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Since PPK is just now back in game, I would prefer that it stays in place for a time to get a feel for how it is working out before changing it already.
PPK is a good balance to PPT since it allows a side that may not field as many a chance to regain points if they are losing the PPT race by simply fighting smarter/better than their opponents.
Gank groups will be a side effect, but…if they are deploying 5 to hunt 1 player than odds are they may be short handed else where. So the 1 kill they might have gained would be over shadowed by the 20 kills they paid for by being outnumbered else where and losing the bigger group fight.
You never want to encourage people to tell realm-mates to leave the map, which would occur if PPK is only for the outnumbered side.
Most people don’t like to get jumped, but that’s why there are numerous ways out of spawn and considering there might also be open WPs to use, its a matter of out gaming the gankers or bringing in people to wipe them as they try it.
Good hunting!
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I like this idea. I am also ok with it being a random number of supply of their total considering some it to have been damaged in the fight. Maybe a higher curve on the lower percentages then the higher ones. It also makes people under seige question, if I drain supply can I get out with it.
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Just out of curiosity, what would people think of objectives that are damaged and are not auto-repaired during a capture. Punch holes in the wall, then either repair it after capture or risk an opening in your new objective. Upgrades would upgrade the pieces around the broken wall/door but not repair it on its own but require people to repair it. This would increase the value of supply lines, make people consider how much damage they want to do to an objective and create additional reasons to defend. Some very fun fights have been around Stonemist after a long drawn out siege where the outer walls are swiss cheese. Now picture that else where. The biggest downside I can see is potential karma farmers but ANet already needs to address the issue that objects that flip and back fourth shouldn’t reward the same as something that is held/reinforced. I have know some people that love the defensive aspects of WvW and would love this kind of thing as well as others that never want to defend but just attack that would love to be able to shred a defense to force the other side to spend time repairing that might go with something like this as well.
Anyway, quick evening thought and curious hates/likes/mehs that others might have on the concept. Not sold myself, just an idle thought on how to keep WvW fresh. Good hunting!
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My torch is close to going out and I re-sharpened my pitchfork eight times.
I am looking forward to them too, but you posted this at 1:15 AM in the morning thier time. Let’s let them get some sleep so that someone doesn’t do a removal versus a copy. Yes? Good gaming to you!
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And of course, many more
lol, I am betting this is going to be a very popular spot.
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The plant synthesizers in WvW might give you a lucky drop, but other than that (and the Trading Post of course) it’s Maguuma Falls maps and the guild hall plant synthesizers, both of which require HoT.
Confirmed, I have gotten them from the syn’s in WvW, actually some this weekend during reset to be exact.
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The changes for season 2 will make this less of a problem. Each team will have a tight MMR grouping such that each teammate should be very similar in skill to you. This is different from season 1 and unranked where we balance players on each team, i.e, high MMR and both sides and low MMR on both sides.
The goal is to ensure than if the higher skilled team wins, all the higher MMR players go up the ladder. Less unlucky high MMR players will drop on the ladder, and fewer low MMR players will get carried up the ladder.
So if you’re unlucky and got matched with a low MMR team, you will keep losing and have no way to recover?
You wouldn’t be matched with a low MMR team unless you also have low MMR.
But what about the opposing team? If the system’s going to choose team mates as skilled as us, then what about the enemy players? What if we get paired up against enemy players with a much higher MMR?
Then that would mean either you climbed to high in divisions and you need to drop some, or the other team isn’t high enough yet and they are climbing out.
But loosing or even dropping divisions is not fun. People want to see progress because the permanent pvp progression system (rank 1-80 was made laughable short) is no longer of interest.
In the “everyone wins” mentality the leagues mean nothing. They should represent skill level, and not cater to people’s desire to always get more, more, more.
Skill level lol. This game will never be about skill. MMOs are about progression, if you want skilled gameplay, play games like LoL, Dota, etc.
Everyone who is above average should be able to reach legendary division if they put in enough effort, not just ESL like players. They got their ESL stuff for themselves already.
Um, no. That would truly make Legendary worthless. People should be able to fall all the way back down to Sapphire if they don’t belong where they played to. I don’t like losing Pips either but that’s the point of a ladder system, moving up and down. And even though this is an MMO, this game mode isn’t the same as PvE/WvW. You can keep what you get if you can retain it, its not a given. That’s what makes the level 80 ranks pointless. Anyone can grind their way thru it with enough time. The rank system shows time spent, the ladder should reflect the other metric of your build against others.
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If there was 4v5 logic in place then apply an idle timer to players in spawn and boot them after a certain time regardless of movement in spawn. Timer runs while you remain in spawn. Saw this in other games and it worked pretty well to prevent people from going AFK in spawn or giving up and not going out. Someone throwing the game could still just run endlessly to their death but its something.
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Have to disagree. Saw this change block more people from trying to game the system by grouping with people of lower divisions to lower their group average. The grouping logic needed to go in place as soon as it was ID’d. What this did leave us with is people in divisions higher than they really would have been able to get to on their own, thereby punishing future teams.
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I have to agree with some points. The toxicity in ranked went thru the roof with the tournament. Can you block people, yes, was the distraction already done, yes. Were you then left with turning off chat on following games blocking communication with your teams, yes.
On the other hand I do approve of a system that moves people up and down. I actually believe at a certain level you should be able to also lose divisions and the lose of tiers should be moved further down in divisions from its current stand point. That way if a player is carried up or a streak makes it appear that way they should be able to level back down where they actually stand.
But the logic that forces the 50% winrate is what can drive you crazy. Now I know the logic is being adjusted for how it groups people and we are being given some sort of view on what odds the game is giving us but you are left with times that this seems pointless.
The change to not allow people to game the system by joining with a lower division player is a good change, as will be the streak logic. Be interested in seeing these play out in a new season.
It does make me wonder if there should be logic in place accounting for the difference in group versus soloers and logic about out lying performers. Example if a group goes into together they have a higher odds of having an advantage already by being on some chat or have better odds of having more synergy in classes then the full solo group does. Now I say this even as I play with more casual people and we don’t do this, but we still have an edge since we have played together in the past and have a better grasp of how each other might play. So that should factor into the Pip lose potential side of the equation if the solo group does lose to the premade.
I agree that personal score does not tell the whole story but it is directional in nature. If a team loses and some players worked their tail off while another went AFK in spawn, or the game was a 4v5 because of a DC that should factor into PiP lose as well.
When you end up with games where the losing team has scores that range from 200-300+ compared to 25 you know something was off.
And maybe it’s time to re-evaluate personal score. Should bunkering award some points, more if killing players while defending. Should killing a bunkered point be worth more. Should solo kills score more than zerg kills. Should zerg kills be divided by the number of people doing the kills versus the killed. Should kills off point reward a different number of points. Should a negative score be given for staying in spawn.
In the end I know more people that decided to avoid PvP since December that were playing it before and more regulars that while playing got to a point where they questioned why play or continue to support the game. That’s a story in of itself since all of these players come from PvP/WvW orientated parts of this game and/or came from others games in which PvP was the only aspect of the game.
As far as an apology, no, it was the first iteration of a new thing and you can’t figure it all out the first time, but you can ask ANet to be open with the feedback and share their thoughts as well for the future. That gives people hope versus silence which leads people to believe things are as they were intended.
Anyway, food for thought. Good hunting!
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lol, keep leaving bags behind since you get used to auto-loot and next thing you know you look behind and there is a travel of things you didn’t pick up.
+1 auto-loot needs to be fixed in WvW please.
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GW2 blob guild players will just kitten real RvR players off in new game. You try to play GW2 wvw right way and blob guilds whine like babies. We wanna fight alone. Don’t use siege. Don’t hide keeps. Come outside fight. You talk about RvR and don’t even have any idea what RvR is.
CU in CU.
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Have to agree. Odds were good that people would reach this point. I wouldn’t mind seeing something similar to the old system where your XP keeps rolling and when you hit 80 again you are granted 1 spirit shard. That way players still feel like there is progression even if its just chasing a number while new masteries are being added.
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snip
This could be expanded a bit to read ‘after wondering aimlessly seeing no one to fight for 30 minutes, we finally ran blinkered straight into another group and actually had a fight’.
There has to be players on the map for there to be ‘varied combat options’. They are not ‘fresh’ now- they are dead.
Yeah, except this was being on the map for about 3 minutes. Don’t get me wrong, movement options are something to consider. But towers on the old maps were pretty pointless since you could just bypass. If you didn’t have WPs then you would have a long run back on the old maps as well to get to back SWT/SET/SC. Now not having those towers is a problem that if not addressed will slow you down, there is a price to not controlling things.
New maps are built with more people in mind and that’s when they excel. Also in either case, EB always drew larger numbers then the borderlands, or at least on the servers in which I have played for/against, since there was more targets of attack and thereby more important to control which in turn drew more fights.
That said I have also seen smaller forces be able to hold their own against larger forces using the terrain to their advantage versus the typical pirate ship or run straight thru each other fights the flat maps encouraged.
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Are there any options on allowing 2 queuing methodologies?
Example:
- In HoTM go with the existing ready up. Default is you have to ready up or opt in.
- Queue outside and the default is reversed where the player is given the options to dismiss (and thereby receive dishonor) else they are pulled in.
On the AFKer front, could logic be added that if a player does not leave spawn after a defined amount of time they are flagged with a higher dishonor and forced out losing 2 PiPs in the process. Remaining players PiP Gain/Loss is then calculated based on 4v5 situation.
Just a quick thought but, admit would prefer the chance of more AFKers if it granted people the option to queue outside of the mist. You could also add additional incentives to those that still choose to queue inside the mist if that is the location that was preferred to have people in.
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No and here is an example why. Traveling with a small group last night and came around a hill and ran smack into the middle of another small group coming the other way. Complete surprise fight on both sides. Was utter chaos on both sides. Now this could have been mitigated by having a proper lead scout out front and such but the fact that the terrain was able to hide both groups from each other till the last moment was awesome. On the old Alpine maps this might not have even resulted in a fight since one side or the other might have withdrawn on sight of the other as both jockeyed for position. New maps might have issues but they have so much varied combat options that they will stay fresh much longer than the alpine maps ever had.
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yes but the argument would be that those metals cost money that could be sold aswell sooooo….what does it change?
Two scribes, one on a 10 man guild and one in a 500 man guild could mine the mates I am proposing in the same time singly.
That’s the difference.
ok…
they can mine platinum NOW and sell the platinum ore and buy resonating slivers, soooo….what does it change?
There is a cap on missions. So more players in a guild the more slivers. I don’t disagree that larger guilds can still outmine smaller ones, but at least the smaller guilds can offset that by spending more time to balance out the difference, which is how they are keeping up with larger guilds in the guild hall updates.
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So WvW is getting a long awaited change where only 1 player can rally off of 1 other player killed. What is the PvP communities’ thought on the same change being applied to this game mode?
To me this is more reasonable and increases the importance of players’ decisions on what action to take in a fight. If you drop multiple players, does it makes sense they should all get back up if they drop you?
Drop your thoughts here, if you are a mind to. Good hunting!
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Add this to the already growing list of threads about DCers. Seriously, we get it, it sucks, it happenes(sometimes for or againts you), move on with your life.
First off, play on a paper clip since the US Internet infrastructure is terribad. That said its not a DC issue as people leaving the game. No, you don’t get it else you would +1. PM me your bank account info and we can discuss moving on after you pay for funds provided to ANet. Else provide options to them to improve. Good hunting.
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Where are you getting all the brown pigments to keep up with the slivers?
lol
Some recipes don’t call for it. Check your mail. And yes potato farming. But your question still shows even removing the silvers larger guild will retain an edge even with this change. So why not?
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Would be nice if a crafting profession like a scribe could offer their services to smaller guilds for a commission.
Look at the LFG, people are already doing that. So you are good with a tax on the smaller guilds that the larger don’t face? Cool, send your local government more of your income then is taxed already.
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yes but the argument would be that those metals cost money that could be sold aswell sooooo….what does it change?
Two scribes, one on a 10 man guild and one in a 500 man guild could mine the mates I am proposing in the same time singly.
That’s the difference.
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Doesn’t change a thing. If they want us all to be in 500 man guilds then don’t allow a guild to be created with out 500 people. Else balance their game.
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Resonating Sliver should be a craftable item based on materials found in the regular world. Example recipes:
- 100 Dragonite, 100 Empyreal Fragments, 100 Bloodstone Dust, 100 Mithril
- 100 Dragonite, 100 Empyreal Fragments, 100 Bloodstone Dust, 100 Platium
- 100 Dragonite, 100 Empyreal Fragments, 100 Bloodstone Dust, 100 Iron
The current system favors larger guilds that can focus their resources to advance scribes. Consider leveling the playing field or removing the current requirement for Slivers in recipes.
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+100 on these.
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This is one of the few games where crafters do not readily earn an income. The crafting system is more of a money sink sadly. Its more profitable to flip the TP then craft goods and sell them legit. You will find that quite often the raw materials that make up an item sell for more than the crafted item unless you are at the beginning of a market or catch people missing an opportunity.
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So if you have a pug group and a player is out of game for half or all the match, why is this not considered in the calculation for PiP gain/lose? How is this being addressed in the new season? I understand people will have real issues, but that should be accounted for in the calculations. Did not see any of this mentioned in the plans for the new season and it should be considered.
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Ok, too all the people saying this is overpriced I don’t think you get it. Take an alt-o-holic. You have 15 toons. On those you bought 10 CooperFeed Salvage-o-matic and multiple SilverFeed ones. Royal Terrace pass same-thing.
I think the better question, how do you handle the people that did buy multiple of the items since now they are left with a bad customer service transaction since this option wasn’t around before.
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There are some good changes listed here and will be excited to see them implemented and for further details as well.
That said, in regards to Fractals, know more people that want new fractals versus any sort of leader board. Would prefer if the priority on those to items were reversed. When the new Fractals were released a lot of people we excited but then some of that excitement was mitigated by the lack of any new Fractal being added. The new mistlocks were fun but people were also really interested in new encounters to master.
Outside of that looking forward to WvW and PvP changes.
Edit: oh and a big +1 to the Shatterer, have been wishing for a long time now for that Dragon to take one simple step to the right and see crying in horror.
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(edited by TheGrimm.5624)
People in ranked get so kittened when they lose it’s not funny. And I usually mean my team, cause i’m in the bottom half of pvp’ers, and yes, at times i can be a liability.
Well newsflash Sherlock: you gonna lose and …yeah and what?
There are no real winners at pvp, save three groups:1. the select few premades that make it into ESL and compete for actual real life prizes. If you’re in solo queque, that’s not you, buddy.
2. The ones who learn to calm their anger and emotions and as result perform better in pvp. Though the real win here is the self control, that you can take into rl with you.
3. The ones who plainly have fun, even if they don’t win.
So seriously stop crying all day about a lost pip or even 3. Don’t like it, improve. Don’t like your team? Make a premade. But seriously stop foaming at the mouth cause you lost. That’s pvp for you. Don’t like it, don’t play it.
There is quite a bit of foaming going on out there right now. Not certain if that means the risk/reward system is working or not but it does seem to trigger emotion in people. Don’t like matches that are stacked against you from the start either though so agree there, but good points above.
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[x] Profanity Filter
I’m not sure how players can’t be toxic while PvPing at least in soloQ. The amount of 4v’s , beast lovers , and zerg point and run players is kittenen beyond anything we’ve had in the past.
We went from some of the best PvP gaming to the most painful.
Good luck, hope it gets fixed someday
I will counter you on that, I think it actually takes effort to be toxic. Don’t get me wrong, don’t care about profanity, I work in IT, I think I have had 4 F bombs as people have come into my office since lunch. Likewise people using profanity to banter and jest isn’t the issue. There’s a distinct difference between that and toxic chat.
Just wanted to open the thread since I know others that are avoiding PvP currently since the environment is degrading so thought it was worth the shout out. ANet can’t code the players, but if its causing some existing players to avoid the game mode you can image what new players might react. Either way be back out there tonight, good hunting to you all.
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Vieux, you have seen me in the forums before.
orly? Think about it.
You think I am not thick skinned?
I don’t own stock, but, its about time, yes?
Admit it..
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ANet, you have a fun game.
You want players to play the game.
That said, work where foul language is a norm. Been at knife point, gun point, shotgun point before that.
Internet, it emboldens peeps. You get statements that people would never dream of making in person. You might consider admining chat just a bit.
Just a thought.
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the massive amount of useless trash in the loot boxes.i know you need players to put money into the game but way to much junk in boxes
You might want to explain what you mean by “useless trash”. I like loot boxes because I can save them up until I’m ready to deal with inventory, which means it’s trivial to rid myself of ‘junk’ quality items. The rest of the drops: those are often the most valuable part of loot.
Examples might be broken claw, broken lockpicks, bunch of fur. Aka items that are meant to just be vendored that they added the “Sell Junk” button for. That’s at least how I interpreted the OP. These item force the player to exit the game area and return to a vendor else they can not pick additional things up. If these are meant to simply be converted to coin, then drop the coin versus taking up the bag space.
The other option is give us a reason to have these in the bags. Example, you can sell it this vendor for ‘x’ coin or go there and make ‘x’ + 10 for it if you traveled somewhere else.
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A Scribe's Lament aka The Optimist Love Story
in Guild Wars 2: Heart of Thorns
Posted by: TheGrimm.5624
Well written and worth the read.
Scribing is not cheap. I don’t think anyone disagrees. I think it will be adjusted over time.
But…..this reminds me a tale from the history books about a city that focused on beatification versus spending anything for defense.
There is a lot of things wrong or potentially outside of your story that is disturbing.
First off in a smaller guild with less than a dozen of us working on the guild hall. We are at level 37. I know how much gold I have put into the process by my own choice and an idea on some others. That said it would have been cheaper if items were not rushed. A lot of people are building guilds fast, but outside of WvW is that needed? If you don’t rush build a lot of the materials needed are items you are already going to acquire over time.
With the amount of gold that you spent on scribing your guild could have potentially been maxed out. How much of the resources were spent on scribing that could have been spent to build out features for the guild.
A key to the halls is engaging your members and making sure that the guild is returning value for the resources that your members donated. Making a lovely garden is nice in the long term, but did you do it at the price of boosts for your guild, vendors that could save them laurels for recipes? What benefit did that provide to the members that funded those items. I hear you when you said you paid for it yourself, but that was choice. I am sorry but just because one can doesn’t mean one should. Leveling scribing follows the same path as any craft in GW2 at its base and that’s what’s the best bang for the buck(coin). People are still figuring that out. Did all of the items you craft add to your crafting level or were things made that were because you could?
As I said I am not advocating that scribing doesn’t need adjusting, but I am also left with the feeling that some poor decisions were made here as well, which could be a mistake on my part. But I do know that you don’t have to craft to raise your guild level and acquire boons for your guild. The more a guild can aid its members the more the members will aid the guild.
Hoping better times for you and appreciate you sharing your experience. Good hunting!
Edit: spelling
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(edited by TheGrimm.5624)
Happy New Years to you future time peeps!
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Don’t get me wrong. I like the new system as well. It just feels like we lost some incentive. True you can get guild members together to do missions but you lost some incentive to do smaller things together. Silverwaste is a good example. The random Veteran events that pop up in the middle of no where. They don’t advance the map, they don’t really drop loot that’s worth the time, but they were a good way to stop and take a second and kill with a guildmate for 20 points. Now its more, move along they aren’t worth the time. Doing random events in Tyria while doing dailies, same kind of thing. Champ trains, though smashed over time, were also a great way for a guild to build up currency together and do some events that rewarded the player and the guild.
I agree valid points on the F2P accounts, the 100% rep thing is mixed in but is also different but still fair points. As I said, looking for a way to tie the old into the new since the groundwork is already in place.
The difference in the old and new is that the only activity now that benefits a guild is the missions and you don’t even have to do those together for the most part. I won’t deny that a lot of people didn’t realize how much their activities were adding to their guilds but a good number did as well, hence the 100% rep thing. Double sided coin that. Jia’s point on how much currency their guild had built up is a good example of people playing the game while being member’s. With a conversion rate similar to what is in place now that time just enjoying the game as a guild member and building influence could create things to enhance a guild’s experience.
I also agree that the guild halls are a sink, be it in game material and/or people spending real money to outfit their guild. The material sink part makes since though since we need more things to move material around the world and out of it else you again end up with things having no value and therefore, why bother.
Key point here is that the more you can associate a member’s activity to a guild and allow the guild to give back to its member the stronger the tie between the two. Else you end up with everyone just running around in their bank guilds.
Pope crossed into a different conversation and one I touched lightly on above as well which is at some point people are going to be asking that there be more things that their guild can spend guild currency on to benefit their members and show that the guild can give back. The current currencies have their distinct roles which will need to be modified at some point else they too become, why bother kind of items which are not healthy for a system.
I appreciate all the feedback. Good gaming to you!
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Resonance is the currency that you can use to speed up the items that are queued after your scribe has crafted them. You can convert influence via the vendors to either favor or resonance currently. I might be missing something but I don’t see where allowing a larger guild to build guild consumables faster than my smaller guild is a disadvantage since the offset is allowing more favor for the smaller guilds on their architecture side.
Favor allows the growth of guild infrastructure but all resonance does is allow your guild to build items that have been crafted faster. Still requires the scribe and/or guild to collect the materials for the item though.
That’s one of the reasons I would like to see influence returned so that members actions outside of missions can still benefit the growth and management of the guild based on actions they do with others in game.
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Found most people I know that do better on bells leave both hands on the keyboard over the 1-4 and 6-9 keys. Going that route versus number pad made a vast difference this year versus last.
haha, I never thought in NOT playing like that, so much so that I have to change key binds to default every time I enter bell choir (I change my heal skill to Mouse 3 and skill 9 to “c”)
The 4 keys in the left and 4 in the right makes it perfect to lay your fingers just like that, that way you can sign each note lane to a finger.
:)
I know a number of people that tried just clicking there way thru it as well as trying the number pad so figured better to suggestion it versus not. Know enough bean counters and data entry peeps that are amazing to watch with number pads so that route made more sense for them to try.
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I admit I never was able to get bells until this year and now I can finish all the way thru 98% of the time. The above suggestions are good. If anything think that you have more time versus less to hit the note if you error on waiting till the note reaches the line. You need for it to pass the white line and be in the blue before hitting the key.
Another thing that didn’t make sense is that you can heal between rounds by hitting any bell note as long as, and only when, you see the game saying Waiting for more players and the status bar is up. If that never comes up there is no healing between rounds so it might be better to take a couple of hits and ensure you get some notes played versus all. Example from the image above, if in doubt skip the 2 (Red) note and ensure you get good hits on the three 1 (Green) notes if you need to heal some.
I would also recommend finding and trying to play the same portion. Example I prefer the middle part. That way you get used to the songs and have a better idea what to expect once you see the opening notes.
Found most people I know that do better on bells leave both hands on the keyboard over the 1-4 and 6-9 keys. Going that route versus number pad made a vast difference this year versus last. In addition to the above camera views I would also recommend setting your view so that you are looking down the line between the notes that split the 4 and 6 keys so that there is more emphasis on whether the note is in the 1-4 or 6-9 group and therefore right or left hand motions.
There also might be a pattern to the melody that is being played by the game itself versus the player triggered notes but I don’t have that one figured out yet. I would also check to see if you can take more errors on one toon versus another. Example my War seems to be able to take more errors than my necro, but again,haven’t tested to understand that yet or its perception of some sort going on there.
Practice does add up. I went from a bell hater to now being called a fanatic and it can be quite relaxing once you get it down.
Good luck!
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Proposal: Return Guild Influence
Why: It’s Fun
So with the changes introduced in HoT influence was replaced with favor and resonance. Guild missions were changed to allow guilds to still gather a currency they could then use to ‘fund’ their guilds. Vendors were added and caps were introduced to allow the old currency to be converted to the new ones over time with a conversion rate that was pretty aggressive to reduce the built up supply that was out there.
But…..that then removed an aspect of the game that I know many enjoyed which was an extra bit that was gained for your guild when you played the game together with other guild members. It was token but it was still fun and it added up. It made it so every time you did events together or PvP’d together or did various things there was a little more reward and incentive to do it together. It also then allowed guilds to build items from the time that members put in to return value to its members. I like the new systems but I don’t think they have to be mutually exclusive. The game needs a good supply and demand system to ensure materials are collected and removed from the game but it still feels like part of the why do it together aspects was removed.
What I am proposing is bring that back, and leave the new currencies, converters and caps in place. That way guilds small and large working with guild mates are still creating a usable currency for their guild, people can see that working together helps the guild and it gives people things to work towards together. The conversion rates can be adjusted over time as well as the weekly caps if need be and it creates an infrastructure to allow ANet to create more items that guilds can purchase for themselves with favor and influence down the road. This would also allow people that are still having issues with gaining favor via missions a much slower way to still grow their guilds but with the time gate caps on the conversion still keep the large and maxed out guilds with a form of check and balance.
I know we have a lot of different currencies already, but these are all already in place now as well. Favor via missions would still be the best way to gain guild currencies but playing the game would also create a means to that end but at a much reduced rate.
Anyway, 2 cents and thanks for your time, good gaming!
De Mortuis Nil Nisi Bonum.
I honestly thought this was going to be about how much silk has crashed in value. Seems like the market is now flooded and silk is on its way to being trash. I think between the differences in our views that it has balanced out quite a bit. I used to have people complaining about silk left and right but that vanished about a month ago and now no one seems to be short of supply. I would say let it ride for now.
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Races/Rushes are one guild mission that currently allows people to not have to wait and allows multiple guilds work together on an objective which to me is a positive things that also benefits the smaller sizes guilds. The biggest issue right now is educating people that they don’t have to wait if another guild has started it and can run their people thru as well gaining credit for both guilds. I don’t think I would like to see these change since they are working well currently.
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Had two levels (3 & 5 escorts) of the Guild Mission for the WvW Supply Lines quest (Dolyak escort). Both levels did not display the number of escorts that had succeeded as they were escorted in. One did complete after the number was reached without the UI changing and the second never changed and failed twice while active. Thus mission was working previously so not sure what about the UI changed between patches. Had a couple of guildmates cross verify the UI and they were seeing the same issue.
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Teamwork beats solo play every time. Every time.
Winning the fight will always win you the point. Winning the point will not always win you the fight.
Defending a point is not limited to standing on said point
That’s correct. It’s not really defending when the bunk sits at home breathing through his mouth while his teammates are out struggling in an outnumbered battle.
I think this is one of biggest points of contention and a great example. If a point is never threatened, then you just made your team fight handicapped everywhere else. The same tactic does not always work. Be aware, be ready to change up and react if needed. One size does not fit all. Playing as a full 5 man, have fun and pre-set all you want. If you don’t then be as ready to change up as you expect that random person to change up for you.
In either case, if you are courteous to that random then odds are a little better they might be back. Go straight in with preconceptions and attitude and you can expect to get what you give and you just hurt your entire team.
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6. accept the fact that you’re playing with 4 other strangers and anything can happen
in which case, this thread is unnecessary
Sharing tactics is fine and can be useful. This thread reads more like someone lost and they are playing the blame game. A lot of players believe there is one and only on tactic that will work and aren’t very open minded. No plan survives first contact is an axiom for a reason. People may have tactics that work well for their group and makeup, which is fine if they are playing a full 5. Its when its not a full 5 that the problem occurs. Its sadly human nature, well we lost, it must have been that random person versus John, I mean John never makes a mistake, right?
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I think the OP needs to change the title of this thread. I have seen more than enough premades do the same things as listed above. What’s worse is when you get a bad premade since they should be in communication and still run around not knowing what to do next. Same rules apply. Key is to pay attention and don’t blame others for your own mis-plays, understand them and try and do better next time.
Really would love to see statistics on queues to see how many matches are premades of what sizes.
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I have a small guild and it’s kittened, thanks for nothing.
Can’t do kitten in a small guild. Thanks for stealing all my upgrades and not allowing any way to gain favor.
Key to doing this with a small guild, be patient. It will take time to get all the materials so you need so prioritize. You can’t expect to have it done overnight. In a small guild with about 5 focusing and another 5 or so off and on we are already at level 32.
On the favor side, ran some missions solo in an alt guild last night and finished 2 of the 3 missions out. I would recommend trying those on Mondays after the weekly reset and then you can run them with other guilds and combine your efforts. Example: bounty, help track and kill it. I think I saw 6 or 7 guilds tracking the same target last night. Rush/race, same thing, have yours active while others are running it and add your score into theirs.
In short small guilds will require more people dedicated to material and resource gathering than larger guilds. But guild missions are in a great state right now and there is no real price to failing them or running them multiple times as needed.
Now likewise, you will have better odds of getting ANet on board with changes if you address which issues you have and some possible solutions.
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+4 here.
These are great changes, very excited to see them executed. The fact that upgrades couldn’t be blocked impacted player options to starve an target. The multiple rally has been issue since day one and was the lead contender to people telling new WvW players to go somewhere else since they were rally bots. PPK in addition to PPT makes a lot of sense as well and was welcome when it was running during the previous event. The guild catapult supply price increase really impacted havoc groups. Now the question is when can we try these out?
De Mortuis Nil Nisi Bonum.