Showing Posts For Tiawal.2351:

Jade Quarry Desert Borderlands

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Posted by: Tiawal.2351

Tiawal.2351

Mazes, getting lost and long walks, fall damage and … in the end doesn’t matter, it’s empty and that tells everything. Failed “suprise”.

A wandering ronin, employed by [ENMA]

Request for fair gearing

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Posted by: Tiawal.2351

Tiawal.2351

I would be fine if WvW used the sPvP gear and be part of that system, above all because that game mode has a bit more balance. This would make some players start raging though… instead of a civil debate (yes, humanity)

Regardless what OP wants to say (sorry, it’s a confusing long post), it is indeed a long process getting a full set of ascended gear (or legendary). It’s still far better than some other games, but pointless comparing, when we have sPvP mode that allows to just log in and play that, instead the WvW where you need a long time to get geared. It’s not a big problem for those who love doing this, who don’t hate PvE (Living Story… shivery words to me) and “wasting time” on PvE maps… but for the rest of us is painful, because every second spent there it’s a time I could had a fun WvW battle (or just be there on WvW map hoping for a fun fight)

In conclusion: we need ways to get everything in WvW, everything that is “needed” or being used there: weapons, armors, backpieces, and so on. Give us “challenging content” if you have to in WvW, but allow us to stay here, and never having to log onto a PvE map and hearing about PvE ever again.

A wandering ronin, employed by [ENMA]

(edited by Tiawal.2351)

QoL Request: Mega Server Obsidian Sanctum

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Posted by: Tiawal.2351

Tiawal.2351

+1 to OP ideea

Anything would help, and maybe slowly this could be expanded to allow GvG with any guild, regardless their current server. And more. But let’s just keep it at one dream a time.

A wandering ronin, employed by [ENMA]

Can we have something "Private Tag" ?

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Posted by: Tiawal.2351

Tiawal.2351

Like others have mentioned in this thread, we don’t think this would be a healthy feature for WvW. Many players will not participate in WvW if they don’t see a commander tag, and we try to avoid adding features that can be used to exclude players.

Thanks for posting, really appreciated!

You are right that “many players will not participate in WvW if they don’t see a commander tag”, they will either wait of leave. It’s extremely important having a commander willing and able to lead, and if possible even having at least a small group of guildies or just regulars who follows exemplarily. For group play at least.

You should encourage and reward these public servants more.

There are many very valid reasons for groups wanting to run private. An example would be when our group of 5-7 want to fight those 15 enemies, who would run away or would be very quickly killed if we would go equal or superior numbers, then we have nothing to fight. If we use low numbers, adjust our numbers by asking guildmates to wait for their turn on the side, we can adjust the difficulty of the encounter, until it is possible for the other side to win. We want to improve ourselves, not to blob down the other side using sheer numbers.

But we still can do this, by not using a tag. If we don’t want others to follow, we ask respectfully and most players will listen, it’s just an extra typing to do and our precious few enemies (yes, the scarcity of players willing to fight) will be blobbed down before we could type…

Usually these players are your regular veteran WvW players, most of them are or could be a tag, leading those random players in battle, when there are enough enemies for them to tag up and lead. This is one of those QoL changes that could make them less frustrated, NOT a high priority, like proper metrics for example, on which to base balance between servers (instead of sheer numbers, the system we have now)

Those who really don’t want to play with others, ever, they still can, as it is. Solo players, small scale wouldn’t be such with higher numbers either. This current system seems to enforce that “blob up” is the ONLY way accepted… then do what, cap objectives from NPC for a PPT score that means nothing? Surely ArenaNet should understand that this isn’t what fighters want.

A wandering ronin, employed by [ENMA]

Can we have something "Private Tag" ?

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Posted by: Tiawal.2351

Tiawal.2351

Closed squad is already implemented, and further two more options would achieve what is asked here:

1. Hide this tag from everyone, except own guild members
2. Add a special frame, outline (star, circle, something) that would identify it as “guild running in private raid”

also in both cases maybe a restrict option in tag settings with “freely allow joining by own guild members”

Currently we have to explain that the tag is running privately – option 2 ^ would inform about this at a glance. We already can close the tag, and kick anyone not wanted, so “inclusiveness” is not applicable anyway – but if anyone really want to be included, that person should join the guild, when they are recruiting (if you are good, almost all guilds will want you, and if not, you aren’t good enough yet)

A wandering ronin, employed by [ENMA]

Anet, encourage more guild-centric play

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Posted by: Tiawal.2351

Tiawal.2351

@Previous 3 posts (too long to quote):
I don’t think that Chaba suggests turning WvW into GvG (though a GvG game mode would be great too, but that’s another topic). Instead:

Reserving a fixed/variable amount of places on a WvW map for guilds, so is not taken up by unorganized militia, afk-ers and so on (many servers have EB map full of these, they are just crying for a “commander” but most won’t join the squad, won’t get in voice chat, aren’t using a WvW build, and are… really “special cases”, just taking up space there, being unable to compete and there’s a queue with more of these)
Even if that server has an organized force somewhere, they can’t get in. Same happened during “Tournaments”, when completely new players kept the maps full, so competitive WvW-ers couldn’t get in… Don’t even ask why is such a toxicity present if this is what happens regularly: the most rude server has the advantage, since they can remove more “casuals” from the map (and the server), and this SHOULDN’T be like this.

I just added to that initial ideea (of reserving space for guilds) the balancing around the guilds: there has to be a contribution rating and guilds should be encouraged to spread, in order to create balance, or at least less one-sided matchups.

While everyone is welcome and WvW is inclusive (and that is good because brings in fresh blood, though should be way more attractive), the WvW is also competitive, even for those afk-ers, asking about “why WE lost X and Y, why aren’t we winning, why X guild left, and so on”. Notice the “WE”, as in they are also part of the team, though they hardly realize their role: that they are those dragging the team down and preventing any progress.

These can’t be solved by the community. Being rude is not something most of us like, you can’t expect it from us. Asking nicely works in time, slowly, but is very inefficient and it’s always a large percentage who doesn’t care enough to start changing and improving. There has to be a framework helping those who care, making them able to serve their team.

A wandering ronin, employed by [ENMA]

(edited by Tiawal.2351)

Reminder about Forum Etiquette

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Posted by: Tiawal.2351

Tiawal.2351

The work on WvW is very slow, many times is on things we don’t want or aren’t priorities, while the devs are forced being silent by company policy. Many players are extremely exasperated, the rest has given up a long time ago. Just new players are fans, since they don’t know yet about the problems.

Silence creates toxicity. Always. There can’t be a working relationship when one side stays silent.

Still, the players shouldn’t allow toxicity. It’s better to give up and find something else to do. It’s clear that this isn’t the place where the devs can listen to you, even if they want to. There are other games in development, where the players are appreciated and not ignored or dismissed. This game has a vision, and will die as it is, except minor changes, don’t expect much anymore.

A wandering ronin, employed by [ENMA]

Anet, encourage more guild-centric play

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Posted by: Tiawal.2351

Tiawal.2351

Teams/Servers should be balanced around guilds. An organized guild is worth more than the same number of randoms, in most cases.

We aren’t all equals: certainly not equally skilled, not contributing the same amount into the score and so on. Thus 300 players vs 300 players, aren’t equal or “balanced”.

A new rating system is needed and balance based on those values, but even then, the balancing should start around guilds, encourage and reward guilds more, and give more reasons for joining one.

A wandering ronin, employed by [ENMA]

Cross server chat would be glorious!

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Posted by: Tiawal.2351

Tiawal.2351

Cross server chat would be useful, if we would have players caring about their enemies, but that’s very rarely the case if ever. And it’s bad, because 99% of the fun in WvW, depends on what your enemies do and the quality of their play. Imagine one side asking your side, to use less numbers, so they can last a bit longer and their casuals won’t start logging off, or something similar… Just won’t work. As an extra option — why not. But most would keep it turned off, for obvious reasons of extreme low level trolling, so this shouldn’t be a priority.

Alliance chat, multiple alliances, now that would be extremely useful. Could replace the so called “team chat” that can be extremely dirty at times. In an alliance chat, the leaders/officers of the chat could ban for 24h or forever those who cross the line set by rules. We won’t be forced to read those trolls who are doing that for 4 years already, and still aren’t banned by ArenaNet.

Only if ArenaNet would enforce their rules regarding useless toxicity in their game, as well as they do here in the forum, the game would be a nicer place to be. Alliance chat would be the least they could do, working similarly to guild chat, opt-in basis.

A wandering ronin, employed by [ENMA]

Anet, encourage more guild-centric play

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Posted by: Tiawal.2351

Tiawal.2351

INTRODUCING BATTLEGROUNDS FOR GUILDS TO QUEUE INTO, MUCH LIKE OUR PVP QUEUE SYSTEM. YOU’RE STILL IN “WVW” BUT YOU’RE QUEUED UP AGAINST GUILDS IN A CONTROLLED INSTANCE.

This could be the start, of a competitive WvW, reborn from ashes.

Just look at your transfer statistics: guild(s) leaving a server creates a chain reaction, they are followed despite the payment wall. WvW is about guilds, the life blood of the game mode.

When a guild has no enemies to fight in their timezone, they are condemned to a slow death. Hoping that the next week will be better. Playing other games. Trying to transfer into a matchup where they could have something to fight… until RNG/Glicko changes things again. This way WvW loses players, and rarely gains any.

A wandering ronin, employed by [ENMA]

[POLL] Tear it Down. Population Balance

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Posted by: Tiawal.2351

Tiawal.2351

The problem here is, anet said that links were a quick easy solution to help with population bleed, but where’s the long term solution? It’s been almost a year, are they even working on a long term solution or are they just waiting for this to completely die? Anet has done next to nothing the past year to help promote wvw and try to get players into it, wvw has been dying a slow death from day one.

Their long term solution was the battlegroup proposal but anet got cold feet.

Because it was a terrible idea that only catered to a specific set of people and didn’t include the majority.

It isn’t about majority, but the survival of the game mode. If there is no leader on (commander or similar), the majority sooner or later will log out & leave. There are a few roamers, but even them really thrive in an action rich environment, and that is provided by leaders that the players enjoy following.

WvW Guilds bring stability, and their presence is the life and breath of the game. The old server communities were built always around guilds, with “lonely” “PUG” commanders filling the empty spaces, though every commander needs loyal and trustworthy regulars, on whose one can rely, which is very similar with what guilds are. New teams have to be built around these entities: guilds & leaders. These are the forces who can take and hold everything on the map, and without them even a “full” server is considered “dead”. Balancing has to be done around these, not just raw numbers, like it was done until now.

A wandering ronin, employed by [ENMA]

(edited by Tiawal.2351)

When linked servers go 'FULL'...

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Posted by: Tiawal.2351

Tiawal.2351

If you make transfers too heavily restricted like say 1 transfer per 6 months, you might even force players to just leave the game if they get bored.

This already started during first days/weeks, when the winning Titan Alliance was forced out from playing the game, into staying in queues for hours, by the lovely bandwagon we cherish and are so proud of… The winning teams were always cursed by these kind of players. ArenaNet should have stopped these from the start, let them leave the game — instead of making the competitive minded leave, those who want challenging fights and a deserved win.

The game mode is cursed by this mentality, and we are afraid not to lose them?!! These <insert worse insults here and will be still too nice> kind of “players”? These are who killed the game mode, and those who allowed them to do it, and the rest followed them! Because what can you do once there is nothing to fight on your server, other than move and try to find another tier that will be soon broken, and this goes on and on and on and on…

Whose game is this? Stop them. Act. Make rules. Choose: who you want to keep, who you want to let go. Because that “we want everyone” was clearly the worst choice.

A wandering ronin, employed by [ENMA]

[POLL] Tear it Down. Population Balance

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Posted by: Tiawal.2351

Tiawal.2351

Maybe we are past that point of having faith in ArenaNet, when it comes to WvW, but irony won’t help at all, in that case is better to just back off silently. We have to keep at least an appearance of believing that they care and are working to keep WvW fun: the reasons to have great battles, the possibility to fight back.

Megaservers ended each and every server, a long time ago, the names that are left represent a “world” that is no more. The only part with transfers is the WvW game mode, in order to keep some semblance of balance and limit migration. But failed to do just that, especially when one can simply transfer into the linked server. Now: server names mean nothing, migration isn’t limited… Even the illusion is gone, that these somehow contribute to some kind of balance.

Teams have to be created anew. Then we need quality enemies, worth fighting: who can fight back. Competition has to be built around the people. This is the core need of a large scale PvP environment, not capturing empty buildings guarded by NPC’s, hidden beyond a maze up there on the mountain.

WvW needs to attract new players. WvW needs to stop losing players. It’s all about players, the only fun part.

A wandering ronin, employed by [ENMA]

When linked servers go 'FULL'...

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Posted by: Tiawal.2351

Tiawal.2351

Or is it the plan to leave this out-of-balance situation to continue for the two month linking period?

Not only the imbalance is kept, but becomes worse as time goes on: there is constant transfer happening, usually into the “winning” side.

It isn’t really balancing, more like a semblance that something it is done, though creating this “illusion” likely takes some effort from Anet’s part. They are at least trying to balance, but just moving around numbers like this can’t work: the quality, willingness, time spent actively in WvW by those numbers, it isn’t accounted for.

A wandering ronin, employed by [ENMA]

[POLL] Tear it Down. Population Balance

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Posted by: Tiawal.2351

Tiawal.2351

Creating teams anew it’s a necessity, but recreating the same mess under a new name is pointless: first new metrics needed, a measurement of each player’s worth in contribution value, and then teams balanced using these values.

In fights, numbers can be just walking bags, and could never compete against better players. If it’s about capping, active coverage that is willing to cap things, despite being lower numbers. Every player must have a constantly updating contribution rating (reflecting their cap & fight score), so balancing can be based on something real.

A wandering ronin, employed by [ENMA]

PSA: how to handle conditions in wvw

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Posted by: Tiawal.2351

Tiawal.2351

[…] confusion doesn’t get applied by epi. Consider asking for the cause to be fixed, not a symptom

Confusion is part of the Corrupt process. See there:
https://wiki.guildwars2.com/wiki/Corrupt_Boon
https://wiki.guildwars2.com/wiki/Well_of_Corruption

I’m asking for a counterplay, something that can be done after being hit – or a way to avoid being hit, beyond just being lucky or staying away from the heat of battle and letting others being hit. Similar to Meteor Shower for example, one can see it, the damage comes in waves and there is time to react.

A wandering ronin, employed by [ENMA]

PSA: how to handle conditions in wvw

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Posted by: Tiawal.2351

Tiawal.2351

Coordinated bombs are fine, that’s part of skilled play. Any other bombs are mostly wasted.

Condi cleansing when needed, without wasting cooldowns too fast, is also normal play, nothing wrong in having to cleanse condi.

Epi after corruption, leaves nothing to do, being instantly downed at least, in a WvW group play. Isn’t a question of – I’m “skilled” enough to avoid it — but instead, it is a fun play using it, or being hit by it? A game has to be fun.

It’s not me who started this thread, I just contributed. The balance team needs to consider WvW group play too when balancing, though, true balance cannot be ever achieved, but extreme problems should be taken care of at least.

There has to be a something that we can do, to either avoid being hit by epi corruption – a special, visible AOE marker on the ground, for 1-2s, before area being hit, or some other function we can use after being hit; to cleanse high stacks of confusion and then the most damaging condi stacks next. So we can blame ourselves for dying from epi.

A wandering ronin, employed by [ENMA]

NA Top One Tier Concern

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Posted by: Tiawal.2351

Tiawal.2351

NA WvW guilds always like to stack.

Mag is a typical example. Veteran guilds stack on the server, saying they like to fight. But in reality, they stack to farm K/D for their ego. If they truly like to fight, they should spread out and fight each other.

That “spread out” costs a lot and when a good guild transfers, immediately is followed by those — who are really the problem. The fighters love challenging situations, because only difficult fights are fun.

“You Are Judged By the Quality of Your Enemies” – it’s more true than ever. WvW needs REAL competition. Playing against walking loot bags is not fun. Teams should be built around fights, scoring to reflect that, meta that asks for skilled play…

A wandering ronin, employed by [ENMA]

NA Top One Tier Concern

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Posted by: Tiawal.2351

Tiawal.2351

Some of you are laughing at “Blackgate”, though that Blackgate doesn’t exist anymore. The migration is so high that server identity means nothing anymore. The players that are on a server or another, that started their account there 4 years ago are a tiny minority.

What is important now, is that it is inevitable, that sooner or later another server will be punished into T1, and there is no fun at all there. T1 must be fixed or removed altogether, it’s a wasteland. Any server that goes there will have to suffer until getting out: all is left in T1 is capturing from NPC’s, or the very rare blob desperately looking for an easy target…

The “hell” should be below, now is above. Being there should be a reward, now it’s a punishment. Balance is needed more than ever and quickly, before all tiers turn into a T1 wasteland.

A wandering ronin, employed by [ENMA]

PSA: how to handle conditions in wvw

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Posted by: Tiawal.2351

Tiawal.2351

“So unless you actually have any constructive advice on “how to handle conditions” I suggest you try another thread.”

Your just a TROLL , a complete and utter troll that’s the only explanation how can you defend this meta? why do you defend this meta? is someone paying you ?

going to make this pretty obvious why this is a rude and pointless post only meant to troll and irritate people. . .

IT’ IS IMPOSSIBLE TO CLEANSE AFTER BEING HIT BY AN EPI BOMB, ANY SKILL WILL KILL YOU FROM CONFUSION!!!! GOOD LUCK EVEN HAVING A SINGLE FRAME TO ACTIVATE SKILLS OR EVEN SEE THE CONDITIONS. It’s UTTERLY unbelievable how people think epidemic is a “fair skill” please kitten you are completely and utterly wrong.

Step 1) deal with condi before epi.
step 2) oh look, you aren’t dead.
Step 3) victory cheer. You successfully learnt to play. Take a bow.

Try the “L2P” option before throwing around insults.
However if you know someone willing to pay me for wearing a captain obvious hat, please dont send me their names.

PS. drink some water. You look like you’re at risk of death by salt overdose.

Ignoring insulting parts, you are wrong Artemis. Do you even play WvW? Anyway, doesn’t matter. Our voices won’t be heard, unless the Balance Team of what this game has comes in WvW and see for themselves.

Condi bombing works by overwhelming a focused target or area with condition, and the more coordinated it is, the more difficult is to “avoid it”. By avoid I mean either kill them before they can condi bomb you, keep them in CC or whatever pressure to prevent them to do it, but these will only delay the moment. So basically kill them or you will be hit sooner or later.

The problem is that after you are hit, there is no counterplay. It’s over.

How to prevent it? By clearing condis constantly? That helps, but when a focused attack is initiated, they will corrupt those nice, clean boons on you, and then spread it with epi. That’s not really preventing…

The ONLY “counterplay” is to kill them before they can do it… which isn’t counter at all. Should be a way to react after, to remove those condis. But there isn’t. Despite the “nerf” to epi. Just die and respawn.

A wandering ronin, employed by [ENMA]

Siege - suggestions

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Posted by: Tiawal.2351

Tiawal.2351

You can’t have any constructive discussion about siege on this forum. The knuckle draggers won’t stand fot it. Without siege, WvW would be a big mosh-up in a field. Fun for a week tops. These Einsteins would have you beleive that ACs etc ruin what otherwise would be a fantastic game mode where men (well, protozoa on legs) could 1111111 other likeminded Lummoxes, thus getting “gud” in the pursit of “phat loot.” In reality, it is they, and their hairy -backed bretheren, who have done the most to ruin the mode for anybody with 2 or more brain cells. OP, I think your ideas are pretty interesting. They deserve further discussion. They won’t get it.

So your tone is “constructive discussion”, calling others whatever you wrote?

Balancing has to be first priority, so each server can fight back. Not win, just have a chance to fight, in the field. Not hiding behind a wall, because it’s not fun staring at outmanned players clinging to their AC, and there is no reason to PPT their objective — other than having a fun fight. Siege, as it is now, it’s not fun, unless both sides have a sizeable force, and defenders can and do sally forth and attack.

Believe us or not, GW2 WvW fights are still amazing when two good groups meet each other in the field, despite the skills need balancing around WvW situations still, and the server lag that may kick in if the total player numbers involved are above 60 (and you allow 60 each side in EB, that is ~150 in a 3 way SMC fight)

ArenaNet, you have a gem, a very valuable asset: these WvW fights. These bring us back and make us endure 90% of the rest of the game, just to have one more fight. They are incredible fun. Not the 11111 lag, mindless blob encounters, but groups with good composition, builds, coordination and skilled play — build WvW anew, replace servers with teams based around these groups. Then the rest: competition, extra features.

Win or lose: doesn’t matter, if the fight was fun. It is good having castles and whatnot, but if the fun fight parts are missing, the rest is completely pointless. Try it just once, if you never experienced before: it is worth it. Nothing compares to these moments, in the entire game.

A wandering ronin, employed by [ENMA]

which tier it's better for wvw right now?

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Posted by: Tiawal.2351

Tiawal.2351

T1 isn’t fun? If everyone is running away from there, what kind of game is this? The magic of being #1? Nope? What a fail…

Something is really broken in this game mode.

A wandering ronin, employed by [ENMA]

Remove Borderlands [suggestion]

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Posted by: Tiawal.2351

Tiawal.2351

Or delete WvW and tell players to go to PvP.

PvP would be a nice alternative if fighting would decide the outcome, not capping and running away. Teams of 15-30 each side, a single “castle” or some area to hold in middle, no place to run and hide or jump and fall down.

A wandering ronin, employed by [ENMA]

The State of WvW

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Posted by: Tiawal.2351

Tiawal.2351

… more points through PPK than their opponents can muster in PPT.

This is why PPK is bad. It makes dominant servers more dominant.

PPK is the ONLY that is result of active play, vs players, and not vs NPC’s. Sitting on siege in T3 objectives must go: make siege do damage only against buildings, not players.

No ideea what “dominant” means to you in a game where most servers desperately work to avoid getting into the top tier – T1. The time of dominant servers are gone, all we have now a massive migration, of almost everyone:
1. either because looking to find fights, since action is almost inexistent in a 24/7 game, except some short periods of time
2. these groups are followed by those who want bags, they go where the gold rush it is
3. then lastly those who don’t care about anything above just sick of empty maps
The rest just give up on game, stop playing it for a while or forever, or just log in and afk on siege.

But imbalance indeed IT IS a huge problem, in the top, next to server lag. Not because the scoring – that just reflects the problem, but because ONE side or two out of three can’t fight back. That kills the game for all 3 sides. Giving some siege to fix balance means nothing, scoring means nothing: fun fights are everything, fought over something that results in rewarding experience, like a scoreboard and realm rewards.

Fix metrics first, then do proper balance of numbers & quality of those player numbers. After that competition can begin and scoring can mean something.

A wandering ronin, employed by [ENMA]

New WvW Pop Algorithm

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Posted by: Tiawal.2351

Tiawal.2351

Given that population cap is most likely a hard limit and accounting for the nature of players, there will be likely scenarios where the lower gameplay hours servers start to put in more hours… […]

Generally speaking, the new algorithm is questionable.

It’s not useful feedback to say “the new algorithm” is not good or so on. Of course it’s not. But better than what was used before. Still, unless one also includes how they would like this to be, it’s not constructive.

1. Population numbers and
2. hours spent in WvW
are not enough metrics to create balance, at least two more are needed:

3. skill level of those players (ability, ranking, but not the current wxp k-train based rank, but something new, likely similar to what PvP has)
4. hours spent efficiently, as in Contribution Rating (a new metrics, again similar to what PvP has, inactivity or lower quality performance will make the player go down in ranking)

Still, organization is of paramount importance. New system is needed, badly, where a team/alliance (what is now called server, world) is based on a few core guilds, and Contribution Ranking metrics is used to add the rest, to fill the team up. The new teams have to be built around these guilds.

Of course there is also the timezone issue, outside of NA the player numbers allow only 1 tier to be filled during these times (on NA servers at least), so we could get something like this:
1. Top Competitive tier
2. Secondary tiers (based on WvW player numbers), where guilds and players work towards getting a top Contribution Rating.

The top ranked guilds (sum of their player ranks) will go to Top tier, and drop from there, based on these rankings. Extra space filld by non-guild players, based on their rank. This will ensure that everyone will work towards improvement and really contribute to their team, and rewards based on these.

A wandering ronin, employed by [ENMA]

Winner goes up Loser goes down 1 tier system.

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Posted by: Tiawal.2351

Tiawal.2351

1 up and down solves nothing. Just spreads the suffering, maybe brings “fresh bags”.

There is a huge imbalance currently, that’s what has to be solved first. We need a system where every team has a chance to fight back. There is no 3rd server that can compete with BG & Mag currently, but that can change quickly, and then there won’t be anyone to “compete” with that new monster sized bandwagon of the moment.

The linking system was good for a while, but failed long time ago. There can’t be competition as it is now. Doesn’t matter who’s fault it is, things must change. The players can’t or won’t on their own.

WvW is still very fun, despite class problems and so on, unless one side simply overwhelms the other with numbers. Beyond the PvF accusations and those “don’t do it, stop blobbing” and the likes — no player has the power to change this situation. No “leader” can do this. No “server” can do it. I hope the devs understand this: the players are to blame, but you are the ones who CAN change things. You need useful metrics and changes based on those. A new system.

A wandering ronin, employed by [ENMA]

Yaks Bend

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Posted by: Tiawal.2351

Tiawal.2351

To clarify further this is the first week we are using this new algorithm.

We use play hours to determine the size. Rank gains is tracked for comparison purposes since they usually follow a similar curve, but isn’t actually used to determine the world size.

We have simulated other algorithms to measure world size and ultimately found that player hours gave us more accurate results because we are mostly comparing active WvW play. The past algorithms weighed more heavily on individual players, so we ended up with situations where JQ was ‘Full’ because they had a lot of players, just not necessarily ones that played as much as Blackgate.

Thank You for this change! This likely can be further improved & tweaked, based on results, but still a good step, and it’s exactly what WvW needed the most.

This won’t be enough to counter the massive player transferring movements into linked servers, which constantly imbalances the system, because some or most, prefer to dominate through sheer numbers, instead of having a fun and competitive environment.
You have to take control over who transfers where, and for that, new metrics are needed, a new system, based on a (new?) Contribution Rating: while everyone is welcome, fresh blood is needed, but not everyone has the ability to contribute equally. Being able to and doing it actively, or having less contributing periods should be monitored, just like your PvP ranking system does.

“If You Can’t Measure It, You Can’t Improve It.” You know that.

Thank You for posting these, much appreciated!

A wandering ronin, employed by [ENMA]

Five, Four, Three, Relink, Imbalance, Go!

in WvW

Posted by: Tiawal.2351

Tiawal.2351

It is very simple: when there is no chance to fight back, the game is over

Scoring, rewards, and whatnot doesn’t matter at all.

A wandering ronin, employed by [ENMA]

Pop Balance: Contribution Rating System

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Posted by: Tiawal.2351

Tiawal.2351

I see everyone gave up on “suggesting” solutions, understandable at this point, but then nothing else is left but throwing insults and giving up on the game forever.

I also don’t give a kitten (whatever that means on this forum) about how it is solved, but is clear the metrics used needs to be replaced or tweaked.

All I care in the end that there is something to fight, and both sides have a chance to fight back for a while because that is the only fun part in WvW and beyond. Who wins and everything else means nothing at this point.

A proper Scoreboard or Realm Rank Chart or similar could have been a reason to attract and keep competitive minded players and guilds, instead of the direction taken with EoTM and then HoT: pointless karma train.

A wandering ronin, employed by [ENMA]

Pop Balance: Contribution Rating System

in WvW

Posted by: Tiawal.2351

Tiawal.2351

This is just an example suggestion, but something must be done and should be the first priority

Full, High, Low and similar server (or any future WvW Team) status should be set based on a Rating System that gives a real fighting chance to every team. What we have now seems based on total number of players that go into WvW and spend some time there, even if they don’t contribute.

This could have two parts:
1. Current Rating: balance servers based on this
- based on contibution into PPK, PPT, etc. Gathering nodes, being afk, having a higher death than kills ratio, means not contributing to your team
- similar to PvP mode, giving more track rewards to higher ranks, but one must keep contributing in order to keep it

2. Total Accumulated Rating
- give ascended item tracks, legendaries, traits and more based on this
- shown on a “Scoreboard” web page, with Current and Total contributions, or at least an API

A wandering ronin, employed by [ENMA]

Where went WvW Guilds?

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Posted by: Tiawal.2351

Tiawal.2351

Concisely: competitiveness was let to die & even “killed”.

The game mode gradually devolved into something casual & pointless activity: take empty objectives for a PPT, that affects nothing:
1. there are no player or guild rankings, nothing to win or lose
2. realms means nothing, transfers and multiple accounts eroded and slowly wiped away any community identity: fighting for your world is no longer a thing, it’s a team based game with… no teams you can belong
3. glicko and the way was used, in the above context, made it impossible for worlds to compete
4. the fight system was diluted and made unimportant by siege vs. players, where unskilled players could just use a high damage AOE from safety – this was even buffed, and more such things added: airships, chilling fog, other PvE tricks & traps – instead of rewarding the PvP skills, both small scale and large, encouraging the players to become better – what was done is quite the opposite: no skills are required to “play” WvW
5. huge class skill imbalances introduced and not fixed for months or years: stealth, stability, confusion, passive traits
6. requirement to leave the WvW game mode, to go into PvE – for gear, skills, traits, gold, and so on

Could go on, but there’s no point. WvW is done, unless there will be at least a reason to compete, where skill and contribution matters, and there will be something worth fighting for.

A wandering ronin, employed by [ENMA]

Confused about T2

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Posted by: Tiawal.2351

Tiawal.2351

So I was around when Onslaught and TW decided to take YB to t1. I kinda got the motive then. Seemed like a combination of spite and curiosity.

Right now I’m just confused. What is the reason for taking TC back to t1 after working so hard to kick them out in the first place?

They are just bored. Plain simple: boredom.

They are even willing to accept the role of “villains”, just to spice up things a bit. It’s not just one player, but at least two leaders. It’s not the first time, already was done with YB… and that adventure led to a far less fun T1 than the one before, and an obliterated T2. But the intention was “noble”; creating multiple T1 servers, so there will be competition (which means FUN) at top… that plan failed, it’s not possible without ArenaNet support. Lessons learned? Yes and no. They know that it’s not possible, but also that trying (and creating chaos), is more fun, for a while at least, than not doing anything.

I’m really not defending them (I moved to DB to fight them), but also can’t accuse them: because this game became so stale, while at the same time both abandoned & ruined by the devs with their multiple failed attempts… that even pure craziness like these “locust movements, to destroy whatever left” seems justified… or not quite, but logical, expectable. What else these two leaders (or more) and their followers could do? Other than stop playing or just play the same mindless-stale-maddening (go on, describe in your mind) what WvW became.

A wandering ronin, employed by [ENMA]

What happened to Blackgate?

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Posted by: Tiawal.2351

Tiawal.2351

Only Blackgate cares how good Blackgate was back in the day. To new players, now is what matters. So play or get out of the way.

Many/most veteran players no longer find any joy in playing for PPT, as in Points Per Tick, the current scoring system. That doesn’t mean that they don’t want a scoring system… they do (not just “fights”, but fights for wins)
Just the current one is broken. New players have no ideea yet, it’s everything exciting at start, all is new; but we must understand each other, the “why” of the other side.

If you’ve read the upcoming leaked patch proposal – fake or not – there were very good changes, and that’s what WvW needs: a working, meaningful scoring system that has consequences, rewards for participating, makes those fights exciting.

Everyone wants to play for a “win”, or the vast majority at least… Even in the current broken PPT system, great efforts are made by both BG and JQ to keep up with that guy and his crew on YB (let’s not name him and them), who never sleeps or can wake up at any hour, and “PPT you into oblivion” during the times when your servers has no coverage. It’s just very not fun… it’s worse than boring actually. Then even if BG or JQ “wins” a week… what now? Means nothing: no rewards, no consequences.

That’s why most WvW players are looking forward to that patch, those changes promised long time ago, hoped for since forever, that is already far too late for many who moved on to other games. Keeping WvW alive was the “duty” of those veterans; so they did PPT because they had to, but also needed to have some fun too, and they could find that only in fights. Don’t ask them to play your way or “get out of the way”, without them you would stand on completely empty maps.

A wandering ronin, employed by [ENMA]

Looking for a new WvW server, again.....sigh

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Posted by: Tiawal.2351

Tiawal.2351

If you haven’t seen, read about the T2 situation here:
https://forum-en.gw2archive.eu/forum/game/wuv/Massive-war-in-Tier-2-NA

FA needs even more help, facing these huge zergs invading the tier.

A wandering ronin, employed by [ENMA]