Showing Posts For thefreezingvoid.8516:

More PPT for Fortified Towers?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Im sure while anvil rock held 3 t3 keeps, your opponent held the same amount if not more, so it really wouldnt effect the match as much as you think.

In fact i could exasperate the problem, especially in some match ups (Like t1 match ups for instance) as it would encourage the superior force to trying to keep a BL on lock down so they can upgrade and waypoint everything.

At least at the present the superior force might let a 5 man havoc squad take a tower or keep, just so they can cap it back for the wxp.

Make Golem Mastery

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Golem’s are already bad enough as is when you have to face against 20-50 at one time. I would agree on moving other siege around only if it had a significant speed reduction and mesmers couldn’t port them. That way you could just make small adjustments if needed and not just zergs building siege inside keeps and running all over WvW with them.

Agreed, this would make golem rushes even worse if there werent restrictions.
Without restrictions I can imagine alpha’s, carrying around rams with them to the gate, so not only do have to worry about the golem, but also the prebuilt rams.
I could also imagine omega’s carrying around super arrow carts, so not only are they tapping the gate, any seige used to defend is getting torn to shreds as well.

Frustrations and thoughts of a new player

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Adjustment to PPT
I am more in support of PPT limits to owning structures. For example, your server is green in the matchup, and in EB, you gain points from Aldon, Klovan, Jerri and Wildcreek. But if you take Quentin from blue, you do not gain the points but you deny points from blue. This is to counter servers with 24/7 coverage, taking all the objectives and have their PPT snowball out of reach from the other servers. In the current system, you not only deny points, you also gain said points. That’s a double gain.

Thats a pretty good idea. Of course that then becomes a question of what to do about the BL’s. Do yo get points for controlling your own BL? Or just the north third? What about Enemy BL’s? Do you get points for controlling your third? Or none at all.

What about SMC? Would SMC offer PPT? I actually think it wouldnt have to, considering the advantage it gives to the holding server, especially if they are given the chance to upgrade it.

I do think this would be an interesting idea. It turns into a game of denying the enemy points, while holding your own, It would also help run away scores. Rather than a server full capping every map and getting 695 ppt for hours, the best they could hope for is 220 or 255


As for people not coming to the defense of fortifications, I know this all too well.

I have seen cases where we lose a tower, despite have more than the enemy, when my server mates were not 1 minute away when the enemy got to the gate, but decided not to come for some reason.

The main issue is, there is little reward for defending.
Now me personally I love defending. I actually think it can be more rewarding than PVDing. Sure not as efficient as a karma train, but way more fun.
A tower if memory servers gives you 1000 wxp when capped, and defending gives you 300? But you also have to consider the kills. Lets there are 60 people attacking that tower, and you manage to wipe them. Lets say they each yield an average of 30 wxp each, max is 60 wxp but there is a good likely hood they have died recently. So thats a potential of 1800 wxp. Now I realize your not going to kill them all, or tag em all. So even if you only tag and kill 25. That is 750 wxp, on top of the 300 your already getting for defending. Which means by defending you made 100 more wxp more than just taking a tower uncontested.

Then again, I personally dont care too much about rewards. I’d rather get wxp by defending objectives, or taking an fortification while there is an almost equal sized force already inside.
Those few times, when your side had 30 and they have 30 and all that seperates you and them is a little gate that is about to go down. And the gate goes down, and you rush in and wipe em all. That is what I love. Sure you wipe a lot trying to do that, but well worth it, when it goes off successfully.
3 way SMC battles where the bags just keep coming? That is what I love.

If I wanted to karma train, i’d go pve tbh. Or play another game.
I dont understand why people care so much about farming wxp. Most of them dont know how to fight, so whats the point?
Oh you got your applied fortitude maxed out? And then you run at the first sign of combat. WTF.

(edited by thefreezingvoid.8516)

BG ~ JQ ~ SoR Week 7 Gold League

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

People like to cry about coverage, or whine about buying, but here is the thing, as a server BG seems to be the most solid.
Almost every player they have is actively trying to help the server. Whether that means, running with the pin, capping ruins with other allies, or scouting towers.
It prob also helps that they seem to have a low pug population. (By PuG I mean non-wvw guilded players, not in TS) Almost every player you see, is a member of a known wvw guild. Sure there are the exceptions, but that is a big deal.

But that’s exactly what having coverage or buying guild means.. For example, if SOR paid for a few guild from EU to transfer over and also pay for a few guilds from TC/JQ/SOS/MAG to come over and now can field multiple wvw guilds in every time zone, then essentially what this will do is what you’re describing BG has right now – which is a high population of “wvw players in well known wvw guilds who are in TS, running with pin, capping ruins, and scouting.”

Sure makes some difference, but those guilds would still have to compete in queue’s with the pugs.

BG ~ JQ ~ SoR Week 7 Gold League

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

BG gets 1st place, JQ gets 2nd place, and its looking like TC will get 3rd for leagues, unless something unexpected happens. (Wouldn’t be the first time. Like BG pulling 24/7 coverage out of seemingly nowhere, after being stomped the weeks prior.)

I do salute BG.
People like to cry about coverage, or whine about buying, but here is the thing, as a server BG seems to be the most solid.
Almost every player they have is actively trying to help the server. Whether that means, running with the pin, capping ruins with other allies, or scouting towers.
It prob also helps that they seem to have a low pug population. (By PuG I mean non-wvw guilded players, not in TS) Almost every player you see, is a member of a known wvw guild. Sure there are the exceptions, but that is a big deal.

In comparison, to what I see on JQ, it has a moderate militia (WvW guild, but not rallying with guild) and high pug base.
JQ also seems to have a huge roaming population. These are people who run around solo, not really doing much. Sure they try to take camps or kill yaks and camp ruins, but running solo, they tend not to be very effective.

For comparison, I was on SoR BL last night and at about 8pm server. BG was running around with 2 30 man sized forces, and had tons of scouts in their fortifications, SoR was running around with a 50+ zerg, and what did JQ have? Two 20 man forces, with 40 people running around the map solo. A scout for my guild, said that while he was doing a loop of the map, he saw a min of 30 individual people, all running solo.

I know it sounds as though I am hating on my server, im not, we do pretty good considering our circumstances. Its just frustrating circumstance to have to put up when your constantly being 2v1’d.

SoR do pretty good, considering their in recovery mode.
Its almost a shame they imploded. They are good allies and powerful enemies, with a strong understanding of map politics.

(edited by thefreezingvoid.8516)

11/22: BG/SoS/Mag (Gold League Round 6)

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I’ve missed playing SoR and JQ at the same time.

Sadly I think you’ll find SoR had their spirit crushed out of them and are currently in third place behind TC.
On JQ we figured SoR wouldnt be much of a threat, but how right we were.

Its quite sad to see a worthy adversary, go.

Whats worse, is it might mean next week might be quite boring, as SoR wont be as big of a game changer as they once were. Maybe I’m giving SoR too little credit, but the SoR i’m seeing this week, are more interested in PvDing than fighting.
Any resistance usually results in them hopping maps and trying elsewhere. Honestly TC gives up a harder fight.

SoR ~ JQ ~ TC Week 6 Gold

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

TC leading S0R, wtf?

Calm down, its still the weekend

TC regularly do well during reset night, its jsut after that they dont have the coverage to match a t1 server. Then again I heard rumours that SoR lose some coverage since our last match up together, so hard to say. I still think SoR has the coverage to beat TC.
More than likely SoR will catch up over night or going into the week.

Fun fights tonight in EB. JQ had some hiccups, but we withstood both TC and SoR going after our towers and keep and bounced back hard.
My sincerest apologies for us taking your keep. We were gonna hit SoR’s first, but the fact you guys seemed to be no longer present, made the prospect of taking it to big to pass up. Once less waypoint on the map is always good.
I do root for you TC, I respect SoR, but the prospect of SoR losing to ya’ll is just to funny.
Then again if you do, its not good, cause that means next week is just gonna be a repeat of the last, and in the near future it will just be BG and JQ up top. Which wouldnt be fun for anybody. So I guess I take that back.
The comedy would be nice, but wouldn’t outway the costs.

(edited by thefreezingvoid.8516)

Why is JQ and SoR playing dead?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

SoR wont fall to t2, unless more guilds jump ship. Look what they are doing against TC, and TC out coverages SoS and Mag. It would be interesting to see where FA places, are they equal with SoS and Mag? Or are they equal with TC?

In any case, I think BG is Teir 0.5 just due to not having any real coverage gaps, and I think JQ and SoR are still Teir 1.

I personally cant wait for leagues to end, and the RNG to come back with ratings to see how top silver matches with bottom gold.

Why is JQ and SoR playing dead?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I still can’t understand why BG has more blob than JQ or SOR because what I see in my daily play in map chat is “everyone rally at cmd” “why we have only 15 man at cmd?”

About coverage I play OCX SEA time and I see Queue only EB (long q time)and BG BL (5-10 mins q time) the other 2 BL always have no queue.

Well BG from what I have seen, doesnt have 1 giant blob running around, but they refuse to fight, even with superior numbers unless their entire force is present.

This is what I saw today, BG had 15, JQ had 15, BG waited for their 30 man zerg buddies to come help fight us, and built sup ac’s to boot. I know our 15 man zerg is so scary, you need 40-50 and superior arrow carts to beat us. Sure we built 2 sup ac’s of our own, but thats because we knew your 30 man zerg was in the area.

I know, I know, superior tactics, yada yada yada. But it shows you the faith you have in your 15 members all under one guild tag, to not be able to tackle the almost entirely milita JQ zerg, of equal size, who had trouble following the pin, by yourselves.

(edited by thefreezingvoid.8516)

Why is JQ and SoR playing dead?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

You were outplayed, outclassed, outstratagized, and just soundly beaten like a drum this week..

Get over yourselves. You guys won due to superior coverage. You did not outplay, outclass or outstrategize anyone on JQ.

WvW Title Idea

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Not a bad idea. What about a small “buff” type portrait that display if you have mastery in something. That way, once points reset you do not have the “buff” anymore until you spend the points again. And you can see all the “buffs” any individual has.

Good idea, except it would hurt clone spamming mesmers, as it would be easier to tell who is the real mesmer. Any smart clone spamming mesmer knows to have as few buffs as possible, to make finding them all the more harder.
If the buff could only be displayed to allies, then not a bad idea. But not sure how that would work with the current system.

New GvG Arena images (Obsidian Sanctum JP)

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

The main issue with the Spvp gear set up is exactly what other people have said, lack of diversity. Some wvw builds just are not viable in spvp for this very reason.

IF they set it up so you can chose knights, valkrie, carrion, etc armor sets in addition to your runes, make all runes available in pve available and allow for more than one than just one amulet I think most people would be fine with it.
If they could allocate their stats close to that of wvw, I dont think there would be as big a difference as between spvp and wvw.

Sure some builds might be unviable due to not having ascendeds and legendaries, but would be a bit more balanced.

I doubt guilds would kitten out saying “Sorry I cant gvg without my ascended gear”

11/15 JQ/ SOS/ BG (Gold Season Match 5)

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Anet said they will never reveal the population cap for each border, so hence why we will never see a que number.

But I feel your pain.

Now maybe my math is horrible, but how does showing how many people ahead of you in the queue, or the average wait time of the queue, allow you to be able to formulate how many people are in the given map?

please add a defense mastery

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Well a single treb behind a gate can pretty much halt a zerg by itself. Same with cannons and oil. Granted the final 2 leave you basically vulnerable to pulls, fears and AoE’s.
AC’s i find to be quite lack luster as well unless you are supporting allies in the defense. I have never seen a single AC stop a zerg larger than 10 people. 20 people = 4 rams, or 6 if they have +5 supply. A single AC cant take down those rams before the gate goes down. And with iron hide and waterfields those ram masters can just soak that damage. You need atleast 2-4 before they start getting off.

As for the defense master line, you propose, I like all except level 3, and possibly level 5.
Level 3 would basically make trying to plant a mesmer impossible while the fortification is contested. A mesmer could be spotted, because someone decided to tap the gate for instance.
As for Level 5, this would make trying to take a waypointed keep all the more harder. It is hard enough as is at times. It also would make trying to ninja the keep harder. Basically as soon as your scouted a zerg can instantly port inside the keep, contested or not, rather than having to decide to wait for timer, or run to the keep.

Move level 4 to level 1, move level 1 and level 2 to level 2 and level 3 respectively.
Level 4 could be, take 50% less damage from all source for 10 sec after passing through a friendly portal in a fortification.
Level 5 could be, take 50% less damage from all sources while contesting friendly circles in supply camps, sentries and fortifications.

Great idea, although I think that #3 should be replaced with something like you take less damage and are immune to cc when operating cannons/siege inside of the structure.

I like that one. That would be a good idea.

(edited by thefreezingvoid.8516)

Why is JQ and SoR playing dead?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

LOL Troll Post.

BG whined about the season match up claiming JQ was the winner…props to the tactic, SoR bought into your mantra and willingly became your kittenes to double team up on us.

Hope y’all enjoy the view at the top…cheap seats as they may be.

Well, considering the match was so close, I think both BG and SoR thought all 3 of us had equal chances of winning, combine that with the on paper easier match ups JQ got handed, it only seemed logical they wanted to do whatever they had to make sure JQ didnt get any points. And that meant making sure we stayed in third place.

What SoR failed to realize is they were no match up for BG, (Though this info would easily be available if they looked at past match ups.) even some JQ thought BG was done for, due to their poor performance during the previous 2 match ups.

Now I don’t know if BG knew they were going to beat SoR so easily or what, but either way SoR handed the win to BG, with that one decision to help BG force JQ to third. Those 2 points lost, would have kept us still having a chance in week 7. But alas what is done is done. Hindsight is 20/20 as they say.

Add in the purchase/transfer-helping of a couple off peak hour guilds after week 1, and SoR got slammed. They weren’t expecting the sucker punch, and got hit hard. And though I am sure not all of them gave up after their 10k loss, its pretty hard to recover from that sort of slam. In WvW, a few hours of being forced to play entirely defensive can spell lose for the week. Add in the loss their fairweathers, and the gain in BG’s fairweathers on top of that, and the week was cemented. (We’re essentially seeing the same thing happening this week, just JQ held out a little longer, due probably to us knowing it was coming.)

Weeks not over yet mind you, and most guilds will still be fighting, its just hard to recover from a 46k loss, especially when your constantly forced to play defensive and retake back lost territory.

(edited by thefreezingvoid.8516)

After Leagues...

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Granted I think all the fair weathers have left for this week, so maybe it is a poor indications. But if it continues I wouldn’t complain.

All of them will transfer to Blackgate!

Wouldnt bother me. Let them clog up BG’s queues.

After Leagues...

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Well, JQ this week is sitting at almost pre-season levels.
Queue (Pool) times during NA are sitting at about 5 min for BL’s, and about 10-20 for EB.

Granted I think all the fair weathers have left for this week, so maybe it is a poor indications. But if it continues I wouldn’t complain.

If they return to their old RNG for a few weeks, im more interested to see how the top Silver faces against the bottom gold. Where does SBI and FA place against Mag or SoS.

(edited by thefreezingvoid.8516)

Why is JQ and SoR playing dead?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

The main issue is BG has no real weak period, where as JQ has 2. The major won being our EU. While I realize BG prob cant queue all maps at this time, they certainly have more during this timezone than JQ. This weak period is the death of us, because during this 6 hours between when our previous timezone ends and early NA logs in, basically means that our commanders spend their entire time trying to defend our holding. This costs us dearly, because we lose momentum, which bascially lets BG upgrade their holdings, as well giving them a huge supply to work with. Which basically means by the time our NA logs in they have to spend all their time trying to get back and trying turn that momentum BG has made around, with mixed results. Which means that when our oceanics have to spend their time finishing off returning that momentum around, rather than actually pushing. And once they log out, its a rinse and repeat.

This JQ lost, mainly because our weak timezone. I’m not angry or anything. I knew this week was going to be rough, as I saw the number BG had during week 1 during our EU timeslot. I just was hoping it wouldnt make a difference.

However, this does not make BG better, it just means that they have better coverage.

The other major factor is the fairweather effect. Once we got 20k behind, we lost a lot of our fair weathers. Which, granted I tend not to view them as very good, they are still important, as even a number that dies quickly, or doesn’t always follow the pin, is better than none at all.
So JQ lost our fairweathers, meanwhile I am sure BG’s fairweathers are coming on strong.

TL:DR: JQ didnt roll over and die. We just got beat in the coverage wars, as well lost the fair weather war.

Doesnt mean JQ sucks, just means we have some things to work on.
I don’t slam on BG for doing what they had to, to win.
Cause if given the offer JQ would have payed for more EU guilds to transfer.
And if given the opportunity we will take part in 2v1’s.

So hats off to BG. There is nothing I can look at and see anything unfair. Because all is fair in love and war.

Just would be nice if coverage wasn’t such a factor as who wins. Then again in real world wars, the side with the greater numbers usually wins, unless superior tactics are used again them.

(edited by thefreezingvoid.8516)

11/15 JQ/ SOS/ BG (Gold Season Match 5)

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Maybe it was Jericho/predator admitting to match up manipulation in the other thread when he stated that his [AGG] SOS guild was giving T3 keeps to JQ.

Can’t have that there to besmirch the “integrity” if these leagues.

Can hardly be that, BG practically match manipulated the first week, by calling a formal 2v1 on JQ in week 1. That was practically admitted.

Besides are 2v1’s on another server pretty much always match manipulations, formal or not?

As well, though there are other reasons, im sure Agg is going after BG because they give em bigger blobs to fight. BG = Blobgate after all. I ask you this, you are AGG and EP, capable of taking on pretty much any zerg head on and chewing it up, what are you gonna do? Aim it at the JQ zerg of 40? Or send it at the BG zerg of 60+? Kittens and Glory, and Bags.
Besides, I can personally tell you, they dont descriminate on whose bags they get. You get too close, you’re a bag, BG or JQ.
Im sure if BG would quit feeding them, they would go after JQ’s toys. So ya, BG, keep feeding em.

(edited by thefreezingvoid.8516)

Stealth thief bot holding Lowland Wp hostage

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I do think the waypoint contesting should be redone.
The way it works now is a bit OP.

1 lone person should not be able to contest a waypoint by himself.
If anything I think the gate should have to be atleast 90% damaged before any damage can contest the waypoint.

Auto-running into the wall

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I can beat that. i’ve once walked into my teams keep in EB and seen nearly 20 people running into the wall lol.

Granted this was a few weeks ago when queue times for EB on my server was 4 hours on average. Still was fustrating seeing that, while we were being 2v1’d hard and commander only had 30 people on him vs 2 50+ map blobs.

(edited by thefreezingvoid.8516)

JQ/TC/SoS 9/11

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

What happened to the TC roleplayers I once knew? Spent the past few hours walking around in dolyak tonic and every TC I ran across killed me with extreme prejudice.

At one time they would have joined me in my RP fun.

JQ/TC/SoS 9/11

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

JQ Dolyak parade in SoS BL near NW camp, in celebration of holding SoS off their garry so TC could cap.

Who will be the victors in T1?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Well, at the moment week 5 is the deciding factor for the gold league.
If BG beat JQ in week 5, then going into week 7,
BG will have 30 points
JQ will have 24 points
SoR will have 20 points
So BG wins regardless, and the fight will be between JQ and SoR for 2nd and 3rd.
BG could take the final match up off and still win.
SoR would have to get 1st and JQ 3rd for SoR to get in 2nd.

If JQ manages to beat BG in week , then going into week 7
BG will have 28 points
JQ will have 26 points
SoR will have 20 points
SoR have no chance of winning first, however if they helped get BG to 2nd, and JQ to first, then BG and JQ would tie, SoR could get 2nd and then whoever else (Prob TC) could get 3rd. That is assuming Anet doesnt pull a fast one and does a rematch or some arbitrary coin flip to see who actually won.
SoR could also help force JQ to 3rd againg handing BG and already easy victory.
Or if they are feeling really generous try to help JQ force BG to third and hand JQ a win.
But for SoR, if it comes down to it, the first option I mentioned would be in SoR’s best interest. As SoR could get 2nd where they couldnt before. And prob easier to manage.

(edited by thefreezingvoid.8516)

Level 80 players should get priority in Qs.

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

You are aware that i’ve seen level 1 toons survive where level 80 toons get trampled right?

Why? The level 1 is someone alt who actually knows how to play, while the level 80 toon was someone who didnt pay attention and doesnt know how to play their toon.

Level, gear, rank is no indication of skill.
Might as well give priority based off of alphabetical order while we’re at it.

I’d take a level 1 who follows the pin and dies by the pin, over a level 80 who runs the first instant combat starts.

Guild Deals

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

uh…. is OP from JQ or SoR ?

if from JQ no need QQ coz JQ will have easier match ups than BG/SoR….

Really? From where im sitting BG has some easy match ups as well.
It not like they arent playing against a t1 server that is acting like a t2 server atm or anything. >.>

[url] http://mos.millenium.org/na [/url]

Which one is the t1 match up?

Total Flop of Ranked Servers!

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I’d like to see a combination of the planned Edge of the Mists (FAQ: https://forum-en.gw2archive.eu/forum/wuv/wuv/Edge-of-the-Mists-FAQ ) and a dynamic player limit on each map.

Right now, it’s clear and apparent, the highest population wins. This makes for long, drawn-out play time where you simply accept you are not going to ‘win’ most fights because the other server just has way more players in the WvW game at present.

My suggestion is start with a 100/100/100 base for servers (lets assume thats 100 players). Each server score effects the base with less numbers in high-score servers, and high numbers permitted in low-score servers.
Take for instance:

  • 200,000 / 150,000 / 50,000 scores
    Proportionally, with set hard limits of say +/- 30% from the base, the split for each server would be:
  • 100% / 107.5% / 122.5% player limits

With much higher stacked scores:

  • 200,000 / 50,000 / 25,000 scores
  • 86% / 119% / 125% player limits

Essentially, this is a Catch-Up game play mechanism: http://en.wikipedia.org/wiki/Game_mechanics#Catch-up
Yes you are limiting the servers who want to play more, by making them play less. This is obviously not desirable overall, which is where the Edge of the Mists maps come in to play. Right now, we assume there will be plenty to do in there. That’s the key point to making the player limit still be fun for all who do join in.

Since the EotM maps sound like they will be fun and active, with plenty of loot, I would also suggest a magic-find bonus seeded from the inverse of player limits. If you have an 86% player limit, offer 114% magic find bonus.

So this isn’t abating any of the inherent flaws in the ranking system, or server transfers, or even number of players. What it does is offer a softening effect to the massive disparity we see between servers, while still encouraging players to play.

Thoughts?

I can agree with that. Even sitting in the Edge of the Mists has to be better than the constant karma trains that are going on as early as saturday in some match ups.

Repair achievement, never again please

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

The achievements were chosen terribly.

There are THREE achievements for jumping puzzles. But there is not a single achievement for defending anything.

There are achievements that motivate people to waste supply on pointles repairs, or hog siege with no mastery slowing down the whole zerg.
But there is no achievement for upgrading a tower or a keep, something that is universally a good thing and doesnt detract from anything.

I say let these PvE’ers spend there PvE gold to upgrade keeps and towers. And rather then do silly jumping puzzles that contribute NOTHING and only take up space, let them escort dolyaks.

But my guess is, the reward from Season 1 will be a big disapointment as all WvW rewards are. And this will come as a shock to the pure PvE players who expect atleast 2 rares for every 10min spend autoattacking, and they will come to the conclusion its not worth the trouble and we see a lot less PvE’ers in season 2 as a result.

Please don’t give an achievement for upgrading, please! While in an ideal environment running all the upgrades is eventually good idea, rewarding players for just picking one and going with it could result in a paper tower with merchants and we really don’t need that going on everywhere.

Its all about how you limit it. Make the achievement for upgrading walls and doors. honestly at the rate we see towers and keeps flip these days, seeing any upgrade actually make it through woud be great… And that takes some effort from players, who right now dont bother with paying or running dolyaks.

Maybe make the upgrade achievement specific would help? “Start # of structural upgrades.” At least if you make it specific to structural upgrades you have a 50% chance of people starting the needed upgrade.

Repair achievement, never again please

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

The problem is that if they don’t have achievements PvE players won’t go into WvW.

I acknowledge that in my original post, and I think it is a good thing that more people are getting into wvw. It is just this particular achievement that promotes very harmful behaviour (and a a lot of it with a requirement of 500 supply spent on repairs).

Come to think of it, the Demolition Expert achievement is also terrible. People purposefully run ahead to drop their regular rams before the commander can drop his superior rams. Inattentive players then waste their supply on paper siege. Also, they deny siege to people who actually have points invested in ram and catapult mastery.

This slows down groups greatly, giving defending forces additional response time, and is harmful to all servers.

I agree pretty much wholeheartedly with this. Definitely great that more players are participating in WvW, but a few of these achievements are downright detrimental and, simply put, teach bad habits.

I’ve always thought it would be great to have a tutorial instance new players are launched into upon their first time joining a WvW map, similar to the Heart of the Mists tutorial instance. I think that would go a long way toward getting new players up to speed on the mechanics of the supply chain, defense/offense, placing siege, etc. Maybe we’ll see something like that with the new Edge map in the near future.

Technically speaking there is a tutorial expert at the start of every BL that explains the stuff. But most people wont stop to read what he has to say.

I would agree, a tutorial zone would be a great idea. It obviously cant be too detailed, as some tactics are not necessarily universal truths.

But ya, explaining the idea’s behind them could be a great boon.
For instance camps. “Camps prove supply to the invaders who control them. As well, if a nearby tower or keep is owned by the same faction they will send out dolyaks. Dolyaks upon reaching their destination provide supply to these fortifications. Defend your supply camps to help your team. Take enemy supply camps to hurt the enemy supply lines. Be cautious though, a lone wolf may have trouble taking these by themselves. A friendly ally might be able to help.”

But as for people repairing a trebbed wall, I dont think they can tell people to do that. As that is not a universal truth, and more of a tactic. A smart one, but a tactic all the same.

The best thing they could do about people repairing trebbed walls, is not to have repairing as part of the acheivement for season 2.

I’d rather they not have acheives for season 2, but would be nice if they could handle them a bit better.

Saying what has been said a thousand times before. Achievements for jumping puzzles, but none for defending. Acheivements for taking camps, sentries and merc camps, and destroying walls and gates, while helpful, don’t do as much for your team as defending an upgraded supply camp, escorting yaks, and repelling enemies from keeps and towers.

What happens after season 1?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I doubt season 2 will follow season 1, they need some qualifying matches to see where everyone stands now.

Some servers have seen a huge influx of players, and others a huge loss, due to transfers. So they would have to see where everyone stands.

I hope they handle the next season better. No adding of acheivements during the first week, would help a lot. Same with adding the new map. An actual queue system would be a huge improvement.
Some servers were flopping during the first match because they couldn’t get any organized guilds through the queue’s.

What is the general view of buying guilds

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I’ll do you one better, I’ll describe the situation.

SoR dominated BG through the first 3 days of its match up last week. Sunday night going into Monday morning Blackgate paid a Russian guild an extremely large sum of gold to transfer to their server just for the league. The guild has already stated that they have no intentions of staying on BG and are only be paid to help them win league. As SoR has no players in their particular time slot (9aPST/12pEST) the guild continues to flip all borderlands uncontested.

Now SoR players are quitting the game left and right. The league was viewed as the savior of WvW for a large section of the base but now that one server has gone to the extreme to literally ‘pay-to-win’ a lot of the player base has lost faith in leagues and ArenaNet.

Your talking 1 guild. Unless they are 70+ players, they cant make that big of a difference.

The issue as far as I can see is all your fair weather players left when you started losing, while BG’s fair weathers started joining the fight (BG has a ton of fair weathers).

Its sad to see SoR players cry and blaiming it on one guild transferring. One guild cant be why you are acting like a t2 server atm.
Its because your server gave up. Dont blaim it on transfers. Blaim it on your high fair weather population.

SoR has ton of Oceanic and EU population. We saw it during the first match up. Even if it was unorganized they were there.

ASURABALL

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

OMG thats awesome. Its like hockey.

On a scale of 1 to 10....

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

gold.
1/10

Leagues have completely ruined my wvw experience.
It was fun facing t1 servers almost every week before leagues, atleast there were always fights, but now, JQ is starting karma farming on a freakin saturday. And they tell us we have 2 more weeks of this? I know QQ, but when you are ticking almost double the other server comined, what is the point? The only decent fights to be had, are if you happen to find yourself on a BL with the other servers 2 or 3 guilds.

So many pveers with fragile ego’s have made EB a complete waste of time. I used to love commanding in there, but now, theres no point. Unless you are karma farming, find yourself with half the people you should. And once a fight starts, expect half your followers to run off in every direction. You try to tell them to stop running and they tell you to shut up, and stop following you all together.
And not just EB, it has also effected the BL’s in the same way, to a lesser effect.

When there is no good fighting going on in most of the BL’s, and WvW is nothing but a giant karma farm, what is the point of playing WvW? Seriously tempted to take a break from WvW altogether until we face BG again.

our match up is a giant karma train

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Be lucky JQ is willing to karma train. When FA went up against em, they wouldnt let us.
We try to build a ram to take back our keep, and they would come blob us.
We take back a tower, and build a treb in to kill the walls at our keep and they would blob the tower.

At least SoR when we faced them previous would let us karma train. And we were grateful.

A karma train is better than being spawn camped during your off peak hours.

Any tips on commanding fights?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Everyone and their mom has a commander tag. Don’t be little people when you lose. The worse thing to do, no one cares. Be helpful. If another commander is on the field, help them out doing the less glamorous work. Earn respect and more people will follow you. Have tons of siege, you should and need to be the one dropping it. Food is helpful also. It works better if you are in a guild and have a base of people to help you out.

Good tips, except their questions were pertaining primarily to commanding in a fight, not commanding in general. Of course these are great tips for getting people to follow you into those fights.

People are less willing to follow a tag they don’t know and/or are abrasive.
Staying positive, even when you wipe, is important. Especially with the current state of affairs.
Wiping and then cussing out your followers, is a great way to find yourself coming out of every wipe with less and less people, with the rest afking in the keep.

As well, to maintain your numbers you either have to continue wiping the enemy or take objectives or your numbers will dwindle with people yelling “This commander doesn’t do anything but wipe!”

I’ve seen many great combat oriented commanders fall flat on their faces, because they dont play for ppt.

Sure fighting is fun, but when you start losing towers people will start asking why you arent defending your stuff.

A good commander will make sure all his towers and keeps are looked after before engaging in a long fight. Look at your map often, if anything contest call out you need eyes. The less fortified a tower is the more important it is you have quick response times.

I primarily command in EB, and love a good SMC fight, but it hurts losing a tower because noone called out one of your T3 towers was under attack. Especially when you would have pulled out as soon as the call was made.

wxp for upgrades?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Bad idea, sometimes starting an upgrade is a bad idea, especially if its a bad one to start.

For instance starting merchants when you haven even started walls is a bad idea.

Best to leave that for the commander to decide which upgrade they want started.

Or stating cannons and morters before walls is also equally as bad depending on the keep and situation.

Tick siege

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

The current seige timer works everywhere but EB.
In the BL’s people actually care, as well there are generally fewer objectives to seige up and keep seiged.

But in EB, you tend to get more PuG’s which tend not to know or care about seige.
I’ve spent 6 hours refreshing seige there, gone to go do a 1 hour guild run on the BL’s only to come back and find every single bit of seige has despawned. I was cursing in chat so hard lol.

I just dont think most people realize how important keeping those seiges refreshed is, or they dont care. A properly seiged tower can be defended by 1 person. As well, there often isnt enough time to flash build a few AC"s to defend, especially if your the only person there.

the unfair schedule?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

As well, if JQ still manage to win this season. It will never be because we deserved to win, even if we beat BG in the 1v1 match ups, it will always because we got the 3 t2 match ups, not because we outplayed the competition.

Anet screwed JQ just as much as the perceived way they screwed BG and SoR.

Waypoints in WvW.

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

With all the lag issues and queue issues, why the heck would time and energy be spent tinkering with way points? I get that different teams can work on different things – so eliminate some from one and bolster the other.

True, fixing the queue’s and lag, should take precidence over changing the game in any significant way.
The game is fine the way it is, if you can get it in and play through the lag.

the unfair schedule?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Only someone in JQ would think this is a fair schedule.

Never said it was a fair schedule.
Just saying, its not like its giving JQ any destinct advantage. Since who wins are based of positions not on score. Sure 3 easy wins is all fine and dandy, but we have no way to influence the 3 weeks of when BG faces SoR, thats not fair either.

As well its not fun at all.
Unless you want to karma farm there is absolutely no point in playing WvW this week on JQ.

Best commanding profession?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I used to command alot on Thief, if you are willing to give up some damage in favor ofa bit of survivability it works really well, especially in those fights where you want your zerg to push forward. Alot of momentum comes from commander positioning and if your sees your tag in the heart of the fight they usually crash down on the enemy more effectively to get to your position. Thief is fun to pull this off with because you can hop in behind the enemy frontline during a chaotic battle and drop stealth while issuing commands.

I can also see how being able to stealth could come in handy. Want to see whats around the corner? Tell your peeps not to follow you, and take a peek.

Any tips on commanding fights?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

The choke, I can not state how much I love a choke. With a good choke you can kill groups 2-3 times you size.
A choke is basically any strip of terrain your enemy has to pass through to get to you. EI. the top of a set of stairs, a hallway, a tunnel opening, a doorway.
To hold a choke you want your heavies on the other side of the opening (Not in it) When the enemy pushes in you want your mesmers to drop null fields to strip stability, then CC and drop drop the bomb. Be careful they dont feint though.
Most times during their first push atleast half their zerg will die (There are always those too afraid to push) at which point you can push out and mop the rest.

Attacking a choke is a bit harder… You basically want you ranged to haze the other side, weakening up their front line. Once they are sufficiently weakened, you will want to send a token person (Usually a warrior with endur pain or a guarding with invul elite) to run in and pop all of the enemies necro marks, as well as hopefully get them to blow their load. Pop stability and get every person to push the choke. Dodge roll through the choke and then push their back line.
The reason you want everyone to push through a choke is due to what I stated above, AoE’s tend to cap out at a max of 5 people, the more people pushing through AoE’s the less damage you take. As well more targets for the enemy to focus fire.

….

When assaulting a tower or keep, the first thing you want to do, if they have AC;s is rush their seige. Heading straight to lords room can be suicide in such a case. As well unless you are running a highly disciplined group, you will always have a few people rush the lord no matter what.

….

When defending a tower, it depends on a couple factors.
What is the gate %? Has the enemy spotted you yet?

If gate is still relatively high, and the enemy hasn’t spotted you, (What I call bag formation) you can in most cases just push in without to much care.

If gate is still realitively high and the enemy has spotted you, you have two choices fight or push into the tower.
If you chose to fight you need to get the rammers of their rams, lest they get the gate down and the enemy rushes in the tower forcing you to have to fight a choke.
If you chose to run in the tower be warry, this basically becomes a choke point. They will CC and AoE the portal. But once your in the tower you have the advantage.

If the gate is low, it all comes down to timing. If they push in before you get there, you might as well give up. As they have the advantage, as well they can cap quickly cutting off you tail if their is one, unless you can get a warrior up to lords room to banner.

However if you can push in the moment the gate goes down you can win. Half their group will run in allowing you to kill their back line and then finish off those that run to the lords room.


Well that’s about what I know or can think of at this moment. i know a long write, but hopefully informative.

And that doesn’t even cover all there is to know about commanding in combat. Most of it is trial and error, and things you cant learn until you fail.

Remember this. Every wipe is a win. Every wipe is a chance for you to step back and analyze where you went wrong. Should you have retreated instead of pushing? Should you have pushed instead of retreated?

But no matter what. You are only as good as those that follow you. You could have the best commander in the world, the best strategist and tactician, but he could flop like a magikarp, while an inexperienced commander could succeed, merely because people followed and listened to the latter, and ignored the former.

Any tips on commanding fights?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

The most effective way to command in combat is Team speak or some other voice chat program.

Barring that the second best way, is put hotkey and macro’s to type out what you want the zerg to do, but you will need a lot.

I am still quite a noob when it comes to commanding in combat.
But there are so many variables and tactics to use in combat.

But at the basics, you want to suprise your enemy. The best way to do this is to get a mesmer to veil your zerg and quickly change your directions, if you have more than one memser you can do this multiple times before engaging. You then want your mesmers to nullfield their front line (To try to strip buffs and most importantly stability), Drop CC’s and drop the bomb (AoE spells)

Depending on the enemy zergs comp and tactics, you either want to charge into their front line (If its small) or ravage their back line.


There are basically two common methods of zerging.
The first is the ball. You want everyone to move as one no matter what. The advantage of this is it helps negate AoE damage. Most AoE fields will only hit 5 random players each time it ticks (Meaning each tick it could potentially hit a different player). It also is very simple for people in combat, just to follow you and not worry about other factors.
There are a couple disadvantages to this though. It can be weak against seige. If the enemy has an arrow cart or 2, you can quickly see your zerg melt.
As well, it depends on most of your comp being tanky. The glass cannons of your ball might quickly find themselves melted just to AoE and conditions alone.
It also requires your group to actually be able to follow you. The longer your train the weaker you become.

The second method is the heavy and ranged method. Basically all your heavies (Your guardian and warriors with pvt gear) to be on you at all times. While your ranged and glass melee spread out behind you.
Your heavies go toe to toe with the enemy zerg, while your range and light melee bomb em from behind.
The advantage to this is your heavies are the ones that will take most of the damage in most cases, distracting the enemy buying time for you ranged to do the damage.
Also your back line if properly spread out will be safe from aoe fire. as the most people caught in an aoe should be 1 or 2 before they dodge roll out.
The disadvantage is it depends on your ranged to have situational awareness, to be able to avoid the enemies hammer train while still damaging it.

I do find the second method works great with the current state of WvW, with tons of PvE players running around in glass builds. Since you PvE glass connons will die in the ball, you want them in the back while you tanky players you want on you.

….

the unfair schedule?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Does it matter? From where im sitting, BG has a few easy match ups as well.
Look at BG ticking 500+ against SoR over there.

Waypoints in WvW.

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Maybe this has been mentioned, but to me, waypoints are fine. Its the contesting mechanics that need work.

Waypoints are a servers best chance against enemy forces. For instance in t1, you not only have to worry about 1 server attacking your stuff but 2. It can be a challenge on some keeps, for instances hills, which only has 2 gates. 1 server attacks the north while the other attacks the south. The waypoint is the only chance at times for a server to get forces inside.

As well, during times without queues, some servers have groups called map hoppers.
Basically they leave scouts on one map, and send forces to a different map. Waypoints give the main force a chance to come back to defend if its attacked.

Waypoints are fine, it shouldn’t be easy to take a keep as it is a tower.

My issue is with the contesting. 1 lone theif shouldnt be able to contest a waypoint. by attacking a gate. A mechanic like so would work I think. One person attacking a gate wont contest a waypoint unless that gate is below a certain threshold, lets say 75%. As well, if a gate is open the waypoint will automatically recontest after the few seconds after the repel the enemy event ends.

So basically speaking with such a mechanic, if you repel the attacker and your gate is 50%. A lone theif could still contest your waypoint. However if you repair it to full again, the same theif would not be able to. Basically any attack done to a gate below 75% will contest the waypoint.

They should also give people a bit more time between the decontesting and recontesting of the waypoint. 2 seconds is a bit small a window, especially when it lags out. 5 seconds I think would be fine.

(edited by thefreezingvoid.8516)

Best commanding profession?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Warriors are the most common for commanding from what i’ve seen. Prob because they have the most survivability. But at times I think this becomes an achilles heel because if they aren’t mindful, they may not realize everyone else in their group isnt as tanky. As well warriors are highly mobile, so they may leave their zerg behind.

So a close second is a guardian, sure less tanky, but is less likely to charge blindy into the zerg and getting their entire zerg killed. As well, less likely to leave their zerg behind, because guardians are slow.

Necro isnt a bad 2nd choice either. Since Necro’s with the right build have a ton of tankiness.

But either way any class can be a good commanding class in the hands of a skilled player.

I’ve commanded on a guardian, and its fun. Can survive longer than most of my zerg.
I’ve also commanded on my mesmer, which is bascially dead in 10 seconds lol.

Im tempted to try commanding on a warrior but,that would require me to level a warrior to 80.

the unfair schedule?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Will people still be crying unfair?

Yep, cause that’s still 2 less weeks of effort JQ needs to put in.

Its also 2 less weeks of fun JQ has to have. When your up 200k on your opponent, and your opponents do nothing but run and hide, what is the point of playing?

99% of JQ’s guild didnt even log on last night. The only players running around were the pve farmers. That is what WvW has come to for us. I’d rather be fighting BG or SoR right now.

So ya, im not happy with the schedules either. But they are what they are.
We get 3 easy farm weeks for our PvE’ers and get to watch as SoR flop against BG, after BG tricked them into forcing us to 3rd, screwing our chance of winning the leagues.

(edited by thefreezingvoid.8516)

the unfair schedule?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

I assume you are talking about JQ getting 3 weeks of t2 match ups?
If so, would you shut up about the unfair schedule already?
Even with the easy match ups there is a good chance JQ will not get gold, depending on what happens in BG’s and SoR’s match ups.

Besides hardly anyone in JQ is happy about the t2 match ups either. Many of us are afraid what will happen when we have to face a t1 server gain. Will we be too rusty? Will too many AC hunters still be clogging up the queue’s not realizing that this isnt another easy match up?

As well its painful to watch other match ups and realize your powerless to help. To watch BG ticking 500+ against SoR. Seems to me BG have an easy few match ups as well.

But here is my question, if BG end up winning a land slide despite JQ getting the schedule they got, will people still be crying unfair? For instance if BG keep beating SoR the way they are, JQ have little to no chance of winning despite the supposedly unfair schedule. Especially since BG pulled the wool over SoR’s eyes and got them to help force us to 3rd.

Will people still be crying unfair?

Keep PvE out of WvW

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

Atleast the acheives somewhat helped the groups.
Killing yaks and taking enemy camps helped the group.

But how does a pve living world event help the group at all?

JQ 3 easy weeks in schedule, SOR 1 and BG 1?

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Posted by: thefreezingvoid.8516

thefreezingvoid.8516

wouldnt count SoR’s and BG’s decided yet. Its only monday, and BG have caught up and are still ticking higher. Its still anyones game at this point.

If BG win this one, and SoR win week 3 and 6, it will create an interesting league and week 7, assuming JQ can beat both of them during the 1v1 matches.

Looking at the spreadsheet on the previous page, SoR could get first place, bg 2nd and JQ third and it would create a 3 way tie. Unless my math is incorrect.

But if BG cant beat SoR in their 1 on 1’s, then BG bascially becomes the king maker. Basically if SoR gets 1st they win the leagues. JQ can win if they get1st or 2nd but only if SoR are in third… BG has no chance of winning either way.

BG have to beat SoR in atleast 1 of their match ups to have have a chance to to win.

If BG can manage to win in more than 1 SoR match up things become very interesting. Almost GG BG worthy.

(edited by thefreezingvoid.8516)