Whats the reason preventing people to cap supply camps, sentry points, keeps, towers?
One of the only tactical tools in this game that provides some means other than one zerg standing in a line running into another zerg standing in line; the issue is rendering issues with the graphics.
You can see the purple glowing thing on the ground and you know some people likely will follow in on it.
The portal is generally useless in open warfare if you just act accordingly.
It’s used to “bomb” defensive siege or get away from defensive siege, so place siege accordingly.
It’s used to pull people into a keep where walls or doors are down, so plug up the holes in the walls so the mesmer cannot run into the keep and if you can’t fend off the amount of people in the portal – most chances are you wouldn’t be able to either if the people just moved together as a blob.
It seems simply as ‘we have not found a way to counter – nerf’.
The portal does not damage, has time limits, has range limits and the memser needs to run into the location to place it and people have to coordinate using it.
It’s a fun tool, a useful tool – but it’s only a tool. It’s not a tool that kills you.
I don’t want this game to be blob vs blob – but removing the tools which do provide tactical options will do this. Instead they should add more useful tactical tools.
I’m amazed at the damage even low level thieves can dish out …. something gotta give soon.
As long as the person gets inside legit – aka not wall exploiting – I see no issue.
Why not just switch the out manned and orb bonuses? So outmanned servers have the potential to fight back whilst outnumbered and the orb gives the entire holding server bonuses to magic find, experience and gold. After all, what your fighting for is basically pve bonuses anyway.
I realise the hacking will still need to be addressed for all the gold sellers not to take advantage, but it’ll keep the objective and give smaller servers a chance when paired with larger more active ones.
Hackable orbs + magic find + bots = bad ide.
Until orbs are fixed and not hackable to the large degree they are….then removal is the only logical thing. Gives them time to fix and implement gvem safely with sensible benefit.
You run up to a 3vs3 fight, attempt to engage, people escape by WPing. if you don’t want to PVP fine, don’t do it.
I can understand running from a zerg. But right now, people are escaping unless they have an overwhelming advantage. Between this and the Alt + F4 thing WvW PvP is quickly becoming a joke. Oh my god! we are on equal numbers! teleport away until we have a zerg to back us up, kitten they caught us! Alt+f4.
The amount of fights I have had in the last week or two is becoming depressing. Why PvP at all if you are only going to fight when you are guaranteed a win?
Myself and my guildies roam in 3 to 4 people groups, very occasionally 5. People hardly ever engage if they are on equal terms.
Since WPs don’t have any kind of casting time, are we meant to only fight when we have 20-30 people? or is it a “leave the guy without swiftness behind” scenario? we can’t force anyone to fight, but putting a cast time on WPing wouldn’t hurt anyone, and would actually force people to PvP more often. Crazy, no?
You can’t teleport to a waypoint when you’re in combat.
If somebody can run away from you and get out of combat, you wouldn’t catch him anyway.
ALT+F4 is a much bigger issue where the character should simply stay in the game for 60 seconds when connection is lost.
It’s limited what they can work with within the current framework of the zones.
Now if they expanded on the zones and made them bigger – it would open up for more possibilities such as larger keeps or ‘orb specific’ keeps (akin to relics from DAoC); other types of supply camps and what not.
Unless server events – I only regularly experience a queue for EB.
Of the Borderlands – the home borderland (G.H. Borderland) will be the most likely to experience queues, but since after the first week or so – I’ve not sat in queue for longer than 20 min. for EB and less than that for the G.H. BL.
How can they teleport out of a battle? Am I not understanding the issue here, or did you actually meet players who could map travel while in combat? o.O
what he means is that you spot an enemy, before he can deal any sort of damage to you to put you in combat, yo teleport away
Well – he says running up to a 3 vs 3 fight and 2 teleporting away. So it does indicate combat. Can’t teleport in combat.
And then we need to give everybody the same armor and weapon so nobody has different abilities.
Unless you mean WP teleportation because you cannot do that while in combat.
All I do is check whether the way point I’m interested in is contested or not. If it is – I just go do something else. If not – I port there, buy my karma gear, and do something else.
I spend no real time there otherwise, because the zones are problematic in my book.
It’s not a fun zone.
It’s not a challenging zone.
It’s not a difficult zone.
It’s just frustrating……
The main differences between Relics in DAoC and Orbs in GW2 is the ease of taking Orbs and a larger benefit from them.
However, this game is not DAoC v.2 – it just share a few elements.
Orbs in the form of them being in GW2 (again – ease of capture, benefit) would also have caused issues in DAoC.
Relics from DAoC in GW2 would not work without the rest of the RvR elements (specifically size of zones, power of guards and so on).
I hope the removal of orbs is temporary too (they claim it, but we’ll see)…. and I wouldn’t mind seeing other objectives to fight over than just the scoreboard – but I gotta admit, that like in DAoC – I fight for the fight itself, not for the objective.
I fail to see how being in EB is an…. ‘issue,’ lol.
And in DAoC, owning all the relics, was at the least, 10 times harder to get than owning the orbs in this game. On top of that, they added significantly less buffs to the people who had them.
And on top of this – even with nightcapping and PvDoor players – they were still harder to take then the ones here.
Will not affect the towers/keeps or enemies we go for.
That’s affected by the current strategical approach to what ever zone we try to mess about in.
Whether that goes for everybody I have no idea about; but I do not see it affecting who we ‘ally’ with if we go that route.
WvW will slow down, it’s inevitable.
But the people who enjoy that type of fighting will continue to do it even despite ‘long term goals’. ‘Casual’ and ‘hardcore’ alike.
The length of the matches will have no effect on these players because the score matters less to them than it does to the ‘fair-weather’ type players who joins occasionally.
The real question I see is whether those types of players will group up on a number of servers which will have competitive matches while the remainder servers dwindles to occasional actual WvW combat. Or whether they’ll spread out to have more actual effect in their server. Kinda the big fish/small pond vs. large pond/small fish dilemma.
Where the length of the matches comes into effect is to prevent the snowballing issue with somebody taking off due to nightcapping and then the players who look to the score which then think it’s pointless to go to WvW.
The mob density and respawn rate in Orr is an issue in my book.
Except there’s nothing imbalancing about the puzzles and they don’t seem to be that exploitable to the degree they mess up a server.
Puzzles are fine.
People who like to fight in WvW will still fight in borderlands.
People who do not like having to run very far will still go to EB.
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The hackers were a major problem, but i would prefer hacked orbs compared to no orbs for everyone.
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I wouldn’t – simply because any joy in defending or taking an orb would be instantaneously destroyed by the exploiters to the degree where many left the WvW zones when it happened.
On the contrary, we’ve had epic defences and sieges on my server over simple things as supply camps and towers. There doesn’t have to be an orb to mount attack or defend.
The orbs are a decent idea, but they should not change hands as much as they do, they shouldn’t be as vulnerable to PvDoor players, vulnerable to exploiters and they shouldn’t be as powerful as they are.
Removing them for now makes ever so much more sense when they can’t fix them ‘fast’.
Removal is the lesser of two evils.
At least something is happening to address the issue.
If soo many players can come up with this ( good ) idea, then why cant Anet ?!?!?!
Its no rocket sience……!
Because it also has flaws and does not address the underlying issue of hack/exploits.
Like others, I’m disappointed that the orb buffs aren’t simply being swapped with Outmanned.
Give the hackers plus gold and magic find to their many bots?
Not the best solution in the world either.
Orb hacking is a mechanical/design issue and that is what ANet should have worked toward resolving. Taking away a tangible prize tied into realm pride is generally not a good idea.
And removing them while working towards resolving it is sensible. Letting them stay to cause more grief until resolved is definitely not sensible.
The jumping puzzles are fine. Provide PvP and a bit of reward which can be used for more PvP.
If people would rather do them then follow you, perhaps the issue is not the puzzles.
Better to remove them fast, so they have time to work on a permanent fix rather than let the situation escalate even more.
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This is tantamount to Bank of America saying,” Thieves continue to persist in attempting to illegally steal money from our banks, so we are removing all paper money from our retail stores and ATM’s until we rethink it’s value. – Hope this doesn’t affect your desire to keep banking with us. “
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No it is not like that.
It’s like ANet admitting they’ve messed up with orbs and can’t fix it fast enough, so instead they remove the orbs to avoid jerks exploiting the orbs to grief legit players.
Nothing more to it than that – they finally took some action to address a serious issue for many. Disagree with the action, fine, but it’s better to quickfix faster than to avoid the issue driving people away while trying to fix permanently.
Yes, finally. ’bout time something happened to address the issues.
Hopefully they can be fixed and implemented again.
We fight hard on G.H.
We might not win much overall in the high tiers due to nightcapping and morningcapping issues – but we don’t run away; we fight harder when we can be online and find our fun in what we can do. With small groups or large groups.
The WvW core remains strong, remains vigilant and remains fighting.
G.H. server is a good server in my book with a good community; and all we need are more like-minded folk who wants to fight hard and fair and have fun doing so, regardless of time-zones. There’s opportunity to be found.
(edited by Xandax.1753)
We’ve been hit a lot more in this match up than before on our server; and while it might not ruin WvW (graphics issues are a much larger threat) – it can quickly remove peoples willingness to go into the fray if some random jerk just removes the effort of a server by exploiting the game.
Question rather being why are both of those seemingly more important than real players?
I level mostly only in WvW with my characters so far to the degree that I’ve not even seen more than 2 PvE dungeons with one character.
I generally take my class(es) to WvW from L11 or so and basically just do that.
It can be slow(er), but it can also be fast(er) depending on how the action is any current day.
So PvE is perhaps more consistent, but if you partake in flipping sentry/camps/towers/keeps … and kill people AND defending same – you can get a huge load of XP and Karma from it.
And no – the other server does not need to go to bed. You just need to not run into the middle of the enemy zerg thinking you can wipe them all on your own.
On top of this – it’s a whole lot more fun than wacking mobs for paltry heart quest rewards – plus you get to learn your class early for WvW.
Just have the character stay in game for 60 seconds if not logged out properly via game function. Easy. Problem solved.
Few are saying a whole server does it; but are pointing out when it happens – seeing the actions defended by zergs in game and excuses on the forums – conclusions will inevitable be drawn.
Just read this thread objectively with the perspective of having your orbs hacked out a couple of times by the same realm.
We – everybody – know there are many of legit people on A.M. that like everybody else hates the jerks doing these things and who suffers for the actions of them. And we welcome the legit fights with/against them.
But these cheaters (orb hacking, bots, wall exploiters etc) need to be weeded out and hunted down/shunned by the community and their actions needs to have as little consequence as possible, when ANet seems to do very little; and they do not need to be defended by a discussion about semantics.
Difference is that others have given orbs and keeps back when possible instead of zerg defending them plus have worked actively to figure out who was the culprit to report them and point them out on the server.
The main issue with portal bombing that I see is the graphic issues with rendering.
If people weren’t invisible for a prolonged time after exiting the portal, it would be much easier to respond to.
Another issue is when mesmers bug keep walls to do it of course.
When that’s not fixed, it’s difficult to say what – if any – steps would otherwise be needed.
Lots of people in line of sight of our siege is a nice thing IMO, but not when they’re invisible due to rendering issues.
This isn’t news. Yes there’s a culling issue, yes ANet is aware and has already said they are making good progress on it.
However you not being able to hit your tab key is a fault of your own. I have played vs plenty of D/D Ele’s now and more often than not get my kitten handed to me as a thief (not a glass cannon btw) I go into stealth and while I am the Ele will just spam tab untill he finds me.
This isn’t rocketscience.Just wondering, can you link to where this is mentioned?
Well – they’re aware of the issue as it’s been attempted addressed in patches.
However, whether they’re making “good progress” I would question – as that remains to be seen. If anything that it’s not fixed (more) indicates its a problem deep in the game engine.
That stealthed players even count for/against capping is a terrible oversight to begin with.
It is indeed a issue and have been for a long time. ANet seems unable to fix it thus far so it’s likely something we’ll have to live with for quite a while as it keeps doing damage to the WvW population that just quits in disgusts.
I also suspect it’s behind a lot of the complains about the thief class as general, but before the game is fixed, ANet cannot hope to even try to balance the class into line with the remainder.
It happens; ANet basically is looking rather helpless at the moment with these incidents on top of the orb hacking, people ALT-F4 from loosing a fight in WvW and botting all over the place.
Hack Wars.
Finally our Orbhack was detected….
Ok, now i can tell you: We ( the whole server of Abaddon ) told A-net to let the defender destroy the orb…
I think an apology from all witchhunters would be the right reaction from your side.
See ya on the field….
My german isn’t strong anymore….but if you thin the hacks are bugged guards moving the orb out of keeps, then you’ll be waiting long for any apology from anybody.
Hopefully ANet will start banning soon…..
Saskia.2893This week AM won first night decisively but now GH seems to have more people working night shift
Think there’s something about somebody having vacation in a country from what I’ve heard.
It’s not our usual strength at that time, as was visible in the beginning of the week were AM took pretty much everything early mornings.
Have had good fights, hard fights, against Aurora IMO.
G.H. seems to be mainly brits and scandinavian and some other european. And a lot of “old” guilds. (Both player age and established guilds)
We don’t really have issues with language on the server. Its english in chat close to all the time and always on the voicecom.
Outside being outzerged and lack of nightcoverage we dont have many isues at all.
Well, it is quite obvious that there seem to lack some large scale performance testing of things; even obvious to people who work within software development.
Sure you can’t weed out all bugs in software development. But for anybody with just an ounce of insight would know what happens when launching an ‘one time event’ with subsequent opening of a new instance. Especially which many people most likely thought would only be open at that time (hence one time event) and therefore would try to get in to couple with massive overflow in the already pressured Lions Arch.
That it can’t handle the load and cause follow up issues such as characters suddenly not in guild any more and server crash across the EU and US does have an aura of lack of stress testing about it.
On top of this we have – for example – a very ongoing and disruptive issue with graphic issues in WvW which also indicates lack of large scale testing or issues with their test process.
So yes, you can’t weed out all bugs in the software development process, and it’s not really that which is a problem or most people ask for/indicate – but some issues are obvious and therefore you implement mechanics to prevent that and test those key areas rigorously.
They know exactly how many people play this game, so they would know pretty safely what type of load to expect when launching the dungeon.
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Until this week not a single server accused us like this and it makes us a bit sad. We aren’t successfull because of hacks, we are successfull and that might attract hackers.
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Considering the number of incidents we’re faced with so far …… then you’ve gotten and utilized the effect of a lot of bad seeds lately then.
And that zaps the will to fight because I’ve had great fun running over your zergs, but seeing keeps go poof with doors and walls up and similar drains the will to fight when online.
they properly pulled the cable out manually to give themselves time to fix the bugs and issues with the event.
Siege weapons will do the trick.
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Mesmer portalling entire squad past walls is also too strong ability.
Not if the mesmer didn’t exploit to get inside. If it’s an exploit; ban him. Otherwise it’s very much an organization issue. (baring the issue with the graphics of course)