The real problem here is invisible enemies. Give their algorithms time to match servers properly.
in WvW
Posted by: Tom Gore.4035
in WvW
Posted by: Tom Gore.4035
Guess it’s time to go doing jumping puzzles. Should be easier now with everyone invisible.
YPC, you’ll see how brilliant the 100g design is when we start to have 10+ commanders on every map, all the time.
Looks like the problem is mostly nightcapping.
You can’t balance WvW so that it’s easy to defend an upgraded keep with 2 players against 20. If that would be the case imagine daytime where you can muster 20+ people to defend.
Nightcapping of course is a problem, but not one that would be easily solved.
IMO WvW would need a big “slow-down” in general. Capturing a tower, never mind a keep, should be a project, not something you do casually in 5 minutes while watching porn on your 2nd screen.
Of course, then the ADD people would leave and Anet would lose gem sales.
I usually rack a ton of kills while defending with my longbow. Justlay down those aoe attacks and reap the rewards.
Sometimes when I feel more meleeish in defense I jump on the door bunch with Death From Above and run back in. Oh the laughs.
@Kiviar thats the thing, their guild is big enough they can take towers and keeps like its nothing. Minutes with or without rams and other siege engines. They want these places capped by other servers so they can come back and do it again.
@Tom Yes the majority of servers do this. Thus it is a problem with WvW and as a result servers like AR lose because we simply don’t have enough players NOT farming to keep any points.
As for saying its more effective sure it gets your server small immediate points, but when the enemy comes and takes it back any earning from capping become null as they enemy just got the same points. Then because they hold it after they take it, they also get the hold points.
Simple fact, there is no sense of working as a server; there is no benefit. Its “worth” more to run around capping than it is to be winning in WvW.
My apologies. Apparently you thought that by efficiency I meant war points, while 99% of the players are currently giving a rat’s kitten about them. They only care about the influence, karma, exp and coin you rack when running around the map capping like a bunch of rabid animals.
This is what’s broken in wvw. No personal incentive to defend – no defense.
Edit: Apparently you came to the same conclusion in the end.
BB’s claim was short-lived. We will triumph over the foolish Frenchmen and the Spaniards!
All Gandarans, come and fight for your World!
Sorry but the overwhelming majority of servers do this. You can switch to others if you don’t believe me. It’s simply far more “effective” to run around and cap than stay back to defend and hold what you have. As long as holding the keeps reward nothing or is not required to capture other parts of the map, things won’t change. Ever.
Nobody knows the exact formula except Anet. Basically if someone buys gold with gems, the price of gems goes down. If someone buys gems with gold, the price of gems goes up.
There seems to be around 20% cut that Anet takes from a trade either way.
FYI, the gold to gems ratio is not (supposedly) controlled by Anet. It’s a factor of supply and demand. The more gems people buy with gold, the more expensive the gems get and vice versa.
It’s actually brilliant, as it keep the ratio in check overall. If you get a lot of gold from selling gems, people are going to sell gems and as a result, the price of gems (in gold) goes down.
Having said that, all reasoning states though that the current rate of ~250 gems per gold (when buying gems) will not last, as gold is being generated into the game more and more all the time. It’s interesting to see where the ratio will settle in the long run.
Yes they are nearly as good and as you said, much cheaper. If you’re getting several sets then yes, it might be worth to go for the lvl 78 exos (or even lvl 80 rares).
“Commander” lol. I wonder what the US army would say if I walked into their HQ and said “Hey here’s a million bucks, make me a general!”
Until the commanders actually get some tools to lead and coordinate the battle, the commander status should be removed from all and the coin refunded. What they need to have is:
And with this, there needs to ability to ignore a commander if you so choose.
When these are implemented, they should also implement a voting system where the players choose the commanders to lead them, instead of someone chucking up 100g and self-proclaiming themselves one.
I am a warrior and I totally support being able to smack people around with a christmas tree!
Also, don’t blame the weapon for your failures, and don’t try to rationalize your failure by assuming the person fought in a video is a “noob”. You’ll only hamstring your own progress.
I assumed they are noobs because the people in the videos didn’t dodge any of the hammer CC attacks (or any other attacks for that matter). Anyone could beat those. Please point me to a hammer video where the opponents dodge intelligently and the hammer warrior still wins.
But if you claim you have been successful against competent opponents when I must revisit the hammer soon. Will let you know if I can get the ropes of it.
With hammer? You need to get lucky and catch them with your first CC, then chain the rest on top of that.
Otherwise, good luck.
Yes. I wrote a suggestion thread of fixing this problem by introducing siege camps and realistic supply lines, but it got buried under dozens of 2-line “suggestions” in a few hours without anyone even replying to it.
Guess people are content to just zerg and collect rewards.
I battled a pretty good elementalist yesterday for quite a while. Had her downed quite fast because I had the jump on her, but was stupid to kill a mob that came close and she rallied off it. After that we danced for a good couple minutes before the third party crashed in and decimated us both.
I’m starting to think that the WvWvW zones should be excluded from the 100% completion requirements altogether.
I could run there with my eyes blindfolded on my warhorn build warrior.
Get condition removal + swiftness + vigor traits/weapons/skills and you can blast right through it.
Oh and you will need to dodge the catapult shots.
You’re not supposed to fight through it solo.
Once you’ve got the ropes, you can do the Jumping Puzzle in less than 5 minutes. It’s only challenging for the first few times.
After that the only challenge comes from dealing with the UW guys camping our borderlands puzzle 24/7 with ballistae and arrow carts.
@TwiceDead we just need the benny hill music playing when we run off with a pack of angry wolves at our heels.
My biggest gripe with WvWvW (am in Gandara) is that defense is just not happening – probably because there is no incentive to defend and the end result is always being overrrun by the zerg.
Once and only once so far have I participated in a successful defense. The enemy broke through the gate but we managed to defeat them at the lord.
Ok meddled around with the hammer a bit in sPvP… and found it terrible. How are you supposed to catch anyone competent with your slow, highly telegraphed specials? I watched some “pro” Hammer PvP videos and the opponents just ate the 4 and 5 attacks like they didn’t know there is a dodge key. Good job flattening noobs I guess.
Is there something I’m missing here or is the hammer really only good against people who don’t know how to dodge?
Considering that if you throw 16 greens into the MF you’ve pretty much spent enough money to buy one rare or ecto from TP.
So with a rate of anything less than 1/5 tries (factoring in the 4 items you get from “failed” tried) it’s simply better to sell the greens and buy the ectos you need.
I would use this method, however, for 250 silk scrap you only get 5-10 gossamer. The exchange rate is terrible!! And I know that’s intentional, but its still…poor. Very very poor. With this method, I would only get 15-30 gossamer scraps, which is roughly 15 bolts, which makes 1 piece of armor.
You get 10-50 gossamer for 250 silk scraps. Average is around 20.
My idea of a realistic supply chain would fix this problem, too. Go support it.
You are not supposed to be hit by the kill shot if you’re paying attention? It’s a 2 second cast with a quite distinctive telegraph.
I’m not sure what you’re asking for? If you’re asking for an ability to take keeps and forts with a band of 5 then no, hopefully you are never granted that ability.
Your 5-man band should be taking supply camps, control points and killing enemy stragglers / caravans.
The idea of WvWvW is to have fun, and not make zergs the point of being in there in the first place, but improper ranges and seige weapon usage issues make the turnover simply silly.
Seige seems to have been left of of WvWvW and instead we have toys that are capable of taking down keeps, etc in minutes in some instances. if you like the current status quo of seige weaponry they dont speak up, but fixes would do so much to enjoyment for a whole slew of reasons.
Maybe a treb firing from extrordinary distance is what anet wants, instead of keeps taking a few days to a week to take down in real time maybe anet likes the few minute turnovers that happen frequently.
Personally i would like supply to mean something for seige/ranges. trebs, arrowcarts etc, need to have limited ammo, supply should be needed to keep them firing and the ammo type of supply should determine ranges once seige ranges have been addressed and fixed properly.
A treb setup for an assault needs to “LOOK” like it is only 254 meters (10,000 game units for the purists) away according to Anets math, this will force them being protected by large forces etc and zerging for anyone would be costly as the seige units would be decimated without defense, tied with points instead of cash based the zerging might tone down a bit, then again, it might not. To those stating the “metagame” will be altered? WvWvW is not what it should be right now so metagame plays no role in this discussion.
Next discussion, supply.
While I admit that WvWvW could use a bit more strategy than just the current zerging from fort to fort and keep to keep, your suggestion of day/week long sieges just don’t work in a game.
Here’s a link to my suggestion of improving the game away from zerging, it’s also heavily supply-oriented:
in WvW
Posted by: Tom Gore.4035
Didn’t a lot of people expect a GW1-like MMO? GW1 had like 5 million sales I believe.
All expansions combined, over the period of 7 years, yes.
The reason is that unless you’re the faction facerolling, you’re not going to get any badges, loot, coin or karma. Simple as that.
Defending against overwhelming odds does not reward anything.
in WvW
Posted by: Tom Gore.4035
Many players just “finished” the game – i.e. reached max level – and moved on.
Nothing more fancy there than that.
Also, Pandas.
It’s a price of been through it all. Your awesomeness just shines through anything, be it illusions or castle walls.
This thead is flawed. Hilarious, but flawed.
The 15% is not a tax, but a commission to Black Lion Trading Company. They are the only service provider (and have somehow managed to disable even direct barter between people) so they can charge what they want. And as a private company, they can also spend the profits as they see fit. If it’s narcotics and w… courtesans, they are entitled to it (as long as both are legal in Tyria).
Live with it or don’t trade
Said it before, saying it again. There needs to be a chance to fail the dragon events.
Considering that the FirePro is not optimized for DirectX…
Hello,
Don’t know about your server, but on my server WvWvW is just a zerg from one keep to another, capping and running to the next, not bothering to defend. I’d like to see it transformed into a more strategic game of capturing and actually holding keeps. Here’s my suggestion how to make it more strategic.
1. Make supply lines realistic
In a real war, you need to arrange supplies for both attacking and defending. In GW2 the attacking army can carry all the supplies they need for a siege themselves. Make carrying supplies actually carrying supplies and not just magically stuffing 10 supplies in your backpack without any penalty. What I mean is that carrying supplies by yourself should be slower (or otherwise impractical) than bringing them with a supply train (dolyaks or w/e). With this change, I would also increase the (buffed) speed of the trains a bit. This would also increase open world skirmishes, as protecting/destroying the supply trains would become more important.
2. Require bringing supplies to attack anything with walls
Especially the smaller keeps can easily be taken without any siege engines if the zerg is large enough. Make the gates (nearly) immune to non-siege engine damage so that attacking keeps would require bringing siege engines. In light of this, reduce the price of siege engines considerably, as bringing supply to build them is an effort in itself.
3. Add siege camps
When a keep is sieged, a temporary siege camp should be created with a supply depot and a supply train would be ordered from the nearest supply camp or keep. This supply could then be used by the players to build siege engines (and carrying it would be cumbersome so nobody would just take it for fun). The siege camp should be in a suitable location outside the range of the defenders’ siege engines. Would also bring another consideration for attackers, as the camp would need to be defended against a siegebreaking force.
4. Make holding keeps worth it
And finally, most importantly, there should be an incentive to HOLD forts and keeps, instead of just capturing them. One reason would be simply to maintain the supply line, as ordering supplies for the next siege would be slower if they would have to be shipped from further away. Perhaps increase the karma and gold gain from a successful defense too. There are multiple ways to do this.
5. Give significantly increased bonus for capturing the enemy keep/garrison
With the above changes, capturing the enemy keep / garrison would become substantially harder, so the reward should also be increased. There would of course need to be a system in place which reduces the reward for capturing undefended keeps (night capping).
With these changes, I’d assume the players would need to work strategies more instead of just blobbing up and running headlessly from keep to keep.
Discuss!
Gratz!
You craft one of the most difficult to obtain weapons and then you give it to an… asura?
Exactly right. You must equip either 3 × 2 different minor runes to get benefits or upgrade to major (4/4) or superior (6/6) runes.
The Permanent Bank Access Express item seems really unfair—it gives people who buy huge numbers of Black Lion Keys a huge storage advantage over the rest of the players. Pay-to-win, plain and simple.
Yes because bag space is so darn limited with “deposit all collectables”, salvaging and remote TP.
I’ve once and only once really ran out of bag space out in the field. and that was a bugged event that spawned a chest for every participant.
Pay to win my a… kitten.
If this is the worst thing that happened to you this month then you are an extremely fortunate person.
First world problems…
Not sure what you are talking about. In GW2 I’ve seen more “massively multiplayer” than I’ve seen in any other MMO I’ve played since vanilla WoW before battlegrounds.
Unless of course you count queuing for instances from the comfort of your capital “massively multiplayer”.
I listen to the in-game music.
Rest is all the small hour boosts that food will do a better job for you.
But as they stack there is no direct competition.
On the one hand, I’ve always been opposed to PvE objectives in PvP play. In that, I do agree that the map completion stuff needs to be removed.
On the other hand, what in the world are you afraid of? It’s not like you die IRL if you lose at PvP. Gather up some friends and roam until you all get your exploration done.
Has nothing to do with fear, like i wrote i simply dont find it to be fun to PvP in a RPG game, IMO its more about how hard your class hits and not that much about skill… If i want to pvp i go play this: http://blacklight.perfectworld.com/
And yet GW2 PvP is more about skill (well sPvP is) than most FPS games today with their unlocks etc. Even the one you linked.
Typicly pvper response to a reasonable pve player request. Its because of people like you that most of us pve players don’t want anything to do with you pvpers
I could’nt agree more with the OP. Why totaly speperate pve, wvw and pvp, and then force people to do something that don’t want to. This also applies to the monthly achivements. Why should people who just want to pve or wvw have to go do something that don’t like or want to.
I would be fine with seperate achivements for all three types of play in GW2
Typical “I want it all, just don’t want to work for it” player response to a simple fact:
No one is forcing you to do 100% map completion or the monthly achievements. Really.
If you don’t want to do it, don’t do it.
Or at least give a larger chance to get a key as a daily achi reward. That way they could not be farmed.
I just hit 80 and was thinking of going for this!
only hav around 15g though so may take some saving!
“Just hit 80”
“only hav around 15g”
Does not compute… :O
To be fair, players should be able to choose whether or not to see a particular commander’s icon on the map. I think this is all the OP asked and suddenly we have half a dozen commanders here all wound up because someone doesn’t want to see their icon on their map.
Or maybe the choices you made in your personal story would affect the next steps? Like which race you chose to “recruit” with the Vigil, the approach you took to certain campaigns, etc.
The norn language is basically just the human language, only bigger.
Lol
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