With 2-1-1 scoring, the problem doesn’t come when there is one strong server and two weaker ones. It comes when there are either 2 strong, one weak. Or one kinda strong, one medium and one kinda weak. In those scenarios both 1 and 2 will gang up on 3 to try and get maximum points.
You don’t get any points unless you overtake the leader. Best way to overtake leader is to attack leader. This is the fundamental point of winner takes it all scoring system.
Two strong servers ticking 300 points each and one weak server ticking 100 points. Strong servers attack weak server. Now both strong servers tick 350 and neither has gained advantage over another.
One strong server ticking 300 points, one midweight server ticking 200 points, one weak server ticking 100 points. Strong and midweight servers attack weak server and split the pot 3-to-2 according to their strength. Now strong server ticks 360 and midweight server ticks 240. Strong server was winning and still is.
I think a better idea might be to incentivize attacking the stronger server by giving more points or more rewards for taking their stuff.
That’s what the extra point is.
Yeah, a few posts later I thought the 2,1,1 would be interesting because the point allocation would be different and it could lead to teaming up on the top dog of the match.. Guess ya missed that!
You made very good arguments there. I too support 2-1-1 system, because it would encourage fighting. It would pretty much solve the coverage problem unless top server has same amount of players as the other two combined. Most importantly it would take frustration off the third place team and hopefully stop players leaving WvW.
Won’t make a difference because the easiest way to get those two points is still focus the weakest server.
No, if you’re 2nd place team you get double benefit from attacking 1st place server. They lose points and you gain them, which makes overtaking leading spot faster. Remember that only the leader gets anything.
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How will you address the mass migration of players every time re-linking happens?
What’s there to address? Finally a great source of gem sales from WvW players.
It would be interesting to see the outcome with a 5,4,3 point system versus a 3,2,1
The outcome is the same…duh! Winner wins by 2 points, loser loses by 2 points.
If customers aren’t happy with a product it would certainly be the problem of the company. Companies providing services to customers are dependent of their customer base.
What customers? Situation in free-to-play games is that 95%+ customers don’t spend a single dollar on the product. Company’s whole income comes from that 5% of addicts. Game design relies on creating reward systems to keep people playing and poor quality gameplay that becomes easier with cash shop purchases.
Good business decision is to keep the quality at “barely passable” level and avoid spending money on things that give bad returns. This certainly includes customers who come to type wishing well essays on forums that might as well be titled “if I had 50k to spend this is what I would do”.
If you want good WvW go fund a startup that has goal to create such gameplay.
Why would you spend your time coming up with suggestions how a company should alter their product? It’s not your property. You don’t own it. People don’t write suggestions what food restaurant should serve or what kind of car General Motors should make next. If you don’t like what you have there’s plenty of other options.
The only thing that needs looking at is the whole central area that serves no purpose at all. It should be a waypoint to capture in the middle of the map.
Look, you got to be careful what you wish for. When nobody suggests that center should have something, we don’t risk Anet putting some silly PvE fetch quest there that lags the whole map out. When a suggestion is made and it’s up to Anet to deliver, is what they deliver good for the game or not?
Everyone said Guild Wars 1 PvP was amazing, but a dev also said there are more people playing PvP in Guild Wars 2 right now than there ever were in Guild Wars 1.
That doesn’t make Guild Wars 2 PvP better, but I strongly suspect it makes it more accessible.
I can imagine dumbing down games has the positive effect of increasing accessibility. Why should developers bother to have any ambition to innovate when Candy Crush is the pinnacle of gaming? Any deviation from that is net loss. There is science in all of this and carefully manipulating key metrics creates profit.
I disagree with this idea. I want to experience art, interesting gameplay and positive feelings. I want to see companies that provide those succeed.
I enjoyed making builds, but I don’t think it was great for the game over all, even though I personally enjoyed it.
Really? I thought getting skills was one of the biggest appeals of the first Guild Wars. Every new ability made me excited to try it out. Casting Shield of Regeneration felt like the ultimate way of saying “you will survive this fight, my friend”. Should I make that enemy caster kill itself, burn their energy or shut them down altogether? Where do you get that kind of kicks?
most (if not all) of the original GW1 team are no longer at ANET.
Two out of three company founders are no longer in the company. The brand name was sold to keep the players, but the game itself became korean MMO.
Arcing arrows was possible in the first Guild Wars.
That aside I also feel the story could have been much more interesting, focused and well written if they didn’t have to write a neutral 5-race story and by doing so distanced themselves quite a lot from the franchise’s original lore and setting.
Those racial storylines are the best part. You get to choose your own adventure. Playing Sylvari story feels quite different from Charr story. Claw Island and forward it becomes just another pompous save the world cliché. I don’t think I’ve even bothered to finish the personal story.
3. Place Npc’s further way from supply area, to avoid accidentally activating dialogue when grabbing supply in hurry.
“I like to talk with NPCs that only say generic ‘hello’”
- said no-one ever
But our metrics show that this NPC is one with most interactions. The data doesn’t lie. Aye, it’s the players who are wrong. Say one thing and do another. Smithers, more NPC interactions!
North Keep: One of the village residents will now flee if their home is destroyed.
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So, dots would be helpful in that regard, but there is a problem: why should enemies be marked by line-of-sight to people who are AFK, not paying attention, and so on?
There’s afk check and macros/automation is against the rules. Just because it’s theoretically possible that someone goes out of their way to show bad sportmanship Anet shouldn’t deliver anything that would be positive for social playing?
My view is that if scouting was important, people would be doing it properly.
Scouting is essential, but the game doesn’t support it in any way. It’s a player-created concept. We have all this technology and scouting boils down to typing messages in chat to compete with all the automatically created clutter.
- Where?
- How many?
- Did they build siege?
- What’s wall %?
- Are they still there or did we kill them already?
There’s so much useful information the game could share, if developers even played it.
Then like I said, you’re in the wrong genre. You’re looking for a single-player experience in an MMO. Communities of players run MMO’s. Ancient games with no new development efforts still get played because of the community backbone (private servers, smaller games, etc.).
Here’s the thing: if communities run MMOs, why is there barely any focus on community? WvW goals are WxP ranks, achievements and reward tracks. Single player goals. When it comes to single player goals, games designed to be single player games should give better experience. Old RTS game Warlords Battlecry II has various difficulty levels where the AI really gives you trouble as you’re conquering the world map. 12 races and 20 hero classes should give something for every playstyle. I annexed this territory, this is the bonus it gives me. I put skill points to craft just the kind of hero strengths I want to have.
Back in GW2 I’m constantly wondering what impact my presence in WvW has on my side. I’d like to see where my side players are going. I’d like to have some kind of “high score” list who has killed most players and defended most towers. Chat is the only social feature they’ve bothered to put there…
Well to me the biggest problem in WvW is that I have absolutely no idea where my own team and enemy teams are going. I could load into borderland and capture a few camps without seeing anybody on the way. Am I playing alone?
When I’m playing alone I tend to become bored pretty fast.
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Your settings are correct. Only downed and sentry-marked enemies are shown.
In scouting situation you can see enemies, but your team won’t. You have to type what you see on chat every time like “5 enemies running up the slope next to Woodhaven” instead of having the game report their positions automatically.
This kind of change would dramatically increase value of scouting and make it actually rewarding.
If you’re alive and can directly see enemy players, those enemies are marked on the map for your team same way as sentry marks them.
…is how I would do it to make the scouting game actually rewarding.
I would personally like to see something like $25 “bundles”/mini Xpacks come out every 6 months with a couple new zones, full 3 wing raid, profession updates, elites with new weapons, legendary skins…, and have open world LS updates and events every 2 months that lead us to the next mini Xpack.
That’s what HoT is, they just priced it wrong.
Which, in all seriousness, is the entire purpose of MMO’s in general: players shaping the world. Ask yourself if you’d rather play a single player game for its story or progression or gameplay or have the community of a guild/group/clan with a shared interest.
Single player game hands down. What’s better experience than having hand-crafted storyline and systems that support your playing? Pay upfront fee for game and rest assured that money making hasn’t affected game design.
Argument could be made that playing with and against other players is more fun than playing against poor AI. But that would require systems that support it: Social systems in this game is basically a chat room. Take away chat and what do you have left?
Let’s take WvW for example. You’re running towards enemy camp to capture it. Nobody knows you’re there. You could ask in borderlands chat “anybody here?” (I’ve done it couple of times) and get no response. It doesn’t get much sadder than that. It is crucial for players to feel their contributions matter. Chipping away at some undefended structure door is not it. Yes, I would rather play a single player game where developers cared about my experience.
There’s the door. You got a ram right?
Quick, build it.
Hit the door. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Hit it again. Wait 3 second cooldown.
Door’s down. Run for the lord.
Anet is having a difficult time producing content and making substantial improvements to every part of the game with the amount of staff it has currently, so what do you think it will look like if staff “restructuring”, aka layoffs, start to happen?
Focusing on one thing instead of ten parallel projects and failing on all of them? Take a look at League of Legends. Millions of players and very simple concept: buy champions and skins and play with them. The trick is to make gameplay experience unique. That means respecting the player. Player comes back when he has had good time.
Opening this game is like starting a work shift. There’s that progress bar and what items did I need for this quest? List this stuff to trading post one by one. I should start LFG and… screw that! I’m not even getting paid for this. Why am I wasting my life?
Having worked with addicts I’m not a fan of Anet’s various gambling devices. Sure it isn’t gambling for real money but to an addict that doesn’t matter. It is the rush they get and the compulsion to keep going back that is being taken advantage of.
This is how freemium games make their money. 95% of players don’t spend a single dollar on game and the 5% of addicts basically fund the whole thing. It’s also the reason why the game is full of these reward systems, progression bars and gambling elements.
Score from kills rewards playing in big groups. Due to downed state feature players in big groups are far less likely to die and far more likely to kill enemies.
Score from holding objectives rewards playing in small groups. The most effective strategy to capture and defend lots of structures is to spread forces into small groups. Defensive siege is a force multiplier.
Score from dolyaks rewards idleness. Okay, so this is the stupid part. Dolyak is a slow, weak NPC that any player can easily kill. Defending dolyaks is very hard. Dolyak score is betting on the possibility that no enemy player will bother to intercept them. This is a big reason why “night capping” is so effective.
My suggestion is to get rid of points for dolyak arrivals and dolyak kills. Arrivals so that enemy idleness is not rewarded. Kills so that capturing camp is always better than not capturing it.
http://mos.millenium.org/matchups
You’ll be the judge.
All you need to know about gambling is about expected value. How many ectos are you going to get when you gamble 1000 of them? Answer is 994. When you gamble 1000 gold you get 973 gold in return. Gambling is a waste of your money.
- Buy Heart of Thorns
Haha, nice try Anet.
I’m sorry I’m really not trying to be awkward, but I am actually concerned about the security of my account and my personal information linked including credit cards and home addresses.
Never, ever, ever give out your personal information to some game company!
Sure there are far more pressing problems than a lack of repair hammer, but we have to consider that maybe repair hammer is just within the limits of what they are capable of creating at this point.
Creating a good experience would require creating a new game.
can we all agree that would be either achievement points, or “fashion”?
Please tell me you’re kidding. This is the saddest thing I’ve read whole week.
Clearly you have never worked in the gaming industry. I’ll tell you hands down, not only do employees play the games they create… they also play other games in the genres they do enjoy.
Not all companies are the same. I could very well understand that Anet wants to create a world simulator instead of a game. Some companies look like they would rather make a movie or comic book but for some reason have opted to make a game instead. Still more companies have games that look like calculus with graphics.
It’s about looking into and seeing where companies excel. What do they do well and what they can’t do?
Many things Anet creates are only barely working. Why does AoE go through walls? Why is defending about “events”? Why won’t arrows arc? Why would they create desert borderland layout to be a maze? Why is there no difference between firing a bow and firing a rifle? Why does tiny Asura have all the same attributes as huge Norn? Why is keep lord invulnerable to damage?
These things and many others are essential questions to problematize for anyone who wants to create a game. For Anet these are accidents caused by structure of their engine, fixed in band-aid fashion if something seems to go wrong.
What gaming studio does this?
You have to understand that the creators of this game aren’t players. They make games, but they don’t play them. By playing games I mean playing a whole bunch of games of different genres. Analyzing what works in them and what kind of things would create good gameplay. Anet doesn’t do this. It’s the reason why most of the stuff they do looks like it’s straight from brainstorming session.
Reasons why this poll is poor:
1. It’s full of speculation. Might balance, might transfer, might cause additional work. Are we supposed to buy in to your speculations? If server stacking is problem surely there is a solution that directly addresses that and there’s no need for this roundabout way.
2. Server relinking schedule is in no way central to success of this game mode. This is one of those “think this problem for 15 minutes and decide for yourself” type of situation for competent game designers, which we the forum members are not.
3. Poll options are silly. What are you going to do when 35% wants 2 months, 22% wants 6 months, 18% want to keep as is and 5% want 1 month, and 20% don’t want their vote counted and just came to see the results? Then whatever you do 75% won’t like what you did anyway.
4. Team “Don’t count my vote, just let me see the results” is still counted for votes.
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Such un-interesting poll. Can’t you people there at Anet decide these things for yourself? Ask us for grand directions, not some server mixing micromanagement schedule.
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Whenever I see these complain about MC threads, I just think back to GW1 and how it was so much harder. When you do MC in gw2, good size chunks unlock for you, in GW1, you had to run up to the border of the map and run into the wall to get all the pixels you can get for the MC title. And that is all you got is a title, so be glad they didn’t make it so much harder than it could be. (or even more unrewarding)
Map exploration in the original Guild Wars was the best! I actually had to visit every nook and cranny there to see the whole world. I remember the satisfaction when I finally found the last 0.2% and finally hit full map completion. The map wasn’t full of waypoints either, so you actually got to explore some wilderness!
There’s already a complaint thread about boons lasting too long, including resistance to condis…so what’s the real truth here? Is there too much resist or is there too much condi? If we nerf both sides of the equation, we may as well just stand out in the middle of the field fighting with non-magical toothpicks…
Power creep is the problem. There’s a big difference between things that were designed when game was young and things that were recently added. The balance that once existed is now gone and we have outliers on power scale that focus on certain gimmicks: spamming tons of boons, spamming tons of stealth or spamming tons of confusion. Overloaded kits.
Ah, just to clarify. These hypothetical new worlds would be linked upon creation, and they’d be linked to the lowest/lower tiers (depending on how many we created.)
Oh I see. Why not make it so that when player enters WvW they’re automatically put to represent the team that has fewest players in map? It’s basically the end goal what this suggestion is seeking anyway. Where’s the pride in these 2-4 servers vs. 2-4 servers matchups?
No. We want to have WvW guilds with maxed out claim upgrades to claim objectives, not any random PvE guild to claim their PvE bonus on our garrison.
I agree that it generates income, but the post I was responding to was saying that’s it is something that ANet has currently put in the game (as in a new feature) and saying that this is cause of current inflation. I was arguing that the amount from the drops is insufficient to cause inflation, especially as compared to the new 2 gold dailies, and a feature that’s been in game from a long time isn’t what I’d be looking at as a driver for current inflation.
Please go read the post again. Currently means present time, not new feature. I specifically said that gold find is not the cause of inflation. Anet’s decision to push large flat rewards such as 2 gold dailies is the cause of inflation.
It adds up over time, though. I kill mobs everywhere I go, no matter what I’m doing… but I’m not necessarily doing dailies every day, or meta events. And when I’m doing them I’m still killing some mobs while getting to them.
If getting gold is your goal, then pretty much anything is better than killing mobs. Dungeon paths take 15 minutes and give 1 gold. If you do kill mobs, then killing them +0.5% faster with damage infusion is better than gold find infusion because the money is not in the gold they drop.
Gold find is Anet’s noob trap.
Gold find (+1%/+2%) is currently presented as a major reward for long-term achivements. Every 500 achievement points also grant 2 gold, which is the same as daily gold reward for achievements. Inflation is not created by players, but by developers of this game. What’s the point to strive for anything when they can just change the whole system one patch and make everything meaningless?
“Increases the amount of gold gained from killing enemies.”
I wasn’t aware that enemies drop any gold in this game. Most of the gold comes from static bonuses, like daily achievement gold reward, dungeon and event rewards and so on. Those are not affected by gold find in any way. Is this another “legacy” feature that was once thought to be part of game but never really implemented?
I’d rather play the game than sit in queue of hundreds that would undoubtedly result from your suggestion of merging the servers.
Why would the Home Salvage Station only be usable once/day? Why would it be limited at all?
If Anet would give players what they want and like, the result would be laziness and moral corruption that would threaten the whole fabric of society. That’s why everything they do is lukewarm half measure.
So what are you suggesting here? Rename red/green/blue to personal story factions? Condense all the player population to three servers? That’s EotM already.
I’d rather have one-click salvage everything button.
Or just items dropped as materials.
Or just materials transferred straight to bank if not full / trading post if full.
I hate inventory management.
Deso was outnumbered and dead before this linking, Piken and SFR was stacked beyond belief. Whats the problem?
The problem is they get x2 times population cap.
If populations are like:
Piken 100 (max)
SFR 100 (max)
Deso 70
Vabbi 10
then combining Deso and Vabbi creates a situation where people stack the lower pop server and we get Deso+Vabbi 70+70=140, which dominates everything. If lack of population is problem why not just merge the servers under same cap?
I voted no, because I think it’s unfair to give one server two times population size for coverage. Desolation & Vabbi are destroying tier I matchups with hundred rating point difference to #2 server.
If 2 thief can kill 6/8 enemy I think that those enemy are really bad….
First thing to do in that case is to regroup, never chase thief, stay together and the thief won’t be able to kill you… It may be hard to kill the thief, but they won’t kill you…
This is true.
You can’t chase a thief.
You must stay tight in a group of 6-8 people.
You can’t kill a thief.
If you don’t stay in group, thief kills you.
What a wonderfully balanced profession.
Conditions kill way too slowly for PvE playing and the shortbow has poor range (900).