Showing Posts For Yenrah.8532:
I never intended or expected to have to ever post on these forums, but in light of the overwhelming impact the megaservers have had on my server I felt compelled to log on and give my 2 cents. I apologize in advance if this seems like a long rant, but have a seat kittenes, it’s story time…
Megaservers have had an absolutely negative effect on my gaming experience in general and imo on my server as a whole. I play on a relatively low population server which just recently became an even lower pop. one due to a few major WvW guilds transferring off to another server. While the majority of my time in game was devoted to doing meta events, it was more or less a way to fund my WvW expenses, gear up each of my toons with ascended equipment and look kitten sexy in whatever skins I purchase to use on them. Despite WvW being the primary reason I play the game, I’ve come to appreciate the small community of PvE/PvX-minded individuals and guilds devoted to spending their time doing whatever content they enjoy while appreciating the game we all love. Now while I may slightly look down on this community and these ppl that choose to spend their time on what I personally may think to be less enjoyable content that’s not as fruitful in representing our server, they do represent an important part of our server which is ultimately our recruitment pool. With megaservers out in full force, this community has been utterly fractured with these PvE/PvX players and guilds feeling lost in the clusterkitten that we now have to deal with having had this megakitten shoved down our throats.
It’s probably safe to say that a large portion of my server and its community is very well rooted in PvE…MY server and MY community that anet claims to want to see flourish is now shattered. I won’t go into detail about how much my personal gaming experience has suffered from crippling frame rates, toxic personalities, childish trolls, afk meta-event bots, inefficient players and the general skill lag that has resulted in being forced to play along side far too many people that, to be brutally honest, I really just don’t want to know, play with or even help, if they’re not from my server. NOW… with megaservers, recruiting for guilds or even asking for support in WvW from our community is laughable and almost completely pointless.
A good step in mending this problem would of course be removing megaservers from the major cities(as many people have already suggested), but I personally don’t think that’s enough. To suggest that server communities are formed and revolve around major cities or WvW(which atm is really the only place you can be with players from JUST your server and has since become my only refuge) is ridiculous…there are a kitten-ton of people that WANT to spend their free time doing PvE and WANT to see the same familiar names around doing it with them, despite being from different guilds but still being able to say that these are my ppl and this is my server/community.
So..my feedback is…megaservers suck balls dude.
Whether or not guesting(which is now pretty much redundant) will be completely removed, joining a megaserver should, imo, only be made an option at the character selection screen as guesting is now. By default all characters created are placed on their home server with always the option to log out to character select screen and hop onto a megaserver for whatever reason. I can appreciate the reasons behind megaservers and that some players(probably mostly casuals) would want to hop onto a vibrant and bustling world full of random people with which they have no ties and perhaps never will, but I think creating more incentive in different ways for people to populate near empty zones or take part in various content in a sociable manner is the better alternative to strong-arming people into simply accepting megaservers as the only solution and future of gw2. Just give us the option kitten …plz don’t kill my server.
Just wanted to save this before it is removed along with other good posts.
From me, in short: PvE is now an utter hell. I tried, I really did. I love this game. But this. Is. Hell.
(edited by Yenrah.8532)
Reporting a major bug with the 15th April update.
It’s been identified and called MegaServer. It breaks the game as we knew it. Please fix/remove it. Thanks.
Oh so much this.
- Totally removes the Queensdale train.
No. Why should? frostgorge train exists with no events at all.
It would only assure they dont get even more rewards for doing train, apart from champ boxes. Just one time, like normal players.
4. Make dynamic events worth doing.
- Directly increasing rewards looks like an evident solution, but there will always be something needed to offset inflation which comes with it.
- So probably cosmetic rewards is the way to go, and this can be done with PvE regional reward tracks which lets you gather several types of map tokens in these zones which can be than traded to unlock unique non-tradeable map gear and/or dyes, and possibly traded for other materials (laurels? karma? ascended mats?) once you have too much of those.
- More entertaining (harpy love buff!) and useful (fire elemental powder!) consumables introduced every now and then may increase the interest for events just a bit more.
Nice, but doesn’t seem likely. They apparently can’t find the time to fix events that were constantly bugged since i can remember, not to mention something like that.
But there is an easier way to achieve that without much risk for the economy.
Yes, directly increasing rewards, but making them one time per day for every specific event. Just like it is for the worldbosses.
When you’ve done all interesting events in the area, you have to move to another map or change the character.
Yes yes and yes.
1. Revert gear loot tables to be always map-level-dependent instead of player-level-dependent.
The only thing i would change: just making the chance of dropping map level items higher than high level items. Not a slightest chance of your level gear would’n encourage anyone to visit the zone.
Map bounties – bosses which are never displayed on the map and harmlessly roam around it and often change locations but once triggered by a group of players, transform into a worldboss-like creature at their current location and become an event with a guaranteed reward.
Love this one.
Since this thread has had a lot of criticism and not many suggestions, I am going to toss one out there. +1 if you think its an approach closer to what players actually want and the game needs…
Megaserver consolidation should happen in areas that have consistently seen 20 players or less during peak hours. And it should be virtually transparent.
Categorize them as a new type of zone. Let’s call them “Communal zones” or “Shared Regions”. Outline them on the world map as blue or something so players have a quick visual indicator for if they are entering a shared area.
That will actually create it’s own sort of draw. Since those places could be seen as cross server game hubs where players can meet up and play together without necessarily burning a guest pass.
If the goal of this was facilitating friendly play. Mission accomplished. Low pop areas are higher populated and can serve a purpose. Existing communities remain intact. Every player, regardless of schedule or geography, has ample opportunities to participate in world events.
This Leaves the rest of the game and bosses alone and doesn’t break the map
Unfortunately, again, just like the megaserver system, it does not give a choice for those of us who were using less popular maps so that they could finally encounter some challange. As was stated many times before: There are NO challanges for big groups of players in open world.
(edited by Yenrah.8532)
I have been very critical of the game as of late, especially because of Living Story and the lack of new permanent and good content. But I can not for the life of me understand what is happening in this forum now… Complaint after complaint after complaint, mixed with some whining about trivial kitten.
Why don’t you wait for the patch and get accustomed to it, and then maybe bring you concerns here? Maybe you will have to change certain ways in which you play the game… So what. You will adapt, and if a constant World Boss farm train is all that keeps you in the game, then maybe you should move on.
I for one like the fact that more people will be in most of the maps, and that maybe I’ll get to do some minor events that were not possible with the lack of people around sometimes. And it gets rid of random overflows, one of the most annoying things in the game.
You know what? I’ve been playing ESO for a few days now and man does it suck to not be able to play with my friend half the time since we’re in different instances.* And boy is that world lifeless. I am much much more motivated to return to GW soon (as soon as we get expansion content) than I was before, and I appreciate what we have and whatever things are done to make the game better.
- Edit: If you think this is or will be a problem with GW after the Megaservers, really you have not seen how bad it is when it really doesn’t work like in ESO.
So what you’re saying is that we shouldn’t talk about our concerns just because it could have been worse? :P
DougTheSlug.3920, page 4, bottom post, partial quote
I can brainstorm until the cows come home, but it feels like there could have been much more graceful solutions to this.
Here is one such idea brainstormed: WvW already detects low population and gives you a status indicating this. Why can’t PvE zones detect this same condition and simply give you a popup saying “move me to a more populated server for this zone” that uses your friends/guild algorithm but doesn’t use a guest credit? This has the following benefits:
- Maintains server identities
- Maintains ability to guest to specific servers for specific reasons
- Utilizes portions of your existing solution that are good (algorithm for finding a more populated server)
- Maintains current boss timers that allow for variety
- Maintains ability to create overflows for content that clearly should be instanced (teq/wurm)
Thats actually brilliant.
Well than we’re kittened, cause megaserver is going to sacre a whole lot of people away from this game.
Of course noone will notice, because the genious system will make maps seem full.
Well, it becomes clear that the megaserver creates more issues than the devs are able to handle.
So how about that:
Server system is not broken. Just needs some adjustment. A lot of existing problems would be fixed by simply making the guesting system a natural part of the game.
What I mean is a clear interface avaliable for every player in-game, separate for each map. Player would be able to check how full is each server’s version of a map and enter whichever he prefers.
With this option, on less popular maps, players would naturally gather on one or two servers. Same for popular maps – players would naturally spread, and with their server’s map being full they would actually be able to choose another server they feel connected to, instead of being pushed to an overflow.
Community not destroyed. RPers at piece. Guesting to an open temple whenever needed still possible. Creating overflows by tequatlorsomething-guilds still possible. No need for silly changes (I’m sorry, but those ARE silly) in temples and waypoints.
Thoughts?
Major: power Minor: precision, vitality
Major: power Minor: precision, condition damage
One more thing. Correct me if I’m wrong.
Balthazar Temple is the only reasonable way to get obsidian shards. I do like the event, but it’s success doesnt happen too often. Right now even if we don’t know about an attempt of taking the temple or it just doesn’t happen on our server, we can always guest a server where it succeeded.
With the megaserver thing working there will be no way to get there other than camping Straits in hope that a good commander will happen to visit the same version of the map making the temple possible to open.
A few more important points to be made here:
- If your world usually has a comfortable population on a given map, you’re unlikely to see much of a difference here until the map actually starts getting full. We’re not going to toss a bunch of people from another world into a comfortably occupied server and make it uncomfortable.
- But some worlds do fill up all on their own pretty regularly. The improvement from this perspective is that if you try to join a very full map, the system will find another instance which also contains people from your world rather than the old overflows which were much more of a mixed bag.
- If your world has a very low concurrency on a given map, we can put you and everyone else from your server into a map with a more comfortable number of players. The key term here is “comfortable.” There’s breathing room. Megaserver is not overflow in reverse.
- It’s very difficult to understand this situation if you’re not willing to look at the big picture. Similarly, you can’t really explain urban traffic by using a metaphor about seats at a dinner table. Server populations are big and they are not concrete. Players flow in and out all of the time, even when it seems like a map is completely full. The major change in the way the game is handling population is that it’s making better-informed decisions about where to direct you. If only my GPS did that.
- As the blog post mentions, we’ll be monitoring this very closely to make sure that the end result is positive.
Thanks for all your feedback. I look forward to tomorrow’s blog post and answering more of your questions.
I’m sorry but it seems like you omit or ignore specifically the problem if density CHOICE/lack of challanges for bigger groups. Makes me think i should start looking for another game.
I don’t want to. I like this one.
Problem is that some of us are on low-populated servers for a reason.
So, why not let the players choose instead of forcing the “multiplayer” thing on us?
If there are to be several map copies anyway, it seems reasonable to let players see which ones are highly populated and which are empty. Than choose what they prefer. Map selected by the megaserver system could display as a suggestion only.Umm, this is a multiplayer game. Perhaps you should switch to e.g. Skyrim if that is a problem for you.
The fact that it is an mmo should not be a reason to punish the players who prefer playing alone. Till now there always was a choice of choosing server or less popular map. I don’t see why should it be removed completely.
I honestly can’t see any reason why it’s better to be on your own versus having other players around you in GW2. They’ve made it so that everything is better with more players. Maybe you can enlighten me.
Everything is TOO EASY with more players.
This.
Problem is that some of us are on low-populated servers for a reason.
So, why not let the players choose instead of forcing the “multiplayer” thing on us?
If there are to be several map copies anyway, it seems reasonable to let players see which ones are highly populated and which are empty. Than choose what they prefer. Map selected by the megaserver system could display as a suggestion only.Umm, this is a multiplayer game. Perhaps you should switch to e.g. Skyrim if that is a problem for you.
The fact that it is an mmo should not be a reason to punish the players who prefer playing alone. Till now there always was a choice of server or less popular map. I don’t see why should it be removed completely.
Problem is that some of us are on low-populated servers for a reason.
So, why not let the players choose instead of forcing the “multiplayer” thing on us?
If there are to be several map copies anyway, it seems reasonable to let players see which ones are highly populated and which are empty. Than choose what they prefer. Map selected by the megaserver system could display as a suggestion only.