If I remember right, EQ2 has/had this mechanic, where a shield would increase in size over your health bar, and some skills would temporarily add to the shield bar and overhealing would also add another base amount to that shield. It was another way of making mobs and characters stronger so that lower level/geared characters couldn’t fight the same mobs as easily as an appropriately leveled and geared character could. It enticed people to work on beefing up their armor and core stats, spending ingame and real money in the process in order to combat the power creep.
I assume that you’re aware that most servers are linked now, so we only have 4 tiers of matchups instead of the 8 that we had when HoT launched. Populations are still down, but the links have helped keep WvW more active and fun.
Could be a necessary evil if the new specializations lead to more power creep.
Maybe give people a way to reforge the armor back to the original item?
i have got i7 2700k which is a old one so w/e is better then mine will perform perfectly fine cus i never have any problems beside server giving me massive delays on skill use
Yeah, no issues with my 4-year-old i5-3570K overclocked to 3.8ghz, either…skill lag servers are OP, plz nerf…
I hope to upgrade them to legendary ppl will need 300 provisioner tokens.
I’m happy everyone in the game will get legendary armor but I hope the way to make it its fair compared to the raid armor..Why would we need that? Provisioner tokens are PVE content. This is wvw and pvp related. So why should we have to grind a bunch of mind numbing pve events to get wvw armor? makes zero sense. What’s with you pvers constantly trying to force us to do pve? How would you feel if in order to do the new living story you had to reach rank 2k in wvw? Stop trying to force people into content that you like that they dont want to do. Just because you enjoy pve doesn’t mean everyone does.
The pvp and wvw versions shouldnt require any pve involvement at all. WE DO NOT WANT TO PLAY PVE. When will you people understand that? If we liked pve, we could have just done raids to get armor.
Just be happy that you pvers get to keep your shiny skins. All we wanted if for is the functionality, and thats what we got. You still got the fancier armor, so NO, it shouldnt require as much crap as the pve raid armor. Unless you dont mind wvwers getting the raid skins? Stop complaining and just be happy you get your own unique skins that wvw players will never have.
Time frame on acquiring PvE stuff is a lot faster than the same stuff in WvW, too…
Arrgh…I’m gonna be on vacation out of town when this releases, and if they disable it within a few days, I’ll miss it!
An overall reduction to boon and condi duration is probably good for everyone. Other targeted food changes will also go far. I said so in the other thread but I’m very happy to see this.
It might help with the WvW skill lag, too, especially if it’s not having to perform separate calculations for Concentration and Boon Duration modifiers or Expertise and Condi Duration modifiers.
Hmm…today’s update is putting LS3 in the gem store already for 800 gems…I’m at work, so I can’t check to see if that means they locked down LS3 already, or parts of it, or what…
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-August-1-2017/first#post6662944
The policy has been, up to this point, that if you login while the episode is active, you unlock it. Regardless of whether you login on a f2p, core Tyria only, or a HoT account, you unlock it just by logging during that 2 (or so) month period between episode releases. I cannot for the life of me imagine why they would leave episodes 1-5 up for 2-3 months, and only leave episode 6 up for a week. It doth not make sense to suggest that.
So, yes, you’ll be fine. LWS3E6 should be considered active until the Expac drops on 9/22.
Thanks! Still…better get off my duff and finish it!
Hmm…today’s update is putting LS3 in the gem store already for 800 gems…I’m at work, so I can’t check to see if that means they locked down LS3 already, or parts of it, or what…
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-August-1-2017/first#post6662944
It seemed like a huge content release to me, as it brought back old vets and also brought in new players to WvW such that we’re seeing queues and populations that haven’t been seen in a while because of the new rewards system. They don’t need to release anything else as part of the next expansion, or even live for that matter, because most have calculated the rewards in WvW will take years to obtain. I also agree about the part where whining led to many new features going away, including the new forms of portable siege and having 3 DBLs in the rotation. Haven’t you noticed that all the WvW polls have long since dried up? All those did was bring more division and bickering…
I bet the new rewards/pip system for WvW didn’t help anything…probably added another layer of calcs that have to be done for each player, just like boons, condis, AoEs, etc.
eta: Heck, even the forums have been lagging lately…took almost a minute for my original post to post…
Shiver me timbers, matey, that were a wee bit harsh…see yerself to the plank…
Regarding your suggestion to link the outnumbered buff to the account so you can switch characters, I’ve thought it would be nice to link all WvW progress at the account level so that participation doesn’t start over when you switch from a zerg class to a roaming class as it gets later at night and population drops.
TC’s links changed at the end of June…my server GoM, currently listed as High, used to be paired with them, along with a 3rd Medium server (ET or Kain?). Their current link, SoR, is a Medium server, so they essentially lost an active WvW server from their link this go around.
I still solo roam on occasion with power engi or acro thief…still doable, just have to be careful because more are roaming in at least small groups.
Please try to get 1 up 1 down up and running again. No one likes glicko
Please scrap 1 up 1 down as soon as possible, it is terrible. It puts the player incentives in all the wrong places with the result being 5 of the 6 servers in Tier 1 & 2 at any given time are trying to come in third.
I dunno…Mag seems to be happy not trying so hard to PPT…
Since there hasn’t been news of a patch to address the bug fix, I assume we’ll still be going with Glicko for today’s reset, which means it’s mostly based on ranking, but with a random element as well.
Well I am not here to argue with you or cause you any unwanted grief. But I stick by what I said. If your casual you will just have to wait much longer. If your not then you will get it sooner. I guess we will have to agree to disagree.
I do get your general premise, and I generally agree, although I think the rate of return could be smoothed out better to not be as punishing for newer players and to be more rewarding for veteran players…it was just the specific example of RL working wages that didn’t quite work because we have labor laws against that. If one of my new hourly employees put in 120 hours of work in a week, 80 hours would be paid at overtime or double time rates, and that would push their paycheck way over what my most seasoned employee earns for a normal work week. Although, I suppose the wage analogy does work for salaried veterans, as they get paid the same each week whether they are hardly working or working hard, but then where is the incentive for them without providing commissions or bonuses on top of their flat salary?
Again you are saying new/casual players are being punished. That would be a incorrect statement. Nobody is being punished. I think the time it will take to get (say the back piece) these rewards are more than fair. It is simple to me. If you do not have time to play I am sorry for you(or anyone for that matter), but do not ask for easy mode because you feel it is unfair. More play time = better rewards. Less play time = less rewards.
It seems you only like to talk in extremes…my thought on smoothing out both ends of the curve isn’t a request for “easy mode”, as even 1 extra pip with the current system makes a huge difference to a new player, but it still requires a larger time commitment to reach both the rank requirement and the ticket requirement than a veteran would have. Plus, I even put a plug in for veterans…more time in WvW should not result in hitting the same ticket cap that everyone else can easily reach once they are earning 6 or 7 pips per tick…give veterans a little extra perk. This thread is about ticket acquisition, after all, not the rewards themselves, which can still remain gated behind ranks.
Regardless of our opinions, I’m sure Anet will be looking at the statistics on tickets being earned and adjust as they see fit to achieve the desired effect.
Well I am not here to argue with you or cause you any unwanted grief. But I stick by what I said. If your casual you will just have to wait much longer. If your not then you will get it sooner. I guess we will have to agree to disagree.
I do get your general premise, and I generally agree, although I think the rate of return could be smoothed out better to not be as punishing for newer players and to be more rewarding for veteran players…it was just the specific example of RL working wages that didn’t quite work because we have labor laws against that. If one of my new hourly employees put in 120 hours of work in a week, 80 hours would be paid at overtime or double time rates, and that would push their paycheck way over what my most seasoned employee earns for a normal work week. Although, I suppose the wage analogy does work for salaried veterans, as they get paid the same each week whether they are hardly working or working hard, but then where is the incentive for them without providing commissions or bonuses on top of their flat salary?
I dislike the idea. I think it should take you more time if you are a casual player. Compare this to every day life. IF you do not go to work everyday you get less than others. Same thing here. If you do not put in the time, you won’t get rewarded as fast as others.
I feel you on not having time to play, but it needs to stay the way it is. Otherwise it is just easy mode and everyone will have it…
Mmmm…can’t use real life as an example. We do have minimum wage laws, and as a result, I’ve never seen a wage scale where a new worker has to work exponentially harder than the next guy in line to make a living. Plus, it’s usually the rich that make exponentially more, so why are you even capped at 175 for all your veteran-ness? If RL worked like the total hours per pip rate below, both the poor and the rich would be furious…there’s little incentive to even start, and there’s little incentive to work beyond a certain point:
I’ll have to keep an eye out for this…maybe it was just a busier weekend, but none of my scoring for this match so far was from the outnumbered buff, and that’s even with playing just on the BLs, including DBL, and no EBG yet…
Yep…NSP here, too…it’s obvious 1-up 1-down has not been fixed yet, and it’s a good week to take off and do something else because the other two servers in our current matchup are trolling us hard.
I can’t play WvW in this state. I’m a roamer and have trouble even maintaining tier 3 reward level. Not to mention I have kids and stuff and feel like I can barely take a pee break for myself. First time I’ve ever felt the need to complain here on these forums in 5 years of playing this game. It’s downright draconian in its current state.
Anet found a new source of revenue for people like you and me after implementing the new decay timer…bathroom ready systems:
(edited by Sylvyn.4750)
" Players will no longer be able to revive defeated players while in combat. They will still be able to revive downed players."
This part is also really borked…you can’t even revive defeated players because the game won’t let you get out of combat that easy, so you may as well just keep fighting and ignore the downed/defeated players until the fight is over. Maybe both issues, unable to rally and unable to exit combat to revive, are all related to server lag, which we’ve definitely had more of lately.
The damage from linking in NA has already been done and can’t be undone. Looking at current server status is no indication that those servers would be balanced against each other because “full”, “very high”, etc. are relative terms, not one defined by an absolute number that is equal across the board. I’m all about server pride, too, but I think the best solution is to merge servers as needed. Some of us will have a new identity, but at least it will be a true identity and won’t be that of an orphan server that never gets to see its name broadcast when objectives are taken in WvW. Each relinking finds me having to recall which server I am paired with for a week or two before I get back into the routine, which is made more difficult when our new host server is fighting against our old host server…how confusing, just like trying to get used to what our current “color of the week” is when looking at the map or scores. If merging will not create balance, then blowing up and repopulating 12 new servers would be another option.
Basically, if you are concerned about your participation level not decaying, you should abandon any ideas of defending and strictly go offense. Let the enemy take your camps or towers and then back cap them. It’s a more guaranteed option compared to sitting at a tower waiting for something to happen, because failing to kill an enemy player, failing to destroy any of their siege, failing to make repairs and failing to defend the objective as a whole results in no refresh or time added to your decay timer. If you’re going to get overrun by a wide margin, port out and attack a camp elsewhere. There are more things to do offensively to keep your participation level up than there are defensively: https://forum-en.gw2archive.eu/forum/game/wuv/Decay-timer-Are-you-kidding/page/2#post6643146
Let the NASCAR begin!
Bunter, I think the griefing part is similar to before, it’s just that it doesn’t happen when the buff disappears at the end of the tick, it’s when the buff isn’t there right at the beginning of the tick.
It’s sounding like people are experiencing different rates of decay based on their last activities performed, where possibly taking out a guard or escorting a dolyak are now pretty much worthless, probably because that was the one thing people pointed out that afk pip-farmers were doing to maintain participation, and bigger objectives allow a much longer period before participation decays. This does tend to point to zerging as the best option to maintain participation.
Hey Bunter,
We made a change to the way Outnumbered works that should help this feel a lot less bad. Outnumbered is now applied each scoring tick (every 5 minutes). Swapping to a map right before a tick will no longer grant an Outnumbered pip bonus. Instead, you must play on an Outnumbered map for an entire tick to earn the bonus.
See this sounds reasonable. Why all the fuss?
I think the issue is that the details are fuzzy. Sure, it is very clear map-hoppers won’t get the bonus pip by swapping maps at the last second, but…for those that have been on the map during that 5-minute tick, at what point must there be an Outnumbered status for the bonus pip to occur? Does it only need to pop right at the end? Does it need to be there all 5 minutes? What if it’s there almost the entire 5 minutes and at the last second someone pops into the BL to see what’s up and the buff goes away…does that mean the bonus goes away at that last second, negating 4 minutes 59 seconds fighting Outnumbered as it did before? I guess we’ll know more in playing the next few days, if we’re lucky enough to see Outnumbered. To me, it’s still a just an occasional perk for those that prefer to fight on enemy BLs, but it’s not one you can count on reliably because map populations can shift rather quickly.
On the host servers I’ve been on since the rewards patch, TC & NSP, queues have been dropping each week. Reset is crazy, but after that, you end up with only a small queue on EBG the rest of the week. That’s down from the week or two after the patch where there was pretty much a queue on every border as well. Now, we are lucky to get the EBG zerg to help defend home BL T3 keeps because the number of commanders have dropped off as well…usually one in EBG and maybe one or two others bouncing around the various BLs.
Given this trend on at least some of the server groups, we should give it some time for the active population to settle into a more predictable pattern that can then be used to make a more informed decision.
The funny thing is, I’m not that great of a thief, but other solo classes have run from me instead of engaging…if only they knew the truth!
It’ll straighten out this next reset…hopefully…
Crafting stations were removed from wvw because:
- WvW players don’t craft
- Pvers blocking ques
- People AFKing at crafting stations:) Does any of that sound familiar?
Add the stations back in and this component of the wvw rewards would make more sense, it won’t solve the afk issue, but nothing would at this point anyway, so who cares, at least people would be able to collect pips while they craft, and in that aspect it would be getting wvw rewards for doing pve!
“Hello everyone,
Many of you have been inquiring as to why we made the decision to remove the crafting stations in WvW. We made this decision because we have been seeing an increase in queue times with world linking. Upon observation we found there have been players taking up space in the maps who are only crafting and not participating with their teams.”
I think Linking has helped the situation but we can take it one step further…
Remove all server links from T1 and T2 servers (6 servers no longer have links)
Add in a fifth tier (This will help to alleviate the bandwagoning individuals and queues)
Everyone from T3 on down would have 1 matched server.^ This. As someone from a server (Gate of Madness) who would likely be placed in T5, I would be completely fine with this compromise.
This might be a workable solution for now, adding one more Tier to spread out the population a bit.
While this may work in NA, it’s not a good solution for EU.
Vive la difference!
I think Linking has helped the situation but we can take it one step further…
Remove all server links from T1 and T2 servers (6 servers no longer have links)
Add in a fifth tier (This will help to alleviate the bandwagoning individuals and queues)
Everyone from T3 on down would have 1 matched server.^ This. As someone from a server (Gate of Madness) who would likely be placed in T5, I would be completely fine with this compromise.
This might be a workable solution for now, adding one more Tier to spread out the population a bit.
Acro/staff is the one build that really lets thieves participate in a zerg situation, though…bound into enemy zerg, vault, vault, vault, bound out. It works well in small to large group fights, but not so much 1v1 where the telegraphing of vault makes it harder to land if they are paying attention. That’s more annoying than the roaming perma-invis/condi gankers?
I find it surprising how many people think vault makes you immortal somehow. Vault is a liability, and for being our only 5-target zerg-style AoE, its evade is only for the first half of the animation. If there are fields, aoe, stuns, blinds, pretty much anything where your vault is going to land, chances are you are going to get loaded up with condis, stuns, or just die.
Never said it makes you immortal…the evades help, but you have to watch where you are targeting your vault, too, so yes, it is still high-risk/high-reward.
Got a better source? That one stops at 400, and between 400-500 is the really slow and expensive part, and needed for the new WvW rewards.
a) the die-hard WvW fans who were here before the update, and frankly would have stayed anyway even if there were no new rewards. (If you believe the “true WvW veterans” who brag about this seemingly every night in map chat.)
Sadly, I think the die-hard WvW players are going to be the only ones left, as the rewards are too little for too much commitment to entice anyone else into playing WvW. Sure, we might get a few converts, but after the Legendary back piece, only the vets are going to continue to trudge through the chests week after week for the armors/skins. The rest of us that can only put in a couple hours a night at lower ranks are just going to play for glory and honor, and maybe the back piece, but even then at my average 25 tickets per week, it’ll take close to 2 years just for that.
And why shouldn’t MMO’s have rewards with the idea of 2-3 years for a good number of players? Especially ones with tons of short term and 1-2 year long goals.
And I only said ASAP because some people have posted in such a way that makes me think that they aren’t doing anything but working towards that and that they’re not having fun doing it because all they’re doing is watching PIP/Ticket progression. Which you don’t have to do.
A. Some MMO’s are lucky to last 2-3 years, especially ones that have already been around for 5 years or more.
B. If you aren’t watching your pip progression, you might log off before the next reset and be only a few pips short of the next tier chest and lose out on those tickets. For newer or Bronze/Silver players on losing servers, that might be enough to give them an extra 50-100% more tickets than they otherwise would have gotten for the week. The system does not allow for partial ticket rewards for each tier chest. Being mindful of your progress could speed it up quite a bit.
And that would be one way to make things not as harsh on players with strict playtime hours. I have no problem with splitting ticket rewards out throughout the track as opposed to just at the end.
Just saying that the time it currently takes to get all of the rewards is not the problem with the system in and of itself. It can be a symptom of the problem or problems. The overmanned buff may be a bit too strong, the tickets only being in the end chest is bad, the base pips may be a bit off. But the time itself is not the problem.
Edit to add: And I agree, time should be given for things to settle and averages can be better looked at.
Agreed…
Right now though, my major gripe with them is Acrobatics. Condition Thieves are irritating, but fine. Common power Thief is strong, but fine. Acro Thief is broken. Even bad ones are nearly impossible to lock down with that many evades and even a built in “evade all attacks” trait.
It’s true that it’s a punishing class to play and I absolutely respect good ones. Most players worth their salt know that a lot of the complaints about the class stem from inexperience but in this case, I hope people can agree that Acro is something that needs adjusting.
Acro/staff is the one build that really lets thieves participate in a zerg situation, though…bound into enemy zerg, vault, vault, vault, bound out. It works well in small to large group fights, but not so much 1v1 where the telegraphing of vault makes it harder to land if they are paying attention. That’s more annoying than the roaming perma-invis/condi gankers?
NO! Leave it alone. If you do not like it then go play another game. This is not supposed to be easy to get. If you want easy to get stuff go back to PvE!!!!!!!!!
And here I thought vets were happy with the 2-3 year time gating for the skirmish tickets…now they also don’t mind that you also have to skill a craft to 500 and pay twice as much gold as you would to craft your own Ascended from scratch to get the same end result…
Analogy: I can go buy a basic navy blue shirt for $20 from a big box store that is about 30 minutes away. This shirt is made in a factory in a foreign country, and the same factory also supplies a boutique store on Rodeo Drive in Beverly Hills with the same shirt, only in Midnight Blue, and I would have to drive 7 hours to Beverly Hills for the pleasure of paying $40 for it. When it is sunny outside, both shirts provide the same level of UV protection. Practical people, like me, are just going to the big box store. Vain people…well, you get the idea.
My advice: get 500 in whatever craft you need, make your own Ascended armor, save up tickets for the Legendary back piece, Warbringer, as you’ll need 2800 tickets just for that, but for the other armor items, these are not the WvW rewards you are looking for, you can move along.
And why shouldn’t MMO’s have rewards with the idea of 2-3 years for a good number of players? Especially ones with tons of short term and 1-2 year long goals.
And I only said ASAP because some people have posted in such a way that makes me think that they aren’t doing anything but working towards that and that they’re not having fun doing it because all they’re doing is watching PIP/Ticket progression. Which you don’t have to do.
A. Some MMO’s are lucky to last 2-3 years, especially ones that have already been around for 5 years or more.
B. If you aren’t watching your pip progression, you might log off before the next reset and be only a few pips short of the next tier chest and lose out on those tickets. For newer or Bronze/Silver players on losing servers, that might be enough to give them an extra 50-100% more tickets than they otherwise would have gotten for the week. The system does not allow for partial ticket rewards for each tier chest. Being mindful of your progress could speed it up quite a bit.
This seems like a really minor issue.
If you have outmanned on your map and it’s strategically prudent to call it, call it. Convince other people to do the same. But expecting the system to be changed because of this seems a bit unreasonable. Pruning out this system because of the chance it’ll cause goofballs to not make calls for defense seems like throwing the baby out with the bathwater.
AFK pip farmers aren’t actually detrimental unless they’re forcing Outmanned to drop on a map with lots of roamer deaths (in which case they’re not getting Outmanned pips anyway) or forcing a mapcap (in which case from whence cometh outmanned). Guys sitting around afk in spawn… Aren’t doing anything, by definition.
In my experience, it’s the fact that there are a number of people that hop around to find an outmanned map just before the tick to get the buff, because that +5 bonus to pips is just too big to ignore, which invariably takes away the outmanned buff from those that have been there for hours trying to fight the good fight as people rushing the map push it over the limit, and they only stay in spawn just long enough to muck it up then pop back to whatever map they came from. So it’s not just those that afk, it’s active players, too.
Has anyone considered that people with low pips were not meant to max out every week? The system is clearly setup to retroactively reward players for the past several years of supporting wvw. If those veterans had just started when rewards came out like the people who are complaining of low pips, then they would be in the same boat.
The “hard to reach” hard-cap isn’t meant to be reached every week through casual play. But for those who supported the game mode through thick and thin, gg here is a bonus to pip acquisition.
I’m sorry if people cannot comprehend/accept this now, but in 2-5 years I’m sure you can appreciate what I just said.
While I mostly agree, most vets are arguing they are not in WvW for the rewards, but are quick to prevent anyone else from obtaining them, too. Kind of a double standard, no? Also, 2-5 years seems to be an unrealistic timeline. By then, we will either not be playing GW2 because GW3 is out, or the power creep in gear stats will have moved beyond Ascended, making the current rewards like getting a set of Exotic in today’s economy. I feel that some adjustment is in order to smooth out the graph I presented above to make it more linear. Should a new player have to struggle so much just t get the final wood chest? Should a committed Silver ranked player on BG be able to always easily get the last Diamond chest each week the same as a Mithril ranked player? See my chart above for how things go from exponentially difficult to very little difference beyond a certain point.
This might be contributing to the problem: https://forum-en.gw2archive.eu/forum/game/wuv/WvW-is-bugged/first#post6636831
True…anyone with middling or higher pips isn’t getting more of a benefit out of the system…
That’s what Ive been trying to explain all last week and finally gave up.
This system is there to penalize people who don’t play enough, not reward those who play/played a lot.It’s easy for someone who has time and play a lot, its hard for new or casual players, even if these casuals actually enjoy the mode.
100h done in 2 weeks or 100h done in a months isnt rewarded the same for same rank.Reward users who play/played a lot: cap rewards with higher rank gate or permanent reward/discounts
WvW tickets: fix the amount of work per day to make it on par with other modes or remove the timegate like PVP did.Everyone wins.
Good points…and I’ll have to figure out a way to chart the exponential feature of the ticket rewards per chest, since they increase, based on pip rate earned and hours spent…that would really show how it exponentially punishes newer players and only minimally rewards vets….it’s not rewarding on either end of the spectrum. I imagine it would look like a bell curve, where if you are in the middle of the pack rank-wise, your reward for time played is actually better than those on either end of the ranks. After all, who among the vets is going to say, “oh, I played my hour for the day, or played my 10 hours for the week, so I think I’ll go play something else since I don’t need to be here anymore?”
True…anyone with middling or higher pips isn’t getting more of a benefit out of the system…
(edited by Sylvyn.4750)
Another terrible idea, that this forum is now full of. If you are on an outnumbered map then that will very likely mean that there is plenty of things you could cap, there is also multiple ways to leave spawn to go and do that, perhaps play a class that can get around more easily. The outnumbered buff is a reward for doing that, not for being terrible at the game.
It also means your enemies can afford to post a sentry or two at each objective and call for reinforcements to prevent you from taking said objective…being outnumbered makes things exponentially more difficult.
