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Spadassin.4076

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Everything posted by Spadassin.4076

  1. That's a very good point! Perhaps a good alternative is to simply not kick people that got into combat. Accruing participation and/or going into combat (minus fall damage) resets the timer.
  2. Well kicking people from the map who didn't accrue activity points for 15mn or so, is a good solution. Add activity on fighting enemies instead of only killing them to encourage fighting, and balance keep protection in which you may not get kills. I don't see how any of this is bad, or exploitable. Even the people duelling in border would be happy.
  3. "Should we punish inactivity" getting more NO than YES is very telling about the state of WVW.
  4. In EU, except FOW and WSR all other servers constantly have 20+ afks in ebg all waiting for a voice tag. It's a huge problem, especially when there is a 50+ queue.
  5. Again, giving participation on attacking enemies on top of killing them would address that issue. If something is contested, the whole map would go check to get some participation. That is active gameplay. If 10mn is too short, make it 15. If you haven't touched an enemy, camp, dolyak or whatever for 15mn. You shouldn't be on the map. It's all about incentives.
  6. You all aware that capping towers, camps, and sentinels also give participation right? There is an easy fix to the Defense argument (which is a good one), and it is to give participation on damaging enemies. I'd be happy to have people having to run at me while roaming, instead of kitting away. And yes I also want to punish scout type behaviours in favour to more active gameplay. By the way squad members can get participation from other members; if you're scouting for your squad that's fine.
  7. Players should be running against wall for 6 hours in EBG. Wrong answers only.
  8. We need to punish inactivity. Any other game does that but not GW2. Kick people that haven't gained participation for more than 10-15 minutes from the map; Gaining participation and/or getting into combat (minus fall damage) resets the kick timer. This encourages active gameplay while taking into account hedge cases like keep defence etc.
  9. Organized roaming groups already run that by the way. You can also add condi rev, elem or scrapper, they'll still be as viable as they are now after theses changes. Also, if you want to talk about diversity, as of now people only run zerk or minstrel (don't bullshit me with marauder/valkyrie variants or magi earrings on your firebrand). There is no diversity, individual skills have much more impact than builds. These changes will make the fights much more skillful than they are now. It is actually the purpose of these changes if you didn't notice. Are you upset because you won't one shot people with longbow 4 into 2 anymore ?
  10. These changes are great, we'll finally have something closer to skillfull rather than spammy fights. But some pretty important things have never been adressed so far even though they're at the root of many underlying issues regarding the decrease of user base. Fix WvW lags or decrease the player limit per map. I know you have probably run some cost-opportunity analysis and found out it wasn't wasn't worth it... It actually is, I don't play on reset anymore, many leads stopped because blob fights are not an option anymore. Leads are hard to replace, when they quit, it drives the whole population of the server down. Furthermore, AWS solutions are much more flexible than they used to be. I am sure you can work that out.Be much more aggressive on bans for hacks. Do something about it... I still see hackers that I reported months ago with video footage. Slight speed hacks go unnoticed but are too much of an advantage. I also see a lot of obvious hacks , same people teleporting and flying for months. How is this possible? It is not acceptable.Finally, it would be awesome to change the stealth mechanic. I am the first to abuse it because... it is actually broken. It is not only frustrating to play against but a lot of people use speed hacks while in stealth. By the way, if you plan on keeping the stealth mechanic as it is, you should consider nerfing backstab further than that.Cheers.
  11. These changes are great, we'll finally have something closer to skillfull rather than spammy fights. But some pretty important things have never been adressed so far even though they're at the root of many underlying issues regarding the decrease of user base. Fix WvW lags or decrease the player limit per map. I know you have probably run some cost-opportunity analysis and found out it wasn't wasn't worth it... It actually is, I don't play on reset anymore, many leads stopped because blob fights are not an option anymore. Leads are hard to replace, when they quit, it drives the whole population of the server down. Furthermore, AWS solutions are much more flexible than they used to be. I am sure you can work that out.Be much more aggressive on bans for hacks. Do something about it... I still see hackers that I reported months ago with video footage. Slight speed hacks go unnoticed but are too much of an advantage. I also see a lot of obvious hacks , same people teleporting and flying for months. How is this possible? It is not acceptable.Finally, it would be awesome to change the stealth mechanic. I am the first to abuse it because... it is actually broken. It is not only frustrating to play against but a lot of people use speed hacks while in stealth. By the way, if you plan on keeping the stealth mechanic as it is, you should consider nerfing backstab further than that. Just to avoid 10 people core thief ranked games (0 fun tbh).Cheers.
  12. +1 I can name 3 Riverside guild actively using this exploit. I am farming their roamers on my home map so I don't really mind though... I've made 60+ loot bag yesterday morning ONLY protecting camps. Yes I am that berserker on JS.
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