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Match American servers with Euro servers

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Posted by: zortek.9607

zortek.9607

Personally, I find sharding or server segmentation to be very 20th century. Technology exists today to support seamless, ONE world communities.

Server segmentation is in-the-box, “design what you know” thinking instead of design for meaningful play.

AT WORST, we should be able to commit to any number of instances of WvW and contribute meaningfully. There are round-robin joins and preferential joins…there are any number of out-of-the-box ideas that would be innovative. But…we are stuck with an Everquest model of segmentation (instead of an Eve model).

Anywho… this is a DUPLICATE thread (see https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Merge-the-EU-US-Servers)

Probably the best

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Posted by: zortek.9607

zortek.9607

Now if anyone has anything sensible to add..?

1) Andrew Luck ran for two touchdowns and Adam Vinatieri added a field goal boosting the Colts into a halftime lead.
2) After billions spent, elections in the US have concluded — verdict — status quo.
3) ‘Transformers’: Michael Bay recruits Mark Wahlberg to save humanity

IMHO, each of those anythings are more QQ worthy than the OP. Although, I do think that everything in WvW should have WvW incentives attached — if for no other reason than to force the PvE drive-bys to constructively contribute to the war effort.

Merge the EU/US Servers

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Posted by: zortek.9607

zortek.9607

There is an elephant in the room that is being ignored.

How is it that the Oceanic and/or PacRim folks are able to participate and enjoy the game without precious regional datacenter advantages?

I’m not saying there are no challenges… only that there is an elephant in the room.

Idea: European and North American Ladders

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Posted by: zortek.9607

zortek.9607

Duplicate Thread: I think this thread topic is already being discussed well at: https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Merge-the-EU-US-Servers

Merge the EU/US Servers

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Posted by: zortek.9607

zortek.9607

Right now WvW is determind by coverage, because the different time regions are not being equally represented because of the separation of servers.

And THIS is the pain point…

It is not good enough to play well. The best players in the world can and will commit incredible amounts of time and resources… only to have their efforts evaporate due to lack of coverage.

Even the most dedicated and determined players will eventually be demoralized and their commitment broken by such a powerful disincentive.

The number one message I see in map/team chat EVERY day sounds like this: “OMG, what happened to the map?” or “I just came in and I see we lost everything again…”

The seeds of cynicism have sprouted… Cynicism has begun to grow roots.

AN needs to take these concerns very seriously. This strikes at the very heart of “stickiness.” When futility becomes the recognized standard… once a player’s commitment is broken, it’s on to another game. No more micro-transactions for you.

WvW Jumping Puzzles

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Posted by: zortek.9607

zortek.9607

In their current form, jumping puzzles in WvW should simply be removed. They are a poor king-of-the-hill implementation…so poor, in fact, that most people don’t even realize WvW puzzles ARE a king-of-the-hill objective.

All the QQ’ing would vanish if the puzzles were integrated into the broader WvW schema instead of being a hap-hazard distraction. The amazing amount of whine on this subject is indicative of design flaws. This has nothing to do with the law of unintended consequences… it’s just poor integration of design elements.

[Please assume I include all the quasi-PVE objectives in this opinion… slug, vistas, skill points, events. Once one enters WvW, every objective should include a WvW incentive/reward (not necessarily to the exclusion of personal rewards).]

Merge the EU/US Servers

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Posted by: zortek.9607

zortek.9607

Respectfully, the HabibLoew response is clouded by developer sensibilities and ignores the real pain point. HabibLoew argues technicalities and presenting facts that, broadly speaking, are irrelevant from a customer satisfaction point-of-view.

There is a broader design issue at the heart of the pain point. The game’s has a core incentive that rewards “follow-the-sun” commitment; however, there is a gross engineering gap in the infrastructure (that bleeds into execution and adoption) that works to deny opportunity to geographic loyalists (the basis of the loyalty, honestly speaking, is moot).

Perhaps there are “laws of physics” issues — unfortunately, from a game design schema perspective — few people really care (see supra — incentive mechanism). In a meaningful play context, the infrastructure itself (and the perception of institutionalize segregation) has been elevated to a position of meta-gaming importance.

I believe the HabibLoew response presents a myopic perspective that tries to suggest that we simply ignore the smell and taste of bacon because it is high in fat and cholesterol. The response speaks to the wrong question. The response is a non-starter towards addressing the real concern.

Stop Selling Commander Title

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Posted by: zortek.9607

zortek.9607

Guys… think. What is the problem you are trying to solve? THINK.

What are the qualities in people you are seeking? People who can fight? Or people who can communicate? People who can maximize the qualities of others? People who can feel the landscape and set a tempo? People who can look and listen… and have patience… and have the stomach to withstand the most vitriolic criticism from the most hateful allies?

THINK…

These are not the people that are likely to have the most badges of honor!

Leading isn’t about getting the kill… it’s about influencing those who kill. THINK.

Commander Modification

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Posted by: zortek.9607

zortek.9607

Leadership has little or nothing to do with title or authority. Similarly, the commander pin has little or nothing to do with guilds.

I don’t dispute the power of enablers on influence but enablers are not a requirement for influence.

Stop Selling Commander Title

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Posted by: zortek.9607

zortek.9607

The beauty of diversity within a team…is that we bring different STRENGTHS to the battlefield. If you don’t have a commander tag, YOUR job is to help the commander that does… it’s that simple. The best leaders are the best followers. The best commanders come from the ranks of followers.

“A leader is best when people barely know he exists, when his work is done, his aim fulfilled, they will say: we did it ourselves.” – Lao Tzu

Leadership is not easily defined. Leadership is not easily measured.

Tens of thousands of books and over a million articles have been written on the subject. Over the course of 3000 years, very wise and experienced people have put their stamp on leadership. Leadership is a discipline that is taught around the world in colleges, business schools and in every military.

While this is a game — and fun — some of you are really going off the deep end, getting all “growed up” and applying (high stakes) adullt standards to a (low stakes) sport. This can be very helpful if kept in a coaching, mentoring, or uplifting context. Let’s try to keep in mind, we have people from all walks of life, ages, cultures, and backgrounds.

Understanding how YOU can be a leader without a title while following is the power behind the commanders on the field. Knowing how to “influence” your commanders is the true art of war!

I believe that (at best) leadership is a polymorphic quality that maximizes the potential of others… and you don’t need a tag or a title to be a leader (or commander).

Free World Transfers: Limited to Once Every 7 Days

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Posted by: zortek.9607

zortek.9607

Sorry, but this does nothing for the PvE players [snipped]

Two points…

1. Activity of a server (whether certain individuals participate or not) in WvW expresses itself server wide in the form of bonuses that are material to the entire server community.

2. You are uninformed as to the organizational design (specifically, the development teams supporting and expanding Guild Wars 2), how work gets assigned, and the process paths through which any concept is eventually implemented.

The premise of your argument rests on the assumption that Arena Net’s commitment in one area is mutually exclusive to commitment in another. This assumption is overly narrow and completely contradicts the express direction outlined by Colin.

Please reference: https://www.guildwars2.com/en/news/colin-johanson-outlines-guild-wars-2-live-game-development/ for more information.

Free World Transfers: Limited to Once Every 7 Days

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Posted by: zortek.9607

zortek.9607

One counter balancing influence is that many older guilds are planting roots and establishing or enforcing unity/solidarity policies. Unfortunately, while this may act as a curb on number of transfers, it also implies that the “free radical” transfers are becoming more and more degenerate as an aggregate population.

This 7-day measure will ground out some of the Min/Max motivators; however, I believe the effect on spontaneous rage transfers or even deliberate cross-server malfeasance will be negligible. That said, we are probably talking beyond three sigma now into the population and are well into diminishing returns. We’ll see…

(edited by zortek.9607)