Jump to content
  • Sign Up

wowMuchGuildWars.6125

Members
  • Posts

    24
  • Joined

  • Last visited

Posts posted by wowMuchGuildWars.6125

  1. Im going to get a_lot of flack for this but I see so much Dunning-Kruger in this thread from roamers and zerg players that think they should be able 1v5+, don't know how to position/move/dodge correctly, who run wacky builds (which don't make use of the tools that solve the problems they are complaining about) or down know the strengths and weaknesses of their classes and so don't play accordingly.
    Yes maybe there is a_lot of CC in the game, but there is also a_lot of counterplay in the form of build elements (skills, traits, runes, sigils, etc), movement and fight strategies, also playing a class that is fit for purpose makes a difference instead of stubbornly playing condi core necro because you "bought the game" and your class and build should be godlike in every content.
    I used to have many of the issues that people complain about in here and they have gotten less and less over time just buy learning how to play the game better (I'm not even that sweaty of a gamer), but sadly most would rather blame other factors instead of having even a small look at their own shortcomings

    • Like 1
    • Confused 1
  2. @Mabi black.1824While I admire the spirit behind your idea, what you are describing (if I'm understanding correctly) is fundamentally flawed because team creation is only done once a year. This doesn't account for player activity or relationships between communities, guilds currently transfer away from servers (or don't play at all) if they are linked with people they don't like so not being able to do that will create a negative experience for many people. While the current World Restructuring/Alliance system might kill server identity it allows people to create new identities around Alliances and guilds.

    There's 2 things that I see a lot on the forums that bother me a little and that's:

    • Alliances is going to kill communities and
    • Alliances are bad for solo players

    When infact those things just aren't true,

    • Its rare that an individual knows 500 players on their server, 500 is alot and to my knowledge there are very very few capped alliances
    • Just because you are a solo player doesn't mean you can't be in a guild with other solo players

    The system as currently presented gives us alot of tools to group and manage players ourselves and then takes those choices and creates "good" match ups, coming up with creative ways of solving some problems using these tools is something that we as players will have to deal with, because whether people like it or not the system is good for the long term health of the game.

  3. 2 hours ago, Nyghtslave.6152 said:

     

    I do get that *now*, as I said, only recently picked up on playing WvW with my husband, and even then on occasion. But even if I can fix the issue for myself, the issue that lies at the core isn't fixed with it.

    If I had decided to start playing with my own partner after restructure, I wouldn't be able to do that because we've been placed on different servers. Or my colleague, if they don't happen to be on the same server. You name it.

    I think it would be great if there was a (limited) option to select the server you want to play on, so you can join someone you want to play with. To make sure the balance isn't upset, maybe have a system similar to what we have in PvE now where it says the map is full, and if players leave, others can join. Locking in is great, but it's taking options away for players in the future who want to get into it, but don't want to do it alone (like myself), and then won't have the option of playing with someone they know/trust. The current beta literally means I won't be playing WvW for the entire duration of the beta. And I'm glad I can lock in before restructure happens, but there needs to be a way to make it happen in the future for people who don't have that option because they're not playing yet.

    You have a valid greivance, i believe that those issues are adressed further down the line in development, i also belive that the system remmembers the choice you made last time so in future betas it should auto place you with the last guild you selected. As mentioned above, if you happen to have a pve guild which has your whole social circle in it then things become alot easier

    • Like 1
  4. 4 minutes ago, Sahne.6950 said:

    Even if we would give every active WvW player 1k gold.... it would not flood the economy... Even with my proposed rewards the gold/hour would be lower than fractals, lower than raids, lower than doing metas and most notably STILL LOWER THAN AFKING IN RANKED PVP!  do we have to remove rewards from pvp now too, because you have people simply afking and farming it?

     

    you also did not understand that you do NOT have to be on the WvW map to get the gold from the objective claims. It would be the opposite of flooding wvw as you do NOT have to be on the map to receive the rewards.

     

    wowmuchguildwars: we cant have rewards anywhere, because people will use 500 accounts and farm the rewards.....  

    WELCOME TO ONLINEGAMES. this is unavoidable.

     

    the proposed system only benefits you should you hold a objective. its not like he can claim a tower and then farm gold for YEARS. you acutally have to defend it, upgrade it. YOU HAVE TO PLAY THE GAME.

    your mentioned problems already persist with the current system. with the sheer difference that you can get maximum of rewards currently if you flip the same camp over and over again every 10 minutes.

    to get the new maximum gold out of Wvw thru afking they have to atleast take a objective and defend it.

    Can you re-read my post please because i didnt say you couldnt have rewards anywhere, i said rewards have to be better thought out than throwing raw gold at the problem in a way that can be exploited. Giving every wvw player 1k is actually alot, its a large chunk of a leggy weapon if not the whole thing, if you use https://gw2efficiency.com/account/statistics/statistics.gold as a rough measure (i know not everyone is registerd on the site) only about 10% of players have 1k gold or more.

    Ill give you that the gold chest requirement does counter some of the problems but i still feel that raw gold is not the correct reward, stacking reward boosts or extra item drops from mobs or enemies based on held structures feels more appropriate.

    • Confused 2
  5. 9 minutes ago, Sahne.6950 said:

    please explain to me how the current system is any better.....

    you remember that you have to reach the goldchest to even benefit from it?

    you also remember that you have to claim a objective, which you first have to take to be able to claim it?

    currently people abusing the system are afking in spawn only to flip the same spawncamp over and over again till they reach the last chest, and then they quit for the week, cuz everything that WvW has going for people that are here for the rewards is claimtickets for leggys..... zZzZzZ...  

    Now they have to atleast take a objective and claim it to get the maximum efficiency of "abusing wvw to farm afk rewards".... you will always have these people. but we cant let that stop us from finally getting some moneyrewards into WvW.

     

    its the same thing but with more Rewards...  it wont fix any problems... but we will atleast get more gold. And the gold will spill over to PvE members of you guild, maybe giving them some incentive to also jump into WvW.

    at this point, literally anything to spice up WvW a bit should be welcome... and no: "but people will abuse it" should matter at this point. as WvW and pvp are on their last legs.... ITS DYING MY M8! its dying :CCC

    The current system doesnt flood the economy with gold therefore destroying it or clog up maps in a way that real players wont be able to join. What you are sudgesting would encurage multiboxers to have a bunch of alts in the same guild at spawn while they go and flip whatever with a small number of people, you can give them participation from squad so they gain pips and get the chest.
    WvW and sPvP are on their last legs but its not just because of rewards and giving out gold in a poorly thought out way isnt going to revive them.

    Dont get me wrong, i like the idea of driving server/guild pride to encurage activity but i dont think that raw gold or enabling abuse of systems is the answer, i would rather have stacking reward buffs based onnumber of structure types held like 1% karma for camps, 1% magic find for towers or what ever

    • Confused 2
  6. Problems like stacking and balance can be solved with math and algorithms, the most common complaints that for me had no really obvious solution (even though I gave answers to them) are the roamer/solo player and social connections issues. After thinking more about it the "just make a guild for you and your friends if you want to play together 4Head" solution doesn't feel like enough or that it will be applicable in every situation.  There really should be some sort of middle ground like maybe taking into account your friends list/social network but that is open to exploiting for match manipulation so I really don't know.

    • Like 1
    • Confused 1
  7. 2 hours ago, IAmNotMatthew.1058 said:

    I expect a beta coming out a month after the previous one to fix some of the issues it had, namely the random team colors and the RI timer being random as well. None of that was fixed.
    Just because one isn't a software developer they can expect software developers to atleast fix the known problems. 

    I never said I want the beta to be bug free and I compared the beta to a dumpster, not a dumpster fire. My comment is public, it's readable by everyone, no need to be creative, no need to rephrase what I wrote.

    The fact is they did fix some of the known issues, the critical game breaking ones that stopped us from actually playing. Its not uncommon for developers to focus resources on critical bugs just so they can get a stable build, its also not uncommon to know that a bug exists but not know how to fix it straight away. What I would expect is that those non critical issues will be fixed but there will be a new set of problems that wont be discovered until we get our hands on the next beta.

    Im sorry that I miss-quoted you and it wasnt meant as an attack, but that doesn't make the statement any less hyperbolic or your complaints any less valid, part of the issue is when people (not you) say things like "if this is what alliances is going to be, I'm going to uninstall the game" when if anyone spent any amount of time doing any research, like watching the video I posted above, they would be informed enough to know how ridiculous that statement is.

    Again, I'm not saying to not complain, just be as be as informed and objective as you can (not you specifically, but everyone) before you do and you might find that even though you are right, you don't need to be so angry about it.

    • Like 5
    • Confused 1
  8. I never said not to complain, what i said was to be informed, objective and reasonable with your complaints.
    Saying that this beta is a dumpster fire is hyperbolic and not helpfull. All the things you compain about are reasonable but hardly the end of the world and have solutions. The lack of understanding about software/game development along with the expectation that betas should be bug free creates an unrealistic picture and many assumptions, having a weekends worth of data is less beneficial than having a whole weeks worth when trying to solve any problem. Living with some discomfort in the short term for larger benefits in the longterm/future seems like a worthwhile trade to me

    • Like 7
    • Thanks 2
    • Confused 3
  9. So I've spent a lot of time over the last few days in the forum reading many very passionate and valid complaints about the Alliance beta going on at the moment, but there are a few problems with these complaints.

    The main one being that a lot of them are based on incorrect information and a fundamental misunderstanding of what is going on or why Anet are even doing this.

    • "This Alliance system is terrible" - The Alliance system doesn't currently exist, we are testing World Restructuring (which places players into teams) along with the underlying infrastructure, Alliances are a whole other thing.
    • "My match up is dead/bad/unbalanced" - World creation in this Beta only uses activity and selected guild as a metric to determine where to place players, it does not take into account the time zone you play in, what kind of game play you engage in or anything else (thought it has been said that these could be added in the future) so teams generated should be balance in the context of activity, when these other metrics are added you will see a considerable difference in what your world looks and feels like. However I will concede that its possible that players who are really unhappy with the match up(beta) may of decided to not continue participating OR that your world has an uneven distribution of players across the different time zones (can be especially bad in NA) which will alter the balance of your match up. Both of these things also happen in the "normal" server format but can't be fixed by tweaking an algorithm.
    • "I miss my social connections, alliances will ruin this part of the game" and "Server Pride" - This is the one that I feel is the most relatable but at the same time counter intuitive and have only seen one good argument here , Alliances and guilds allow you to maintain the social connection most important to you and strengthen some of the more casual ones but unfortunately some will also be lost. Your server only means as much as the people that are on it, I don't think anyone fights for a server, they fight for the community that they are a part of regardless of what arbitrary name it has. It also feels like there are many long time players who have stayed on one server and who maybe see the game mode through rose tinted glasses, clinging on to the server because of the nostalgia of a community that no longer exists (the good'ol'days) and are resistant to these changes which is completely understandable, but fixating/holding on to something in the past that will never exist again holds you back from having new rich experiences.
    • "This system favors guild/group play, us solo/roaming players are being left behind" This is probably the most valid complaint, to me there is no obvious solution in the short term but I can see certain kinds of alliances recruiting this type of player as they can play an important part in winning a match up in the future.

    There are other complaints that have already been addressed in the past but people don't bother to take the time to learn about what is going on, so much can be answered if you spend a little over an hour and a half listening to what the relevant people have to say.

    Match balance and rewards are two of the most important things in a competitive gamemode and highly influence how players engage with it and its longevity. WR will be able to respond dynamically to the playerbase creating more "tiers" as it expands and shrinking when large groups of players take breaks or leave all the while hopefully keeping the matches balanced, changes to rewards in a way that makes winning a match up matter will change how groups of players value and interact with each other.

    As I said before, most of the complaints are valid, some Anet are already of aware of, some are based on what they think the system will be in the future and some based on what they think the system is because of the beta, but what all of them miss is that the beta is not representative of what the system will look like or do in its final form. Some one used an analogy saying something along the lines of "If you go to a restaurant and get served a bowl of dirt as the starter, you don't need to have the mains to know you don't like what they are serving" to justify disliking the whole system just from the beta. I would argue that what we are seeing in some of these threads is more like going to a bakery, eating a hand full of flour and saying "I don't like this steak" when really you should be eating a cake and saying "I don't like this icing"

    • Like 10
    • Thanks 3
    • Haha 1
    • Confused 7
  10. I have to agree with ArchonWing.9480, this suggestion shows a fundamental misunderstanding of not only the wvw playerbase but also the reward system. Skirmish rewards is only one of 4 reward sources and isn't even the most profitable one, its actually reward tracks and all of them are worse than PVE rewards. The vast majority of players who care about pips and rewards are not long term wvw players, they are farming tickets for legendaries or Gifts of Battle and will most likely never return once they have them, most other consistent wvw players invest more than the said 8 hours, play wvw almost exclusively and do it for the gameplay the mode has to offer. Occasionally there are converts, players to come to wvw for the rewards and stay because the game play can me more engaging, by giving everyone more pips you are increasing the turnover of a certain class of players, some of which could become longterm but never do because they never spend enough time in the mode to get hooked. Also this notion that the vertical progression creates a barrier to entry and the idea of  "why should I even bother since I'll be behind forever?" is false, the requirements to play wvw are not dependent on the amount pips you earn, maybe your wvw rank as that affects your wvw abilities/traits but that also plateaus at some point. Legendaries are meant to be aspirational items that require hard work what you are proposing makes it nothing but a low effort timegate and invalidates the hardwork that everyone else has put in up to that point, if you want low effort legendaries go to pve.

    • Like 1
    • Thanks 1
  11. 13 hours ago, ConorT.5396 said:

    So aNet intended this to be the queuing Beta?

    They had no way to stress test their system before allowing so many of their users to spend their Friday night testing the most basic aspects of it?

    Are you serious? 🤣

    Obviosly they didnt intened on it and no they have no way of stress testing a system like this when the reality is that even if they got EVERY ANeet employee to play they MIGHT fill 2 maps which isnt a real test
     

    10 hours ago, SexyMofo.8923 said:

    3 years of work for this. Lol. 

    There hasnt been 3 years of work put into this, there have been 3 years since it was announced, during that time there has been LWS4 and IBS and its common knowledge that raymond(the main person working on WR) has been pulled from this to work on that pve content.

    These kind of Betas in general are only done when you logisticaly cant do it inhouse or closed and are most commonly done within video games.

    Theres alot of kitten mad people that know nothing about software/game developemnt talking like they have the ultimate solution or how they would of doen a better job, it wasnt a greate start but im glad that there was a catastrophic failure at the start and  not one further into the beta

    • Like 1
    • Thanks 1
    • Confused 1
×
×
  • Create New...