Nar: I love that it will take me time and money to
reach the same level I’m at right now… …said no one, ever.
People seem to be confused. If something is a bug (something not behaving as the developers intended) and you use that to gain an advantage players who don’t, you are exploiting.
The fix is simple, they just put another grate on the inside stopping people from being able enter the tunnel at all.
It all boils down to whether anet specifically designed this grate so that you could resurrect people thorough it. If the grate was merely made like that for a asthetical design purpose and not as a supporting platform for this type of unrestricted-LoS rezing we see then it is clearly being use in a manner up intended by aNet.
And if it’s being used in a way that was not intended and gives an unfair advantage to those who use it (bypassing walls) it is the exact definition of an exploit.
Anyone who says otherwise is delusional.
It would be much easier if generic bags (which you open with loot tables similar to the loot players already drop) were dropped from players like the types dropped from champions.
That way you can open them in your own time and not have a million different types of blues greens whites and trash clogging up your inventory. It takes away from the immersion of wvw when you have to stop and try to sort out your bags.
Confusion builds suck in pve, but work in wvw.
The game needs more rewards for defensive play. This could help. As soon as zerging becomes less profitable than other styles of play wvw i’ll be happy.
Thanks for expressing your concerns. It’s definitely our preference to give players as much choice about their instanced experiences as possible. Whenever possible, we make instances capable of being either soloed or completed in groups.
However, in this particular case, because we are manually intercepting everyone over level 25 and automatically loading them into the instance, we currently don’t have support for parties to be brought into the instance together under those circumstances. This is something that we are looking at addressing for the future. It was not an easy choice, but for narrative reasons we felt it would have been less impactful for players to load straight into Kessex Hills without having experienced the instance beforehand.
I do regret that we weren’t able to offer “The Nightmare Unveiled” as group content at this time, but hopefully the remainder of the open world content makes up for this.. :-)
I did like the way you learnt the story as soon as you entered the map. However you could have added an option to leave the instance and come back with more friends. Like when talking to the woman at the start leading the group she could have had said something like “If you don’t think we are ready, speak to me again once we have reinforcements.”
That way people could leave the instance and come back to play through if they felt they were not strong enough or preferred playing with friends.
I may have missed this in a previous post, but do we know if the map slots are evenly divided among the three servers?
Of course they are.
Anything else would be extremely idiotic.
Has this been confirmed by devs? My server has had issues where many say our ‘queued map’ seemed to let far less in than the enemies forces. While there’s no physical proof people stated there were no hidden ghost zergs in the puzzle/npc camps, and because the much if the map was capped by the enemy there were no ghost zergs in keep either…
On topic, I really like nutz idea. Seems kinda complicated at first but it looks like it could work at least for NA.
Well…that’s about what I expected.
Yep
Many people are bummed that jumping puzzles count towards the meta achievement yet defence doesn’t.
Wvw is wvw. No quarter given!
How about you go back to your pve land of friendship and courtesy?
Lol :P
IoJ is in a rut atm… we spend more time defending what we have than capping things in eb (even then sometimes our zerg is just too small to do anything). I mean we kind of have to, there are lone periods of time where we just dont have commanders on.
Yeah. WvW can be fun, but not when Anet throws you against two big zerg servers. Opponents near our WvW pop levels for equitable fights would make it a hell of a lot more fun.
Sorry, Anet, this is a fail.
personally I’m having a blast being constantly outnumbered.
1: I’m learning to thief with no consequence to my bank
2: I’m learning to NOT CLICK with my new mouse (Razer Naga), this one though is a little frustrating with my heals before fighting then hand spasms pressing all buttons ahaha
Ehehe, I just got one too about two weeks ago. I’m STILL trying to keep from clicking. Arrrgggg.
It doesnt take long, once the memory builds it feels a million times better. Gratz on upgrading to MMO status xD
Like I said in our server forums, people won’t care unless you can show proof. It may be blatantly obvious to us on the server but outsiders just label it as qq.
Get the 10-15 people in your guild who did make it into the map to go to all the major locations and take a synchronised screenshot with server time visable so that outsiders can see there is no secret Zerg hiding in the puzzle or atop of carvers ascent. This is actually easier the more of our map we lose because there are more places we can rule out as locations for our ghost Zerg .
True, I was just trying to be realistic. I highly doubt they will remove soulbound on use, this was just a workable alternative.
Is that your only issue?
Its just I spent a fair bit of time thinking of how to flesh this out and a simple ‘bots could abuse’ is not really a valid excuse to punish players who have multiple characters imo.
For instance, lets roll with my figures. AT MOST a bot could earn 2 extra laurels per day with this system (1 per 12 hours) making it 3 if the person running said bot does his/her daily. 3 Laurels per day is worth 6 unidentified dyes which is aprox 1.26 gold in today’s market. I am sure someone who was botting could earn much much more than that per day having their character run around orr endlessly farming mobs and/or cutting down trees or whatever bots do these days.
All this idea is a tool to enable people who already invest a lot of time in the gametype they love to get more reward from it, especially if they love playing with multiple characters.
We all know that since the birth of Ascended items and laurels, Alts have been hit every patch release. More and more content is locked to ‘once per account’ Rewards that are not, are tied to laurels that can only be earned once per day per account, with a bonus 10 per month per account. Laurels themselves are essentially soul-bound on use in terms of usability, as any rewards you purchase with them can only be used on one character.
Unfortunately with the way the achievement system is, there is not much hope for us alt lovers. Any change that would increase the number of laurels gained would likely be unable to distinguish between a player with many characters to gear, and a player with only one increasing the progression difference even further.
Many devs have said its something they are looking into, but nothing has really been done or even hinted of yet and my best guess is that they don’t want to devalue laurels by making them more available for everyone just to please people with alts.
Introducing the Bonus WvW Laurel.
Every 24 hours of game time in WvW will reward the player with a bonus laurel. Obviously this isn’t a HUGE bonus because it is based off playtime not real-time and on its own this wont help our alt issue.
However, if a player plays with two different characters on the same account, each character would contribute 4/3rds of an hour per actual hour played in wvw. What this translates to is 18 hours of in-game time earning the bonus laurel instead of 24 hours.
This contribution amount could continue to increase if you play with more characters allowing people with many characters to earn the bonus laurel more frequently. This intern allows them to pay for the extra items they need to gear their alts more easily.
Obviously a threshold would need to be implemented so that people don’t just log in for 5 mins on WvW per alt to get laurals for their main quicker. Attached is a quick excel example with 3 alts being played. Obviously the numbers are just pulled out of my head, its just the concept I am trying to provide.
As you can see the time taken to earn laurels decreases when more characters take part in wvw. The thresholds applied are an even split of playtime between all characters so that if you have 3 characters you like to play it will take you only 15 hours to earn your extra laurel providing playtime is even so the system can not be abused. In my example with 3 characters, you can see that as a player tends to focus purely on one character the Effective hours earned towards the bonus laurel decreases.
Obviously this system requires you to play 100% even across all characters to gain the most benefit which sounds restrictive but is not the point. The idea is that a reward which is very restrictive can now be obtained quicker by players who use more characters, which is something not currently available in any way shape or form. A byproduct is that as it is implemented through WvW it bolsters the rather poor rewards WvW offers per time spent when compared with PvE.
Thanks for your time.
(edited by bradderzh.2378)
This entire game needs alt-friendly options. Ever since they started giving ‘once per account’ rewards like laurels and skins for account-bound achievements like dailies and the LS meta achievements its punished people with alts.
There has never been any indication that they are trying to make alts viable again like they used to be before ascended gear and laurals… Its a real shame, I enjoy every class in this game but ANET would prefer we kept with just one.
Can we get a confirmation that all queue sizes are the same for all servers? So that if one server queued a map and another attempted to do the same they would have equal number of players on the map per server?
The issue is that anet says the new map will fix issues like this. It won’t, it will just give everyone who is bugged out of the borderlands some other meaningless place to wait while the people in the borderlands still can’t get friendlies in.
I heard someone say somewhere that whoever queues the map first ends up getting the most people in. I wonder if there is any truth to this statement.
I don’t think so. My very WvW active guild has often stood in groups on Friday resets and near-simultaneously hit the button for entering a bl map….but then half of us just don’t get in anyway. It’s the luck of the draw, or RNG biting us in the butt.
You along with everyone else on JQ and its opposing top tier servers.
What I mean, is that if a map has pretty much no attackers and minimal defenders, and the attackers then queue the map it feels like the defenders are not able to get the same amount of people into the map now that the attackers had queued it. Although you likely never have this instance happen being on t1
The issue is that anet says the new map will fix issues like this. It won’t, it will just give everyone who is bugged out of the borderlands some other meaningless place to wait while the people in the borderlands still can’t get friendlies in.
I heard someone say somewhere that whoever queues the map first ends up getting the most people in. I wonder if there is any truth to this statement.
He looked at your sig, which says you are on CD. As this is YB eBay Borlis matchup yeah I’d say he was under the impression this wasn’t your matchup…
I am struggling to find a reason why fundamental things like this are not prioritized. I get that you cant exactly make a LS page about the glorious revamp of queues and actually attract people in but seriously…
This
I had one bug where I couldn’t use any skills but instant ones. There wasn’t any lag as such, just my skills stopped working. Nothing but shouts would activate lol.
People keep saying someone from anet said they would be increasing the capabilities of the servers in time for season 1. Can anyone find that quote?
wvw rank does not = skill or even represent any ability in terms of defense.
Any idiot can jump in a karma train and boost thier rank. People who actually upgrade/run yaks/build and reset siege/ and generally do useful helpful things are poorly rewarded.
Have fun with your paper keeps and towers when none of the guys who upgrade can get in because they didn’t Karma train enough… Worst Idea Ever!
If dust is part of this system please remove it. Nobody needs any more dust -_-
1) vastly improved raid/commander UI system
2) equal rewards across all game types and playstyles
3) alt friendliness.
(edited by bradderzh.2378)
Seems they have become disillusioned on what is an achievable reward.
Rank up chests getting better rewards. Any idea what kinds rewards? Or just a better chance to get rares etc..
Even if leagues could have been a great idea at some point, upgrading the commander UI system will always be a good idea.
Just give us raid functionality to see more than 5 members, allow us to turn off the tag, and set our squads up how we want them.
I’ve noticed this too. It’s basically giving whoever has the green borderland a free BL because anytime we try to push it half our army gets DC’d
But to counter things out half the defensive force also dc’s trying to defend. The issue is universal.
Its gotta be something small they have changed which has broken something…
The borderlands is completely broken, I somehow managed to steal a branch in the middle of bays moat… Its unplayable. Spaming a weapon swap to get it to work is just insane…
I know I enjoy being a 30/30/30/30/30 warrior with 6 Utility slots.
And all of them are warbanners xD
Looks like he is still getting numbers attacking the other fortified wall next to it. Just because you can treb a wall down for your server doesn’t mean your server has the manpower to finish the job lol.
But yeah he could be.
Might wanna rename this topic to “Green borderlands” in general. Same general issues tend to happen on this BL more than others almost every time.
Little help, anet?
Done!
Its uncharacteristically laggy compared to any other map. Many other server mates have confirmed its not just me. Its been like it since the server reset.
Any reason for this?
The amount of lag is stupid right now… Even in 1v1’s…
So I recently posted a 10min rushed idea of some of the smaller fixes I would like to see the squad/commander/raid system this game has. (It’s here if people want to look)
Sort of ideas I am interested in are what tools would you like to have when running and entering a squad, and what information would you like visible. If you like the way another mmo does it post a screenshot!
Maybe we can post enough good ideas that ANet might I just take a few onboard.
Very nice I am seeing a lot of people interested in growing commander functions you took it one step further
We’ll anything would be better than what we currently have. Also the option to hide the commander icon from the map should be able to be toggled should you wish to run an anonymous guild group.
Even if it was as basic as this roughly drawn example it would be better than what we have…
When you join a squad you are removed from a party if you are in one and given the option to select a slot in a squad party. Information such as name, profession, and even perhaps a quick overview of the players trait allocation could allow players to make an informed decision about the players in the squad party they wish to join while allowing commanders quickly scan through the resources they have at hand.
The commander himself should have the option to drag and drop players from one squad party to another to organize his force in the most productive way he or she sees fit. Player requests to kick squad party members would be verified by the commander in a separate party modifications tab which would keep track of each request as well as each player who joins/leaves the squad in a similar text fashion as the guild influence page shows (text based primarily).
Each squad should be able to be minimized/maximized should a squad party not be required onscreen (such as if they are tasked with assaulting a camp or harassing supply lines) and color selections for each squad party should be customisable and reflected on the minimap.
The commander can assign targets for the entire squad by simple clicking the Squad title at the top left and then Ctrl+T, or individually for each party by selecting each squadparty title and then Ctrl+T. The target icons designated by commanders could be different from normal party target icons to allow the party to distinguish between the two.
Commanders should also get the ability to use the /announce text tag which allows specific instructions to be announced in a similar fashion to the scarlet invasion announcements for maximum viability for his entire squad. (character limit could be applied). Obviously this wont really be needed by squads using TS but its nice to add some functionality for those who use the squads in a pickup group way too.
If I think of more I will add it.
(edited by bradderzh.2378)
Remember the question is how would you improve wvw. GvG should get its own game type altogether that has all the facilities GvG players need, from spectators leaderboards to rewards etc… Focus on WvW for this thread.
That in mind I would really love to see more incentives for defending, more thought out reward systems for people who invest time and gold into upgrading and maintaining wvw structures.
I would also love for the squad and commander systems to be overhauled to allow for party management and more ways to assign targets. Simple raid systems would go a long way as being able to see the health/boon/condition status of your entire squad would make it a lot easier to tell your guys what to focus on. It would allow for commanders to make more informed decisions on when to break combat to regroup or press the attack.
Every answer has a ‘no idea on the timeframe for that however’ clause. Nobody is ready to commit to anything unless its some ill thought out league system or wxp point sink people never even asked for…
If they simply reduce the requirements to reach the maximum level of the achievements many people will be asking questions as to why such a straight forward solution took over a year to implement.
I am looking forward to see the drastic changes they bring to the achievement system with this ‘First crack’.
(edited by bradderzh.2378)
I think you should get 1 wxp every time you damage a wall or gate with siege.
props to TOFU giving it a go. Was some fun fights when we had even numbers but even when we started to gain more and outnumber you you still tried. Keep it up.
kitten I wanted to say that! XD
Only idiots think mobility is solely todo with movement speed…
I personally think leaps dashes and charges should not be influenced by swiftness or passive movement speed buffs. That would make things a little more even.
I though we didn’t care which gender the person behind the avatar was in this day and age. Girls game, so what it’s not like it’s an achievement… It’s rather stereotypical to think otherwise.
LOL @ CD [Brsk] warrior who couldnt kill me with your 2 extra friends in my camp that you had to bring a full party and shadowrefuge burst me down.
Maybe try bringing some skill instead of more numbers next time you fail
I think defeated players should have a minute timer whereby if they are not picked up by servermates they are automatically waypointed to spawn.
Removes the dead Mesmer bull (seriously, pros hide their mesmers with thieves, go speak to ehmryBay), removes the littered fields of dead players cluttering up screens, and hinders the zombie rez zergblobs just picking up any dead they find with their overly excessive numbers.
It would promote smarter play as you would be more careful not to get killed or your team could suffer because of it.
Another option I mentioned in a post long ago on a similar subject, is to give any player rezed from defeated the same Rez sickness that the pve Rez orbs apply to players. Having 1hp for a few seconds would further punish the zombie zergs allowing more skilful/appropriately built players the advantage in fights against larger numbers of bad players.
(edited by bradderzh.2378)
Teq on my server.
More content people never do any more. Great!
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