This is the thing – the match making is all very random.
We did – make this feedback in the forums on the last season – which ended: 2015-05-14 .
More than 6 months ago !
I don’t think class MMR is used to calculate your chance of win / it uses account MMR only
Why is that MMR Abuse?
They are encouraging you to play all the different classes.
The only way this can be fixed is by ANET – putting in Class/Build MMRs for individuals.
We all stated in the last season – it needed to show what score your team needed to achieve:
(a) Not lose a pip
(b) Your % chance of winning
© The individual players MMRs
(d) Gain thresholds for winning pips
- there also needs to be a Profession basis on your likelyhood to win..
Example: 2 Mesmers, 2 Necro, 1 War
VS
2 Rev, 2 Guard, Ele
The 2nd team is favoured to win due to class composition if both teams have same MMR.
This is something that needs to be fixed ASAP – locking in a class MMR and prevent rerolling classes mid- (or prior to start of) a match.
You’re not the only one… I lose a MATCH : Lose TWO PIPS !!! (When my other team mates have given up).
Lose a match with < 50 points difference always lose a PIP.
Win a match with any number of points : Win ONE PIP.
This is just so broken – its unbelievable.
If you’re carrying your team – you should be gaining a PIP especially when its a close loss (and you’re not favoured to win).
The system is so broken..
With MMR trying to get you a 50% win/loss ratio – you go up a pip/down a pip.
[I have a MMR so every match is only ever going to be a +1 or -1 pip win/loss: Basically the worst it can be.]
Low MMR Players (often match manipulated) will have up to +3 pip win – they will progress much more easily on the leaderboard.
There is no loss of PIPs in a close match – which seems to be wrong.
Its either all out win or all out loss.
The lack of class MMR is something that badly needs to be factored into the equation – if that means locking the profession you que with – it needs to happen. Some players will have a high account MMR, but a very low class MMR (as they are new to a particular class: no fault of there own). They are punished from deviating from there main classes which they can play with a reasonable MMR.
The PR Excercise has started – it is a shame not a lot was learnt from the last test season where ALL these problems were highlighted at length to the developers.
Now we see all the BAD things being implemented from that league – where close matches (<50 points) you lose a pip : even if you’re not predicted to ‘win’ the match.
The system is so broken right now – it’s honestly flawed to the core. The system is designed to show players most improved (SO New PLAYERS !!) and not players who have a stable account MMR – and wont improve much over a season are being punished by the MMR System giving them a 50% win/loss ratio.
Hi All,
Currently account bound MMR is only present.
What this means is if you have a good MMR and start to learn a new class – you’re class MMR is based at your account level.
This does not take into account the players ability to play the class or build.
For example – I have been learning to play Mesmer got me a few matches to get the hang of it after practicing some basic rotations in the lobby. I had never played Mesmer before and was struggling to get good…here are some stats.
These are in the order of (most recently played -> season start)
War (6 losses , 1 win) – just learning this arm so would benefit from a class MMR : [I am below my account average MMR when playing war]
Mesmer (9w,8loss) – Was learning Mesmer (new class for me): MMR is settling back. 9 wins total on account for Mesmer.
Ele(6win,5loss)- was learning to play Ele in pvp on a build which I had never played before. Previously had 0 wins in Ele for PVP.
Necro: 5 wins (win streak) – may have been carried by a team but was playing a build which I was familiar with (non-meta) which is reasonably strong.
Engineer (2 loss. 6 wins)- new build not played engineer much.
Ranger (5win, 1 loss)- old build no changes : not played it for months
Guard (5win, 4 loss)- paying a non-meta fun build
Thief ( 12 loss/5 win)- always been a weak class for me in pvp even though I have 4000+ hrs in pve on thief.
My account bound MMR is too high for me to play warrior and ensure I can understand how to effectively play it.
My concern is if I start trying to learn Revenet my stats are going to be all screwey for a while with a class based MMR. My MMR will be too high for me to learn to play Rev for PvP Ranked.
If someone swaps class during a match that member should have its highest class MMR as part of the calculation for win/loss pips.
A class and account based MMR are both needed for a healthy PvP with a decay function implementable. Someone who has not touched a class for months needs a lower class based MMR until they are ready to .
The winning third ?
That image from the .DAT file is it being discussed on Reddit?
It’s amazing we are still finding things to add to the list.
Some more:
Those Christmas clothing items !!
Eg ugly wool socks (etc)
I know these are trophys but they are handed in for rewards at wintersday.
Tempted to add Black Lion Keys/Chests to this list.
The amount of chests to keys I get is high.
coagulated Ectoplasm – should also add this one.
We don’t know yet how it’s used for legendary armour .
Remember tequila the dragon (as you could do this drunk now)- nets 3-4 gold easily for 15 mins (tops). The average easy stuff is still 12-15g/he without requiring any consumables. Raids are not going to be rewarding this level of loot especially after any nerf.
The 1 in 4 drop rate of an ascended box from killing each raid boss – seems not to be happening. Not in the groups I have seen – which I think was may have been stated by a developer.
Anyone else seen any other drops of ascended boxes (not minis!)?
Even ignoring food price for a second, a raid shouldn’t award less than 20 mins of tree logging in Tyria. That’s just dumb imo.
I Completly agree !
Raids should be rewarding the highest reward vs hour for those doing it right – it’s a once/week lockout. Most groups do not yet have this on farm mode so they will get even less gold/her.
If they fix Fotm this will be the highest chance of ascended drops again compared to raids and a better gold/hr if those ascended boxes start to drop. The level of difficulty vs gold / hr is not really reflected that well in this game.
Some token items are used for mystic forging.. these should be storable in a material slot.
Prehaps we need a ‘token’ storage system for those things?
I would add the following ‘tokens’:
Legendary Insights (used for creation of legendary armor)
This is not a token:
Ectoplasmic Residue (have to combine 10 of these to create a coagulated Ectoplasm)
Hi All,
Check it out :
https://leaderboards.guildwars2.com/en/na/pvp
These are updating??
I’m confused shouldnt they be reset with something new.
Thanks
This was just a trait note fix. In other words it was already there ?
It’s not a bug fix- it’s been like this since day 1.
They need to be clear if this is intentional bug fix or not.
Tbh- it didn’t need to be changed IMO.
Its a nerf – its also not in the patch notes.
Means you cannot steal (to nothing) and trigger thrill of the crime.
Its a bad move IMO – sometimes you want to have no target on the steal.
Otherwise we have no other way of triggering ‘I want to run’ faster move to catch up toward a target.
Its a nerf – its also not in the patch notes.
Means you cannot steal (to nothing) and trigger thrill of the crime.
Its a kitten y move IMO – sometimes you want to have no target on the steal.
Hi All,
Okay- I know its windersday nearly so this is a time of giving.
Please give us some improved rewards in FOTM !!
—> Nothing in patch notes for FOTM lovers?
Oh well.. perhaps I have been a bad skritt this year – there is always next year.
Thanks All
KB then chill/imoboliZe. They slowdown / stop moving
Has anyone asked John Smith the question?
He seems able to pull out conclusive proof if DR is hitting players in these maps.
Personally I feel that I have hit DR in Auric, Dragons Stand on numerous occasions due to the nature of the maps and how we are encouraged to run around in a small portion of the map to progress the meta events.
Ye- I could live with a late UTC 23:59 Fri reset. That would work reasonably well – at least we could all meetup then at 14:00 UTC Sat (10 am EST/2pm EU) to try a co-ordinated run together with guildies.
Hi All,
Current Raid Reset Time: Monday 08:30 UTC. (This is Monday in the Americas, EU, Asia, & Oceanic zones.)
Okay- so I know this seems crazy but wouldn’t it be better for this to be Friday?
Why ?
This would mean the group could get together to Raid over the weekend (across multiple time-zones as a guild).
What is currently happening is multiple groups are forced to RAID over the week – leaving many individuals who can only get on during the weekend for the RAID missing out as others have done it during the week.
FYI – I play on a NA Server (EU Timeslot) – waiting for the weekend for any Raid to play with guildies in the US/EU at a time we can meet up.
I know ANET currently has the reset time on Mondays so they can do something or other (support them ?- but this time is like really late Sunday night or something for them in PDT?).
Your thoughts !
How well does the current raid reset time work for you all – could it be better ?
Bugs
Cannot enter fractals of mists in a squad
Cannot enter instances areas in a squad
Converting a party to a squad will give an error msg ‘x is not in a party’ when in an instance – eg fotm.
Cannot run multiple pins in a 5 man instance (used to run 2 pins in some dungeons) for split tactics/training groups- eg dungeons.
Cannot have a secondary pin in a squad – would be useful for DS meta (eg a subsquad could have a pin – would be nice).
Congrats – that first time always feels the best !
What I think I’m trying to say is..
You’re more likely to win on blue comapred to red teams.
Its as if blue – your team has a higher MMR than the red team (on average).
There is nearly a 10% difference here – between red/blue matches.
I believe gw2pvp.de includes ranked/unranked games in that total counter.
These are also likely to be people who are actually interested in their overall performance.
Statistics by Team (since using GW2PVP):
My Account—
Red Team-
37 games played.
Victory
15 (40.5%)
Defeat
22 (59.5%)
Blue Team:
55 Games played
Victory
34 (61.8%)
Defeat
21 (38.2%)
Stats from gw2pvp.de overall:
Victory Statistics by Team
32050 unique matches played on red
Victory
16546 (51.6%)
Defeat
15504 (48.4%)
34302 unique matches played on blue
Victory
20225 (59.0%)
Defeat
14077 (41.0%)
Seems to me it’s close – but more likely to win if on a ‘blue’ team?
There looks like a big enough sample size here of matches played over numerous months (from players registered on gw2pvp.de).
I’m starting to not like playing on ‘red is dead team’
John Smith quoted that it was (paraphrased here): So new players could make gold more easily and be able to gear up quickly. This is done by making the low level zone areas materials/drops worth more. This is done by increasing demand for these materials – the economy is expected to be highly unstable when an expansion comes out for some time.
You can see this is the case with:
iron , soft wood, leathers, wool, linen,,etc…
A lot of higher end players will happily trade gold for someone else to farm mats.
Artificial short term demand has been created across many materials in the hope of removing excess supplies from the trading post allowing things to create a new equilibrium.
In other words:
Kick start funds for new players
Drain gold for existing players (who want to rush things )
Create market uncertainty – spikes/dips and clear backlog of items from tp.
Its just bad design – HP Bloom Dragons Passage – wait 30 mins…
Spider HP – wait 30 mins.
Some classes are more solo friendly than others.
The HP Bloom spawns adds in conjunction with the champion.
The Difficulty vs Reward is not there – zerg it and boom its dead.
Hi All,
Okay – so we had the Hero Points fixed in Verdant Brink with Scaling fixed.
Now we’ve got several in Tangled Depths which frankly spawn champions and several adds when you’re the only person there ?
Seriously ?
— I don’t mind a challenge but something with unrealistic expectations is a bit cruel.
There needs to be things looked at like this – it may have been fine when the map was 1 week old.. now we are like 2-3 weeks into the HoT Release. People are bored mapping – its taking up to 30 mins to wait for people to get to hero points so you can get one single point. This is just plain stupid.
Scale it based on number of players activating the challenge – some of these are a good distance from waypoints and are challenging to get to in the first place.
Thanks,
Hi All,
Last patch:
1) Molten Duo – cannot skip straight to bosses (which is just a time-gate when you’ve already killed the champ/adds on a prior level – you are doing this for no loots).
2) Mai Trin – Added a ‘stelth’ debuff during cannon phase enforcing everyone to run around cannons in circles. >> Makes thief even more useless on this level. This affects those with high lag times even more as they do not get enough time to ‘react’ away from the cannons.
Any others if you spot them – let us know.
Thanks,
Hi All,
The following maps seem to no-longer have any map-reward rotations enabled:
- Verdant Brink
- Tangled Depth
- Dragon’s Stand
- Sparkfly Fen
- Dry Top
- Silverwastes
- Harathi Hinterlands
If you hover over the map – it only has one item enabled for the map reward from events. This does not seem to be ‘as designed’
Please investigate and look into this.
Many Thanks
Specific to raids – cannot re-enter raid.
6) Cannot kick DC’d Party members – This then prevents adding new individuals to a group.
Hi All,
Squad Bug’s
1) Cannot Leave – HIGH Severity (Prevents you joining partys)
2) Cannot change Leader
3) Cannot KICK individuals from SQUAD
4) Cannot LFG Advertise (Essential for RAIDs across mega-server maps)
5) Squad Chat stops working intermittently (Esp inside a RAID).
Any more – lets add them here.
Thanks,
Solution: Finite Result
http://wiki.guildwars2.com/wiki/Solution:_Finite_Result
Its annoying as its ‘white’ and could easily be destroyed – not good. Its a very expensive item to purchase.
How about abet charge us gems to take part in wintersday this year?
I’m feeling like Scrooge – just hope the ghosts don’t visit this year.
Hmm…think I’ll stop now before we give anet too many ideas.
Oops I did it again …
Hit me one more time.
I did a high set of three fotms and didn’t get a daily chest.
I feel sad
Another one:
Finite Wings – its a slavaging mat – http://wiki.guildwars2.com/wiki/Finite_Wings
Fractal Research Pages — why on earth I have to put this in the bank/swap toons is beyond me and make sure my toon has it (It only gives out one per account). Its really easy to lose.
One more:
Shark Fins (Cooking Ingredient)
Found one more:
Rata Novus Writ of Excellence : http://wiki.guildwars2.com/wiki/Rata_Novus_Writ_of_Excellence
Reclaimed Metal Plate (These are traded to vendors for plated weapons)
Writs of Experience (They are useless on lvl 80 toons until we have 20 of them to trade in for a Tome of Knowledge)
Tome of Knowledge
The Gifts for legendary weapons:
e..g. Gift Of Metal / Gift of Fortune / Gift of Mastery / Gifts of Exploration
Unidentified Dyes
And here is a BIG one :
Boosters
All trading post boosters should be in a Trading Box slot (not a bank slot) –
e.g. Armor Boosters/Crafting Boosters/Enchanted Reward Boosters/Teleport to Friends/Revive Orbs/Boxes o’Fun / Trading Post Expresses / Self-Style Hair Kits / Total Makeover Kits / Black Lion Keys / WvW boosters / Experience Scrolls etc
Toy Box
All those fun ‘toys’ that we have been purchasing:
Aviator’s Memory Box / Executioner Toy / Baloon Water Fight toy etc
Why are they not a currency and just go in the wallet is beyond me !