Same thing going on in tier 3 with Mag on top then SoS and SBI fighting for 2nd, for the last 3 weeks or so. While new pairings might change the matchups and keep them from getting too stale, we’ll miss those we have fought alongside in the current pairing.
ETA: Requiring the 75% vote to be the negative action instead of the positive action is working better, it seems.
With the poll on the server pairing rotation, they showed that they are willing to put in a compromise if no one option received the requisite percentage of votes. With this poll, they are forcing a 75% vote to do the one thing they were certain players wouldn’t like, so of course it is going the way it was expected. For the next DBL vote, they should say, “we will have 2 ABLs and 1 DBL, with the option later to add a 3rd map in place of one ABL, unless 75% do not agree.”
Again someone from US server…can you stop comment if you are from US server…al you use there is meta builds ..ty
Correct me if I’m wrong, but you did post on the English forums, which is where almost all NA players discuss their favorite builds. We can’t help it, it’s our native language.
A couple points…with the timer only at 5 mins, defenders can make an effort to hold onto an objective for just a bit longer and get points, whereas before if they had taken the keep originally at the 14 min mark, were immediately attacked by a larger blob, managed to defend it for 10 mins before losing it to the attackers who then downed the lord just in time for the tick, then the smaller group of defenders get no PPT even for holding a keep for 10 mins. Now, they would get 2 smaller ticks rather than none. There is a guarantee that they get points for the original capture of the keep even if they end up not being able to hold onto it for long because a bigger enemy blob is right behind them. This actually takes away some of the PPT advantage from the bigger blob who can’t immediately cap it for all the points in a 15 minute timer.
Conversely if a blob rolled up to your T1 keep with 12 minutes left till the tick you could let them flip it then flip it back before the tick and the blob got nothing out of it.
When you are drastically outmanned, as in one server has two 30-40 man blobs running around the border lands and EB you will never be able to hold vs a sustained assault. The best thing to diminish what they were doing is let them free cap and back cap everything with smaller groups.
Example: DL flips an entire border in 45 mins. 3 ticks happened during that time under the old system.
Tick 1: 3 towers, 3 camps and 1 keep
Tick 2: 2 towers, 2 camps and 1 keep
Tick 3 3 towers, 2 camps 0 keeps.Under the new system they always get a portion of the tick for what they flipped due to RI. So when they flipped a keep, assuming it took 10 mins to flip back they got what is about 0.6 of a keep and so during the first tick they would most likely have 1.2-1.8 keeps, this is most likely to be the same for the other ticks.
A large blob actually gets more PPT out of this system because it guarantee’s 1/3rd of the points of an old tick regardless of if it is back capped. With keeps and the inability to hide mesmers or small groups with thieves they take a little longer to back cap as well giving yet more of an advantage and being closer to 2/3rds of the points of an old tick.
Hmm…yeah, it would depend on the time remaining on the tick as to how the points would be spread. Mostly, it seems that after a blob takes a keep, they would generally get the 15 minute tick before we could take it back, since it takes a bit of time to break down 2 walls/gates and then take down the lord, and there are usually a few lingering defenders.
After considering, in another thread, how the doubling of the points per kill (now at 2) makes killing one enemy the same as a 5-minute camp tick, it makes it riskier for your team members to run around alone, be out dueling, or run in a small roaming group and get taken out by a larger group or blob. Yeah, I think blobs are still here to stay.
So now PPK is the same as holding a camp for one tick…even more reason for a blob to take out random duelers, and really bad duelers can negatively affect the overall score. So, don’t duel in WvW if you’re not good and can’t run from a blob, right? Even small roaming groups should proceed with caution, and defenders rushing to hold an objective being attacked should not run in singly to die in futility, but go in as a group, or risk giving the enemy even more points on top of the PPT from the objective. Blobs rule…again.
A couple points…with the timer only at 5 mins, defenders can make an effort to hold onto an objective for just a bit longer and get points, whereas before if they had taken the keep originally at the 14 min mark, were immediately attacked by a larger blob, managed to defend it for 10 mins before losing it to the attackers who then downed the lord just in time for the tick, then the smaller group of defenders get no PPT even for holding a keep for 10 mins. Now, they would get 2 smaller ticks rather than none. There is a guarantee that they get points for the original capture of the keep even if they end up not being able to hold onto it for long because a bigger enemy blob is right behind them. This actually takes away some of the PPT advantage from the bigger blob who can’t immediately cap it for all the points in a 15 minute timer.
Also, think about how long it takes to flip a camp versus how long it takes to flip a tower. If you split your forces to take 2 camps instead of that 1 tower, you’d get the same points in a lot less time. Again, the advantage goes to having smaller roaming groups, because it takes more time for one blob to make the rounds, where many smaller groups could take more objectives within the 5 minute timer.
Are guild halls easier to get these days? My guild with 4 people hasn’t even bothered with a guild hall let alone guild missions, because it looked like a minimum of 10 would be needed to clear it.
Oh, that works too. Now 84.1% lost! Whats the point of voting! Is this what you called democracy?!
If they didn’t get creative and figure out an average, then the vote would have failed just like the last one and would have been a waste of time. This time, they took our votes as advice, and no, Anet is a business, not a democracy.
The goal of linking was to achieve better population balance. The more frequently linking occurs the faster we get to those balanced populations.
I believe they should have tried 1 month, 2 month and 3 month over the last few months to see what the players liked better.
I think it is too early to ask players what they think because we don’t really know all the effects such as breaking up communities that have grown together or guilds that have formed over multiple servers. Is that more important to the player base than balance… we still don’t know.
While I have enjoyed GoM’s linking with SoS, our tier is getting stale, as are the others for the most part. We’re facing SBI and Mag in T3, again, for like the 4th time since linking, so I can tell you what the end result will be…the same as the prior 3 times. In T4, I don’t think they’ve faced a new server in at least 3 or 4 weeks straight. Sounds like a month is about all that’s needed for each tier to settle, since we only have 4 tiers now instead of 8. It’s hard, choosing between breaking up with a server that we have become acquainted with versus tiers and matches getting stale all over again.
In the next release, a 6th pip is being added to the provision master ability line that allows you to buy HoT recipes, sigils, and runes from the heroics notary vendor.
Sweet!
I tried to discuss some of what I’ve said here last night in chat with SoS but they wouldn’t have any of it. It is very clearly a casual server.
As someone who’s never in a guild and primarily scouts or roams, I totally understand why people don’t want to use TS and why they just want to have fun. It is a game after all and fun is important. But at the same time, these same people are upset that their server is always losing, but they’re not taking any steps to change it. You can’t be casual and still be the best, you know?
Oh well. I told them what I thought and although I don’t think I’m liked because of it, at least they didn’t tear me apart either. Like I said, it’s a good community. It just needs a stronger core because 75% of the players are PPT’ers who can’t/won’t use TS and don’t pay attention when it’s necessary in a fight.
I must have missed the time frame or the map you were on when this was discussed. I tend to agree, though, there are a lot more casual players, it seems. However, if you do a map call for various things, you do tend to get a bunch of solo roamers coming out of the woodwork to help get the job done. The lack of organization, though, contributes nothing against fairly equal numbers of organized enemies.
Playing against mag/fa/sbi alot, they all have their fair share of casuals/scrubs/newbies/pvers. We just don’t have enough fight guild presence to match what mag/fa can bring a lot of the time. Heavy sustain + boon share + organization should make any group of randoms look like scrubs.
I really only see two main fight guilds and maybe a couple roaming for SOS/Gom. They all wreck face though. If we had 2 or 3 more guilds like them then the “all casuals” thing wouldn’t be as noticeable.
True, and with summer vacation going on, things might look more hit/miss for a while…
Servers opening up is a good thing for me. Think I will look into transferring one of my accounts into a T3-T4-ish host server, so I don’t have to worry about getting tossed around from host server to host server every month or so on one of my accounts.
Any comments out there on how NSP or FA is doing?
Haven’t played on either server, but am familiar with their progression over the last month or so. Being hosted on SoS in T3, we end up either playing FA or Mag in T3 and they usually win by a comfortable margin, but when either moves up to T2, the other T2 servers defeat them and they are sent back down to T3…so either of them are like a yo-yo right now.
For NSP in T4, my understanding is that none of the T4 servers have been able to jump up into T3, as there is about a 200 point glicko gap between T3 and T4, so the matchup in T4 has been the same over the last month or so…some say that’s boring, but at this point with tier positions settling more (at least until they mix up the pairings), all tiers look to be in the same boat lately with just about the same matchups, with the exception of FA and Mag flip-flopping.
Yeah I thought their goal was to get all servers as even as possible so the linking rotation could be more flexible. This transfer opening might just create more stacking.
Given all servers except TC and BG have opened why is this thread still a thing?
That’s a big unknown as far as how that will help a T3 or T4 paired server. I know at least one guild transferring OFF of SoS because of wanting to step up their game and hook up with other guilds doing the same. Time will tell…
I tried to discuss some of what I’ve said here last night in chat with SoS but they wouldn’t have any of it. It is very clearly a casual server.
As someone who’s never in a guild and primarily scouts or roams, I totally understand why people don’t want to use TS and why they just want to have fun. It is a game after all and fun is important. But at the same time, these same people are upset that their server is always losing, but they’re not taking any steps to change it. You can’t be casual and still be the best, you know?
Oh well. I told them what I thought and although I don’t think I’m liked because of it, at least they didn’t tear me apart either. Like I said, it’s a good community. It just needs a stronger core because 75% of the players are PPT’ers who can’t/won’t use TS and don’t pay attention when it’s necessary in a fight.
I must have missed the time frame or the map you were on when this was discussed. I tend to agree, though, there are a lot more casual players, it seems. However, if you do a map call for various things, you do tend to get a bunch of solo roamers coming out of the woodwork to help get the job done. The lack of organization, though, contributes nothing against fairly equal numbers of organized enemies.
I was thinking it might be good for Anet to code hard limits on where siege can be built, where rams can only be built within so many feet on the outside of a gate, catapults/trebs/ACs can only be built in useful/non-stupid spots for offense/defense, etc…but then I figured those limits would probably not allow for legitimate creativity on the battlefield…so yeah…sometimes you gotta take the bad with the good. The rights of the many should not be dictated by the crimes of the few.
Perhaps the great driver Bilbo needs to remember his BMS guild roots on Kaineng long ago.
BMS rules:
Rule One: Don’t die
Rule Two: Don’t die
Rule Three: There is no retreating, fight.Only then will SoS start wrecking again.
Oh, no, he hasn’t forgotten…our ears bleed in TS when we break the above rules…he just has too many pug-scrubs like me to herd around, not the trained fighting force he’s probably used to.
Seems Bilbo and the other usual commanders have been on less lately, though. However, big thanks go out to the ones I’ve run with lately in my PST primetime that have stepped up to the plate…Stormcrow, Selene and Elune.
We seem to keep getting SBI and either Mag or FA, so pretty much the same matchups for the last month or more. During my primetime at least, the other servers always seem to have bigger blobs and we’re having to accomplish more offense/defense with fewer numbers. Having come from a fairly quiet GoM, there is still more activity now than I was used to, though.
/cheers
Official word on siege trolls (spies used to cap an area’s siege by placing useless siege inside important structures) is to report them via the bot report option.
What if they used all your supply to build siege on top of the boat floating on the water in Bay? There was a golem, treb, cata and arrow cart all on the boat, and none of it usable (though I didn’t try the golem…hmm). Though they didn’t block anything important, later on that lack of supply really hurt us and we lost Bay. Unfortunately, we didn’t get a name, but we are pretty certain of the server…
Your mileage may vary…still seeing the same guilds from GoM playing alongside SoS.
That is saying that your sword, bow or fire magic can destroy a iron gate if you hit enough, well, ok.
If you hit cast iron hard enough it shatters like glass.
If you heat it with fire it melts.
If you shot enough arrows at it, it would erode.
I’d like to see the size of the quivers needed to hold that many arrows…Rangers better have good chiropractic insurance…
I think we still have the poll on linking frequency coming up. We just voted to keep linking but haven’t yet voted on the second part of that equation. The current poll is on map configuration.
Yep, SoS was hit very hard tonight by spies, and hard to tell which server they came from as both teamed up to leave us just our keep on EBG and a couple towers/camps on our BL, but not our garrison.
SoS has ticked under 100 once since this match started. Compare that to FA which has seen hours of sub 100 ticking. A few hours ago SoS was rampaging around EBG with a T3 SM. Even the total score put SoS around 25k from second place which is by no means a blow out.
Sure getting beat by numbers in NA prime isn’t the most fun but it isn’t like this match has gotten away from your server. SoS doesn’t even really have many dead spots. Log on to FA during a dead spot when you can count the number of players across all maps on your fingers and toes with no commanders while the two other servers are raging with 30+ man blobs… that sucks. I don’t think FA even has a keep WP right now.
Well, looks like FA is going to end up close to 40k higher than SoS, so yeah, the deficit was non-recoverable.
There’s already a complaint thread about boons lasting too long, including resistance to condis…so what’s the real truth here? Is there too much resist or is there too much condi? If we nerf both sides of the equation, we may as well just stand out in the middle of the field fighting with non-magical toothpicks…
I don’t think it would work, as the reason T1 servers are stacked and overpopulated in the first place is the competitive nature of those that chose to move there. I think the best you can do is cap those servers at their current population levels and merge/open the already low-pop servers to transfers and new accounts up until they reach similar population levels, and only bring new worlds in if all servers have hit the designated population level and have been capped off for transfers or new accounts.
We don’t know how difficult the linking process is nor do we know what analytics they are tracking.
From what Tyler has said, mainly on reddit, the 3 months is purely to allow glicko for the linked worlds to settle. My argument would be is it really necessary to do that? Glicko is not measured for the low ranked world so linkages can’t be defined by glicko. And in terms of keeping the mode fresh it might be better to have more volatile glicko to keep more variety in matchups.
I don’t think Glicko should be allowed to settle. Already statements were made here about people leaving T4 because that tier appears to be locked and getting stale.
Wow, didn’t notice that before…there’s about a 200 point cliff separating T4 from T3, where the rest of the pack has less than 100 point cliffs to bump them into the next tier.
WvW has been more fun since the server matching started than for the previous year or so. If you quit after the stability nerf, you missed the worst time in wvw. Gratz on the fantastic timing.
+1!
As for trying to even out servers with free transfers, I remember from my WoW days that Blizz would only allow transfers from certain overpopulated servers to certain underpopulated servers…they didn’t give carte blanche, which would have undermined their goal for balancing. Maybe they should try a few select transfer options to see how that pans out, locking all other possible transfers for now.
Thanks for all the GoM compliments! I’ve enjoyed teaming up with SoS and following their commanders as well!
I play on SoS, and this week we are against maguuma and FA while losing pretty hard. For the first two day (Friday and Saturday) we hung in there, but by Sunday the server had apparently given up and the past two days have been totally dead. Nobody ever thought we would be competitive in the matchup and this has caused most of the server to take the week off.
Two days of action and now apparently 5 days of retaking towers when the other servers are done with them. And that’s boring.
Alpine is less roamer friendly than Desert, so even that’s boring.
Wasn’t the idea of server linking to put most servers on at least an even footing? The numbers game here isn’t working.
I’m on SoS/GoM, too, and have noticed as of Sunday the drop in our paired server’s participation. I’ve actually seen more familiar faces from GoM lately than the larger SoS guilds.
Perhaps when the smaller incremental scoring is implemented and servers don’t end up as far apart and have a chance at catching up, and the night-capping points not being so lopsided, then it might keep players interested in continuing the fight rather than giving up once a 20-40k point spread exists after 3 days.
I’m all about learning experiences, re-evaluating procedures and protocols, collaborating with fellow gamers, and creating a better experience for everyone but seeing a game mode in beta close to 4 years in is alarming.
I don’t treat emergency situations as learning experiences. These guys better get it together at anet or the ship will sink.
Lol…your statement made me recall another game that has been in Beta for the longest time, MechWarrior Online. The real content took years to roll out, and last I saw they were still tweaking community warfare, which was supposed to be the centerpiece of MWO, but Piranha Games is still alive, as is the MWO title. From my perspective in playing and waiting for content in MWO, Anet has it much more together than Piranha.
I think he’s saying his server combo doesn’t have queues, but the opposing server teams they are facing probably do, as his server is probably getting outnumbered. I’m seeing that on my server combo. We went from queues on all maps right after the merge to being outnumbered on 3 maps simultaneously, even right at the end of EST primetime and the middle of PST primetime. Is the honeymoon over already? :P
Wait until Last Stand is implemented, then EST may be wishing reset wasn’t so early…
Since most people seem to have more time on Fridays to play, although at varying times, I would agree with the poster above who said move the reset to Thursdays.
Also to consider, my server has had the last 2 matchups come out really close with the 2nd place server, where last week we barely got ahead of them on points on Friday, and this week, I don’t know how it came out, but as of last night, it was close again so the last day was the deciding factor. So, for those worried about when reset actually happens, also think about when a match is very close and could be decided even in the last few hours, where the East would usually have more influence on those outcomes.
Are you the type of player that just wants to be in on the initial PvD to rack up WvW experience, or would you rather be part of the team that fights tooth and nail to determine the outcome of the match on the last day?
How are the queues looking for everybody nowadays? Seems most of the hype of both Alpine maps and wvw rewards have cooled down a bit, as I type this for FA/BP there’s no queue on a single wvw map.
T3, SBI: EBG queues. Rare queues on 1 ABL when EBG zerg jumps back and fourth.
About the same for SoS/GoM, it seems things have calmed down to just one queue on a map, mostly EBG but sometimes one of the BLs if the zerg hops over.
Personally, I do most of my gaming in the dark.
Me too! I don’t want any breakers tripping when I’m in GW2!
But if you make it an hour early with the daylight savings it would 8pm est ;-; more time for us est players to play. So basically with the current time the people who can’t play rn will only be able to play reset every 6 months?
Which is 5pm PST. Too early for those living on the West Coast.
Unless our internal R&D project is successful— flattening the Earth so there’s only one sunrise/sunset for everyone— there is no time which exists that will please everyone.
Chris, Anet’s logic is flawed as Frick on this? For starters, 1 hour earlier worked for over 3 years. Reset time was never on the table of WvW issues until a Dev changed it and made it so.
Here’s a logical question for the discussion, does PST follow EST? If so, shouldn’t players in the PST time zone follow those of the EST time zone?
Next question, shouldn’t the largest player population be prioritized? If EST players are the largest population, shouldn’t they be given equal to or more time to play on reset? Heck, this whole “scoring” change BS is to make the largest time based population more importance. Thus, shouldn’t this also apply to Reset?
Here’s some numbers to highlight the issue.
Distribution of US Population by Time Zone:
Eastern 47%
Central 32.9%
Mountain 5.4%
Pacific 14.1%A smart choice would be to not prioritize around 14.1%.
And, I’ll add this lovely photo from NASA as visual confirmation of population distribution in the U.S.
The tldr, Anet’s absolutely wrong on the topic and just making stuff up for whatever selfish reasons they have. Reset time changes have nothing to do with players, player preferences, or player QoL.
You’re going to base population distribution on lights? Look at China…they have a lot fewer lights than the Eastern seaboard, yet we know they outnumber the entire NA & SA continents. Maybe China and the West Coast just run greener. I honestly don’t care one way or the other, just thought I’d point out a flaw in your light-based theory.
Spying seems to be the lesser of two evils when you have servers that effectively coordinate a double-team against the 3rd server in a matchup, producing even more lopsided play than merely knowing enemy positions. We have recently seen this happening, where server #1 will step aside to let server #2 take a camp while server #1 attacks our server to prevent us from taking the camp or engaging server #2. It’s like we’re playing with real-world politics, or even reality-show tribal-council politics, yet most of us come here to escape that crap and just want an honest fight, win or lose.
With the upcoming scoring changes, time spent in the beginning hours after a reset won’t matter as much, and perhaps the last few hours of the weekly matchup may make more of a difference if the scoring is close. So, hang on for now, we’re still in Beta…
I wish there were some good guild groups on maguuma. All I meet is groups of 3-4 thieves or mesmers. Annoying fights.
Yeah, but Maguuma’s KDR has been top notch lately…they must be doing something right!
I have finally seen every thing. A necro complaining about top few lootbags in wvw. You just blow my mind.
I’m more impressed at how long it took OP to notice that marks aren’t triggered by downed players.
Ah, so part of his issue is mechanics of a trap on downed players…
This lack of credit for loot is apparently true for all condition damage in WvW, of which necro marks appear to be 100% condi damage with bleeds, horrors, poison, etc.
:facepalm:
Am I way off, even though it has been brought up before?
This lack of credit for loot is apparently true for all condition damage in WvW, of which necro marks appear to be 100% condi damage with bleeds, horrors, poison, etc.
Points per Kill is a thing again, since what, January? So, those running away are trying to deprive your team from adding extra points to the overall tally. You might think, why does a few points matter? Well, in the current rotation, my server team, SoS, is or at least was, ahead in objectives acquired, but if you look at Maguuma’s total Kills and Kill v Death ratio versus ours, they are eating us alive and that is keeping them ahead. Let me find that link for stats…here: https://forum-en.gw2archive.eu/forum/game/wuv/Activity-for-the-week-of-2016-04-30-BG-OP/first#post6147325
Wow…seems like large-scale fights these days don’t last that long…usually over in under a minute. What changed? (I’ve only been around since just before HoT)
- Standard WvW items and stats – Yes! I completely agree, and there was recent thread about same idea with many players opposing it for just one reason – they have spent so much time and money crafting and gathering all those ascended pieces, they want to feel stronger now. That is such nonsense, PvP is great because you don’t have to grind items for it, because you win or lose based on your skills, not your equipment, and WvW would absolutely benefit from same idea. I have done my ascended stuff and I still hate all the time I wasted, I would much rather spent all that time in WvW instead.
As I have stated before, standardizing armor sets and items only makes sense if the population of each opposing side is in balance, which even with the server linkings, this is still not happening across all server pairs and especially not during all times of the day. In a way, standardizing armor would just further promote blob-play on any given map because numbers would matter more than armor/items.
Our server group SoS/GoM was simultaneously outnumbered on 3 out of 4 maps during some of the NA prime time hours over the weekend. The prior two weekends, we had queues on at least 2 maps during prime time hours. A sign of waning interest, or was it just Mother’s Day festivities? Hard to say at this point, but those two reasons would probably have affected the opposing servers as well.
With the current state of population imbalances in WvW, I can’t see this being a high-priority issue. Doesn’t matter if my side has Ascended, Legendary or Exotic when we’re outnumbered on 3 out of 4 maps during prime time this last weekend.