(edited by etiolate.9185)
[MM] was an interesting fight at a supply camp in BP BL. Their group seemed to be all Guardians and Warriors with one Ele. Tanky as kittens.
Despite the opining jut of the thread, I have had many small fights and 1v1 situations, and even more 1v3 situations this week.
There’s small fights to be had, but I imagine they are during off-hours.
The match is almost over! It’s too late to explode with drama. Where was this sort of effort all week?
Also we’re almost 1:1 on gifs to paragraphs in here.
I feel more like SBI is prepping and refining in wait for FA. As long as we don’t overlook people along the way, I expect a better showing in the next showdown.
So is SBI having the time of their lives in this match up or getting bored?
I’ve been roaming and havoking for most of the past two weeks. Once the match is decided, I switch into solo mode. It gives the other servers something to fight and a chance for me to test Mesmer builds.
I know I’m late to providing feedback, but I wanted to give the Mesmer changes some thoughts.
The changes all look good. Most Mesmers I’ve talked to are happy with the preview’s notes for Mesmer. However, I am not sure condition removal is still viable enough for Mes even with these changes.
I feel the general issue is how much the Mesmer has to give up for condition removal. Be it the Torch trait, or having to bring two condition removal utilities on long CDs, it’s still pretty limiting build-wise. Limiting enough that I’m not sure there’s a real viable build for it involved that isn’t totally specified to one type of encounter, be it PVP or PVE.
If I had a suggestion, it would be moving the traits around in the Inspiration line to make going for Shattered Conditions more interesting. I propose moving Restorative Illusions down to Master Tier, and moving Restorative Mantras up while improving Restorative Mantras.
I would improve Restorative Mantras by changing the heal trigger to activating a charged mantra instead of the current heal on charging usage. I seriously doubt that Restorative Mantras is used often, and if it is, it’s used with any mantra other than Pain because of the CDs on charge. However, the trait would work with all mantras if the heal was triggered by activating a Mantra. This would involve lowering the heal amount of course, but I feel the trait would play better and open up more builds if improved in this way and moved to Grandmaster.
Meanwhile, if you could have Restorative Illusions and Shattered Conditions in the same build, then you can really go with a support/survival shatter build.
(edited by etiolate.9185)
Ideas for Improvement:
1. When the first place server reaches a certain threshold in point lead, then any tower or keep they hold is worth extra points once taken. This gives the 2nd and 3rd place servers a natural incentive to team up. There is a certain time limit on how long the point buff lasts once taken, but lets say for the first hour after a 1st place tower is taken, its worth %50 more points to the server that has taken it.
So, lets say, once the first place server has 40% more points than second place server, their towers and keeps become worth 50% more points. This would mean its better for 1st place to defend rather than go around flipping towers, because any tower they flip can be flipped right back for extra points. Essentially, first place servers with a large lead will feed the other servers points if they cap more keeps/towers than they can defend.
2. The scoring method encourages coverage wars. That’s hard to change. What could change is comeback methods via new scoring methods.
If you get nightcapped, you can have the score run up on you to a point where no matter your efforts during the rest of the time, you won’t be able to come back.
I’ve suggested this before, but breaking up the week long match-up into sections, and awarding a win point for winning the total score for that sections, and then adding up the win points over the week to choose a victor would greatly lessen the power of nightcapping.
The idea is that each day is broken up into three 8 hour sections, creating 21 win points in a week. Those win points are then fought for by all three servers, with a total week point tally as a tie-breaker. This can be done by offering say 3 points for first, 2 for second, and 1 for third. Thus, losing heavily at night won’t end your hopes. You can fight hard during the other two sections of the day to even out your losses at night. However, having night coverage still matters since its still a win point and contributes towards winning the tie-breaker.
The idea is the same as a playoff series or American sports league. Losing by 30 points in the first game doesn’t mean you have to win by 30 extra points in your next game. You just have to even out the loss with a win.
(edited by etiolate.9185)
XOXO – You run small 5man-ish havok/snipe squads. SBI doesn’t have many of those. Our organized groups are larger, and our smaller groups are likely pugs gathered by temporary nearness, or to yaksit or scout. So either way you’re screwed. It’s either a large organized group or a small group with little coordination.
Props to the NSP and EB who stick around and fight. I am trying out a roaming build, because I realize I have a better chance at fights if I roam than go with the large group. Also, flipping camps/ruins at oceanic times is dat achieve grindin.
I don’t feel the Living World is creating a growing, living world. It’s seasonal parades that offer some change, but I don’t sense any changes that are bigger than the rotational status of the Lion’s Arch statue. There are little remnants of the past here and there, but they don’t make the world any bigger or deeper.
I miss the idea of there being new Dynamic Events sprinkled into the world. That concept was one of the reasons I was excited for the game. As well, we haven’t gone anywhere new except Southsun. There have been many refinements and expansions of pre-existing concepts, such as inventory systems, loot tables, and rewards. Most of these refinements have been aimed at directing players towards the world as it always has existed. So, after a year, the bells and whistles of the game has grown, but the world of the game hasn’t made much growth.
Instead of growth, we get arrows pointing everyone to one place to be, and then after that event is done, everything recedes to the normal with minor changes.
You can’t simply ignore the score. Whenever there is more at stake, there will be more interest. When the match is no longer at stake, there will naturally be less interest.
I still go out and play at the usual hours I do. I’ms not everyone though, and understand that others use this time to take a break. It’s not like FA didn’t peace out a few weeks ago against SBI.
Interest will never be consistent. Forcing yourself into a burnout is not a good idea.
What happened to all of SBI’s guilds that use to run as guild groups only? I know you guys might not be facing many guilds from FA that run tagless now, but I miss seeing the 3-4 different guild groups on the same map. We figured at least this week out of all 7 weeks, we’d at least have a variety of guilds to fight that run decent sized groups (20-35) but its been really disappointing. While we had fun tonight hopping map to map, there is no competitive satisfaction from beating up on groups that have 30 or more non guildies.
And for the record, HOPE and so many of us on FA wanted nothing more than to be in gold. You guys faced a server that was really licking its wounds last time we fought, in the two months prior, every match we had was decided by almost 100k points or more. It’s not ideal at all, but silver lets FA get back up to where we use to be.
I hope to see actual guild groups out and about at some point this matchup. I think i saw ING from DB that was running some good numbers, so hopefully we can get some good fights.
If you’re a guild that wants to GvG, please let me know.
It seems grouped forces are having trouble hopping servers as one without being split up by queues. I feel SBI might be a bit different on the battlefield after a couple of weeks and the achievement hunting dies down. Forces will be smaller, but maybe more organized.
Had fun at SBI Garri tonight. Looked like the most mixed group of guilds from SoR I’ve seen so far.
I haven’t run into SoS much. I haven’t run into any of the ex-SBI guilds yet either. I hope to have some scrums with either of those groups this week.
Huh? What Krash said is pretty much the server’s history. It’s true. I am not sure what you mean Kiltor.
Well interesting week. My thoughts:
FA: It feels like they’re not as organized or determined in this match-up. I have faced very few large forces of FA that were a single guild. I’ve run across many pugs trying to defend towers and keeps, filled with various guild names, and making uncommon mistakes.
Mags: Immature. They talk more than they accomplish. Seem hell bent on keeping their BL. It’s good to defend your BL though. It just seemed to be such a priority that it cost them overall. Stronger during the weekday work hours. No presence at night. Might want to recruit people over the age of 21.
SBI: Feels like we’re still gelling the old people and the new. Still don’t defend our own BL that well. Personally, dominating the map on the first 48 hours kinda deflated my vigor for the match-up. Still plenty of areas to improve upon. Don’t think we’d enjoy Gold, considering we were a competitive, field-fighting middle of the pack server post-exodus. Most came here for these sort of matches. Anyone like Mags, FA, SoS or maybe Dragonband would be a good week.
From an SBI vet, I thank you all for a good, tight matchup. I’ve been here since launch, and I’ve gone through the up and downs. I’ve run with our new guilds and I ran with our old. It’s been a good while since we’ve had a nice fight like this with equal force.
This is where the new SBI will try to prove ourselves. Lots of good fights with you guys. Had some fun. I ninja’d you a few times. Was fun. =P
This is why a lot of us play, so let’s have fun.
Not to be a bugger, but WXP, ranks, and masteries were an answer to the complaints that there was nothing to work towards in WvWvW. The guard leech buffs are a bad idea, but the ranks and the rewards for ranking up were individual accomplishments, and that was something the players were complaining about the lack thereof.,
And the map changes to BL addressed complaints about the maps needing changes. They also offer more for small groups to do.
Obviously, people didn’t want the stat buffs to come back. Can’t really explain their logic there.
I think the biggest complaint to be had is the “nightcapping” issue and the way the outcome of the game is decided by coverage. Ultimately, it’s the most disheartening thing about WvWvW since it makes winning have no feeling of accomplishment and makes the losing side feel helpless. It also becomes a factor in burnout, not just by being burned out by having your maps “nightcapped”, but by forcing everyone to top tier to avoid this and then having to run 24/7 and fight queues. It burns people out high and low in the rankings.
And ANet’s response has been roughly “deal with it”.
Not sure what the performance bug improvement was, but still tons of lag here as well.
I can assure you that we do read all emails sent to forums@arena.net, and with the exception of simple apologies or insults, we do respond. As a matter of curiosity, I did check our ticket database against your email address, etiolate, and came up with no results. I can only surmise that your emails were lost somehow in transit to our inbox.
As for thread moving and merging, these are unfortunately a necessary evil of forum management. Threads are regularly moved to the proper subforum not because we’re trying to hide them, but because we are trying to keep the forums topical. If we ceased moving threads, over 50% of all discussion on the forums would end up in Guild Wars 2 Discussion and the smaller subforums, like BLTC and the race/profession forums would dry up entirely.
On the topic of merging, I have noticed the impression that we merge to hide discussion, and this could not be further from the truth. As I mentioned previously, we pass on feedback to the development team regularly. What makes that more difficult is having anywhere from 5 to 50 threads on a single topic. I understand that each thread may have its own sub-conversations taking place, but when it comes to being able to parse and provide feedback to the developers, one thread per topic is best. I disagree with your stance that merging destroys conversations. I encourage everybody to use quote tags to keep a conversation going post-merge by quoting the posts you are replying to.
In response to your final point, our moderation team is still getting used to the changes in how we handle GvG threads, and mistakes can be made occasionally. We are working hard to get everybody up to speed on the new policies regarding those threads. As for threads being moved to Linksville, I touched on this briefly not too long ago but I will repeat myself here. If the primary focus point of a new thread is a link, it will be moved to Linksville. If you, or anybody else is providing a link with the intention of holding a discussion related to its content, please provide your discussion points in the thread with the link. If a new thread contains only a link and the word “discuss” it will always be moved to Linksville.
Mark, thanks for replying.
I send in my forum emails from a email separate from my account email. I try to use my account email as little as possible to limits exposure to the web and keep it safe. If I need to use my account email when addressing issues then that’s my fault.
I really do disagree about the thread merging’s impact on discussion. Many times, when you guys make those mega-merge threads, I can no longer find my last post or anyone’s reply to the post. There’s just too much confusion and clustering of conversations. Whatever was going on pre-merge, it tends to end post-merge. Conversation normally re-launches itself based on whatever ends up at the end of the merged thread. This is because the line of discussion no longer makes sense. One post doesn’t naturally lead into the next post. It’s like phone lines getting crossed. (Yes, I am old enough to remember the land line days.)
Mark,
You guys always list forums@arena.net as a way to contact the community team about issues, but none of the emails I have sent there have been replied to. In my experience, this is simply a black hole to swallow valid complaints.
Also, can the forum team lay off of the constant thread moving and merging? Every day I post, I log in the next day to find my post was moved to another subforum or merged into another thread. When I go back to the conversation I was having, it’s either dead from the move or lost in the merge. More often than not, each thread that gets merged is a separate line of discussion than the thread its merged into. So while three threads may have the same general vague topic, they are three distinctly different conversations. When these threads are merged, it destroys the conversation. This leads your playerbase to believe you are trying to end critical conversations by sweeping them under the rug.
I know there was a GvG thread that I posted in that got moved to three different forums over a period of time. Eventually, it ended up in the same place it began. If your team members are not sure if a thread belongs where its put, then I advise you to trust your playerbase. If someone posts a link that raises a topic and then has the thread for the community to discuss that topic, it doesn’t belong in the links thread. It’s not a thread to share links. It’s a thread about a topic that is illustrated at said link.
(edited by etiolate.9185)
Honestly, the WvWvW team should be looking at scoring rule changes that would spread out populations instead of a league at this point, let alone a change to the league setup. The league, in its current incarnation, just perpetuates the problem.
Also, ANet can’t look at PVP through the lens of metrics. That view works for PVE, but PvP has a much greater reliance on intrinsic rewards that you cannot measure via metrics or understand via metrics. There isn’t a target you can measure against, because what you need to know is hard to measure.
For example, guilds aren’t transferring for a chance at a finisher. Only a couple of servers really have a chance at that. Maybe only one server does. The reason for moving servers has to do with the intrinsic value of what the players switching servers will be facing during league play. Will I have people to fight with? Fight against? Will I be facing weeks where the match will be so noncompetitive that it will hurt both the winning side’s and losing side’s participation? Will I be unable to fight good guilds in open battle?
Basically, the league system doesn’t value what the players value. It values the match outcome and chasing achievements. It’s likely aimed at the PVE populations you don’t see in WvWvW, but that is such a naive attempt at drawing those people in that it makes me worry about the WuvWuv mode going forward. The casual PvPers are not going to like getting steamrolled. No achievement will be valuable enough to put up with some of the worst examples of what WvWvW is about.
Those that push through the bad matches and bad situations to grind out achieves will come away with a worse opinion of WvWvW than they had before. ArenaNet is trading in goodwill for a chance at a temporary increase in participation from players who don’t normally take part in WvWvW. And guess what? That sort of exchange defeats the whole purpose of the exchange. The end result is committed WvWvW players will be angrier and some may leave, and the casuals you draw in will have every negative view of WvWvW they had reinforced.
As a company, you should be able to foresee this.
First we add the system; then we defend the system being there with references to things that could have only happened after the system was added. That’s because the strongest argument for further developing a system only begins to exist in a place where it’s been predominantly implemented to the detriment of a contradictory system.
Signed,
Your Authority on Logical Authoritativeness
Sir Cular RefrenceRemember, the most important thing to do after you make a mistake is to keep piling on in the same direction. When you can’t beat the things life throws at you, create your own problems and define what your solutions to them need to be, so that you can continue to win. Eventually, your self-esteem will just push you through any obstacle that you put in your own way, and you’ll be miles removed from the location where the other problems existed.
A tip of the hat to you, Sir.
There’s this big old misnomer that you can draw PVE players into PVP if you incentivize or advertise the PVP enough. Every game tries to do this and fails, and yet another company comes along and makes the same mistake.
PvE players and PvP players are very different players. There are PvX players (like myself), but you will never get PvE players over into PvP. It’s a totally different mindset between the two. They are different customers with different wants that are at odds with each other.
So what you should always do, as a PvP game or PvP mode, is make sure you get all the PvP people you can and retain them. Every ounce of effort you give towards going after PvE players is a waste of time and resources, and it can potentially turn away your PvP players.
The game is bleeding PvP players and reacting by trying to push its PvE players into PvP. It’s lead to nothing but negative reactions and an angry playerbase.
Just saying, I got my legendary weapon to show off in WvW and kill people with it. It isn’t like everyone cannot get the gear. On a side note, I believe there is another post where Devon Carver states that WvW is not fair. I think that pretty much sums it up ;p.
It’s not about fair. It’s about the health of the game. If being less fair is less healthy for WvWvW then it’s a bad road to take.
Doing so would invalidate the time people spend acquiring that gear. I think the heart of your post is in the right place, but what we would rather do is make possible for people to get the gear by playing WvW with a sprinkling of PvE, rather than the other way around.
But by adding Ascended in, you invalidated the time I spent acquiring 5 different gear sets for the various builds I play.
So who’s time is more valuable? Theirs or mine? Because that’s the game you’re playing with this approach. Right now, the answer is that their time is more valuable. The time of the grinder is more valuable. Since that’s the answer, I’m not logging in as of late. I’m not interested in WvWvW. And I don’t care about the WvWvW league.
People who play alts and play multiple builds have a right to play the game their way just as much as others.
One reason for the animosity is that a certain section of the playerbase doesn’t understand that not all zergs are created equal. They don’t see the differences between their big pug and an organized group. Many times, they haven’t been in a smaller organized group and been able to push/wipe larger groups with better tactics and play. It’s all a massive blur to them.
So because a none too small percentage of the population doesn’t have experience or cannot parse the battlefield, the very idea of GvG is silly to them.
Please downscale Ascended to Exotic. It’s for the health of WvWvW. The people voting no do not understand the effect it will have on build diversity.
Build Diversity has no reason to exist in PVE due to encounter design and ease of difficulty.
Build Diversity doesn’t really exist in sPVP because of Conquest mode.
Build Diversity DOES exist in WvWvW and that’s maybe the main reason I play it. Ascended will end that.
Hell, let’s be honest. Ascended gear has been a waste of everyone’s time, the devs included. It has added nothing to the gameplay and there’s no content in PVE that demands it. All it can do is screw up WvWvW for players like me.
the stream video is bonk for me
just a black screen
Because even in its current state, GW2’s pvp is far more balanced and skill based than WoW’s Arena ever was. Having more players doesn’t matter in this regard. You have to be legit and WoW never was. GW1 had less players than WoW or GW2, but was far more legit and being good at it… actually mattered.
There’s more people playing mini-golf than there are players at pebble beach, but that doesn’t make your family outing to Scandia on the same level of Tiger Woods.
way way overly dramatic soundbite
However, the change will lead towards animosity directed at the GvG players. They will get yelled at for taking up space and yelled at for the points they create via stomps. They created a community out of nothing and should get credit for that. This change does sort of push them out the door.
No, it makes sense because of the difference in what you can do between Rare -> Exotic -> Ascended. It also matters because of major differences in ease of attainment. Exotics you can multi-build, but Ascended is not designed for players who play alts or switch between multiple builds. In order to retain that build diversity in WvWvW, a normalizing to exotics would be best.
To further explain gear level differences: You can’t run an a perplexity build in Rares. It’s simply not possible. You can run a perplexity-based build in Exotics. Ascended armor will likely also have the runes included, so you can run it in Ascended. You do get extra tweaks with Ascended like guard damage, power, and such via the infusion slots.
It’’s not just power to power, but ease of access and modification possibilities. Exotic is the sweet spot for all elements.
(edited by etiolate.9185)
I am curious if the reason they are allowing Ascended gear levels into WvWvW is because they don’t have the tech to normalize the gear to exotic levels? I thought they might be able to do so with their level scaling system, but perhaps I am wrong?
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: etiolate.9185
First thoughts:
World 2 feels less polished. A lot of cheap deaths. There are breaks in logic. For example, I can have my character at the very edge of a log or a alligator, almost standing on air, without falling into the water. However, on the raft sections, I can fall into the water and instantly die while there’s still the wood of the raft beneath my character’s feet.
I would expect these sort of pranks in Trib mode, but not regular. In regular mode, it just feels janky, especially compared to World 1.
Also, the levels are too long and throws the pacing off from World 1. Baubles are also less common, so the “coin-up” feel is gone.
Ascended wasn’t planned from the start. I think that explanation of Ascended is no longer fashionable.
Instead, it seems exotics were meant to be top tier, but people managed to get to them quicker than ArenaNet expected. They wanted exotics to take longer to acquire. So they introduced a new tier and made sure that this gear was time gated and hard to acquire.
How this meshes with older quotes… I don’t know. I don’t think the ease of access to exotics was the problem. The issue was that the PVE content wasn’t demanding enough for people to try different builds/sets and so they got their one exotic set and quit. The majority of the GW2 userbase do not have the familiarity with horizontal design that some of the GW1 playerbase does. They never bothered with changing up builds because the PVE content didn’t demand it of them. So ANet needed something to occupy their time.
So we get time-gated busy work.
Unfortunately, this is the nail in the coffin for horizontal progression players. The ease of access to exotics was not a problem for us. Actually, it was a good thing to players like us. Now ArenaNet is moving away from that. It doesn’t matter in PvE (yet, but give elitists time), but it does matter in WvWvW.
“Anyways, GW2 has a very sad thrend: It is a grindy game, that doesnt reward hard content.”
They backed themselves into this problem. If you put these Ascended rewards behind difficult content then you split the playerbase. They’re trying to create a reward and tier that’s hard to get without putting it behind any content that most of the population can’t access. Therefor, you won’t ever have better rewards for harder gear, because that leaves behind the people who can’t do the harder content.
The problem is that the only way you can reward everyone equally while still making the reward hard to get is to time-gate the reward and make it grindy.
(edited by etiolate.9185)
You can’t increase your PvP numbers without increasing the viability of the PvP itself. That means dev resources must be spent to improve systems, balance more often, and add features. It’s not just depth of features, but breadth of features that is lacking.
There’s ways to monetize, but their design from outset did not monetize PvP. The skins were done by glory. The finishers were done by glory and chests. Nothing was behind the gemshop. Now there’s permanent finishers there, but they could allow people to wear gemshop town clothing hats in PvP, and boom, monetized skins for PvP.
However, this overlooks potential brand damage being done. Eventually there will be an expansion. They feel they can do things via Living Story, but another box sale will come along. That new box sale is where you often get people back who left early. People see it as a “revision” and it does bring folks back. Eventually, there will be a Guild Wars 3, too. However, what good faith is left for the PvP community to come back?
GW2 sold to the PvP community based on promises and the strength of the first game’s PVP. That is two reasons for the PvP community to care that I doubt exist in the minds of those people at this point.
You can’t wait for people to show up without giving them reasons to show up. You will never make a money-maker out of GW2 PvP until you make the PVP itself matter.
I am going to guess that the achievements for the WvWvW league are things Devon feels reward skill, and that the meta-achievement will be a nice reward. However, the fact that certain rewards are hidden behind your server’s placing in the league is something that rewards rewards coverage/population.
Generally, from what we know, the league will encourage two things: throwing matches and bandwaggoning.
Also, as has always been the problem, a server getting blown out discourages participation and interest, and things snowball from there. You will have people look at a match-up, see that the outcome is already decided, and skip out on participating and wait for a match-up in which they can more easily get their achievements done. Any sense of skill or pride in skill will lose out to the path of least resistance towards rewards.
I hope they make both 20v20 and 5v5/8v8 to appeal both sides of the pvp community. Anything new at this point will benefit the state of pvp
Agreed. PvP needs more people. GvG and Conquest people don’t need to fight. A pvp population increase will help their causes. Putting in new things that draw people will increase pvp population.
If you don’t have much experience in playing the large battles found in WvWvW, you won’t understand GvG videos from WvWvW. There is a fog of war that only experience allows you to pierce through and break down what’s going on, what to do, and how it’s being done.
No
The combat is good, but Conquest is not what I want, and I don’t think it reflects the strengths of the genre. I also feel that PvP gets minimal support, so it’ tough to invest into that side of the game. People will go where the money is being spent and that doesn’t appear to be sPvP.
People are mad because constructive posts and attempts at responsible discussion are being deleted. They are mad because this is nothing new for the official forums. =/
With the current combat mechanics. Range > Melee in anything other than conquest mode. That’s why we have crap like “bunker” builds….what a joke.
That’s why they didn’t/can’t release something as simple as a death match mode.
If Anet would…….*drum roll….give us more skill slots. Then combat in GW2 would be deeper and more strategic. What does a melee warrior do when he meets a ranged ranger in the open field? He runs like a chicken. But what if this Warrior somehow has 10 utility skills instead of only 5? What if the Warrior could actually switch to a third weapon set instead of limited to 2? Things like these are what make combat deep and strategic. Obviously utility skills will need to be tweaked and changed for balancing reasons as the skills we have now take into account that you only can equip 3 at the same time (excluding heal and elite).
Basically what im saying is that we would need a complete overhaul of combat mechanics for us to have a “balanced” pvp mode that is not conquest. I can never understand why Anet crippled themselves with 5 utility slots. Which in practice is only 2. As one is healing, Elite, and stun breaker (you obviously can pick not to pick up a stun breaker for pvp but then yeah….you will be dying a lot).
I believe you are mistaken. There’s many open field skirmishess in WvWvW, and range doesn’t dominate melee. Snares, gap-closers, invulns, and just switching to a range weapon while moving into melee all allow a mixture of ranged and melee ability to be valuable.
I think it did harm overall. It began with the question at the panel that was left unanswered, the fact the audience barely cheered for either team because they didn’t know them or really care, and the “petting zoo” moments of the match.
It sent an overall message of a great divide between what the players want and what the devs want. It sent a strong message that the pvp simply has no following.
We, the people of lower tiers, don’t mind testing our metal against tough odds. We do however mind it when the servers with the most players and best coverage gets the best rewards purely for the numbers reason only.
But as you said in another topic, wvw isn’t fair. All rank 12 has to do is throw enough matches to drop to rank 13 and get the best rewards.
So, as I’ve said before, we are still looking into ways to try and alleviate those problems, but that is also what WvW is like right now, so while this season will create new rewards and new incentives to play, it isn’t as though this is a brand new problem. We want to make it so that skill is more important than sheer numbers and we have some ideas. None of them are so easy/safe to implement that they are going to happen in the near-term.
Break up each 24-hour day into three 8 hour blocks. 5pm-1am, 1am-9am,and 9am-5pm. Each of these blocks is worth 1 win point. Each block follows the currently existing scoring method. You score more points in that block of the day, you get a 1 win point. An overall weekly score is kept as well, following the existing scoring system. Winning the weekly score gets you 1 win point. That is a total of 22 win points over the week. The server with the most win points at the end of the week wins the match.
So while a server may get blown out during one block of time, it only counts as 1 win-point. You could lose the night shift badly all week and it will cost you 8 points at most, but there are still 14 other points to win that will win you the war. This values winning during the heaviest traffic times more highly than the current system does. This also allows for a better comeback mechanic. If you work hard when everyone is strong you can come back just as well as the servers who work hard when nobody else is playing.
You can also improve the system more by doing various other things or tweaking the current scoring system. You can do those things in addition to this change and it should only help this change make for a more interesting match.
We’ve seen WvW suffer for a year straight at the expense of sPvP monopolizing all of the dev’s attention. So I’m not really shedding any tears for the more fanatical sPvP community. But at the same time, it’s a shame they’ve chosen to focus on a single game mode for a year now as well.
I understand their comment about not wanting to have empty games because people don’t like certain modes… but a CTF style map is all but mandatory in this day and age and the fact that they’ve ignored it is mind boggling.
At this point in the game I was at least expecting a real CTF mode and a real GvG mode being made available by now. Now we learn these things aren’t even on their radar.
The “empty game rooms” comment was misleading. There were modes that weren’t heavily active, but at that time they did have too many pvp modes. However, we’re talking like five or six different pvp modes. Not the one or two more people want.
Also, what really killed the pvp was the meta dying. They over-balanced, made everything stale, and the lifeblood of the pvp dried out.
He basically asked if PVP would get a new game mode and why there isn’t the game modes people loved in GW1.
Colin jumped on the grenade, dodged, and smiled.
I know that some ingredients for crafting are Account Bound, but then some of those account bound materials get turned into tradeable parts, and then those parts become other parts, and at some point I got lost in how much of crafting an Ascended Weapon is account bound stuff.
Would it be possible to buy the four final ingredients off the TP and skip the previous crafting steps? Or buy what you need off the TP to craft the four final ingredients?
edit: Sorry for weird grammar in topic, but the character limit forced some awkward text.
Why do people support Ascended Gear anyways? All it is just two weeks of grinding, then the pro-vertical progression people will go back to the forums and complain there is nothing else to progress towards.
This is one of the more perplexing parts of Ascended gear. It solves no problems and creates new ones. Nobody gets super excited over Ascended gear. Some do get really kitten ed about it though. A new Legendary? People really care. New tier of power? Why? Is there a new dungeon difficulty we’re not aware of?
“Only 2 weeks.” =-/
Not all that acceptable.
The whole Ascended gear thing has always alienated a certain portion of the userbase because it works against the way they play the game. I have personally tried to get this message across, and to offer ideas on a course correction so that players like me won’t feel ignored or alienated, but there just hasn’t been enough progress on the developer’s end.
And I really want this discussion to happen. Don’t get this off-track or closed or ignored due to conspiracy theories and bad behavior.
I don’t think its against the game at all. It is very farm heavy which I don’t like so much, but I do like the emphasis on crafting. I think its inline with their game philosophy because of its horizontal progression.
Huh? It’s just a plain old power increase. Did you mean vertical progression?
Horizontal is something like Rune of Torment or Rune of Perplexity.