Showing Posts For sumdumfoo.1025:
Far to much to look back and read. I will say that I do appreciate and even like the direction these events are going. The things I am having issues with are population attending the events.
I think the events should have some scaling to them. When 10 people show up to do the new Wurms and we all take one path… then have to fight 10+ champs… well you can imagine the issues. Even at somewhat off hours for Scarlet. We might see 15 people and have no way to complete the event. Making it pointless to even happen. I think scaling would dramatically help. So in all it feels like an attendance issue to the event. People working together will eventually happen. Just need to keep them from getting discouraged.
Outside of that I am enjoying the event. I do like the direction. Please keep it up!
Maybe it is because I am used to running a marksman build but the damage was not my big issue. It seems that if you are not a spirit or trapper build then the only useful skills are signets.
Do not get me wrong. The increased damage is always welcome. I just feel like the other slotted skills, for none spirit/trapper builds, could use some love. Especially in WvW/PvP.
They should have made better choices in setting up the matches. It is not like they did not have the numbers to tell them where servers already stand. There is zero reason to put some of these servers on the same tier as others.
There are simple fixes. From NPC help to diminished returns. Best fix would have been to not force some of these servers to fight ones that much larger. Simply thinking about it first would have helped. This idea felt rushed. It IS a good idea. As long as a balance is in place. I DO like the idea.
-Think out your patch before you launch it otherwise it may come out as lame as the first major Bioware PvP patch.
It’s entirely possible that they felt they needed to gather more information before making changes about the blob problem.
With the league and achievements out, and boosting participation rates, they have a wealth of data to work with now.
Would you rather they waited an additional 3 months before releasing the achievements and leagues, only to find out that the anti-blob measures they came up with made things worse, rather than better? They’d still be in the same boat, with you and others blaming for “not thinking things through.”
Yes actually. VERY much would have rather waited. Think about it. What did they accomplish by pitting these smaller servers against the larger? Those people are not going to care about the achievements because they will not be able to get them.
-Will they ever be able to take SM? Fat chance on that against a large server.
-How likely are they going to be able to complete the JP’s? You know those are camped if the server is being dominated. Plus if the server is large and yours is small then how likely are you to be able to even get into the JP in EBG?
-The keeps? If you server is small and against a large server it is more likely they are leaving lots of people behind in “your keep” to give them early warning so they can return.
I know these things happen because I am on a medium population server and it happens to us. I can only imagine how horrible it is for other servers. I used the Star Wars patch example for a very specific reason. If you can not even play WvW because your being camped everywhere you go then you will only get people to quite. The achievements will not mean crap. Larger servers will not care but medium and small? I have seen the 40 to 10 odds. Only people who can not understand this are the people on the large servers. There are fixes they could have toyed with. They did not and now players are paying for it.
And the conclusion is: this system does not work. Servers will always have more or less numbers and the ones with more will always win. It’s not about skill.
The game mode is broken.
Arenanet have stated that this, specifically, is something they both know about and intend to address. To quote Devon:
Devon Carver said,
Breaking up the Blob: We have some ideas here that are likely to come out next year, in the earlier portion of the year. It’s a complicated problem because of the principles of our game, namely that we don’t want to punish you for playing with more people. So it comes down to ways to incentivize and/or empower small groups more so than punishing large ones. That creates the problem of finding solutions that don’t help even larger groups. We have some ideas for changes to siege weapons that I think might help, but it is a major concern for us. To be clear, we are concerned about the value of skill over simple manpower. If you get together 50 skilled players operating in unison, we don’t want to hamper that. But we do think a smaller, more coordinated group should have the advantage over a larger, uncoordinated group.Source: http://www.mmorpg.com/discussion2.cfm/thread/397784/page/1
Devon Carver said,
We agree completely with the issues relating to score and population. We have some ideas for how to address this, but nothing is ready to be discussed yet as we haven’t moved beyond the idea phase. In my opinion its the single largest issue that still faces WvW and one that we intend to make major strides to address as soon as we can. The league itself doesn’t do much to address it, beyond the achievements which should provide some incentive to play winning or losing. We are approaching this exact problem with the mindset that is behind your question though, and that is that even if you are losing we want there to be a reason for you to keep playing. That’s a high level goal for us in WvW.Source: http://www.mmorpg.com/discussion2.cfm/thread/397784/page/2
I have a couple of problems with these quotes:
1) They knew that this patch would not help the problem? Yet they went forward with it anyways? Lets think really hard about this. You put smaller servers against larger ones with the incentive of “Achievements”? So they will continue to play even while getting steam rolled. Did anyone in that brain trust say “Hey.. how are these smaller servers going to attain these achievements if they are getting owned all the time?” The achievements for these smaller servers seem like a larger slap in the face. Anet is teasing them with a bone that is well out of reach and a 50 man zerg bearing down on them. Seems like their ideas to keep people in WvW were in the right place but was horribly executed. Anyone remember the SW Ilum PvP patch that had nearly zero protection at spawn points? People would just raise up and die. Reminds me a bit of that.
2) Not wanting to penalize zergs when they greatly outnumber other servers on the map. I do agree with this but I think there are some solutions. Look at the events that spawn more mobs and tougher mobs with more people around. How about making it something like that? When you are being beaten that horribly then maybe the game should auto spawn npc’s to help. IE: You have the outmanned buff going and your down to your last keep/tower. Enemy starts the attack and the NPC’s automatically appear in the courtyard. Level/Strength based on the degree of being outmanned. I mean if they can detect it for events I can not imagine it would be that much different for this. For what I disagree with. Making these servers wait several months until you might have a fix. Do you really think they will still be in there? Especially with an unattainable achievement system for them? Common sense please.
TL;DR version:
-League with achievements only made the problem worse and added insult to injury.
-Old system was not perfect but league should be held off until such fixes can be implemented.
-Achievements should be adjusted to make them more friendly to servers with these issues.
-Think out your patch before you launch it otherwise it may come out as lame as the first major Bioware PvP patch.
Side note:
I do have complete faith in you guys at Anet. Especially after seeing the products Bioware/SquareEnix had put out. Sometimes it is just better to make people wait for that next new thing. To make sure balance issues are truly thought out and fixed. This is most importantly true when it comes to PvP/WvW.
First off I want to apologize in case this has been brought up before. Far to many topics to look back through to check.
I have had many problems targeting hostile mobs and even staying locked on hostile mobs. I have noticed that there are times that, for no apparent reason, the targeting seems to switch to a PC or NPC. Even more frustrating there are times it will target a “yellow” mob. So here are my suggestions:
Target Lock option: Through use of a button you can lock onto that mob without worry of accidentally targeting another through a wrong button press. Of course mobs/PC’s going stealth and so on should break the lock. Or you can just make it so it would take something more intentional to deselect a mob.
More selective tab targeting: Have a priority in targeting.
1) Mob currently engaging you.
2) Mobs engaged by party members.
3) Hostile mobs not currently engaged.
4) (If you must have “yellow” mobs selected in tab targeting) All non-hostile mobs.
It just gets old when, you are engaged against a couple of mobs, you go to switch targets and you accidentally bring another creature into the combat. Non-hostile mobs or hostile.
Thanks for the great game!