Showing Posts For The Lethe.2953:
Bump – Cuz I think this is worth looking at.
There is a vendor in LA that still takes Zhaitaffy and the dragon bash was months ago. He also takes other items too. This goes against their past practice. After every event the collectors stayed around for quite some time, and this one is just gone.
Please Anet, bring em back!
The ugly wool item collector is gone from LA. Wintersday gifts are still dropping in WvW. Can we have the vendor back to clear up excess ugly wool stuff? PLEASE!
Just to be sure I got the right email. What is the correct email that we send the attachment to? I believe the email is legit, but I want to double check here with a reply from someone with a big red banner behind their name. If you are not advertising that to the public, I’ll accept a private message too.
A summary of the last few pages:
2) A lot of people are interested in a sub-commander or lieutenant system of some sort. One that would allow for greater coordination and delegation.
Different color tags and/or multiple tag shapes would address this completely. Each world would come up with their own standards.
I have a couple of other things I’d like to mention. I don’t think we’d want to focus the commander on the guild system. It could be that I’m wrong about that, but it feels restricting to say you can’t be a commander, or a full-fledged one, unless you are in a guild of a certain size. How would people feel if, instead, there were some additional unlocks you could get as a guild commander that only displayed to people in your guild? Maybe if you are in guild only mode on your tag you have some additional tools?
This is a fair idea and would give guilds something more to unlock/achieve. However, I would be quite satisfied with adding an Open/Closed Squad feature. Say… default it to an open Squad. If the Commander feels his squad is full, then they can close squad and then the tag will only be visible to those who joined the squad. Plus any additional features you want to add.
Perhaps the largest question I still have, how would everyone feel if the only changes to commander were the smaller scale ones?
Any improvements is better than no improvements. The sooner the better too. I’ll take bit by bit over waiting for everything.
The other stuff is super interesting and has a lot of promise, but is also a major task and one I can’t make any guarantees about. I suppose the crux of the question is how priority is the rest of the stuff, if the smaller bits are taken care of? Would the commander system be functional enough with more markers, guild only tags, less suppression, better supplyinfo, and possibly additional marker shapes?
Yes. This quality of life improvement is a very long overdue change. Now if only we could search the TP for light, medium, or heavy armor instead of having so sort through crap I can’t wear… oh well that’s a topic for another day.
How for my short bullet list of Commander wish list.
- Choose Commander Tag Colors (I’ll settle for 3, but 6-8 would be nice)
- Be able to make an open Squad for all to join or switch to closed squad to hide tag from all except those who joined when it was open. Guild only tag is acceptable to me.
*Make /supplyinfo have a range of 800-1200 or so.
*How about /squadinfo for list of names/classes nearby? - MAKE IT ACCOUNT BOUND! I’m broke :’( I made the mistake of putting my tag on my ele and now I cannot command on my Guardian or Warrior. If I leave the map to change characters the queue monster gets me.
- Make the Commander tag FAR more visible in heavy combat. Any kind of intense fight and many people lose track of the tag. It’s honestly safer to just put a target on the Commander as that is easier to see in the fray. That really shouldn’t be the case.
- Carefully consider making Commander waypoints visible to non squad members.
I’ll take adding 1-2 features every 2 weeks. How about starting with expanding /supplyinfo to 1000 on Dec 10th
(edited by The Lethe.2953)
For us small guilds who have trouble getting enough supply grouped together to make an impact. As in 3-4 man teams. We struggle to get supply to build a ram/cata/treb and then have to run back for supply. In that time guards can respawn and kill what we have built already. Making this a long and painful process. So I have a suggestion.
Create a new trap called a portable supply depo. This supply depo can hold up to 50 supply. It can be withdrawn by any ally, and can be destroyed by any enemy. (I guess this would make it a portable supply depo siege weapon – taking 50 supply to build).
Either way this would add a new dynamic to WvW and really be a great boon to small groups! Sure it would help zergs a bit but it really wouldn’t have the same impact as it would to small groups trying to hit hard.
Your thoughts please. (bumps welcome too for the Dev’s to notice!)
I have a simple yet effective fix for the population imbalance for wvw. However, it will not initially be popular with most players and T1 worlds.
Lower the max number of people allowed in a borderland per world. (say to 60 or so)
This will initially create longer queues and frustrate many many players. It will get so bad that guilds will do what they already do when the queues are just stupidly long and they can’t even group up as a guild. They will migrate to worlds without the dreaded queue problem.
Another bonus, less players means less skill lag. An 80 man blob vs and 80 man blob always results in terrible lag where you can just afk in battle and come back with no health lost.
This is bitter medicine but it WILL result in guilds fleeing the T1 queues and to the open arms of worlds in need of wvw players.
I STILL want a reply from a dev. I’ll settle for, "we will take some lessons from this season and apply them to season 2 in regards to scheduling. "
I still want a comment from Devon Carter on this one. I hope others comment on this until he does.
Thanks for sharing that lemrish. Always good to see a familiar face. Blackgate has a stroung and healthy wvw experience that isn’t about zerging. To echo the answer about queues, I only see queues when NA prime hits in the evening or if someone is pushing one of our keeps hard and everyone gets called in to save the day.
Heck, most nights a queue is usually short and a welcome sign of relief as people are coming to help.
From a small guild leaders perspective. The community is amazing and generous. We have had very few inner Blackgate issues between guilds and when they do come up we have always handled them professionally and politely.
Guilds volunteer their time and gold to train others. These are the kind of people drinking at a moot with!
As the leader of a smaller guild. I will give you my blunt experiences with Blackgate. Despite being smaller we have been given the same amount of respect as the large ones and our input has always been valued and enocouraged.
This is not a world of all stars who just jumped on the same world. We are actually are friendly and welcoming community who take care of each other. When ND got hacked and deleted, Blackgate came together to help them rebuild. People help each other here and leave the Attitude at the door. This is a place worth playing at.
Of the guilds who have left for greener pastures, they have almost always had the kindest and most encouraging things to say as they went. Our respect doesn’t stop as soon as they transfer. (I personally miss RISE prince Javan and his “intense” commanding. Especially when it was so intense someone called the cops on him. <3
Did you just post a question then answer it yourself?
Lmao.. I laughed at this
I laughed too. It’s just like laughing at your own bad joke.
Welcome to Blackgate WM. For a medium sized guild you sure do make a large impact. Within hours you had earned respect from my guild, and we look forward to fighting as allies and friends.
With respect,
Lethe
Use "Dynamic Map Population Limits" to help keep WvW competitive.
in Suggestions
Posted by: The Lethe.2953
Any word from the Devs on this? I do like that they dropped the orbs but perhaps something more should be done.
Please subscribe to this thread and keep spreading the word in game and on the forums. The only way Anet will take notice is if you stay VERY VOCAL about this.
This is too good an idea to let get buried under the mountain of ideas we have. Keep bumping it and they WILL take notice. Dev’s show us some love!
Use "Dynamic Map Population Limits" to help keep WvW competitive.
in Suggestions
Posted by: The Lethe.2953
Nudge because I’d like to see Anet say something on this idea.
Wow glad to see such strong support for this. I sure hope Anet notices.
Currently if you press B you will get a status update of WvW and an option to join one of the 4 battlegrounds.
However you do not know how many people are in each area, nor do you know how long the queue is any of the battlegrounds.
I would like to see Anet add an indicator that will show how many people are in the battleground. (Either just our world or for all 3 worlds)
I’d also like an indicator that will show how many people are in the queue ahead of me.
If you like this idea please bump me!
Use "Dynamic Map Population Limits" to help keep WvW competitive.
in Suggestions
Posted by: The Lethe.2953
I think Kay’s formula is being misunderstood. I know I did at first. So please correct me if I am wrong but here is what I am understanding.
Team 1 has 100 players who are trying to join WvW at a time.
Team 2 has 60 players who are trying to join WvW at the same time
Team 3 has 50 players who are trying to join WvW at the same time
Based on the server with 100 players, the 4 battlegrounds will be capped at 25 players max per team. (Until more players want to join the 100 man team or one of the others goes above 100)
What this would do is force team 1 to have 25 per map.
Team 2 and 3 would have to pick and choose which maps to load 25 onto, or spread themselves thin.
This would not prevent people from joining WvW at all, however it would limit the numerical advantage the stronger team would have in any map.
Another option would be to place a backup limit which would keep the higher population bound to within 30 people per map or something.
It would be nice to add a feature that shows the current population of each battleground and the size of the queue. (Great idea for another post)
@Mithran, I do not believe WvW guesting is a wise idea. What is to stop someone from guesting on another server and blow all the supply in the keep to build siege rams in worthless places? We’ve already seen some guilds transfer a few to opposing servers to do just that before a big attack on that keep.
The hiring NPC idea is very do-able, and I hope Anet considers your suggestion.
(edited by The Lethe.2953)
Use "Dynamic Map Population Limits" to help keep WvW competitive.
in Suggestions
Posted by: The Lethe.2953
Arius, I understand your concern about the queue, but that is the nature of the beast. Regardless of number allowed in, you will always be fighting the queue. I don’t have much to say beyond either face a potentially longer queue or deal with having no one to fight for a week or two. Last week was a good fight, but this week we get excited to take back the ONE supply camp or tower the other teams manage to take when we are off doing a jumping puzzle.
With the severely unbalanced servers, the jumping puzzle and map completion is the only thing to really do in WvW for a whole week. I’d take a longer queue over not playing WvW for a week. Right now going against weaker servers is a punishment for all players all around. No one to fight = no fun.
@ Kay, it would be roughly the same formula as what you currently proposed. It would just apply to each borderland the same way and independently from the rest. This way you would be able to keep each borderland at semi-equal numbers instead of a complete route in specific borderlands. Each area would be a reasonably fair fight.
Use "Dynamic Map Population Limits" to help keep WvW competitive.
in Suggestions
Posted by: The Lethe.2953
I absolutely love this idea! I am tired of WvW going one of two ways. Domination or dominated. This would go a LONG ways in correcting that.
The only comment I’d like to add is make each map dynamic of it’s own accord.
Meaning one borderlands could have like 35 v 50 v 45 and then another borderlands could have say 75 v 69 v 85. It would really depend on the server.
The only issue that I can see at the start is what happens when people go to bed/get off. Say you have 60 v 60 v 60, then one or two servers have 30 people hop off but one team doesn’t. Then you still have an imbalance. However I don’t believe that people should get kicked out of WvW because of that imbalance. It would just prevent that team from getting more players until the balance is reached again.
Good post Kay of Sauvage.