World Restructuring Update 1 — Guild Wars 2 Forums

World Restructuring Update 1

edited July 2, 2018 in WvW

July 2018 Update

I have been meaning to give everyone a World Restructuring update for a while now and I finally have a bit of down time to spend doing just that. Back in January, we posted a tentative design that would balance world populations and allow for continued balancing as time goes on. Since that post, we have reviewed a lot of community feedback in many forms (Gw2 Official Forum discussions, Reddit, in game interactions, etc.) and have started moving forward with that system. As we stated in the original document, this large task requires work from multiple disciplines and is going to take some time to fully complete. Add to that live game support and, as you can guess, our task lists are full.

When?

At this time, we do not have a date to share with the community but we are actively working toward internal milestones. We plan to post periodic updates when we have interesting or relevant information to share.

Where are they now?

We currently have in place some of the backend systems that will track, store, and handle changes to the alliance structure of guilds. The current iteration does not include front-end systems or UI for creating, joining, or otherwise dealing with alliances. However, it gives us some structure and the ability to start field-testing how alliances/WvW guilds would look. From here, we can run simulations and get a sense for how the system might function under load.

What is next?

The next major things to develop are the front-end systems and the back-end matchmaking. The front-end takes time and iteration, and the matchmaking itself is sort of the whole point and needs to be undertaken with care, since it involves assigning every WvW player to a new world all at once!

Why is this taking so long?

This project is not small in scale. As we said when we began, we are changing and adding a bunch of major systems with this change. We are moving along at a pace that tracks with our goals but, as is the nature of our jobs, things can come up involving either unforeseen complications with the World Restructuring system or issues with the live game that need to be addressed first.

Updates, Clarifications and FAQ

What makes up a world?

We will build a world from any number of Alliances, Guilds, and Solo Players. This means a single alliance will not necessarily dominate the population of a world. The goal is to create even worlds, so the matchmaker builds the worlds out of whatever pieces makes sense to fulfill that goal.

Will you build hard-core and casual worlds?

No. The goal is to balance worlds by population. The matchmaker, at this time, is unconcerned with trying to match skill.

Alliance size

We are currently leaning toward alliance size being 500. This is technically easier, as we already support groups of this size (guilds), and it gives us more flexibility to make the worlds even.

Minimum Guild Size

The original plan was to count a guild within the alliance at some rounded-up size rather than exact size when calculating how full an alliance was. The benefit of this method was it would give more autonomy to the individual guilds to control WvW members, i.e., recruit new members or if current guild members decide they want to start playing WvW.

Rewards/Tournaments/Leaderboards

If—and that is a big if—we do add/change rewards to be tied more directly to World success in matches, those changes would come later. The plan is to ship the core system and get all the kinks worked out and the teams balanced before we start trying to find new ways to give rewards or do tournaments or anything of that kind.

Player Play Hours

In the original post and discussion, we talked about using player hours (the current method we use for calculating world sizes for links and “full” status) and then adjusting those hours by other metrics like command hours, etc. We subsequently have decided to, at least at the start, use only play hours and not adjust using other metrics. This will allow us to compare apples to apples so to speak once the system is in place. From there we can simulate how certain adjustments would change the matchups. This will make it easier to determine if an adjustment will have a positive impact.

Alliance Tags on the Name Plate

As of right now, changes to the nameplate that add an Alliance Tag is in the “Would Like to Have” column.

How is the alliance system going to affect queues?

It depends on where you normally play. If you are used to playing on a large world then I imagine the queue times will seem better. If you are used to playing on a smaller world then the queue times may seem to increase somewhat. This also is dependent on how big we let the worlds get. We can potentially adjust the number of worlds to help with this.

Alliance Chat

This is something we have on our list. With the exception of a technical limitation that prevents us from doing it this, we believe it should be something that gets in eventually.

Tagged:
<1345678

Comments

  • ImperialWL.7138ImperialWL.7138 Member ✭✭✭

    When you say "player hours" am I right in assuming this is strictly WvW playtime and not overall account playtime? It may seem obvious but you didn't clarify it. Just want to make sure that it is actually WvW playtime.

  • Rysdude.3824Rysdude.3824 Member ✭✭✭

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

  • ImperialWL.7138ImperialWL.7138 Member ✭✭✭

    @Rysdude.3824 said:

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

    Judging from the amount of RP posts you see on a daily basis, way more than there should be (if you need a reminder go to red borderland).

  • @ImperialWL.7138 said:
    When you say "player hours" am I right in assuming this is strictly WvW playtime and not overall account playtime? It may seem obvious but you didn't clarify it. Just want to make sure that it is actually WvW playtime.

    Yes WvW play time

  • Vash.2386Vash.2386 Member ✭✭✭

    @Rysdude.3824 said:

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

    Meow. Perhaps!!

  • There are more than 500 roleplayers. Joining an alliance won't work for the community. No, people don't RP in the WvW maps, but server DOES matter for which map instance/IP address you get put into if all other factors are equal. It matters, and hopefully it's still being taken into consideration.

  • ImperialWL.7138ImperialWL.7138 Member ✭✭✭

    @Raymond Lukes.6305 said:

    @ImperialWL.7138 said:
    When you say "player hours" am I right in assuming this is strictly WvW playtime and not overall account playtime? It may seem obvious but you didn't clarify it. Just want to make sure that it is actually WvW playtime.

    Yes WvW play time

    Thank you for the response.

  • Kylden Ar.3724Kylden Ar.3724 Member ✭✭✭

    @ImperialWL.7138 said:

    @Rysdude.3824 said:

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

    Judging from the amount of RP posts you see on a daily basis, way more than there should be (if you need a reminder go to red borderland).

    Why is that even a thing? It's a PvP mode... that's a way to get killed in your RP session.

    Leader of PvE/WvW Havoc Guild - Tyrian Adventure Corporation [TACO] - Kaineng since the start, and till KN is no more.

    Do not fear simplification of the game, there is elegance in simplicity that allows more time for playing and less time building.

  • GDchiaScrub.3241GDchiaScrub.3241 Member ✭✭✭✭

    It's how I defeat my enemies open field, and the system. Don't judge my play style! You ain't my dungeon master.

    D:

    RISE guild best guild super RPers trash blob guild [RISE] always dies on inc masters of the Die On Inc technique where Prince Jarvan just died.

    Holy Warriors of [Kazo] following Kazo doctrine guided by, Our Lord and Commander, Zudo in the holy Trinity of Him and his two firm glutes.

  • Player.9621Player.9621 Member ✭✭✭

    Something needs to be done because the current repeating disintegration of smaller servers and their ties to larger servers is killing the game

    The pointy end goes in the other man.

  • @Raymond Lukes.6305 said:
    Yes WvW play time

    A total play time or rather the last week play time?

  • Thanks for the update. I guess there is no way the system will be implemented before Summer 2019.

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Rysdude.3824 said:

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

    You mean you don't re-create war tactics and have a bunch of warriors and deadeyes kneeling and taking turns firing at eachother ?

  • Rysdude.3824Rysdude.3824 Member ✭✭✭

    @ImperialWL.7138 said:

    @Rysdude.3824 said:

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

    Judging from the amount of RP posts you see on a daily basis, way more than there should be (if you need a reminder go to red borderland).

    Interesting, didnt know that. Thanks.

    And thanks to the Staff for the communication!

  • @SineDen.3514 said:

    @Raymond Lukes.6305 said:
    Yes WvW play time

    A total play time or rather the last week play time?

    The play time calculation will take into consideration the historic play time of the play. I'm not going to go into details on how that calculation is done.

  • Your home server is currently a significant factor in which PvE map instances you are put into by default. It's not the only factor, but it is something that noticeably makes a difference.

    If home worlds as they exist today are being replaced by alliances, is part of the intended design that your alliance will become a factor that influences PvE instance selection? If not, are there plans for how this process will be modified to account for home worlds no longer existing?

  • Rysdude.3824Rysdude.3824 Member ✭✭✭

    @TexZero.7910 said:

    @Rysdude.3824 said:

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

    You mean you don't re-create war tactics and have a bunch of warriors and deadeyes kneeling and taking turns firing at eachother ?

    Whatever that means, but no. Lol

  • If you want to bring WvW back to life (as it was few years ago) there has to be leaderboard of guild/aliance. We have to have reason to put effort, play more and improve.

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Rysdude.3824 said:

    @TexZero.7910 said:

    @Rysdude.3824 said:

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

    You mean you don't re-create war tactics and have a bunch of warriors and deadeyes kneeling and taking turns firing at eachother ?

    Whatever that means, but no. Lol

    Just as a quick example.....also it was largely a joke.

  • X T D.6458X T D.6458 Member ✭✭✭✭
    edited July 2, 2018

    *If an alliance has a cap of 500 players, will there be a cap to how many alliances can be in a world?
    *What will be the total world population cap?
    *How will transferring work since populations will be reshuffled every 2 months, the current system will need to be changed.
    *Do we still need to mark a guild/alliance to stay on the same world?
    *Will there still be a cap to how many guilds can be in an alliances, if so what is it?
    *Will there be changes to guilds to allow more flexibility for players? Increasing the number of guild slots so people can join a guild specifically for WvW and mark it for example.

    BG

  • Justine.6351Justine.6351 Member ✭✭✭✭

    @eichenherz.2471 said:
    Thanks for the update. I guess there is no way the system will be implemented before Summer 2019.

    Lol @ that attempted bait...

    Anet buff me :-(
    Make me good at game!

  • In other words, the businness department still hasn't figured out a model that will provide a new steady cash influx that will at least match the one from PvE farming base of players. As soon as they figure it out, Raymond and his team members will have to finish everything for... yesterday and the whole hype will start.

    Treat Alliances as Tesla Model 3, which will be constantly delayed, until above conditions are met.

    Thank you.

  • Kitta.3657Kitta.3657 Member ✭✭

    I appreciate the communication. Hope to see this be as frequent as possible to keep us updated on the progress, thanks Raymond.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Raymond Lukes.6305 said:

    Will you build hard-core and casual worlds?

    No. The goal is to balance worlds by population. The matchmaker, at this time, is unconcerned with trying to match skill.

    Is this something you might consider extending in the future?

    I ask, because I'm a pretty casual WvW player, honestly, and I'm currently on a T1 world. Everyone else at that level is way more serious than I ever expect to be, so I'm a bit of both an easy target, and inclined to feel like a bit of a hinderance -- even if I play competently with the groups, I'm likely to make unwise decisions because I just don't have the same commitment they do.

    From my perspective, the biggest hope is that I end up on a more "casual" sort of WvW environment. I'm not looking to suddenly be great, but I am hoping I might end up being less standard deviations from the usual effort put in by other players in the same grouping.

    Even just using "number of hours played" as a proxy for how much WvW someone does, and so preferencing groups so they mostly have similar sorts of hours-per-week counts, would be a big improvement to my chances of getting WvW that I enjoy more, I think.

    Either way, I'm looking forward to the new system - and not just because I'm too cheap to buy the gems and transfer to a less serious WvW world. :)

  • @X T D.6458 said:
    *If an alliance has a cap of 500 players, will there be a cap to how many alliances can be in a world?

    I talk a little about this in the post above but we're not sure what we want to do here. There are pros and cons to both methods and we're still weighing those options.

    *What will be the total world population cap?

    World population caps will be a function of how many tiers we have. Ideally the population will be spread evenly between N teams.

    *How will transferring work since populations will be reshuffled every 2 months, the current system will need to be changed.

    Transferring is detailed in the original post.

    *Do we still need to mark a guild/alliance to stay on the same world?

    Yes, this hasn't changed.

    *Will there still be a cap to how many guilds can be in an alliances, if so what is it?

    see above

    *Will there be changes to guilds to allow more flexibility for players? Increasing the number of guild slots so people can join a guild specifically for WvW and mark it for example.

    We are looking into a variety of ways to help make the system launch smoothly. I don't have details on any of these things as we are still looking into the what things we are going to pursue.

  • ReaverKane.7598ReaverKane.7598 Member ✭✭✭✭

    @Raymond Lukes.6305 said:

    July 2018 Update

    Thanks for the update! I'd humbly suggest working on the front-end for alliances and implementing them ahead of time before the matchmaking gets in place, so that it allows us to learn that system (and debug it) before it can impact the world-building. If that's at all possible.
    Alliance chat might be paramount, so i'd personally like to see that implemented prior to the release of the system.

  • @SlippyCheeze.5483 said:

    I ask, because I'm a pretty casual WvW player, honestly, and I'm currently on a T1 world. Everyone else at that level is way more serious than I ever expect to be, so I'm a bit of both an easy target, and inclined to feel like a bit of a hinderance -- even if I play competently with the groups, I'm likely to make unwise decisions because I just don't have the same commitment they do.

    Ideally you can find a guild that has a similar play style and approach to WvW that you do and join them. That way you have a group that plays like you'd like.

  • Seera.5916Seera.5916 Member ✭✭✭

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Find PvE maps or custom PvP rooms to do the RP you do in WvW. Because, personally, RP should not be done in WvW due to the map cap of players.

    There are only X number of spots for people to come into WvW. RP can happen on any map, anywhere. WvW can only happen on a specific map. And a large number of RP'ers on an active WvW player map is a hinderance for the world of those RP'ers. It means that the map gets overrun by enemies as the players who own the land can't get enough players onto the map to defend.

    Which means I'm basically saying that RP concerns should be the very very very very very last thing ANet devs consider when designing this system. And things put in place for RP'ers should only happen if they wouldn't negatively impact WvW players or would benefit WvW players.

  • X T D.6458X T D.6458 Member ✭✭✭✭

    @Raymond Lukes.6305 said:

    @X T D.6458 said:
    *If an alliance has a cap of 500 players, will there be a cap to how many alliances can be in a world?

    I talk a little about this in the post above but we're not sure what we want to do here. There are pros and cons to both methods and we're still weighing those options.

    An alliance cap is simple enough to get around, you can just have the people you want join a Dummy guild to mark it before every reshuffling, and then go back to whatever guild you were with. A fixed server cap would make it less exclusionary but make it easier to allow stacking , so I do understand there is no real perfect solution here.

    *What will be the total world population cap?

    World population caps will be a function of how many tiers we have. Ideally the population will be spread evenly between N teams.

    If I am understanding this correctly, the population caps per servers will be dynamic rather than fixed? So if less people play will the caps be increased or decreased?

    *How will transferring work since populations will be reshuffled every 2 months, the current system will need to be changed.

    Transferring is detailed in the original post.

    Thanks, I'll go back and check it out.

    *Do we still need to mark a guild/alliance to stay on the same world?

    Yes, this hasn't changed.

    *Will there still be a cap to how many guilds can be in an alliances, if so what is it?

    see above

    Maybe I am missing something, but I see the post referring to the size of guilds but not the number of guilds per alliance.

    *Will there be changes to guilds to allow more flexibility for players? Increasing the number of guild slots so people can join a guild specifically for WvW and mark it for example.

    We are looking into a variety of ways to help make the system launch smoothly. I don't have details on any of these things as we are still looking into the what things we are going to pursue.

    I would highly recommend adding an extra slot, or simply increasing the number of guild slots available. I believe there are people who will seek to create their own guilds specifically because of this restructuring and this will be greatly beneficial. As a side note, removing the 3 player req on guild missions would be a huge boost.

    BG

  • DeKong.6203DeKong.6203 Member ✭✭

    Thanks for taking time to answer the questions and updating us! We do appreciate it! Alot!!

  • Blaeys.3102Blaeys.3102 Member ✭✭✭

    So the alliance of guilds (which can each be up to 500 players) can be no bigger than 500 players across all of them?

    Does anyone else see the hole in that logic?

    This will be potentially devastating to many player communities that have formed across the past few years. I do not say this lightly. You are messing with something that affects a lot of people/friendships.

    I sincerely hope you either reconsider or leave things as they are now.

  • ImperialWL.7138ImperialWL.7138 Member ✭✭✭

    @Kylden Ar.3724 said:

    @ImperialWL.7138 said:

    @Rysdude.3824 said:

    @GDchiaScrub.3241 said:
    So. What happens to the RPer's and their server(s)?

    D:

    Do people really RP in WvW?

    Judging from the amount of RP posts you see on a daily basis, way more than there should be (if you need a reminder go to red borderland).

    Why is that even a thing? It's a PvP mode... that's a way to get killed in your RP session.

    Hell if I know, I mean I've not seen it on my server (vabbi) so this has come as a bit of a nasty surprise; or this guy is just a troll.

  • X T D.6458X T D.6458 Member ✭✭✭✭
    edited July 2, 2018

    @Blaeys.3102 said:
    So the alliance of guilds (which can each be up to 500 players) can be no bigger than 500 players across all of them?

    Does anyone else see the hole in that logic?

    This will be potentially devastating to many player communities that have formed across the past few years. I do not say this lightly. You are messing with something that affects a lot of people/friendships.

    I sincerely hope you either reconsider or leave things as they are now.

    Yes, its been brought up many times. An alliance cap adds an additional player cap on a smaller lever, whereas a server cap works on a larger level. These caps are implemented to separate players intentionally. This system is guild centric and does not encourage community building, it is factional.

    BG

  • Jerry CCH.9816Jerry CCH.9816 Member ✭✭✭
  • morrolan.9608morrolan.9608 Member ✭✭✭

    @Blaeys.3102 said:
    So the alliance of guilds (which can each be up to 500 players) can be no bigger than 500 players across all of them?

    Does anyone else see the hole in that logic?

    This will be potentially devastating to many player communities that have formed across the past few years. I do not say this lightly. You are messing with something that affects a lot of people/friendships.

    I sincerely hope you either reconsider or leave things as they are now.

    This has been discussed ad nauseum, form a community guild, I doubt there's any left in the game that would have more than 500 players.

<1345678
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