Niniyl (Ele) | Barah (Eng) | Luthiyn (War) | Niennya (Thf)
This is
We can add AKD and ApeX to the bay exploiting list… Yes, I got screenshots of you rezing through the gate.
I am now seriously considering rallying my whole server to push ET to third. Stop exploiting.
kitten it GoM! You’re screwing up my predictions.
Oops…
Let me help you with your predictions for next week.
GoM will get third. We have improved a lot, but not enough to upset the #1 and #2 teams. However, we have grown enough to troll them all week. -evil laugh-
Why does everyone think that Anet cannot measure WvW population?
They can build an MMO from scratch, but they can’t run a few SQL scripts?
I promise you that Devon is looking at all of these metrics and measurements you are theorizing RIGHT NOW, he just doesn’t share them with you.
Sticking to the lines of transfers, what are reasonable restrictions to place on players after they transfer? No WvW for the rest of the match? No WvW for 24 hours? Would that help any or would it actually exacerbate the problem?
I think that if there are any restrictions, they should change based on if you are stacking or unstacking. There should be a penalty for stacking a server. There should be no penalty for unstacking. Basically the penalty should promote balance.
One easy way to do this would be to use queues:
This penalty will hurt a lot on a stacked server, and not at all on a unstacked one. It doesn’t have to be a week, just adjust it so it hurts without being draconian.
People keep saying, “changing prices won’t change anything.”
It will change it some. I know of guilds that did not transfer to GoM (when we were in T8) because it was still 1800 gems.
It is a step in the right direction.
So many of these responses are “Don’t do that, instead do something DRASTIC AND COMPLICATED.” Please don’t ruin this for the rest of us because you want something you can’t have. This is something that we CAN have, and it WILL help some.
You know those guilds wanted to transfer for wvw. And you know wvw population on GOM is low. But how does ANET know? They want high transfer price on high populated servers because they need to load balance their servers. So they increase the price to discourage people from going to those servers, like GOM. So how can they create transfer pricing for low wvw population?
They have already said that they can do it, it is just a matter of how they should do it.
Most of us are assuming they will base it on WvW server rank. They could also easily log the manhours per week in WvW or use other methods. They have all the data, they just don’t share it with us.
People keep saying, “changing prices won’t change anything.”
It will change it some. I know of guilds that did not transfer to GoM (when we were in T8) because it was still 1800 gems.
It is a step in the right direction.
So many of these responses are “Don’t do that, instead do something DRASTIC AND COMPLICATED.” Please don’t ruin this for the rest of us because you want something you can’t have. This is something that we CAN have, and it WILL help some.
I was an outspoken opponent to leagues.
I was wrong.
Just look at what happened to my server, GoM. We had been trying for months to reach out to our PvE community. Leagues did more in a week than our two months of work. Best part, our PvE population decided that WvW is fun and did not leave when they completed the achievements. In fact, they started begging for WvW training.
I recently taught the second session of that WvW training workshop. It was supposed to be 1 hour long, about siege tactics. However, our former “PvE players” where so enthralled that they dragged it out for an extra hour with questions and ideas. Then they funded a massive omega golem rush.
Leagues are the best thing to ever happened to my server.
Step one: Read this thread
Step two: Admit that everything in this thread is completely wrong.
If you are going to act so entitled or “in the know” at least do your research.
So, if prices for server transfers were based on WvW population, what would a fair distribution of costs look like from the lowest population servers to the highest? Keep in mind that making it completely impossible to transfer to a server puts a burden on other players. That doesn’t mean that you couldn’t have an incredibly high price, just that completely blocked isn’t an option.
Price is not alone the issue. There should be an added incentive for destacking and a risk for bandwagoning on top of price.
I propose a model such as
1-3 – 2400 gems w/probation period
4-6 – 2100 gems
7-9 – 1800 gems
10-12 – 1500 gems
13-15 – 1200 gems w/300 gem rebate
16-18 – 900 gems w/600 gem rebate
19-21 – 600 gems w/900 gem rebate
22-24 – 300 gems w/1200 gem rebateRebates – to qualify for rebate you must:
—be transferring “down” at least 1 tier
—account must be at least 90 days old
—have not received any rebates in the past 90 days
If you meet these conditions, upon successful transfer you will receive your gem rebate to spend in the gem store or convert to gold, as you wish.Probation – tier 1 only
—new transfers for tier 1 will receive a probation status for 30 days, which adds a 1 hour per-map playtime limit at which point you must re-enter the queue.
—duration probation period commander squad functionality is disabled.
—during probation period a player may “undo” the transfer if they are not happy with tier 1, in which case they will receive a 50% refund on their gems and be placed on their previous server.
—probation period does not apply if you are transferring from a tier 1 server to a different tier 1 server, only to those transferring ‘into’ tier 1.
I like this idea, except for the 1 hour time limit thing, that is a step too far.
The undo idea is pure brilliance, although it might encourage people to try t1 because at least they can get half the money back.
shameless bump
So, if prices for server transfers were based on WvW population, what would a fair distribution of costs look like from the lowest population servers to the highest? Keep in mind that making it completely impossible to transfer to a server puts a burden on other players. That doesn’t mean that you couldn’t have an incredibly high price, just that completely blocked isn’t an option.
Here is a suggestion to keep it simple. Basically just 300 gems per tier.
T1 = 2100
T2 = 1800
T3 = 1500
T4 = 1200
T5 = 900
T6 = 600
T7= 300
T8 = Free
T9 = Free
Of course, T1 servers will still pay for peoples transfers making them essentially free. However, if Anet wanted to milk that they could bump the T1 transfer rate even higher.
Also I’d suggest doing an average of the last months ratings, so people can’t take advantage of momentary fluctuations.
Two pages full of posts, and not one comment to the effect of:
Perhaps they are catering to a wide range of ages
GASP!!!
If it goes like pve reset it will be an hour earlier.
That is one possibility.
On the other hand, they seem to have put a lot of thought into picking the perfect time for NA (it was in a thread somewhere months ago). So it is possible they will choose to preserve that time by updating it for DST.
Unfortunately, it is highly unlikely that the music box will ever see production.
Kickstarter?
I know that usually Anet does not change the time of events to keep up with daylight savings time. However, we have not had a daylight savings time shift since NA/EU got separate reset times back in April. So I’m not sure what to expect now.
Should we expect reset time to adjust for the end of daylight savings time or will reset ignore the time change?
I get the feeling that we have completely wasted our time and the developers time in this thread…
Here is a summary:
Players: We need to do something about population imbalance.
Developers: There is nothing we can do about population imbalance.
Players: Yes there is! Here are over 100 ideas!
Developers: Population imbalance cannot be fixed, lets talk about something else.
Players: You cannot be serious!
Developers: -silence-
Players: Say something!
Developers: Thank you for your feedback.
/thread
Let me be clear, this is not meant to be a slam on the developers. I really like the developers of this game. However, if fixing population imbalance is off the table, we should have been told that at the beginning. Better yet, we should have been given a different topic that might actually be productive.
The PvE living world thread has left me quite excited. This thread has left me disappointed and frustrated. Perhaps it was my expectations.
It is not too late to turn this thread around, but it will require significant DEVine intervention. I guess we will see.
Please consider some non elixir based cleansing options (409 and Elixir C are the only significant cleanses)! I don’t want to use elixirs but I also don’t want to be eaten alive by conditions.
Consider some changes like:
If you combined some of these changes with the recent/pending buffs to Engi healing, the support engi might become a thing again!
Every time I try to go back to my Engi, this is what stops me (that and the hobosacks).
Ele with nothing but ether renewal > Engi built specifically for condition removal.
THIEF
- Vigorous Recovery will come down to kitten Vigor instead of 4s.
Got to watch out for that kitten Vigor, that stuff is OP! They do have nine lives after all.
Test:
1s
2s
3s
kitten
6s
7s
8s
9s
10s
(edited by titanlectro.5029)
Or would simply having (using the TV analogy) something like TiVo that allows you to see the story you missed balance out this issue?
Transchrono Asura Gate FTW!
Edit: Bonus points if going back in time to relive content becomes a plot point and we accidentally pollute the timeline!
(edited by titanlectro.5029)
Before the big League deciding match next week, what are your revised predictions for how that match and the league will turn out?
Im still not sure who will win between HoD and SF and GoM has been surprising to say the least.
DH and HoD are having a closer match this week than i imagined would happen. FC isnt doing as good as we thought they would this week.
Its kinda nice that everything isn’t already decided. Its almost like it is actually competitive or something…
.
.
nah!
The API developers did mention the idea of a Chat API. So someday, you might be able to chat with your guild from your phone.
They were talking this up before the game was released. I have been waiting for the chat API ever since. I don’t know about you guys but sometimes I fire up my GW2 and simply use it as a chat window.
Total random note: Pandora just played Legend of Zelda Suite and that made me smile.
I’ve never fired up GW2 as a chat window, but I do spend a fair about of time on TS without booting up the game.
We want to be able to buy individual pieces of the gemstore armor sets.
Anet will make more money this way. Very few people will fork out 800 gems just for one pair of pants or one pair of boots or one top, but lots of people would pay 200-300 gems for it. You will even get people like me buying more than 800 gems of pieces for various looks.
GW2 is all about customizable looks, don’t lock us into cookie cutter outfits.
I’m seriously considering buying two separate gem store armor sets just for pants and shoes for my engi.
But why spend that much on my look until the hobosacks are gone?
So, how many gems will you spend when this change finally happens? I’m sitting at about 1600.
I told ya this would be a boring thread…
It is a very boring thread. It is a fun matchup the past few weeks. We’ve been doing the most kittened things.
KN & GoM, teach your PvE zerglings to fight better. I’m going to forget how to fight at this rate.
If you guys keep golem rushing with 30+ people I’m sure you’ll forget how to fight regardless.
Finally! Some tears! Tears over IoM golem rushes!
I’m confused as to how you talk to so few people on your server but talk so much on the forums! =)
It’s called being bored at work. If there was an app on my phone to chat with people in game, I would chat with my guild.
This thread is also super dead so I might as well spam. When the thread is livelier I can enjoy it vicariously.
The API developers did mention the idea of a Chat API. So someday, you might be able to chat with your guild from your phone.
Keep in mind that weekends are a thing. Now that we’re all back in the office, caffeinated and ready to go, we’re gonna jump back in the threads.
Having said that, when you guys get going and are having good discussions, we sit back and make sure we give you guys room to debate/discuss. Just because there isn’t a dev response every X posts, it doesn’t mean we’re not watching the thread.
I totally agree with you on the whole weekend thing!
However I got to disagree with you on the watching but not participating thing.
Why?
I’m sure you’ve heard of the silent treatment. But have you ever stopped to wonder why the silent treatment works? Why does saying nothing at all work as a better attack than direct confrontation? The Answer: People care, a lot, about being heard.
The thread was an invitation to forge a relationship between devs and players. However, if we get no response for days, it begins to feel like the silent treatment. We begin to feel hurt and ignored, regardless of whether or not it is justified. When the silent treatment goes on long enough, people can become hostile.
It is not enough for you to be listening but not speaking. We need feedback the same as you. We need to know what YOU think about what WE are saying.
We don’t need a lot of feedback, one post a day would be plenty. Just assure us that we are not talking to a wall.
Lingering Elements
All passive bonuses for that attunement should linger. This means Flame Barrier, Stone Flesh, Soothing Mist, and Zephyr’s Speed.These are not all passive bonuses.
But thank you for taking the time to reply.
Edit: and thank you for making a trait that could be the highlight of the class be so pathetic.
Give me a list of what else you think might be considered a passive benefit of these attunements, and I am happy to discuss the merits of this stuff working with this trait. However, posts that say things like “this isn’t everything” are just not constructive.
I’m mostly curious about Pyromancer Puissance. It would really help maintain my might stacks when I do need to switch out of fire temporally.
And seriously guys, be respectful to the devs. This level of communication is GREAT, please don’t ruin it for us…
I also want this.
I can tell you, I would spend more if I could buy just the pieces I want. I bet Anet would make more money and make their player base happy in the process.
Its a win-win Anet, please make this happen!
PvE’rs will see that GoM is going to win and are going to swarm all over WvW, making GoM get more numbers (if they aren’t there already).
On GoM, we have been consistently hammering down the distinction between WvW’er and PvE’er. We had all our “PvE’ers” on from the beginning of reset and it shows. Be careful, they are quick learners, soon they will be able to farm WvW as easy as fractals.
Soothing Disruption vs Cantrip Mastery
This one was debated internally for a while as well. I think swapping these traits would also help build diversity as it would let you splash 10 points in water to get Cantrip recharge, but would make you really consider going into water magic for the Regen and Vigor which is much more flavorful. I would love to hear some elementalist thoughts on that potential change.
Please do this switch.
You are absolutely right to try to break elementalists dependance on Arcane, however most builds are also heavily dependent on Water. This change would help that a lot.
Personally, I run 30/0/0/10/30 on a WvW Staff Ele. This is the sort of non-standard build that I assume you are trying to promote. I would much prefer to have Cantrip Mastery instead of Soothing Disruption. It is one of the biggest things I miss from my old 10/0/0/30/30 days.
For my staff elementalist:
a) Evasive Arcana (most active, varied and fun gameplay I’ve ever had with a MMO spellcaster)
b) Blasting Staff
c) Elemental Attunement
d) +30% Boon Duration
e) Arcane FuryTo be honest, the attunement cooldown is probably the last reason. Second to last after Lingering Elements/Soothing Mist combo maybe.
Same here
So this is how it is gonna be eh?
i’m not trying to be rude and maybe it’s because i’m dumb or something but what exactly am I looking at here, because i don’t get it
They let their mesmer die there because he can be revived through the gate. He then ports everyone in.
okay, i’m still confused. letting a mesmer die by gates is done by everyone. well ok… obviously not by all the people complaining about it. it’s been done to us and it’s been done by us. it’s a fairly common exploit.
Fixed that for you.
Let the rationalizing begin!
(edited by titanlectro.5029)
So this is how it is gonna be eh?
Don’t forget to send that to exploits@arena.net. There are so many people who think Anet does not care, but they do…
So much rationalizing… it really tells you something about the human condition.
DH is trying to win this thing. You win by getting more points than the other guy. If we can get those points from GoM more readily than from FC, then so be it. That’s just the nature of a 3 way match-up and I don’t think GoM should view it as being picked on or unfairly focused. On Wednesday night we were 10k points behind GoM and 8k behind FC. Taking and holding the GoM borderland ensured us 2nd place and gave us our current shot at 1st. It’s hard to argue it was the wrong call for our Commanders to make.
I’m saying it was the wrong call for FC to make. A strong GoM would have given them a chance. Now DH is just going to camp GoM BL and win first. FC should have helped us, not double teamed us.
I’m also saying that as a game mechanic, “stomp the little guys for the easy points” is horrible. The three way battle was supposed to promote ganging up on the person in first. Of course this is not how it goes, but that won’t stop me from hating it.
Would be great if gom actually took care of their bl instead of rushing smc whenever we have it…..
What is the point of holding our BL if both servers are going to constantly golem rush it. It was just a matter of time before you both rushed at the same time, and that is exactly what happened. I’m all for double teaming whoever is in first, but yesterday GoM was out of the running…
That said, I’m still happy knowing that neither DH nor FC was able to take one of our keeps until they both attacked together.
shameless bump!
heh, this is another example of pve-pvp vs competitive pvp – in pve /pvp – it’s dishonorable, in competitive pvp it’s brilliant :p
in pve/pvp – it’s about what players agree is fair – in competitive pvp – all the game allows is fair game
Do you know the definition of an exploit?
How about the definition of exploit in the rules of conduct you agreed to in order to play this game:
“You will not exploit any bug in Guild Wars 2 and you will not communicate the existence of any such exploitable bug (bugs that grant the user unnatural or unintended benefits) either directly or through public posting, to any other user of Guild Wars 2.”
Straight from http://us.ncsoft.com/en/legal/user-agreements/guild-wars-2-rules-of-conduct.php
Now you can make the argument that this problem is intended, but realize that if you do so, you are just rationalizing your behavior.
And since when do people in competitive pvp like exploits? Seriously?
(Ironically, this also proves the point that the mods will close this thread if they read it.)
To everyone on this thread who witnessed this: Please report this activity to exploits@arena.net with whatever screenshots/proof you have. Technically, we are not supposed to do this on the forums.
Also keep an eye out for it happening again, screenshot it (or even better, record UNEDITED video it), and sent that to the e-mail as well. It would also really help if someone from FC did this to get there actual screen names.
Or, you know, WZ could just stop exploiting…
I’d say my only complaint about this match up is this: https://forum-en.gw2archive.eu/forum/wuv/wuv/WvW-Environmental-Abuse
Whether ArenaNet punishes or doesn’t fix whatever is up for a debate I’m not interested in having here.
I’m not gonna generalize about the server or everyone in the guild but this is on the heads of the guild leadership.
So, I just wanna say, WZ, stop being that guild. I always remembered you as the organized guild on FC who had that champ of a norn guardian with juggernaut. But now you’re the guild who on purpose has your mesmers die at the gate so you can come back and rez them.
Wow…
necros are op
I currently provide an API which does just what you ask. There are currently several people using it. It can e reached at http://gw2stats.net/api/objectives.json
For more information on that and other API requests I provide you can go to
Awesome, this is exactly what I was hoping for. Thanks!
(edited by titanlectro.5029)
@cheshirefox: I recommend you study this thread carefully, because if you see that image a lot on your staff ele, then you have room for improvement.
Truth be told, I’m pretty good at my staff ele, and I see that downed bar all the time. Vapor form gives us options no other class has.
I have often turned the tide in WvW by meteoring the enemies siege, then mist form + vapor form to a tower or zerg so I can be picked back up.
Or you can meteor from the tower/keep wall, get downed, vapor form away from the edge, heal up and go again, over and over.
Or they pull you off the wall while meteoring, and mist form + vapor form is enough to get you back inside, even with an entire zerg trying to kill you.
If you are in a well coordinated group, you can warn your teammates when you are about to go down, and vapor form straight to the player who will pick you up.
Or if you go down next to a cliff and have no chance, you can save yourself a repair bill.
Or if you go down and next to a pile of loot, you can pop up to grab your loot before you die.
The way that we try and find answers to the types of problems raised in this thread are by trying to get to the heart of the issue. Saying things like “populations aren’t balanced” doesn’t lead to any productive solutions because they all involve things like drastically redistributing the populations of the game. Finding the core reasons for that like “score momentum is overpowering” allow us to attack the actual problem.
I’ve having trouble understanding this.
It sounds to me like you are saying that if the problem is hard to fix, then it is not actually the problem.
We all realize that massive population shifts are a big deal, but the truth is that we already have massive population shifts. Ruling out population shifts as a solution (or encouraging population shifts in the CORRECT direction) does not make sense to me.
Truth is, we as a community were asked what we thought was the biggest problem in WvW, and we said population imbalance. You are arguing that it is not really population imbalance, but instead game mechanics. Clearly, the community doesn’t see it that way, or we would have asked for game mechanics instead of population balance.
However, my mind is open and I’m willing to be convinced. If population imbalance is not the issue, please explain it to me.
Well played DH. You guys never made a mistake on defense, and we made quite a few on attack.
FC, I understand why you “joined in” on DH’s constant attack on GoM BL, but you really should have stopped DH while you had the chance. Now, they are going to unseat you from first place.
GoM, lets admit it, we got some work to do on coordination. A lot of our defeats were very preventable. But don’t forget how far we have come in two short weeks. We went from barely holding our own in T8, to giving a T6 server a run for their money. And we did that without any transfers!
Also remember this, being double teamed is a compliment. When DH puts more people on GoM BL then we do just to hold hills, and then FC shows up with a 30 man, they are sending a message. They are scared of us.
GoM, however this match up shakes out, we got a lot to be proud of.
Problem is with the flags that you are stationary and thus cannot kite if needed.
Had the monsters doubled the HP I wouldn’t complain because I can juggle multiple enemies while moving around.
You know you can still dps them down, right? You don’t have to stomp.
IRONY
If these monsters just had x2 HP, no one would complain.
However, because they are disabled and immobilized once they hit 50% HP, and you are given a free 4 second spell to kill them once they hit 50%, apparently it is a travesty…
(edited by titanlectro.5029)
The app that I’m writing keeps track of when objects are captured. However, it is not an “always on” application, so when you start it again it does not know how long something has been held, unless it flips again while the app is running.
The obvious solution to this problem is to have a server which is always on keep track of this, and query that server for the last capture time. However, before I run off and try to set this up, I figured I should ask. Is there is public resource for doing this that I could be tapping into, instead of re-inventing the wheel?
More things to nuke, I like it!
THE PROBLEM
At its most basic level, the problem is population imbalance.
However, the problem is actually two separate problems:
1) Game-wide server imbalance
2) Imbalance within a given match up
Each problem needs to be addressed separately.
GAME-WIDE SERVER IMBALANCE
Simply put, the difference between T1 and T8 is FAR too large. Guilds have been abandoning lower tier servers for stacked servers at an alarming and increasing rate. Why is this happening? It is quite simple.
Currently, the game rewards stacking
No one is forcing people to stack servers. People are doing of their own freewill, because there is an advantage to stacking servers, and no disadvantage (except recently for queue times, which Anet already plans to “fix.”) Because people have been encouraged to stack, they have been making this problem progressively worse.
The game needs to reward balance
If the game rewards population balance, the player base will balance the population themselves. Simply create a sliding reward scale: the lower the servers population, the greater the reward. People will transfer to these “rewarding” places, until the population balances out and the rewards are equal. From that point forward, if ever a massive shift happens to imbalance the populations, the players will correct it themselves.
Ideas for how to reward balance
IMBALANCE WITHIN A GIVEN MATCH UP
Once an imbalanced match up begins, there is a tendency for the weaker servers to “give up” and for the larger servers to start “karma trains.” The three way battle was supposed to help balance this, when the two weaker servers gang up on the stronger server. Unfortunately, the reality is that the first place server will get a free pass, and the other two servers will “play for second.”
Currently, there is no reward for fighting against difficult/impossible odds
If you are dominating WvW with numbers, you are greatly rewarded with loot, karma, xp, wxp and three bonus chests. If you are steamrolled in WvW, then you are rewarded with not paying an armor repair bill (maybe). There is no incentive to keep fighting, other than personal determination.
The game needs to reward the underdog for not giving up
I’ve watched people wipe and die over and over again in PvE just because the reward was worth it. Give a reward “worth dieing for” to the underdog and they will keep fighting. Both sides will enjoy this more, because even the winning side gets bored in a washout.
Ideas for how to reward the underdog for not giving up
Currently, the game promotes playing for second
WvW is a classic prisoner’s dilemma. If both weaker servers work together, they could get first and second place. Instead, because they cannot trust each other, the weaker servers will play for second, make the balance worse instead of better.
The game needs to promote ganging up on the first place server
Due to the inherent nature of the prisoner’s dilemma, the game gives to give additional incentive to “go for first.” The incentive needs to be greater than the incentive to play for second, or it will not break the prisoner’s dilemma.
Ideas to promote playing for first
CONCLUSION
People always talk about the “meta,” but the “meta” is just people responding to game mechanics. People steer toward rewarding actions and away from punishing ones. Anet can leverage this to control the meta, and make it promote balance.
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