw, because they will look really really really bad if they don’t. They already do look bad with the current state of wvw, so they are fighting from a huge deficit already.
Edit- wvw and eotm better have the most amazing and kick kitten reward systems too put in, so it can draw more current players to rebuild their ruined base and pathetically low following and participation rates.
(edited by Swagger.1459)
Being a true zerg/mass healer will not come to pass as advertised at twithcon… Next elite will come out this year and it will be another mess that is stuffed into all the other messes.
This is the one thing I was hoping the Druid would do well. At this point in time any class would be good but I originally thought the Guardian would be ideal based on the description. Then with HoT they mentioned the Druid – ok, maybe this one will do the trick although medium armor. Nope, wrong again.
WvW sadly is nothing more than massive CC, stability chaining, and red circles of death and decay.
Yup. I was excited, but then we got more of the “anetized” and “let’s be different” elites while professions are still just a mess. Would have much preferred a complete profession overhaul instead of this. The more profession mess that’s mashed up, the worse it gets, and all it shows is that it’s going to be a messy point of no return…
Anet is more focused on making “gimmick” professions instead of making good profession period. Most things profession are just low budget, you can tell they designed them to only do maintenance on traits. I hate to say the word awful, but professions are awful. Had it not been for the core combat design that allowed such good freedom of movement and overall smoothness, professions would be a complete train wreck design.
I hate to be so critical, but we had a game like city of heroes and their amazing “profession” and powers and combat designs… and we have this “let’s be unique on a budget” profession mess. Sad sad.
My gosh, let’s look at how pitiful this is… It’s been 3 years and one expansion later, and look at the 3 skills left to rot on ranger sword… Only 3 skills…
For me, I like to simplify things because it shows a lot. The more you look at the simple things, the more you can see the bigger picture…
(edited by Swagger.1459)
Again, no. There will be inconsequential trait changes and tooltip fixes as per usual. Core and foundation problems will not be addressed and 2016 will be status quo…
Ranger (and every other profession) will be a mess. Pets will be a mess. Druid will be a mess. CA will be reticle and timed healing mess. Ranger/Druid self healing bunker will be meta. Being a true zerg/mass healer (or even a really good and smooth, not clunky, team healer for that matter) will not come to pass as advertised at twitchcon… Next elite will come out this year and it will be another mess that is stuffed into all the other messes.
Overall, professions will continue to be of low budget and low effort and low love design. Devs are not at fault, though, because management doesn’t care that professions and combat are the heart of the entire game, and they will just devote most resources to gimmicks and add-ons instead.
GW3 will come in 10 years and will write all wrongs so to speak. So enjoy squeezing water from the consummate subpar bunker ranger/Druid or hybrid Druid/something specialization bunker design for years to come.
Good luck.
(edited by Swagger.1459)
Well, gliding is going in so either love it or hate it. Nobody is forced to glide, and who cares if someone else does or doesn’t.
Of course it’s been lip service… Anet is not changing stuff for us really, they are pushed to do things now that a super pvp game called CU is becoming reality and they have to compete…
We will see an effort now because they don’t have a choice anymore.
(edited by Swagger.1459)
Dulfy has an interesting sentence :
http://dulfy.net/2016/01/08/gw2-jan-8-guild-chat-livestream-notes/
Colin: “In the previous years we did lots of biweeky/monthly updates. In 2015 our focus was on HoT with some updates. in 2016 we are trying to find a balance between frequent game updates and working on the next expansion.”
I was just thinking – what exactly word “expansion” means.
Expansion means expansion, that’s what it’s meant to mean… Get my meaning?
So we all agree WvW is a bygone era. PPT servers never worked well anyway we mostly just played because the massive battles were so fun. The keeps and siege and all that was just added flavor.
Now that that’s settled time for mega-alliance hype?
Not really what I meant.
Problems we have now: bugs, imbalance, new banners. Bugs have to be fixed to see what is and what isn’t imbalanced. If both are fixed one can adjust (or better remove) the banners and adjust damage siege does and is able to take actually. I like and play for PPT, but it’s completely useless if everything is that bugged and imbalanced that a “win” is RNG or “we have the bigger karma train”.
I said it before; as long as not skill is the deciding factor in wvw it will die, no matter what you do.
I love these arguments.
You fix all that but still have the main issue… Population. Can’t have wvwvw without players vs players vs players… Simple concept really…
The anti blob and zerg and “ktrain” arguments are really silly, because you want those blobs there to fight and do stuff…
Do you even see what some of you are typing? You’re sitting there saying “I want wvw without people closer to equal numbers” and “who cares about the overall health and participation numbers, just fix the treb and the game world will come running” Really?
Do you see mmorpg or massively op announcing your list of “fixes” and then players flocking back in droves and drooling over keyboards playing?
You don’t pay attention to the game much obviously… We all see it, except for a couple of you, and the devs have all the stats and numbers for such “population” things…
Can’t wait for GW3!!
I’m mostly playing GW4 (because wvw is better there) until GW3 is released…
Please don’t ruin core Tyria with gliding… it will ruin JPs make things that used to be challenging easy… and I just plain don’t like gliding… it is a horribly overused mechanic in the new maps… doing jumping puzzles in the new maps are painful since you start gliding when you don’t want to. Gliding makes me not want to visit the HoT maps, if you ruin core Tyria with it where will I go?
Please I beg you… don’t add gliding to core Tyria.
Sorry, too late, you’ll just have to learn to love it…
Game wide fun should not be limited because of JP…
If you don’t want to glide then don’t glide, that is your right.
This is a great thread.
No.
I’m with wonderouswall.7169…
I thought from this thread that it was all just a big joke.
https://np.reddit.com/r/Guildwars2/comments/4033fw/gliding_coming_to_central_tyria/
how does it feel to troll more than 2k people? :p
I WAS SO NERVOUS.
But it was gratifying as hell. <3
I’m so, so, so glad y’all liked it.Guessed you missed the quote from her right under it…
Nope. All it says is that she practiced beforehand. Not that it wasn’t a big joke. Now, I would love to have gliding in Tyria. I’m just saying she admitted on this thread it was a joke and not real.
Haha, thanks you guys. <3 So funny behind-the-scenes thing: In the planning and practice of this, my character swooped around, landed, turned to the camera, and then did the point/wink at the viewers. But I wound up overshooting the ledge, Mark saw that it was going to be a potentially ugly landing, so he showed mercy on me by cutting away early.
Oh hey just <3, I just quote and don’t look at names much anymore.
She was practicing for a reason, think about it…
Edit- Gaile confirmation Just… There is your second form of proof
(edited by Swagger.1459)
Colin…
“WvW overhaul has been in development for over a year now. There are lots of core things we still need to do including population balance etc.”
Very curious and excited about the “population balance” statement…
Your thoughts?
I thought from this thread that it was all just a big joke.
https://np.reddit.com/r/Guildwars2/comments/4033fw/gliding_coming_to_central_tyria/
how does it feel to troll more than 2k people? :p
I WAS SO NERVOUS.
But it was gratifying as hell. <3
I’m so, so, so glad y’all liked it.
Guessed you missed the quote from her right under it…
I agree, it’s a very unnecessary design… The scramble ending just serves as an annoyance for me. Don’t mind scouting the map, but it’s more annoying than anything
(Somewhere in Seattle in 2014, names have been changed to project the innocent)
Kolin : Guys, WvW isn’t optimal, we need to overhaul it.
Johann C: Guys? Kolin it’s just me here…
Kolin: Oh! Well what do we have on the overhaul so far?
Johann C: Well.. you just mentioned it, so not much. Oh, Meike O moved Devohn from WvW to his Quaggon!, the Quaggan Dragon expansion pack, Heart of Nice Teeth dev team.
Kolin: Well, get on it!!
Johann C: OK, I’ll gather some info from the forums…
(Late 2015)
Kolin: Hey Johann! How’s the overhaul coming. I just announced we’ve been working on it for over a year!
Johann C : Oh.. uh well… Meike O temporarily moved me to the Quaggon! Expansion. I am in charge of underwater mounts…. Speaking of which, where would you put the saddle on a jellyfish, I think right on top, but it could be like a cradle in the tentacles?….
Kolin: Oh, definitely in the tentacles. But what about the overhaul?
Johann C: oh there is huge list of great ideas from the forum threads I started, and then there are a ton more in the CDIs
Kolin: Perfect! Have Ghaile pick 3 or 4 super easy ones and have her get some feedback on them
(2016)
Kolin: Hey Johann! How’s the overhaul coming. I just announced we’ve been working on it for over a year!
(stay tuned for Episode 2)
Hahahahahaha so awesome! Thumbs up!
Haha, mastery track grind again probably for core tyria…
Then wvw mastery track grind…
Hm, hang gliding in wvw and pvp (with enough verticality to make it worth while) would be awesome.
note however all we know from the video is that it will apparently work in machor’s leap. that doesnt mean it will work in wvw, pvp, or even all of core tyria. Heck maybe they will even have zones within maps where it works or doesn’t, though I doubt that.
I’ll cross my fingers though and hope it becomes universal?
Who knows, but this game is all about the tracks now
Haha, mastery track grind again probably for core tyria…
Then wvw mastery track grind…
Profession designs are subpar, lack meaningful roles and meaningful diversity and traits are a mess and there is disparity with movement and meta builds are extremely low in number and healing is messy and tanking is messy and lots of other stuff is a mess…
The devs play the game, they know what’s up.
See now if they knew what was up from a player perspective, the above largely wouldnt happen.
I’m not saying they’re dumb, I’m saying developer glasses might obscure how the traits and balances they make function practically. If theyre just disregarding feedback because they cant sift what’s actually valid from whining, telling them “do it faster” isnt gonna work out so well.
Here is the problem… Money. Looks like the bare minimum amount of cash is given to these particular projects… It’s not a high priority for decision makers so it looks like the devs are not on the ball, but that’s not true.
Improvements and “balance” are something the devs know is important, so Gaile is correct from the dev perspective, but it’s the suits who don’t think so… We can see this sort of stuff “lack of funding” in other areas/components/projects of the game. Hence all the “table” and “soon” jokes.
Have your buddy contact CS, they are usually good with stuff like that…
Show them where to buy infusion extractors too.
They have already worked at turtle pace for 3 years with regard to professions and combat improvements… This is not a rational post.
Profession designs are subpar, lack meaningful roles and meaningful diversity and traits are a mess and there is disparity with movement and meta builds are extremely low in number and healing is messy and tanking is messy and lots of other stuff is a mess…
There has been enough feedback on this matter… The only saving grace to professions is the ability to move and cast, but that all base combat design…
Professions are low budget design and are on extremely low budget maintenance mode…
And since “balance is important”, as Gaile says, you’d figure that that the devs would be much more proactive and reactive…
Again, I’m not saying I disagree that the balancing should be faster. In fact, that is the polar opposite of what I’m saying.
The rationale I’m trying to draw attention to is the fact that we’re asking them to balance faster without knowing how they process or obtain the majority of their usable, consideration-worthy feedback.
If, in fact, this feedback is coming from the devs opinons on raw or processed metrics then we have a problem anyway. I think that at least we need to get confirmation or insight into how we need to format, consolidate and supply data for balance suggestions in a way that would get devs to see how the classes they are balancing work in combat situations ( with player mentalities that cannot see the numbers or the picture the devs see, and base their playstyles around practical effectiveness rather than theory) before we begin asking them to rush.
Because, judging from some implementations such as guarded initiation, it looks like devs are doing class tweaking based on theory over practicality.
This is not saying “oh they should just take reallly long so they get it perfect.” We have a patch coming up really soon, and the game has been borderline intolerable for me for half a year as far as pvp goes. Obviously what they are doing now isnt working, we can at least agree on that.
What I’m saying is, If they’re going on metrics they’re forced to take a long time by the workings of their system. If they go faster, the metrics are less reliable, and they may begin using player feedback more fully than they do now.
If they do that the way feedback is currently, the game is going to get much worse.Yes, of course we need faster iteration. What use is it, though, if they’re iterating based on whats happening in the pvp forum right now? 6 month patches based on what I can only assume is founded on metrics and theory isnt working, why would 1 month patches founded on metrics and theory work better, if they’re ignoring the people who are actually affected by the patches because they cant agree on anything with concrete proof of why X is weak or Y is strong in the meta as it stands?
The devs play the game, they know what’s up. These people are not stupid at all nor blind. They know they are way behind on profession development. They have feedback. They have stats… Sooooooooko less talk and more action. No more games, they need to get the serious ball rolling and get er dun…
The problems are stale professions, terrible spvp, dying wvw, atrocious raid, poor reward systems… The game will not be revitalized with more minigames to distract a handful of players, nor generate a holding of players until the next big or meaningful thing comes to pass…
There are also enough activities game wide to keep players busy for now. This game needs more substance, not silliness just to mind trick players.
I’d much rather have them devote their time and resources to working on the core game.
Hey peeps,
Listen, anet nor the devs are children… They are a company with trained professionals who get paid for work. Work is not easy for anyone, but c’mon peeps… “Take your time”, “don’t rush”, “meet for 6 more months”, “it’s ok, you’re doing a good job”…
No, sorry, it’s time for action and results. 3 years have gone by and the only thing substantial that has happened so for are elites, and many of those aren’t even that good… Core professions and certain weapon skills and trait system are still all messy… Professions leave a lot to be desired and players have been giving 3 years of feedback …
Y’all should be saying “get it done” and “get on the ball”… It’s less talk and more action time. If something breaks, fix it, but just do it… Time for professional and competent and aggressive looking patch notes and results…
I’m all for the balance patch, but I’d like to note that it has come to my attention, moreso now than ever, that much of the community doesn’t know what it wants in regards to global, widely-accepted balancing that affects one, several, or the relationships between classes and the cascading changes that those balances make to pvp, pve, and the components thereof.
I don’t know how much of our input the devs value and accept for these changes, or what format this input has to be in to be considered fair and valid (and, perhaps, that could be a topic of discussion so we can tailor our posting regarding this topic appropriately), but I’d rather:
- not rush this patch
- continue to vocalize the aspects of the game I am familiar enough with to see as strong or weak
And hope that the patch either provides a happy medium or the beginnings of one with iterations close behind to smoothen the transition.
We only get them twice a year. I can wait longer for one if it gives the game as a whole six months of relative peace between classes.
So yes, we need it. But let’s not hasten it.
They have already worked at turtle pace for 3 years with regard to professions and combat improvements… This is not a rational post.
Profession designs are subpar, lack meaningful roles and meaningful diversity and traits are a mess and there is disparity with movement and meta builds are extremely low in number and healing is messy and tanking is messy and lots of other stuff is a mess…
There has been enough feedback on this matter… The only saving grace to professions is the ability to move and cast, but that all base combat design…
Professions are low budget design and are on extremely low budget maintenance mode…
And since “balance is important”, as Gaile says, you’d figure that that the devs would be much more proactive and reactive…
So what’s on the plate for Ranger and Druid?
Watched it…
Profession designs are not good.
Profession development is not good.
Certain combat and power elements are not good.
Nothing to do with anything else beside poor profession and combat growth and development period.
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