We fight for our server. Win or lose.
For the Coast!
THE TARNISHED COAST BATTLESONG
by Thrumdi of The Tarnished Coastguard
VERSE
To the last inch of land,
We’ll make our stand,
At the Garry and Stonemist too.
From the Bay Keep’s wall
To the Hill’s cold halls,
For the Coast! we claim’em all.
CHORUS
For the Coast! we cry.
For the Coast! we die.
For the Coast! we’ll run’em through.
And when you feel
The kiss of our steel
For the Coast! you’ll surely kneel.
VERSE
Top up your supply,
For the battle is nigh,
The siege-master sharply says,
‘Cause there’s never a gate
Our rams cannot break.
For the Coast! we dominate.
CHORUS
For the Coast! we cry.
For the Coast! we die.
For the Coast! we’ll run’em through.
And when you feel
The kiss of our steel
For the Coast! you’ll surely kneel.
VERSE
Though the orb of power
May be safe in their tower,
And guarded round and round,
When our commanders relay
Their orders today,
For the Coast! Our zerg obeys.
CHORUS
For the Coast! we cry.
For the Coast! we die.
For the Coast! we’ll run’em through.
And when you feel
The kiss of our steel
For the Coast! you’ll surely kneel.
VERSE
For the glory and loot,
The Dredge we’ll recruit,
The Hylek and Quaggan too.
From the Briar to the Vale,
Our courage cannot fail.
For the Coast! we will prevail.
CHORUS
For the Coast! we cry.
For the Coast! we die.
For the Coast! we’ll run’em through.
And when you feel
The kiss of our steel
For the Coast! you’ll surely kneel.
I would have killed you too.
Hope this doesn’t become too widespread, or I would hate GW2.
Well I would like to Quote Anet on something " We dont want any players time to be more valuable than others players time". You say this claiming to not want to alienate off peak players but as it stand in WvW off peak players time is more valuable than peak players time. During peak time you cant claim 6 keeps in an hour. Its just not possible but in off peak times its a pretty simple matter and happens all the time and it makes there time worth more. A good plan to curb this is to implement a scoring ratio based on number of active players. If all realms have equal players or semi close players then they should get normal scoring but if one realm has a quarter of the players they should get extra points for the things they hold or the other team should get reduced points. ( i am only proposing to change the total score gained at a time, the score that affects the rating of the realm, but not the server wide buff gains)
This cannot be repeated enough.
Off-peak players are currently worth more than on-peak players. Simply put: they contribute more to the server’s victory by running up the score.
How does ArenaNet give both off-peak and on-peak players the same value (which is their stated aim)?
The heavy-handed method is to use IP blocks or forcibly reallocate players by IP which I doubt is good business, and will never happen.
The best long-tem method is probably to modify the scoring system so both off-peak and on-peak players contribute the same value to their server’s victory. What the modifications would be has been discussed elsewhere.
Yep, the good times stop about 11 pm Pacific time which is about the time frame you are talking about Torra.
It’s the old off-peak/snowball problem that has been discussed ad nauseum elsewhere. A solution would be nice soon, whatever it might be.
I sincerely hope not.
I passed the $60 value mark after the first month, everything now is Orrian gravy.
Any predictions on what the new server matchups will be?
I have this question as well.
As far as I can tell though, the guild rare backpack is the best back armor in the game.
There is some speculation that ArenaNet had more back armor in the game (specifically capes), but pulled them because of clipping issues.
Can anyone else confirm the guild backpack is the best there currently is?
Just wondered, is it possible to name Minipets like you can regular pets. And if so, what is the command to name them?
It appears that servers are separating into the haves and the have-nots. And the dividing factor is not money but Oceanic guilds.
On the NA side, it is Oceanic players who are the rare good, with not enough to go around.
If ArenaNet wanted to run its WvW population in a socialistic fashion (like it does its economy) it could forcibly redistribute these Oceanic players so every server gets an equal amount.
That obviously won’t happen though, so redistribution will have to happen eventually through score adjustment or anti-snowball measures.
/great suggestion.
At least implement it just for the badges, which is what everyone is complaining about missing.
At this rate, you’ll be able to equip a Legendary weapon before you can purchase full Invaders gear with badges.
NOT JOKING!
The match so far has been a real see-saw, with the standings changing every 15 minutes at update.
I hope that the off-peak contest isn’t too out of wack because on TC at least, this competition will really help us up our game.
Sounds like a Mesmer Portal.
I don’t know what the animation is for the exit side of the portal, but it is possible he cast it before he died. Then the army inside the keep used the entry portal he cast before leaving to teleport to the exit portal where you were.
All Full servers dropped to High a few hours ago. If you want to transfer to a previously Full server, do it NOW!
I always rez, but I’m a WvW player. So it’s probably the muscle memory kicking in.
then it looks like your guild and other wvwvw guilds must migrate to the off peak hour guild servers
That has nothing to do with the current ranking of a Full server.
Are you suggesting that a primetime guild leave a Full server, to allow an off-peak guild to then get on that server so they can move up the ranks?
If so, there is no way that could work in practice.
ArenaNet has stated that 24/7 access to WvW is a fundamental principle and won’t be changed. All customers are valuable.
However, it has become clear that off-peak coverage is a prerequisite for servers moving into the top ranks. (ArenaNet has hinted that this is by design as well: servers should organize and recruit off-peak guilds).
The problem here is that Full servers block the en masse transfers of off-peak guilds big enough to make a difference (or any off-peak player for that matter).
This has the result of freezing all currently Full servers in roughly their current rankings.
Those who already have off-peak coverage face little challenge from those just below them who don’t (unless their general level of play drastically implodes, which is doubtful). Those who are below will find it difficult, if not impossible, to move up in the rankings, because they can’t get off-peak transfers.
And this isn’t even addressing the issue as to what will happen when free transfers end. Paid transfers will just reinforce the freeze on rankings.
If this does come to pass, and I believe it will, the only solution to allow movement in ranking, will be to modify off-peak scoring or mitigate the off-peak snowball effect. Solutions have been discussed elsewhere, so I won’t repeat them here. This thread is just to draw attention to a coming problem.
(edited by Thrumdi.9216)
I believe one heavy-ANZAC guild, The Sovereign Gaming [TSG] moved recently from SoS to TC.
A few more of their brothers and sisters would be very welcome indeed. You can contact anyone in this thread to help smooth the way.
I subscribed to your tumblr.
I hope it draws some more guilds to Kaineng. It looks like you guys are having a good time.
I have maxed Guardian Virtues for +30% boon duration, x2 Runes of Water for +15% boon duration, x2 Runes of Earth for +20% Protection, and x2 Runes of Water for +20% Regen. This should give +65% Protection and Regn.
For an example, the Protection granted by the 3rd hit in the #1 Guardian Hammer chain is originally 1 second.
After adding runes and traits, however, my tooltip says it’s duration is now is 1 1/2 (1.5) seconds when it should be 1 13/20 (1.65) seconds.
So I wondered:
a) is there a flaw in my reasoning
b) is the tooltip wrong and it is actually 1.65 seconds.
c) Or is the duration rounded to the nearest 0.5%, and thus the +15% provided by the 2x Runes of Water are useless?
(edited by Thrumdi.9216)
I run Staff/Hammer with maxed Virtues Traits (+30% Boon Duration) so I go:
2x Runes of Water: +15% Boon Duration
2x Runes of Dwayna: +20% Regeneration Duration
2x Runes of Earth: +20% Protection Duration.
This gives +65% Regen and +65% Protection.
(edited by Thrumdi.9216)
Power/Toughness/Vitality exotic is available from the Orr Temple Karma vendors at Level 80. You can get 5/6 parts (everything except the helm).
The WvW Invaders gear is also P/T/V, however, the exotic version costs badges which are awarded for PvP kills in WvW. You can, however, buy rare versions for Karma, and I believe they are automatically capped at your level when you purchase them.
As has been said, also available through dungeons.
I think people will end up paying no attention and actually avoiding commanders in the long term.
This is starting to happen on our server as the “average player” learns more about WvW and understands who the good leaders are.
Of course, so many people here have ways of knowing what happened. It’s odd because I heard far more people complaining in TC chat about Maguuma than Ehmry. Probably because they were such a none threat and Mag was.
Compare that to Sea of Sorrows at the moment. They were down by the end of the night, with TC moving up by Gates of Madness, IIRC. Now? They’re leading and putting up a good defensive. Madness fell because both their enemies wanted to take them down fast and did. Because that was strategically the strongest action at the time.
Now, people can say what they want about Sea of Sorrows and whatever tactics they employ. I, myself, am generally ignorant of what caused the turnabout. I assume it was a fairly well organize push in the morning hours, mostly in their own Borderlands which they have cleared out and held tightly. But I believe the two underlying points I’m making are this, mostly in reply to continued Ehmry complaints:
-In order to prevent major initial gains, especially within the first, I’ve observed a general trend on the part of the two other realms to ensure that the first realm does not run away with things. This has occurred two weeks in a row and was only not really effective against Dragonbrand, who flat outplayed their enemies.
-It is quite possible, through strong organization and/or effective timing and defense for the initially "lesser’ (read: low point) realm to take key positions and make process in the point differential.
I’ll leave it to your imagination or inference which of these things occurred during Ehmry’s last match, which did not, and which have occurred during the GoM, TC, and SoS matchup.
SoS strategy = be Oceanic.
(Also applicable to Dragonbrand).
I’ll give my vote to the solution offered up-thread: reduce waypoint costs.
There is also the added issue that high levels give up the money-making potential of Orr to go down level. So they get hit from both sides.
If the devs don’t want a ghost town low to mid-level, they need to make the return as close to the lucrativeness of Orr as possible.
I wonder what the current thinking is on Vitality vs Heal for Guardians.
I play a Hammer/Staff Virtue/Consecration Area Control and Support Guardian in WvW. This is rather tanky and geared towards group survival, point control and opportunistic offence with the Hammer.
I have 5/6 of the Orr Karma Power/Toughness/Vitality set and a Cleric Helm (Power/Toughness/Heal). My weapons are also Cleric (P/T/H). But I’m not sure whether to fill out the trinkets with the WvW Invader set (P/T/V) or stack more healing power.
Would the extra Vitality or Healing be better suited to my role?
(edited by Thrumdi.9216)
I wonder if ArenaNet could comment if this is working as intended.
If a Reinforced Gate is queued for construction at a fort, and is completed when the gate is currently down, it will respawn the gate as a Reinforced Gate with 100% health. I assume the same things happen with walls, but am not positive.
Needless to say, this can be a game changer when it happens in the middle of a siege. It seems a little unfair, because it is not something the attacker can effect.
Dragonbrand also made quite a leap up the rankings the week before to get where they are. And that was right at the beginning of the 1 week matches.
So it appears the ratings lag a bit behind a servers current level of performance.
It might get old if it lasts for months, however if you looked at the results for the past week our match was the very tight and was won in the last 2-3hrs. This is how wvwvw was supposed to happen. It is not fun for the other 2 servers if they are getting beat by 300k points and own 3 camps. Looking at the other matches I did not see any nearly as tight as ours which means that our match is balanced in terms of skill and activity. If you don’t want our match turn into weeks or months your going to have to earn it, or a lower server rises in the ranks, or a higher server falls in the ranks.
Yep, don’t complain! You guys are lucky to have such a close matchup.
Sad, but true.
On land, a boss only has to be up for about 30 seconds and people come running to fight it. Underwater, the bosses just swim around with no one to fight them. (Unless they can be ranged from land e.g. the Mega shark in the Straits of Dev.)
I personally love Underwater combat, but not enough people do, and it means you can’t do this content. The only underwater events that have players are those that are starting points for retaking contested waypoints on land.
I’m really afraid underwater combat/content is going to end up dying off because not enough people do it.
Why are threads like these so full of ignorance?
For example, GW2 already has “realm titles” (or whatever they were called in that old game).
Look under the WvW tab in achievements. There’s at least a dozen or more titles that can be earned through your performance.
Nothing is worse than MMO nostalgia, except when it is perpetrated in the forums of a new game.
I played DAOC and loved it. Here are my thoughts in case any of the GW2 devs are following this thread.
1) Titles based upon WvW performance (kills, keep lords killed, etc…). This gives you a sense of who you are facing and just how experienced they are. Lets you get a better idea of your own progress.
2) Killspam messages. Gets you in the mood because you know who is active and lets you jump right in to planning on where you are going to catch them and how you want to fight them. Very important on getting those rivalries going that make the game fun.
3) Larger maps with more open field fights. Right now the WvW is all about taking keeps. I would love to see more open field fights that focus on movement and maneuver rather than on seige.
Playing in the Enemy Borderlands, instead of EB or your server Borderlands, brings many more open field fights, especially in the buffer zone between the north/Garrison and the south. In fact, generating occasions for open field fights appears to be the reason for their design.
This is the main reason I play almost exclusively in them (besides the fun of defending the Bay). It’s a plus that their queues are so much shorter.
The Orr Karma vendor chestplate looks good, with kind of an evil look. It has a necklace of skulls and is form fitting. Looks kitten on a Norn, not sure about a human.
I’m playing less than at launch, but only because I had to go back to work from vacation.
Love playing my Guardian in WvW. The class is an almost perfect balance between support and offense.
WvW itself is the perfect mix between a battleground and a virtual world. I know if I log in for 30 minutes or 3 hours I will be able to fill the time with almost non-stop action. Same with farming in Orr, though I spend less time there: instant, thoughtless PvE action.
And I’m hooked up with a great guild, the best in any MMO I’ve played so far.
I have 5/6 of the Exotic Orr Karma set with Power/Toughness/Vitality stats. However, it looks like there is no helmet with these stats. Is this the case, or have I missed it?
If it doesn’t exist, what are the other options for exotic Power/Toughness/Vitality helmets? I know there is the Invader set available for WvW badges. Are the only other options though explorable dungeon runs?
This is an important issue because badges are used to buy the exotic Invader weapons and trinkets (Pow/Tou/Vit).
I don’t necessarily know that this is the answer. There should be a reward for the actual PvP part of WvW.
However, whatever it is should be clarified by the Devs, so players can rationally make a choice which set of armour/weapons/trinkets to go after.
Since they buffed the Hammer to include the jumping gap close on #2, I have to say no way.
Now I can support in WvW with the Staff and Consecrations, then jump into melee range to break heads with the Hammer AoE. And make it back to friendly lines with my Virtues and Renewed Focus.
My badge count has gone up considerably.
Same thing happened on Friday between Jade Quarry/Crystal Desert/Dragonbrand. The orb was in the eastern keep and we attacked the north, but the lord was invulnerable.
Same exact thing happened tonight in Tarnished Coast vs Ehmry Bay in the Garrison on Ehmry Bay Borderland. The Orb was in the Eastern keep.
Can’t quote the post above me, but how do you figure WvW is a grind?
I’m having the time of my life out there, and while having this good time, karma is falling like rain. Usually after a weekend’s play I have close to enough to buy 1 42k piece from Orr.
As for being trampled by high level players, the cliched response really is the right one: begins with Learn, ends with Play.
Level matters far, far more than armour. And even wearing masterwork drops before I geared up I was more than able to hold my own.
The truth is out there.
Unlike SPVP, you can DEFINATELY tell who is geared and who is lower leveled and not. You have to grind PVE gear just to be competitive in WVW.
Not true. I bought 5/6 of my exotics from Orr karma vendors with karma earned strictly through WvW. The only piece left is my helm, which I will buy this week with badges.
What is the current score of this match?
The problem is, on my server at least, the first people to get the SC absolutely sucked. It was obvious they played very little WvW, and only got the book through PvE. This lead to constant, justified criticism in team chat.
Unfortunately, this seems to have poisoned the well to a certain extent, which is what you have encountered.
When the duration of boons is extended by traits, skills etc., is the duration extended to one or more decimal places, or is it rounded off.
For example, if you had +20% Protection and cast a 1 second Protection, would its extension be extended to 1.2 seconds?
You know what ALL those charts have in common? The queues got smaller and smaller, to non existent on most servers. Even on HOD the queues seemed to be about half what they were at the start of the match up midway through it . SBI went from having massive queues a week ago to having none at all. I didnt need a chart to tell me that though. I expect once the ones for the 19th onward come out they will dip down again. I am sure if there are major match up differences there might be a spike but I would bet money that if people are facing the same opponents this week they faced last week the downward spiral will continue. The only server that remained fairly constant was Chrystal Desert. All other saw a major dip as the week progressed.
So one could conclude that people have left the game or they just arent bothering to queue up for WvW, or maybe a little bit of both.
But the obvious is still obvious, looking at server match ups and overlapping the queues and the ties and it doesnt take a rocket scientist to figure it out.
But to me the most telling sign is that WvW ‘popularity’ spiraled downward Since Last Saturday. Like I said will be very interesting to see what the 19,20, and 21 numbers are.
Or it’s a function of the graph starting on a Friday, and moving to the right into the work week. Seems self-explanatory that there will shorter queues after the weekend.
The more interesting statistic would be those servers who experience less of a drop-off. That would indicate there is an “off-work” capping problem (students, under-employed, unemployed) as well as an off-peak one.
Notice on losing servers how the queue times have steadily decreased each week, while on winning servers they have remained constant or increased. Really shows how many poeple are transfering/giving up.
That may be partly true. However, the graph does start on a Friday night, moving into the work week as it moves right.
Perhaps those servers who show no drop off during the week simply have more students, part-time workers, or unemployed who can play at that time. Thus we may have an off-peak, and and “off-work” problem,
If this is true, it is yet another reason to add an anti-snowball mechanic.
The Norn racial elite Become the Snow Leopard has a 5 seconds stealth that you can use 3 or 4 times during the 30 second duration of the transformation. Since Guardians don’t naturally have stealth, it can be very handy. I use it when scouting in WvW.
Also bear in the mind the relative height of the Asura and the Norn. In WvW, as an Area Control Guardian, I find my Norn height is good for getting people grouped around me. If you were more into DPS, the Asura might be good for deflecting attention.
Compare the graphs of Tarnished Coast to Dragonbrand.
It shows without a doubt that there is an off-peak capping issue. Dragonbrand has huge spikes in queues, when Tarnished Coast has none.
Hopefully this data will spur ArenaNet to do something about the issue.