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why are you people trying to farm vets in open world pve when 3 dungeon runs will more than meet your quota or spending any amount of time in wvw will get you 2 parts of your monthly without even trying
dont you get bored w/ farming
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All we want is to be out of T8 and into another match up, being in a bad match for months is bad for all sides. Another thing I want is to see less T8 posts on the forums since there has been like 20 of them in last few weeks.
And as far as DH goes, I just looked at this weeks scores until I realized what the AR guy was actually saying. Then I checked last weeks scores and realized it was a whole lot closer than this week. That is a dirty tactic to sacrifice your own score just to punish one of the three teams, but now that I realize the situation that AR guy and NSP will be my heroes if it works out for us.
Well good luck and hope you can help pull us out of T8…I am looking forward to this week.
maybe if the devs werent out of touch we wouldnt need to complain so much just to be heard ignored.
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Lol …but you are trying to recruit people to come to a server that will be stuck here for how long? And I don’t think we will be here for months…but how long do you guys see yourselves staying in this tier?
this week is gonna cost you a month at least
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How is it possible that a server winning it’s tier by 2x the points of the other 2 servers will loose rating? Sorrow’s Furnace for example from this week is ahead 221-125-120 and despite this they are loosing 51 rating? How are they ever going to move up if winning doesn’t increase their rating?
Because they didn’t win big enough.
but they dont belong in t8! obviously! theyve won every week since week 2 of their stay! by kittens of points!
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If you cared about defending more you might be out of T8…
lol! you think a servers rating and its matches are anything besides a measure of population? hah!
its too funny, really
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why give players defense against siege? and why make them do more damage to it?
the point of defensive siege is to make it so the few can kill the many, and in general offensive siege is not about killing players, its about killing structures and siege. reducing the effectiveness of defensive siege is NOT needed with how easy it is to simply ignore when you have enough people.
did habib really say merc camp?
any plans to revamp the ratings system to prevent isolation between server groupings, creating traps with mismatched servers?
why change the orange swords threshold?
just a few real questions id like to see answered. something a little deeper than just “whats next… oooooohhhh shiny culling fix!”
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(edited by insanemaniac.2456)
thats odd i thought you were complaining about us being too easy earlier
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FC is red ! and a lot more room to grow than every other server !
You lie! ET have about the same room as you, maybe even more…
ET isnt red !
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FC is red ! and a lot more room to grow than every other server !
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who cares about being green, just having the manpower to fight them nearly equally would be good enough for world completion
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better question:
has anyone burned like 300k influence just to have it unlocked yet (or is the rush job even stackable)
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The only problem is the upper tiers suck up all our points when some servers moved up Tier 2 and Tier 5. Now can all the upper tiers servers donate points to Tier 8 pls. Anyway if something comes up again they’d be collecting all our points again. Both servers left behind will have like 500-600 ratings that’s the problem.
if you look at match history the points have been like this for a lot longer than the rise of those 2 servers… its been a problem for longer than since ferg was bouncing between t7 and t8.
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maybe if it was 20 choose 5 instead of 9 choose 5 there would be enough variety that you wouldnt need to try to focus on anything
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I almost don’t want to say this here, but you can do a lot now without even triggering white swords (only gate/wall hits count).
You can kill all the cannons, oil, guards, defensive siege, and drop/build all the siege you want, without triggering white swords. By the time the white swords go up, it is already too late.
Even the guards?
guards have never triggered white swords at towers
at camps they do
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So there I was. I was all alone, and it was just me and 40+ Sorrows Furnace people, they hit me with everything, from Golems to Catapults, to battering Rams. yes, I ran up to their battering rams and let them hit because I am just that super tough.
I even took a sammich break, washed my hair, and played with the dog, and they still could not get past the super awesome bodaciousness that is Eredon Terrace banner flying high above me. enticing and inspiring me on to greater acts of valor and courage, even while AFK.
40 of them came, in seven ways, throwing everything from alchemist to rhinos at me, and we held the line, that’s right. me, myself, and I, took down the entirety of SF in one go!
Ooook then. Can we stop the ridiculous smack talk, please, or I’ll be forced to make up even more silly stuff in the future, I might even have to retort to quoting Po.
siegerazer is that you
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I have no sympathy for this.
If you cannot bother to spare a couple people per map to run around and keep tabs on enemy forces or check on white swords, you don’t deserve to keep your territory.Stop expecting the game mechanics to tell you where the real threat is and adapt.
Players should not be relegated to tasks that are boring.
Game mechanics should remove boring behavior, not make it more necessary. The devs have said in the past that they used DAOC as a model — well in DAOC just getting near a keep would cause an automatic alarm to sound. The enemy would know what keep you are at and with roughly what size group. The point was to trigger big fights.
Arenanet encouraging silent keep takes is the opposite of what DAOC did and makes no sense.
You get white swords for that purpose.
Literally almost the exact same mechanic as “if you get close to a keep an alarm will sound”.One scout can keep an eye on an entire portion of the map, not just one keep or tower. Maps are small. It is an ideal job for a ROAMER who would be doing pretty much the exact same thing anyway.
against an organized group, you may not have an alarm until 3 rams are bashing at your gate or 5 catas tearing down your wall because you have to actually hit the gate/wall before anything triggers
literally almost the same is not the same
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an example of why it doesnt work:
in the tier below you orange swords never happen
ever
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why was this post infracted.
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that system doesnt fix the problem created by imbalanced populations, it masks it with a glossy complication to the current broken system. subdividing matches based on time zones doesnt encourage people to balance populations. and you only get a sense of variety if you dont play at around the same time every day, a completely unrealistic expectation.
In the current system, no servers will ever be fully balanced across all time zones. It is simply unworkable in a server v server environment. Every MMO that uses servers in this way has this exact problem.
I also think my solution fits in the current system rather well. It doesn’t change the 3v3 system, could use the same scoring structure and the same maps. We already know they can do shortened matches as they have done 24 hour matches in the past. The only thing it really changes is servers would be ranked on trended population for that time rather than glicko. The interesting part to me is it probably isn’t much code to figure out how to rank by population. A simple SQL query can do it if they are tracking population in WvW.
I played on DB last night during NA prime. We had nothing on the EB map and only 6 people at the entry point being camped by 3 times that number that had balistas and trebs raining down on us. Right now, we have almost capped their map. FA doesn’t like it because they don’t get significant competition during their prime and we don’t like it because we are out gunned 5+ to 1. At least my suggestion would allow more fun competition for both these servers.
if anet is tracking wvw population, they most certainly could try to balance out populations by tying transfer fees and incentives to a servers average man hours spent in wvw:
track man hours put into wvw for each server
make transfer fees to servers with over average man hours totally obnoxious
make transfer fees to servers with under average man hours low / nonexistent (or “pay” people to transfer in)put in a feedback cycle for low fee servers – have it act similar to gems<->gold where transfer fees spike (but more drastically) when lots of people transfer in in short periods of time (prevents supermassive transfers, set the bar high enough for reasonably large guilds so they dont have issues).
if rewarding players for transferring to undermanned servers:
track hours they spend in wvw and hours spent playing. if you have a certain % spent in wvw after 2-3 weeks, give the reward. dont tell people what your quota is so they dont try to abuse cheap/free transfers to unbalance servers.once average man hours in wvw per server levels out, make transfer fees less obnoxious, but keep the price spike system in place to prevent regression to the current problematic state.
sure, a solution like this wouldnt do anything for servers with similar populations in different areas of the world and the whole spawn camping situation at different times of day… but it would discourage players from stacking servers the way they currently do on a whim. or at least anet could profit off their playerbase’s insatiable desire to be winning…
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first, ill say i think a soft reset in combination with a rating floor (and ceiling tbh) would go a long way in smoothing out the rating gap and preventing recurrence while not screwing around with current pairings. implementation of the floor/ ceiling could take significant programmer resources, but realistically a soft reset should take no more than a couple hours to hash out and would be a short term fix until the longer term floor / ceiling can be afforded a bit of attention.
secondly, ill leave this here:
track man hours put into wvw for each server
make transfer fees to servers with over average man hours totally obnoxious
make transfer fees to servers with under average man hours low / nonexistent (or “pay” people to transfer in)put in a feedback cycle for low fee servers – have it act similar to gems<->gold where transfer fees spike (but more drastically) when lots of people transfer in in short periods of time (prevents supermassive transfers, set the bar high enough for reasonably large guilds so they dont have issues).
if rewarding players for transferring to undermanned servers:
track hours they spend in wvw and hours spent playing. if you have a certain % spent in wvw after 2-3 weeks, give the reward. dont tell people what your quota is so they dont try to abuse cheap/free transfers to unbalance servers.once average man hours in wvw per server levels out, make transfer fees less obnoxious, but keep the price spike system in place to prevent regression to the current problematic state.
thirdly, why was the ill-fated thread closed without explanation?
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So server A with good night coverage and bad day coverage will raise a tier during the night and drop back during the day?? Average points scored over a week will be the same..
I dont see the difference shorter matchup battles will give.Forget fixed tiers completely. In this system, servers would get matched up every 8 hours (or some fixed time frame) based primarily on their population numbers during that time. So a server like FA with a really strong NA prime could fight BG, JQ, TC, etc. Then in FA’s weaker hours they would fight servers currently ranked well below their current tier.
At all times servers would be fighting a relatively equal number of combatants and the server match ups would be constantly rotating so nothing really gets stale. If a single match up did get out of hand, it is OK since it would reset itself shortly and be taken into account during the next full rotation. This would shift WvWvW from being heavily player number based to more skill based.
Ultimately a servers total score would truly reflect the skill of a server matched against equally populated servers during all hours of a day.
that system doesnt fix the problem created by imbalanced populations, it masks it with a glossy complication to the current broken system. subdividing matches based on time zones doesnt encourage people to balance populations. and you only get a sense of variety if you dont play at around the same time every day, a completely unrealistic expectation.
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Yeah but if a super server plays against a low pop server the EBs wont go open.
So low population servers can get high in ranking too.
Especialy if they bring back the max people of the border zones again to 70 or even 60.(also reducing the problem the border zones are to small for someany people)
So 24/7 coverage isnt a main factor. (or a low pop server only need a 24/7 coverage over the 3 border zones .. so like 3*60 = 180 people)Having super servers matched against low population servers will give even more queues to the super server. (especialy if you start over with the points)
And the match wouldnt be an easy win for the high population, or even a loose.
And the no easy win.. looses make people of superservers spread out more.
i dont really understand this post.
there is no such thing as simultaneously being low population and being able to compete with a server that can fill all maps. perhaps our definitions of low pop are different? to me low pop means significant periods of time when 0-20 people are in 1 (or all) of the wvw maps. have you only ever played on high pop servers?
as the system is currently, there is a LOT of room for participation growth in wvw. this idea would tend the servers towards 3-6 servers, because you are adding in infinite population support. whats the point in playing on any other server? you can be “winning” (high tier) and “playing” (no queues) 100% of the time on one of those few servers, unlike the current setup where you cant have both sometimes.
if wvw participation were 10x what it currently is and all servers had significant queue times for significant portions of matches, or if anet lowered the player-per-map cap by a factor of 5, then maybe your idea of overflow EBs would be practical. but if you seriously have an issue with queue times, please realize there are at least 12 servers you can move to that could not ever unlock an EB overflow.
returning to your original post/idea here, i really dont think you realize that queues dont need fixing. what needs fixing is the incentives given to the playerbase to equalize individual server wvw populations. currently there are none. and if you think encouraging the abandonment of lower tiers equates to balancing them… well yeah 0v0 is balanced, but please sir, may i have a puff of whatever your smoking? the notion is ridiculous.
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i expect a patch 5 hours ago
because im an kitten who is totally impatient and has no regard for sleep schedules
anet has failed me((((((((((
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I also dont see slicing the time change a lot.
You will have a server still winning during night time.I prefer having flexible EBs (more then 1)
This will also fix queues.
And it will also bring more balance to lower tiers.And with flexible EBs i mean having next to the 3 border zones flexible EBs
Whenever all 3 servers have queues in all borders and all EBs, a new EB get opened up.
(so for very populated servers in high tiers during prime time you will have like 3 or maybe 4 EBs open?)
As soon population of 1 of the servers in one of the borders or EB drops below 60% a random EB get closed up.
(so during off hours all EBs will be probably closed and the night capping can only be taken place in the 3 border zones, but defenders are also only spread out over 3 borders)
Closed mean:
- people will get kicked out and cant enter
- no points will be given to keeps towes etc being owned in a closed border
- the zone will not be reset when it opens again. And as soon it will open up again points for the keeps towers you got before close will start adding again.
with population levels as they are, this would encourage superservers with ridiculous populations since everyone could get in to wvw at once
currently, superservers are barely even held in check by queue times. no need to encourage their formation with an even bigger draw than the “im winning” bandwagons.
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how is this any different
instead of 300k-200k-200k you end with scores like 50-30-30
the winning server still has a ~50% lead no matter how you slice the time
But it wouldn’t. Let’s create a hypothetical example.
Server A is mega-stacked during SEA, moderately stacked in EU and NA, and weak in OCN. Server B is outstanding in NA, competitive with A in EU. and weak in OCN and SEA. Server C is the king of OCN, but weak in the other three since a lot of it’s guilds moved to Blackgate…dangit, this is supposed to be hypothetical. (The numbers below certainly are.) :O
There are 24 point ticks per 6 hour block, not counting all the yakslapping points.
Server A averages +500 in SEA (yikes), +300 in EU, +200 in NA, +150 in OCN.
Server B averages +135 in SEA, +300 in EU, +300 in NA, and +185 in OCN.
Server C averages +100 in SEA, +35 in EU. +135 in NA, and +300 in OCN.SEA zone: A wins, B in second, C third.
EU zone: A and B trade wins, C always third.
NA zone: B wins, A in second, C third.
OCN zone: C wins, B in second, A third.Raw points: Server A: 27,600 points per day, 193,200 for the week.
Server B: 22,080 points per day, 154,560 for the week.
Server C: 13,680 points per day, 95,760 for the week.Using the medal system (5-3-1)
Server A: 9 per day average, if that traded win is four of the seven days, 83.
Server B: 11 per day average, if that traded win is three of the seven days, 92.
Server C: 56 points.Under this system, even though server A has a massively stacked SEA team, it can’t pull victory because it’s not showing the consistency over the whole day that Server B is. With a little more effort in that EU timeslot, though, Server A could pull a victory.
so… you just want higher population != win ? there are better ways to solve population issues than messing with how points are earned…
like, basing transfer fees off of man hours put into wvw instead of total population.
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i just dont see how turning down the number of discrete steps in the scoring system will do anything positive.
if anything, turning down the impact of upgrades would lessen the effect time zone coverage has on a match.
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how is this any different
instead of 300k-200k-200k you end with scores like 50-30-30
the winning server still has a ~50% lead no matter how you slice the time
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turrets
its like 5 signet warrior
terribad anywhere but while leveling, where its so easy its awesome
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ele nerf? yay. op. eles had a good run. warriors next pls.
better yet, just buff everything else some
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im pretty sure someone on et with a bit of power has a vendetta against fc. its been obvious from the extra attention weve been getting since about this time last week, but the difference is now its happening at the expense of their own borderland and probably costing them more.
Yah, I will have to admit, Pay Back, does seem to aptly describe it. Pretty much, for a while. a few weeks, with the whole “alliance” talk, and being under dogs, a good chunk of ET’s forces were more then happy to leave then entirety that is FC alone, the lack of these forces to back up a move against FC pretty much kept any plans to make a serious move against FC highly limited to say the least.
ET was more then happy to put our focus on SF and our own BL.
At some post, that went pear shaped, and on Friday Reset, Feb 16. FC painted ET’s border Blue. Well, even the ones that did not want to deal with FC, and were happy to extend the olive branch of truce, could not deny what was before them, there was a genuine feeling of having been played by FC, in that regard. You (Someone on FC) asked for an alliance we (a Portion of the people on ET) extended our hand back to you, and we get stomped the following week by you.
Now days, the commanders and guilds that want to attack FC, do not seem to be at a lack to get people willing and riled up to do so, where in the past they were.
Or has been my personal observations on that matter.
But to be fair, that person who asked for the alliance is one of the most disliked people on the server by many of the regular wvwers because of his attitude towards others.
additionally, while he asked for a whos who on fc… he pretty much decided to go about the whole NAP/alliance thing unilaterally anyways, as far as i could tell. not a good way to make friends, or keep them.
@ungood —
maybe if we got our respective servers together we could do something like have all of et and fc pile into a single borderland and duke it out for a couple days. and together kick the kittens of any sf who dare show their faces. and leave the other 3 maps for sf so they get the hell out of here in a timely manner.
could be interesting, though im relatively uncertain about how advantageous one border is to any given team over another.
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despit esome people find this fractal fun, they should just see that:
1) many professions (<== not build but professions) get oneshots from harpies shots
2) many professions lacks enough reflect/stability to just play this
3) many builds needs movement to work
4) not to speak of how buggy is**see harpies invulnerable, or just attacking you without line of sight while you cannot attack back or even sniping respawn area or worse Killing completely instead of putting downed.
Unfortunately other professions have plenty skills and cannot understand the issues…
1) “you have reflect(s), can you go first?” “can the p/t/v guy go first?” its not like people who play tanky do it because they dont like it. give them an ego boost, hide behind their fat kitten
2) hmm… warrior, engi, mesmer, guardian, ranger, ele, thief… that leaves… necro with probably insufficient reflect/stability. its a l2p issue. learn to swap utilities/weapons.
3) learn where to stand because the projectiles are slow as hell at long range and dont even happen in melee. platforms are big enough and gaps between are small enough. and dodging is unnecessary.
4) weird/buggy? yeah. valid. its really annoying when magnetic shield fails for me. the camera angles are bad in the beginning and spawn camping harpies are ridiculous.
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The only really issue with harpies is the set right at the beginning of the fractal, where you have to climb spiral path up while they rain kitten down on you. Most of the time you have to pan your camera at pretty odd angles to see whats going on. By comparison the set of harpies right after Old Tom is totally manageable, even though there are more of them there.
i find the first set far easier on my engi… grenade the hell out of them and let someone else run up to them, stay at the bottom and rez anyone who falls (ensuring their fail / cooldown timer doesnt actually cost you any time)
works even better when the party actually knows what theyre doing and you dont even need to rez people and you get your full grenade spam time.
any spammable ranged aoe can do the same… thief, ele… just need skills that dont require LOS to hit, although 1500 range certainly helps me stay on the starting platform for quick rezzing.
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I like how the guy calls Fergs opportunists when ET has been on our rear 24/7 since last week and times 90% of its major keep attacks to come in just after SF is already mass zerging one of our other keeps in the same map for an easy flip. Hypocrite much?
Not to complain though, fighting ET is always a pleasure and a fun break from the constant grind against SF.
Been enjoying some great battles from [TAC], [Mend], and others.
Hope to see [KWBH] back in force soon too.
At any rate, I just noticed there are two [CoSA] guilds? A scarlet alliance and a sapphire one? Pretty nifty.
im pretty sure someone on et with a bit of power has a vendetta against fc. its been obvious from the extra attention weve been getting since about this time last week, but the difference is now its happening at the expense of their own borderland and probably costing them more.
funny thing is… sf seems to be doing worse than this time last week even with the gift of fighting between the underdogs (as opposed to mutual not caring).
getting bored of winning too easily sf? dont give up now or your last 3 weeks of ratings gains will be thrown out the window and youll probably have to resign yourselves to being stuck here a lot longer than just another month.
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^ the correct answer to “x is op” is never “so do it back”
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Engis are best at demolishing enemy siege engines from relatively safe distance with traited ’nades. It is a niche role, but a very important one.
this this a thousand times
kill their siege, make them auto the door down or leave
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my necro has 2 25’s cuz the 30s looked terrible
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Something to note, was it me, or was there something amiss with ET last night, it seemed like, after we took second, a good chunk of people called it a night, there was no Queue for ANY of the areas, and normally Friday on reset there is sometimes a 5 min wait to get into EB. Last night… Zip.. nothing.
i noticed that too. we had a good push right before reset, and then it’s like everyone disappeared. i was running with groups of 5-6 facing down zergs from BOTH other servers in the 30-40 people range at times… normally on reset night we manage field enough to at least look like we have similar numbers when the zergs clash.
i was worried about the ~40 et in fc border for a lot of the evening… but then i saw et border turn green and said ahhhh i see. yall just bunkered up in hills for a couple hours and gave up your map.
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wow, glicko is NOT a closed system. part of the problem and probably why 300 point ratings gaps can form.
27+28 != 51
we had a net inflation of rating this week.
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my commander character is a glass grenadier… but i generally dont want to lead a zerg in a charge and thats definitely more suited to bunkers.
i believe i at least have the respect of many of my server’s regulars / semiregulars; its more of a communication / personality / experience thing and not based on class choice.
id recommend not wasting the 100g if you “just want to try your hand”. if you feel like having people listen to you would be more beneficial for your team… then its not a waste.
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Tonight marks the first night the Pop Up Pirates[POMF] actually fielded the 3 players we claim to have. Tonight was a good night.
saw yall! but only killed 2 of you.. your warrior disappeared somewhere…
(between garr and cliffside in fc bl)
I too was looking for the strange disappearing Pop up Pirate( The most adequate at popping in and out apparently). I only say this because we lack a warrior
Perhaps another pirate guild? There are several in our matchup.Also I think we ran into you guys on the cliffs if I remember your tag. I thought I’d be cute and tornado your group off of the edge. That went miserably for me and my companions.
maybe a guard? i was pretty sure i saw a hammer… i know i saw 2 eles cuz yall went cliff diving in mist form :X
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(edited by insanemaniac.2456)
Tonight marks the first night the Pop Up Pirates[POMF] actually fielded the 3 players we claim to have. Tonight was a good night.
saw yall! but only killed 2 of you.. your warrior disappeared somewhere…
(between garr and cliffside in fc bl)
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i have this issue as well
nvidia geforce 9800 gt
gittin old…
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switching just 1 utility to have the build i like in various game modes
i definitely feel like my warrior needs major retraiting and full utility swap between dungeons and wvw, which is really annoying.
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dathaul, always so verbose
always worth reading
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Okay,
I’m sorry to burst your bubble here,
But I think tier 8 needs a reality check.The servers in tier 8 probably comprise something like 1-5% of the game’s total wvw population.
WvW is not, and never will be, balanced for tier 8.
You might be right about the T8 reality check (although personally I would not belittle their problems), but this is not just a T8 problem. It will definitely a T7 problem, and I’ve heard T6 say the same thing.
So we are talking about 9+ servers. Anet would not ban night capping, to show equal concern for the minority. I hope they show the same type of concern for the lower tiers.
An easy solution would be to base swords on percentage of active players. Swords would then scale for time of day, and server tier, automatically.
Example: Orange Swords are active if both conditions are true
1) > 20% of active players attacking
2) > 5 players attackingi like this a lot too.
just having a flat threshold simply isnt adequate for each server. any form of scaling so that people know where the major forces on the map are is completely necessary. and if youre in the major force you need to be careful about what you attack if you dont want to alert the enemies.
and to those arguing that anet should basically just shut down the lower tiers because their population is too small:
thank you for your bumps. anet can even out wvw populations across all servers by tracking man hours spent in wvw and incentivizing transfers into servers with smaller amounts of time put in. the rankings will then become a measure of skill instead of population, and suddenly the higher tiers will ACTUALLY have some kitten to lord over low tier fodder. until then (or until anet merges servers without looking for real solutions), please refrain from coming in here to say “haha t8 should transfer out”.Just be clear,
Never said tier 8 should transfer out.Just that it is unrealistic to expect Anet to put any significant amount of effort (IE: Any new feature) into fixing tier 8.
a soft ranking reset would go a long way towards balancing out the t8 matches, wouldnt affect other matches much in a negative way, and wouldnt be a new feature since they were already planning to do a reset. all that needs to be changed about the idea is the number each server is set to.
track man hours put into wvw for each server
make transfer fees to servers with over average man hours totally obnoxious
make transfer fees to servers with under average man hours low / nonexistent (or “pay” people to transfer in)put in a feedback cycle for low fee servers – have it act similar to gems<->gold where transfer fees spike (but more drastically) when lots of people transfer in in short periods of time (prevents supermassive transfers, set the bar high enough for reasonably large guilds so they dont have issues).
if rewarding players for transferring to undermanned servers:
track hours they spend in wvw and hours spent playing. if you have a certain % spent in wvw after 2-3 weeks, give the reward. dont tell people what your quota is so they dont try to abuse cheap/free transfers to unbalance servers.once average man hours in wvw per server levels out, make transfer fees less obnoxious, but keep the price spike system in place to prevent regression to the current problematic state.
admittedly, basing transfer fees to a server off of time spent in wvw on that server would be a new feature, but it would affect all servers in a positive way and not only t8. higher tiers would see reduced queue times. abandoned servers would see a healthy influx of players. and balanced populations are a very good thing for the ranking system in general.
head here to discuss wvw without fear of infractions
if youre talking about the king mesmer, andro was better
if lyss or thcc or other… not sure
head here to discuss wvw without fear of infractions
Ah, FC. Even our drama is currently in another tier.
i finally laughed while reading this thread +1
head here to discuss wvw without fear of infractions
track man hours put into wvw for each server
make transfer fees to servers with over average man hours totally obnoxious
make transfer fees to servers with under average man hours low / nonexistent (or “pay” people to transfer in)put in a feedback cycle for low fee servers – have it act similar to gems<->gold where transfer fees spike (but more drastically) when lots of people transfer in in short periods of time (prevents supermassive transfers, set the bar high enough for reasonably large guilds so they dont have issues).
if rewarding players for transferring to undermanned servers:
track hours they spend in wvw and hours spent playing. if you have a certain % spent in wvw after 2-3 weeks, give the reward. dont tell people what your quota is so they dont try to abuse cheap/free transfers to unbalance servers.once average man hours in wvw per server levels out, make transfer fees less obnoxious, but keep the price spike system in place to prevent regression to the current problematic state.
head here to discuss wvw without fear of infractions