Showing Posts Upvoted By sorrow.4628:

What WvWvW is doing Right!

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Posted by: Talmor.9048

Talmor.9048

So what is rule #1 on any MMO forum? Do not Feed the trolls. Rule #2 is complain.

So I want to turn this forum on its head and speak to what is going right about WvWvW. We all know the problems. In fact several of the issues were addressed in day 1.

But let’s reflect on what is actually working in WvWvW.

1) We do have siege that DOES change the way you look at the game and they all have their uses.

2) You can acquire siege using multiple methods (silver/gold, JP, and Badges)

3) You can upgrade the siege to be more powerful.

4) Most if not all of the camps, towers, keeps (and castle) has been meticulously designed to be defensible, but not invulnerable. There has been a lot of thought put into every terrain piece, be it hill, wall, or water.

5) Supply can be used, but upgrades must be from Dolyaks. I know that you may disagree, but it does force people to escort them which does create smaller “group” moments.

6) The zerg on zerg when hitting a tower can feel massive and ultimately chaotic. That is what battle should be. The ebb and flow can be exciting to watch.

7) Turning the tide at the last line of defense is exhilarating (or barely squeaking out a victory).

8) Upgrading supply at camps helps. So does the Dolyak Guards in EB.

9) Upgrading fortifications and offensive weapons at towers, keeps, and Castle help in defense.

10) Upgrading to have a way point at keeps is amazing. Being able to teleport during a very narrow window once every 3 minutes is also amazing.

11) No cost to teleporting using waypoints (my pocketbook thanks you).

12) Mystic Forges in your BL and in Stone Mist.

13) Banks at upgrade keeps/castle

14) Trading Post at entrance to BLs.

15) Connections to Lions Arch and every Battle Land at starting area.

16) Multiple Exits from every starting area (3)

17) Multiple ways to hit an objective.

18) Strategy layers on strategy layers that have been developed over the last few months.

Those are a few random thoughts. But with Valentines Day in the air, I wanted to share the love. I did not want you guys at A-Net to go the way of Floyd from The Guild, Season 6. (Shameless Plug: I was the Extra in the bright blue shirt at the end of the last episode)

- Farstrike
Dragon Brand

WvW won't become what we hoped it would

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Posted by: Kimyrielle.3826

Kimyrielle.3826

@Sorrow:

Let me be the first to disagree with the “everyone would love that” assumption!

I think your needs could be -much- better served by ANet introducing an actual GvG mode akin to the Guild Wars 1 one, rather than reshaping WvW into a “no need to participate unless you’re in a large guild” thing. And yes, elevating members of large guilds over smaller ones or guildless players by giving them more recognition and more reward would have exactly that effect. On TC, the -majority- of all WvWers is NOT in one of the larger WvW guilds. WvW is a community effort carried by the whole server. By all means, I will support GvG coming to this game despite I am guildless myself. But in WvW, the only leaderboard that matters is the server ranking list. A guildless person who runs supply or escorts yaks is just as vital to the server’s success as the member of a big WvW guild running with their zerg. I can’t see any good reason to treat players differently just because one is in a big guild and the other one isn’t. That doesn’t make the slightest sense for WvW as a game mode. Like I said, what you’re really looking for is a GvG mode.

Tarnished Coast

WvW won't become what we hoped it would

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Posted by: Eclipses.7152

Eclipses.7152

WARNING: LONG POST, but worth it. see TL;DR for major points

TL;DR:

1. Commander is an absolute mess
2. The roles/rewards/recognition of Guilds in a game called ‘Guild Wars’ is lacking
3. WvW has devolved into ZvZ (ZergvZerg)
4. The lack of Rewards/Progression/Depth/Consequence
5. The devs, their implementation of and lack of commitment to Wvw

Hey all,

I’d like to share with you some of the viewpoints I have with WvW, what it’s become and why it will never reach (not in its current state and with the level of developer attention) what we (many of those who bought gw2 primarily for WvW) had hoped it would become during pre-release and the BWEs.

First of all, to establish my credentials (not bragging just establishing experience): I was the founder and GM of ‘The Royal Guard’, in its heyday a midsize (~60 members) T1 WvW guild and Titan Alliance member (for those of you who remember what THAT was). I’ve fought and led many, many battles; seen tips and tricks galore; been a part of and observer to scandals and drama; took part in server community building and all that good stuff.

Why WvW will never amount to what the Open World PvP Die-Hard fans wanted

1. Commander is an absolute mess

The implementation of the Commander mechanic is an absolute mess. So let’s get this straight – players who grinded PvE or paid cash for gems > gold (as being an all out WvW participant wouldn’t net you that type of wealth at all) pay 100g and get to lord over other players in WvW? This is ridiculous. I have seen commanders make the absolute kittentiest calls only to get rebuffed when calling them out, because “they’re Commanders.”

Back in beta they were called on over and over again to change this mechanic: require badges instead, or kills, or tower captures – ANYTHING that was actually related to WvW and showed you had experience. We were rebuffed and instead we have a system that discourages the devs to create a guild raid system, encourages inexperienced individuals to lead WvW, encourages zerging and hobbles tactical play and engenders an attitude of petulance that simply because you have a blue icon – you know what’s best.

The WvW devs should honestly be ashamed that Commander is in the game the way that it is right now.

2. The roles/rewards/recognition of Guilds in a game called ‘Guild Wars’ is lacking

Spare me the lore argument. The game is called guild wars and the guild component as it relates to WvW is undercooked. The buffs and the siege weapons you can get from the guild upgrades are great, truly they are, but that’s where it stops.

If we take bay, garri, sm or what have you – does that do anything for our guild? So our banner is hanging from some parapets, what of it? Do you know whose banner that is? Are the NPCs named after us? Do we get influence or gold or karma over time for holding onto an objective? Does it announce in map chat that xxx guild has captured and claimed xxx objective? Do we have a system that allows us to form groups larger than 5 or at the very least see all guildies on the map? Is there any mechanic at all, other than an indistinguishable banner, that recognizes guild achievements in WvW? is there anything – at all – that truly benefits WvW guilds and significantly encourages guilds in this gameplay?

The answer to all of these questions are No. The guild buffs do not significantly encourage guild gameplay in WvW as they apply to pugs as well. They’re a ‘set-it-and-forget-it’ mechanic. No one knows which guild just gave them 5 different types of buffs neither do you need to be in that guild to get them. I’m not advocating that you should – but it just goes to show that guilds really lack scope and purpose in WvW.

3. WvW has devolved into ZvZ (ZergvZerg)

When I first started playing WvW in the BWE’s and the weeks and months after launch, zergs were a valid tactic, a tool to be used, but could be tactically outplayed using coordination. More often than not, at launch the guilds in TA were outnumbered vs the guilds from other alliances, notably Ascension Alliance, due to HoD bandwagoners and queues. I remember going against devastating, brutal zergs; even when you beat them they’d come back again and again knocking on your door over and over and over like a battering ram. Like a heavyweight boxing match they’d just keep bashing you again and again until you felt like you couldn’t take anymore. As soon as you finished the last of a zerg, regrouped and got your bearings – they were on your doorstep again. It was awesome.

Once when our homeworld garrison was occupied by Ascension, my guild and 2 other TA guilds were assigned to take it back. Using about 5 guys to attack Bay and draw swords, the rest of our motley crew hit garrison for all we were worth. Eventually they were too slow getting back to garri and we ninja’d it from them. It was a great feeling.

Eclipses
The Royal Guard – http://theroyalguardclan.enjin.com
Isle of Janthir

(edited by Eclipses.7152)

What determines server WvW colors?

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Posted by: Okaishi.8320

Okaishi.8320

It’s based on your server’s position in the tier. First is green, second is blue and third is red.

Member of TUP on Gandara

I'd like to see Commander redesigned.

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Posted by: Lonewolf.5869

Lonewolf.5869

can someone explain to me why achieving “COMMANDER” is by spending gold?

why not unlock WvW achievements?
why not by having X amount of people sign for you to become a commander?

Why not all of the above + X amount of Karma + X amount of gold?

Its a WvW thing, if you haven’t done 500 events in WvW and have 2000 kills, then why should we believe you know what you talking about?

being commander now means you are
1) a very good farmer well done
2) Daddy credit card
3) your a Trading post camping freak

How any of the above got anything to do with WvW?