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Clyan.1593

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Posts posted by Clyan.1593

  1. @Bigpapasmurf.5623 said:So you claim to want less zergs, yet you penalize roamers with delevels? What next ya want to increase build diversity so you want to add an amulet system for stats? xD

    And there actually would be less zergs, the debuff is so severe it would 100% annoy everyone and stop players from clumping up. And it's not really penalizing as you say, since roamers already are penalized by roaming itself. What? Have you ever seen a single roamer killing a whole zerg? I don't think so. So roamers among roamers are on an even lvl and can still play without any actual downside.

    @Bigpapasmurf.5623 said:Ive done it all in WvW from leading zergs (both pug and coordinated), done cavalry, havok and small scale/solo roam. While I respect your opinion, your suggestions are what should not be done imo.

    That's fine. I respect your's too.

  2. @Talindra.4958 said:Isnt as easy as you think..

    Really? What I get from this thread is that people are in defence of roamers because that's where the most obvious downside to my suggestions sticks out, yet the vast majority of players are zerging if there is a commander. I thought the whole point of roaming is not to cluster up into a zerg and have players spread out, duelling other roamers, scouting and so on. So why would a squad of 20 with much higher lvl keep sniping lone low lvl players that do no drop loot as good as lvl80 players that on top give more XP? Why would they tediously hunt down players in a guerillia mode instead of doing actual objectives that offer way better rewards and give them faster and more participation?

    I don't understand what people are thinking claiming that they simply would squad up and hunt down roamers - a task by far inferior to what they actually could achieve by playing the actual objectives. I'd argue that squads hunting roamers in this scenario would offer almost nothing besides crippling your world. Don't forget that player count is limited, so creating a squad not playing seriously would result in zero rewards.You could even go so far as to prevent lvl80 getting anything from killing roamers. Now roamers are too weak fighting squads while at the same time squads are basically forced to play the actual mode. You now have 2 different groups of players that each have to do their job. Roamers fight roamers on a smaller tactical adventage while squads fight squads and take forts in order to secure strategic locations.

    Seems to me that people are faster to judge on things they don't like to hear or see in the first place instead of thinking how they would affect the mentality and dynamics of gameplay. But this is a game forums and i didn't expect much agreement. Yet I still believe that zergs are the biggest downside to WvW. They're basically the result of bad design and low effort in finding the sweet spot for big and spread out battlefields.

  3. @ASP.8093 said:Your suggestions just turn the "Gift of Battle" people into 10x more dead weight than they are now

    There will be less of them if this mode improves obviously. But sure, if this whole idea is whack, it won't.

    @ASP.8093 said:you don't want them in squad because they're taking up one of your valuable slots

    True. This actually might be a problem. However they can open their own squad.

    @ASP.8093 said:you don't want them in another squad because they're spreading a nasty debuff to your squad whenever they get close

    Hence why they get colored according to tag so they can better see. But i admit this probably won't help much. They will either quickly learn not to do that or there needs to be additional or a different mechanic to prevent zergs. There is also the danger of trolls or people switching servers and sabotaging.As for roamers getting close my idea was that the debuff only applies to the roamer, since he's the one trying to clump up on a squad / creating a zerg.

    @ASP.8093 said:you don't want them running around the map ungrouped because they've got newb stats and are gonna get farmed even going 5-on-1 against a sensible player.

    roamers among roamers can still fight on an even level. They can also scout. Right now lone roamers or very small groups of roamers are easy prey already for zergs, so in that regard i don't see a real problem with this.

  4. @Infusion.7149 said:

    @Infusion.7149 said:So you want to alienate every single guild with 21+ active players. What nice and forward thinking.I could see stopping the stack of players on each other, but your idea is way over the top.

    20 was just a suggestions, but even if it weren't nothing stops you from creating more than 1 squad.

    @Clyan.1593 said:new max squad size is 2025+ is orange swords, so basically nobody can orange on their own then?

    There is no universal law for this to require 25+ people, but again just a suggestion.

    @Clyan.1593 said:Going close to a member of a different squad reduces movement by 80%, debuff called "mist repulsion" (distance has to be tested)So they're going to spend dev hours on this why?

    Yes, obviously every change, every update, even the slightiest adjustment causes dev time. Surprise.

    @Clyan.1593 said:By joining a squad armor is dyed to commander's tag colorSame thing as everyone using the same guild tag, no? So more wasted dev hours...

    No it's not the same, and if you cannot figure out why this is needed, I suppose it's just a waste of time explaining it.

    @Clyan.1593 said:Upon entering WvW you get assigned to the "roamer population", colored whiteWhy?

    See answer above.

    @Clyan.1593 said:Roaming / playing outside of a squad will downscale your level to 50 to ensure roamer blobs don't work against squadsEveryone is upscaled to 80 right now, doing this would accomplish nothing. If you want to equalize stats scale everyone to exotic or ascended (pick one) and then stop the use of karka potions (+150 toughness).

    I literally wrote down why this is mandatory.Besides roamers simply would be upscaled to 50 and as squad members to 80, nothing special here.

    @Infusion.7149 said:It seems you're against people sniping you on your way back to a fight, that just means you need better map awareness and utilization of your equipment/build templates.

    No, i'm not against that, but I admit that without additional mechanics sniping squad members wouldn't really work anymore.

    @Clyan.1593 said:If necessary reduce HP of structures to fit new party sizes overall dmg output.Other than gates there is no point to this suggestion , there is only mortars/cannons/oil that are structures. Reducing their health would be more beneficial to large groups (which I'm pretty sure is the opposite of what you're aiming for) because unlike keep lords their health doesn't scale.

    Gates and walls are what I had in mind. Placeable structure might require a look at too, but that's secondary.

    Have you ever run a squad that isn't in PVE? Being able to put markers down to mark where to go is pretty essential. Making more than one squad basically means you can't coordinate that movement as granular and you end up using map cues such as trees , flags, or ramps (i.e. chokepoints).

    At the scale of 20 people unless your guild is a roaming guild or mainly PVP troll/"gank" guild that only roams and isn't a WVW guild your core group is basically the guild. That means the additional people you get outside of your guild are just additions, they aren't the core of your group. So no, making everyone a color isn't going to change that.

    There's no existing mechanic that works like you suggested so not only is there dev hours to implement such a suggestion but also massive amounts of QA testing involved. On top of that due to the additional conditional effect flags you're placing
    on every character on the map
    you just introduced more variables into the compute engine which lowers server performance even further. If you had been paying attention at all this year they reduced the map population cap while simultaneously lowering necro shade caps.

    Also level 50 is an incredibly arbitrary level to scale to, you don't even have access to superior runes at 50. That shows everyone how much thought you put into this kneejerk thread.

    Most WvW players that have played a long time think that the wall/gate changes that equalized health between T1-T3 yet had equal number of yaks to
    auto upgrade
    keeps and towers were bad for the game mode. I know some commanders even quit because of that plus the nerf to siege + addition of shield gens. Your suggestion is to double down on that mistake and lower health of gates/walls even further, making it essentially a ktrain map for an organized group.

    You're of the fight guild mentality that wants to get rid of siege , walls and gates then level the entire map into a zerg fest yet you want all zergs to be lvl 50 downscaled. Right.
    Makes so much sense.

    Also, there's a lot of people that don't play WVW because they don't want their character to die as if their character dies ingame they need to restart from level 1 or something. It has nothing to do with WVW as a game mode. These are the people you see idling near the veteran creature spawn and then running away at the sight of one enemy even if there's 10 teammates next to them.

    Tbh while you mocked me before for supposedly only having a week of playtime in wvw which isn't true all i can gather from your responses so far is that you don't understand how the game actually works. Downscaling for example doesnt mean you cannot use this or that rune. These can simply be downscaled too.I also explained already that most of this is just a suggestion, so there is no point in being picky.And again dev time is no argument. It's that simple. This mode needs serious investigation and dev time will be requiered no matter what. If alliances for example really are in developement that means its going on since almost forever proving that I am right about this - and if not, well then the devs have either lied to wvw players or simply gave up on their way of implementing it.On top of that you're assuming too much, adding stuff i haven't said or straight up make up new problems that can always be worked around if there is a real intent to actually do something about the horrible state of this mode. What you bring into this discussion reeks of denial and fear of change honestly.You can fight me all day long, whether my suggestion is really that bad or not (at this time all i have heard are biased answers or weak mocking phrases) eventually this mode has to change fundamentaly even if the wvw vets like it or not.

  5. @RedCobra.7693 said:

    @"Balthazzarr.1349" said:As a vet in wvw I feel the OPs suggestion is so far from acceptable I can’t even comment on individual parts of it. On the other hand, if ANet ever wanted to put the final nail in the coffin for wvw this would definitely be the way to do it.

    No no he's onto something, join a squad and get level 80 and then proceed to roam stomping all the level 50's 500iq

    Hurr hurr, because that's exactly what zergs already can do. And they actually do it hurr hurr - not.

  6. @"Balthazzarr.1349" said:As a vet in wvw I feel the OPs suggestion is so far from acceptable I can’t even comment on individual parts of it. On the other hand, if ANet ever wanted to put the final nail in the coffin for wvw this would definitely be the way to do it.

    Of course as a vet you're against this. Because you like the way WvW is designed generally, you wouldn't be a vet otherwise. Then again the only people who like WvW as it is right now are these kind of people. Everyone else doesn't even talk about WvW. This mode basically is already dead, and only continues to exist for the ones dedicated to its weak design. Ironically the only people complaining about WvW are exactly the same, and they will continue to complain into a void. And why? Because in its current state WvW isn't popular, and that for good reason.

  7. @Thornwolf.9721 said:

    @"Clyan.1593" said:Remove Zergs:
    • new max squad size is 20
    • Going close to a member of a different squad reduces movement by 80%, debuff called "mist repulsion" (distance has to be tested)
    • By joining a squad armor is dyed to commander's tag color
    • Upon entering WvW you get assigned to the "roamer population", colored white
    • Roaming / playing outside of a squad will downscale your level to 50 to ensure roamer blobs don't work against squads

    If necessary reduce HP of structures to fit new party sizes overall dmg output.

    Now we have more smaller battles around the map and the game mode is less AOE spamming but more individual skill.Roamers can do their thing or - if refusing to join a squad - are useless.

    Overall this will create a more dynamic battlefield, give more space to strategic thinking and coordination among the commanders.Players will also be more spread out on the map, using up all the empty and bare landscape we have right now.

    EDIT:I knew I'd get quite some hate for this post, but let's face it. Alliances won't save this mode, unless it provides additional and significant changes to gameplay.You're delusional if you believe otherwise.The vast majority of people that don't enjoy WvW in the first place all complain about the same thing: That it's dull. They go in only to farm Gift of Battle.One might say that those people don't belong in WvW then, but I would argue against that, especially since this mode is lacking popularity.

    Remove the ability to party up, force everyone to be a roamer. See I Can make up BS statements as If I knew remotely anything about the game mode, strictly to make it better for me and my friends. Look how smart I am GG. In all seriousness this is ridiculous and EVERY type of playstyle and group-type/roamer should have a place in the game, Objectives should be harder and more lucrative and worthwhile to capture and hold.

    You BS suggestion is what would lead to the modes death, so this is a no for me with a big oof on the side.

    You can still party up. Really there is no big change here if you think about it. A lone roamer wouldn't win against a zerg either.If you want to fight a squad you simply have to find 19 other people that will join your squad.If you don't find them you will roam and fight other roamers.

  8. @Infusion.7149 said:So you want to alienate every single guild with 21+ active players. What nice and forward thinking.I could see stopping the stack of players on each other, but your idea is way over the top.

    20 was just a suggestions, but even if it weren't nothing stops you from creating more than 1 squad.

    @Infusion.7149 said:

    @Clyan.1593 said:new max squad size is 2025+ is orange swords, so basically nobody can orange on their own then?

    There is no universal law for this to require 25+ people, but again just a suggestion.

    @Infusion.7149 said:

    @Clyan.1593 said:Going close to a member of a different squad reduces movement by 80%, debuff called "mist repulsion" (distance has to be tested)So they're going to spend dev hours on this why?

    Yes, obviously every change, every update, even the slightiest adjustment causes dev time. Surprise.

    @Infusion.7149 said:

    @Clyan.1593 said:By joining a squad armor is dyed to commander's tag colorSame thing as everyone using the same guild tag, no? So more wasted dev hours...

    No it's not the same, and if you cannot figure out why this is needed, I suppose it's just a waste of time explaining it.

    @Infusion.7149 said:

    @Clyan.1593 said:Upon entering WvW you get assigned to the "roamer population", colored whiteWhy?

    See answer above.

    @Infusion.7149 said:

    @Clyan.1593 said:Roaming / playing outside of a squad will downscale your level to 50 to ensure roamer blobs don't work against squadsEveryone is upscaled to 80 right now, doing this would accomplish nothing. If you want to equalize stats scale everyone to exotic or ascended (pick one) and then stop the use of karka potions (+150 toughness).

    I literally wrote down why this is mandatory.Besides roamers simply would be upscaled to 50 and as squad members to 80, nothing special here.

    @Infusion.7149 said:It seems you're against people sniping you on your way back to a fight, that just means you need better map awareness and utilization of your equipment/build templates.

    No, i'm not against that, but I admit that without additional mechanics sniping squad members wouldn't really work anymore.

    @Infusion.7149 said:

    @Clyan.1593 said:If necessary reduce HP of structures to fit new party sizes overall dmg output.Other than gates there is no point to this suggestion , there is only mortars/cannons/oil that are structures. Reducing their health would be more beneficial to large groups (which I'm pretty sure is the opposite of what you're aiming for) because unlike keep lords their health doesn't scale.

    Gates and walls are what I had in mind. Placeable structure might require a look at too, but that's secondary.

  9. @RedCobra.7693 said:

    @RedCobra.7693 said:This feels incredibly biased, im guessing you play in a squad of 20 within your guild right? just a hunch

    No i don't. Why biased, I don't understand.

    People complain about how WvW is not good and is abandoned by the devs.Time to give them suggestions. If mine is kitten then be it. I did my part.

    WvW has always been a loved gamemode by the players but diminished due to late development. GvG support, no rewards rewards, having to play other game modes to get gear...the latest solution which could work is the alliance system however we've been waiting much too long for this as usual. the good thing about roaming is you can easily switch from taking camps to quickly joining a zerg for a keep and then back to roaming. theres already issues with the squad limit cap in the upper servers of wvw and makes people feel left out. you want less of that not more. zergs become an issue when matchups are not balanced once again we wait for alliances to "Hopefully" resolve this.

    Yes I want less Zergs because zergs are mindless skill spamming - except if youre the commander maybe.You can't tell me you actually have a clue what youre focusing on while navigating through 30 red aoe circles and unload dmg into a clump of enemy players.You are already not thinking too much while running after a tag wherever it goes. If the com stops in front of a door you unpack your rams and whatnot and hope the enemy zerg won't fall into your back. It's objectively not interesting.

    No offense, but I have to disagree: It's not a gamemode loved by the players, only the WvW players themselfs (supposedly) that at the same time are asking for more updates.You think a bunch new skins and an alliance system will repopulate this mode? I guarantee that's not gonna happen. This mode lacks depth in gameplay, and unless it becomes more entertaining and engaging, it's continuously going to suffer and fade away.

    its not a gamemode loved by the players only the wvw players? bit of an oxymoron, no one love cars only car lovers love cars.

    what I meant is that it was a gamemode loved by players as in there were devotees, not so much anymore. its a gamemode to have massive battles, you want smart pvp then conquest is for you. wvw is more about when to push and when to retreat.

    Cars are fine, but wvw gameplay isn't, that's why this comparison doesn't work. WvW as a game mode is totally viable, but the core problem is its gameplay. Fact is if you convince a PvE player to get into WvW they usually get bored quite fast from just running mindlessly around bashing structures and enemy zergs. This is why future updates based on this gameplay won't repopulate this mode.

    It's a bit like all those meta bosses that are just sponges for damage, only that in WvW it's far worse. With less zergs you have more individual skill involved, more strategy, more coordination, and less of everything that cripples this mode. Drizzlewood coast suffers from the same problem, where you follow either the com east or west and run from objective to objective without ever having to invest more than 2 brain cells. It's basically a grind simulator for XP and mats, something you usually only do when attempting to craft something expensive like a legendary.

    And yes, I see that there are "devotees" to WvW, but these are the actual biased people, complaining and yet unable to understand why this mode is so unpopular.

    I get it, you want the zergs to stay, I respect that, but honestly I think it's the weakest part of this mode if not even the actual problem.

  10. @RedCobra.7693 said:

    @RedCobra.7693 said:This feels incredibly biased, im guessing you play in a squad of 20 within your guild right? just a hunch

    No i don't. Why biased, I don't understand.

    People complain about how WvW is not good and is abandoned by the devs.Time to give them suggestions. If mine is kitten then be it. I did my part.

    WvW has always been a loved gamemode by the players but diminished due to late development. GvG support, no rewards rewards, having to play other game modes to get gear...the latest solution which could work is the alliance system however we've been waiting much too long for this as usual. the good thing about roaming is you can easily switch from taking camps to quickly joining a zerg for a keep and then back to roaming. theres already issues with the squad limit cap in the upper servers of wvw and makes people feel left out. you want less of that not more. zergs become an issue when matchups are not balanced once again we wait for alliances to "Hopefully" resolve this.

    Yes I want less Zergs because zergs are mindless skill spamming - except if youre the commander maybe.You can't tell me you actually have a clue what youre focusing on while navigating through 30 red aoe circles and unload dmg into a clump of enemy players.You are already not thinking too much while running after a tag wherever it goes. If the com stops in front of a door you unpack your rams and whatnot and hope the enemy zerg won't fall into your back. It's objectively not interesting.

    No offense, but I have to disagree: It's not a gamemode loved by the players, only the WvW players themselfs (supposedly) that at the same time are asking for more updates.You think a bunch new skins and an alliance system will repopulate this mode? I guarantee that's not gonna happen. This mode lacks depth in gameplay, and unless it becomes more entertaining and engaging, it's continuously going to suffer and fade away.

  11. @RedCobra.7693 said:This feels incredibly biased, im guessing you play in a squad of 20 within your guild right? just a hunch

    No i don't. Why biased, I don't understand.

    People complain about how WvW is not good and is abandoned by the devs.Time to give them suggestions. If mine is crap then be it. I did my part.

  12. Remove Zergs:

    • new max squad size is 20
    • Going close to a member of a different squad reduces movement by 80%, debuff called "mist repulsion" (distance has to be tested)
    • By joining a squad armor is dyed to commander's tag color
    • Upon entering WvW you get assigned to the "roamer population", colored white
    • Roaming / playing outside of a squad will downscale your level to 50 to ensure roamer blobs don't work against squads

    If necessary reduce HP of structures to fit new party sizes overall dmg output.

    Now we have more smaller battles around the map and the game mode is less AOE spamming but more individual skill.Roamers can do their thing or - if refusing to join a squad - are useless.

    Overall this will create a more dynamic battlefield, give more space to strategic thinking and coordination among the commanders.Players will also be more spread out on the map, using up all the empty and bare landscape we have right now.

    EDIT:I knew I'd get quite some hate for this post, but let's face it. Alliances won't save this mode, unless it provides additional and significant changes to gameplay.You're delusional if you believe otherwise.The vast majority of people that don't enjoy WvW in the first place all complain about the same thing: That it's dull. They go in only to farm Gift of Battle.One might say that those people don't belong in WvW then, but I would argue against that, especially since this mode is lacking popularity.

  13. It's a dragon. Maybe it's multiple dragons in disguise as one dragon. Whatever.It's still a dragony creature. The gender thing is just marketing.Imagine Jormag to come out and say he / she / it / they identify as a lesbian cactus automobile. So what? Still a dragon.Imagine Jormag to come out as a bim-bam-ziggedy-woobly-fitz-yabb-donker-dank. Yeah, what now? Still a dragon. Has to die.

  14. @Ayrilana.1396 said:

    @Clyan.1593 said:They removed kp as pingable item for a reason lol

    Yeah. Instead of using the existing drops for the new skins, they added a new currency and then a way to convert the old ones to that. This was so veterans wouldn’t unlock everything, or a lot of the skins, on day one. The current currency is in the wallet due to how much you can acquire each day and it’d cause a strain on players’ inventories/banks otherwise.

    Nope.

    Comparison:1 weapon equals 480 UFE / 3 cms per 4 days. So 64 days in total for full set.Converts to:1 weapon equals 96 UCE / 1 cm per 48 days on average. So 768 days on average in total for full set.

    Conclusion: They increased the KP gain per day enormously and at the same time artificially created a terrible UCE-UFE conversion rate to justify a new wallet currency while nothing of this was necessary in the first place. The direct and simplest solution would have been to sell the new weapons for (example) around 35~36 UCE which means you'll eventually have all of them after reaching fractal god. Or you know, just make a new currency and keep the old average 2 UCE per day.

    So yeah, it's a cover up to get rid of KP requirements. It's almost gracefully executed, but only almost.

  15. @Ayrilana.1396 said:

    @"Clyan.1593" said:They removed kp as pingable item for a reason lol

    Yeah. It’s because they increased how many you could get from each CM so they made it a currency.

    I haven't read into their reasoning for that change, so if you are directly referring to a dev post then alright.But even then I would argue one has to be quite dull to not foresee the effect of such a change. They knew what CM runners used KPs for.With the upcoming release on steam I think what they truly want is to hide the biggest downside of endcontent - the misery of gatekeeping newbies.

    Don't get me wrong, I don't pick a side when it comes to whether KP pinging is good or bad, but just saying:This change is totally calculated and no "official" statement can deceive me into thinking it's solely due to the increase of KP gain.

  16. I have go agree with OP.While even GW1 didn't offer too much Guild activities one could argue that the game's title derives from the ingame history / lore - which is true.

    Then again "guild wars" implies that the game revolves around a guild system which it simply doesn't. There are no "game-given" benefits from being a member of a guild, except for doing guild missions. As a member of 5 different guilds the reality is that even those that focus on a specific game mode or activity only are able to exist because of what the players themselfs invest into its identity. There are no "pvp guilds", "wvw guilds" or "raid guilds", there are only such players that come together due to their personal needs or desires. These players then decide that their guild will focus on one or more different aspects of the game. However, since the game itself doesn't reward or punish you for playing solo or with a guild a sense of "guild wars" doesn't really exist.Yes, being in a guild might bring certain advantages to you as an individual - like being able to build ingame relationships, helping each other, talking funny nonsense on chat and so on, but that's more a natural occurrence than a guild thing.

    Sure, you can argue all day long that not being forced to play in guilds is a good thing, and it certainly is true without doubt, but that's not the point. The point is simply that from a gameplay perspective there is no "guild wars" in "guild wars".

    Don't get me wrong, I still love the game!

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