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Tavin.7450

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Everything posted by Tavin.7450

  1. I've read the beta feedback and I think we need something like this, among other things: 🙂 https://ibb.co/6v5zKjx
  2. An important question in this survey should still be: Did your team win or lose in the week you liked better? This should have a decisive influence on the question of which week was better 😉 I have answered the questions, but in my language section of the forum. ^^
  3. sorry for my englisch, translatet with Deepl! Event suggestions for WvW: Important: It would be worth considering if some events rather, to use on a separate map like "Edge of the Mists" with overflow maps. This way normal WvW would not be affected. But the map in the edge of the mists should be replaced in general or another WvW map option should be created. (without massive deaths by fall into the deep) Events:(run time about a week) less effort: - Visibility restrictions due to fog fields in the size of camp claims approx. which appear distributed on the maps in the terrain for a longer time and also appear sometimes at other positions. All teams have the same visibility restriction effect (fog, sandstorm/snowstorm) (comparable to the sandstorm on the red borderland if controll 2 Shrines of the keep) - combofinish buff x2 /x3 (less used combos could get stronger boosts) - friendly fire (e.g. team players get half damage, opponents half healing) - turn on player collision (maybe a button that allows each player to turn off his own collision for a short time) - Bounty on strongest team or bounty on objects. For objects: All 3 teams have the same target for 30 min, then change target, participation gives rewards). - double effects of first aid kits at guard posts + place other offensive weapons/takticbanners to take there or somewhere else (if necessary, limit maximum usage time, or number of pickups/loads, so that they are only used at the start of fights,...) - all players get a small stability bar (like the dragon banner which recharges slowly) - conversion to wintermap (water becomes ice (walkable), sloped surfaces are slippery,...... - Bounty on strongest team or - Bounty on he objects - all 3 teams have the same target (Atk/Def) for 30 min, then change target) participation gives rewards more effort: Mounts: Stable in spawn with loanable mounts e.g.. 1. mounts with banner/war drum: max 3 per team, u-buff teams could use more - cooldown like tactics banners. similar to the tactic banners in the past, which you could carry over the whole map e.g. with effects like the dragon banner, turtle banner, centaur banner (stronger form) or completely different effects these mounts have a reduced speed like pedestrians. Due to the mount, such players will be detected faster by the opponent. 2. new mounts with adapted skills. possibly supplies (here Mats in the sense of food supplies) are necessary to use these mounts, or cost skill, for siege attacks, or setting up supplies. In the turtle, only the gunner can shoot and must spend his own supplies to do so maximum 5 turtles per object possible 3. implement different (existing) mounts descent skills - Selectable dismounting skills e.g. -> finnish3 downis -> cc to 3 -> blessing/aura/barrier on 3 allies -> area slash -> ... Maybe there is something suitable, or some points can be combined with something...
  4. "If the system works as intended, there shouldn´t be any noticeable fluctuation in teams (as long as you look at them in relation to each other, not total sizes). Once the teams have been built, they´re locked until the next re-creation of the teams. So the only fluctuation you will get, is the natural fluctuation due to player activity, which just has the same influence in both, the current system and after WR. The crucial part here (and this is where ANet has to be EXTREMELY careful) is, that transfers are handled differently to prevent overstacking. I´m saying this, because ANet already hinted that they consider allowing transfers mid-season." I think the part was misunderstood, because I did not describe it in such detail. I mean of course the fluctuation of the allies by a new balacing of the teams to the relink. who was the last weeks in your team is then suddenly in another team and you get completely different teammates assigned and because the alliances are smaller than servers, it will be larger quantities that are exchanged. (not everyone will join the 500 person alliance :)) The hard core that stays together permanently is smaller and you have to motivate more new people to join voice etc. Sometimes it will work well and sometimes it will be hard work. The points were mentioned only for clarification again by me ^^ By the wy i personally don't see all the negative points quite as bad 🙂 But they are there for now and partly big issues for some in WvW. Thanks.
  5. Translated with deepl. - since players from German-speaking community - sorry! Inspired by this post ( https://en-forum.guildwars2.com/topic/132078-lets-be-real-and-honest-about-world-restructuring ) I have put up my own list here. (The list from the link I understood in such a way that the author wanted to enumerate the quantity at other problems in the WVW, which are not mastered by the alliance system. Therefore, a separate post which, from my point of view, should summarize the actual points about the alliance. negative AND positive. Depending on your point of view, what is seen as positive may vary. Feel free to add. Terms Team - red/blue/green (last server, or linked servers) Alliance - part of the team along with individual guilds and players. There can be several alliances in one team. Relink - also used here for new team compositions from alliances, guilds and players. positiv negative 1a WvW team election no longer "pai to win"/restricted to paying WvW elites (all can participate in team formation). (Active users of these special "pai to win transfers" surely see it differently :P) 1b Familiar communities break apart familiar and known faces/voices disappear 2a full servers/teams get proper protection against overpopulation - last bypassable via smaller linking servers 2b partly much more fluctuation in teams by free team choice 3a less mass transfers immediately after team composition (last time this happened immediately AFTER new linkings... 3b Mangement of the voice systems what before often every server had, becomes here a large cluster, of systems, -> difficult to pull the people in many different systems... 4a More influence and organization possibilities in team building. By the players. With the previous linking system, A-Net partly determines through server linkings who plays in T1 and who plays T5. You had no control without transfers. Without linking partners, or with few active partners it is often really difficult. 4b More difficult for players without guilds to stay connected 5a Recording and consideration of online times in WvW of smaller amounts, not only of complete servers 5b Exclusion of less active WvWers or players considered as "bad" players 6a Players from PvE can be recruited easier for the own WvW team. There is no longer the constant problem that another server was chosen for the account. -> more advertising e.g. in Lion's Arch for WvW. 6b Communication between the different alliances/guilds that are linked together is more difficult - it is not visible who belongs to it and there is no unified communication platform, or bulletin boards. Previously, in the best case, you only had to talk to a contact person from another server community. - Here must be organized after each "Relink" aufwändig again - who is in the team at all? - which voice systems are there? - who leads e.g. at the reset on which map? ... Topic is treated here: https://en-forum.guildwars2.com/topic/131861-please-make-an-alliance-info-available-at-least-1h-before-alliance-relink-reset/ 7a less empty servers/ no artificial keeping alive of little active servers 7b No uniform language in the team, or no language choice (yet) possible Topic here: 8a matchups are closer together 8b non-English leads sometimes have a hard time, or others can't participate in Voice, even if they are interested in Voice Topic dealt with here: https://en-forum.guildwars2.com/topic/131970-wvw-alliances-communication-challenges-on-eu-servers/ 9a ... 9b ... Even though I've come up with more negative than positive points, I'm actually always very confident, because I have good imaginations about what can be implemented technically. Unfortunately, it is very annoying that for many years there has been no significant and visible progress in the development of the alliances, with very similar betas and bugs again and again. I am very excited to see the alliance test at the end of summer. Note: The weeks of the WvW activity check before a relink should vary, by the way, or run longer, for example, sometimes 2 and sometimes 3 weeks before, so that it is not deliberately falsified by players, in which they intentionally leave a week the main account. The stronger discussions on individual points are mostly in other topics. Maybe I can find more positive points, or you have more ideas. I hope the translation has worked to large parts, thanks 🙂
  6. In purely technical terms, it actually works in exactly the same way as server selection. Now you will choose a server - with international, or national language. (the same as now also selectable) In the alliance system, you choose this as a single player for yourself, as a member of a WvW guild, this is taken from there and as a member of an alliance counts the choice made there for all members. There should be only a small option like "preferred language in WvW". The system must now consider only on the basis of this attribut, whether it gets out of it one, or several full teams. If this is not the case, it will be distributed again according to the previous scheme as before, because a team of 80% Spanish and 20% English should be avoided, because 20% of the players have certainly not chosen the now dominant language. How the players use this, or perhaps also exploit is then again something else. A guarantee for an assignment to a complete team with this language would not be given but possible. The main question for me is whether it can be integrated with the previous filter settings in the team building process compatible automatically translated 🙂
  7. I think the idea is great! There should at least be a preferred language option, even if it ends up working out with the team composition. Small note: Here we often talk about people not "wanting" to speak a language. There is a difference between not wanting to speak a language and not understanding it. 🙂 It is also a difference to understand the important commands and to talk to someone. There is part of a functioning community. By the way: my english is not so good, so I use translater 😛 - unfortunately does not go so easily in the game.^^
  8. Nice! thanks - found it now here too -> Game Update Notes: January 31, 2023 Warclaw Mount The Warclaw's Blessing movement speed boon now applies to allies in a radius of 600, increased from 360.
  9. Nice! thanks -> Game Update Notes: January 31, 2023 "General Miniatures can no longer be summoned in WvW. This change is aimed at reducing screen clutter in large-scale combat and to remove a bad interaction with stealth that disproportionately affected players new to the game mode."
  10. good contribution 🙂 I'm curious how it will change the WVW
  11. hmm, well at least 35 more tickets per week with the next WvW update...
  12. Pont 5 WvW Information It would be good to combine with this idea: The relink/alliance building phase should take place 1 hour before the reset. For the first communication infos can also be exchanged in the bulletin board with the newly assembled team. E.g. Bulletin Board - Team Muuguuluu Voice address -> 30 min before reset - We want to talk: Reset Coordination- Alliance A - 1 reset commander prefers to lead (on blue?) - spanish lead - contact person Alliance A: xy.1234 or Hello team, To good cooperation - our leads: Monday: 8:00 pm Guild A Saturday 6:00 pm: Commander B Voice address ... This way also people who don't follow everything in voice get to know and we avoid that at every relink reset several commanders go to the same map.... sorry for my english
  13. Point 7 Rework "Outnumbered" . Yes, the "Outnumbered" buff is a difficult topic and we have thought about it for a long time. - about ppk: where there are hardly any players, there can't be massive points from ppk anyway 😉 - @ I am not a fan of more PIPs/more loot for players with this buff. It creates stress in the team. Everyone should prefer a balanced team ratio over this buff. ANet's change to remove the PIP bonus at this point was just right in my opinion. - The bonus of, for example, +100 on all attributes does not actually bring the deciding advantage either and is in no way the ultimate final solution. Other solutions are needed here. It would probably just be a compensation against a totally superior team, which has +X attributes through tactics in objectives and ruins possession on top. For a strong team with higher player count waiting for enemies, the ruins are easy to defend. Everyone on the map sees when someone ventures into the ruins and waits there (for the roamers). But of course it is also a part of the game that you find your opponent. 🙂 - @ Sviel.7493 very strong argument. We had the same problem with the PIP bonus. Strong bonus stats may actually be better off at the NPC commander only, (see point 6). - Of course, the buff is not supposed to always turn a 5 vs 20 into a win ... In the long run, the higher player count must win. But a certain gameplay advantage should be there for times of HIGHLY unbalanced game experience. (there will always be hours of imbalance in power - i.g. time zones) - @ Xenesis.6389 "Overwhelming" buff I think is a great idea. A core of the solution is the 1vs1vs1 which needs to become "the 2 weak vs the strong". Your suggestion supports that. I will mention the point above. Whenever we are in the superior zerg, I'm always disappointed when the enemy teams know they are no match for us or nobody sites there....
  14. Hello, I was asked to post this here: (I've included some feedback) I'm a passionate WvW-Player for many years now and have been active since GW2 was released in 2012. In real life, from time to time, I am professionally involved in designing and testing requirements for application software. In the past, I've been a little disappointed with the low development capacity invested in WvW, and like many other people in the community I often had my own thoughts. In my opinion, WvW is an important part of the end-game content of GW2. Below is a list of solutions to some major and also minor problems that I think WvW has. They would bring enormous benefits to the gameplay or quality of life, but in most cases do not require an extremely high development effort. Some would even be advantageous prior to larger waves of players (e.g. triggered by the implementation of higher loot amounts, or the release of the alliance system,...) to make the first impression of this game mode more positive, or to reduce potential anger among veteran players. The list is sorted by priority (1-high to 3-low - in terms of positive effect for WvW game mode) and includes a personal effort estimation. ----- I have used many pictures - for every Point🖼️👁️‍🗨️: Original Google Docs ⚔️ (slightly edited after initial feedback) https://docs.google.com/document/d/1uGSDHlkebs3HrhL1zJ0pV-YnsIjIIvHuy0k0pb-CZNo/edit?usp=sharing or Reddit: https://www.reddit.com/r/Guildwars2/comments/xvh94v/wvw_product_backlog/ ----- 1 Hiding Minis in WvW by default ✓✓✓ Done The "hide" checkbox in the Miniatures menu should be switched on by default when entering every WvW map. This will turn off Minis when entering WvW maps automatically. Alternatively Minis should be invisible by default for enemies. For newcomers, this means they get a friendlier welcome as they are not immediately hit on by veterans in a silly way, because their Minis are visible in mass-stealth-mode. 🖼️ 2 Buff Warclaw's Blessing (Speedbuff) ✓✓✓ Done Reduce the activation of this buff from 5 seconds to 2-3 seconds or, in case it is too performance heavy, activate it specifically via skill (with appropriate cooldown) If necessary, increase the duration and range. Alternatively, a rental of “a weaker version” mount in the spawn would be conceivable (without mountskills) With a view to newcomers to WvW: Mounted players are out of range too quickly, so this buff won't be helpful most of the time, because the Warclaw buff triggers too late. It's very frustrating when you are always too late to the action. 🖼️ 3 Pips per rank - revise milestones Adjust rank milestones: From +2 pips per rank to +3 pips per rank, there are over 400 levels!?! As a beginner you see no light at the end of the tunnel. You'd have to imagine what it would be like in PvE if the first progress you unlocked was a small increase in reward currency after 200 fractal runs. For the beginning, a distance of about 50 WvW level / ranks would certainly be a goal. After that, maybe 100 more. To reduce the now increased pip gain per week, the pips per chest can be increased If necessary, create alternative goals to influence your own pip level, e.g.: + 1 pip per tick for running in a squad with or near your commander. + 1 pip per tick for participating in attack/defense events. + 1 pip for server/alliance loyalty + ... With an eye on newcomers and casual players: Your own progress to more pips and WvW tickets is very time consuming. The rank part seems to be created especially for the WvW veterans and as endgame content. Goals, such as the next rank for more pips, must also be within reasonable reach for the novice or casual player group. Otherwise, people give up early. How many hours of gameplay do you need to put into 150 WvW ranks, with the result of one pip more? PS: I get 7 pips extra per tick for my rank. 🖼️ 4 Rework Edges of the Mists A new map is needed that uses other maps as buffers when queues are full, and supports similar gameplay behavior. New features: + halved pips rewards + allow mounts + with only a few cliffs and no frustrating walking paths to the commander Experiments like new maps / map rotations, map events, mounts (Turtle), or water battles could be tried there. 🖼️ 5 WvW-Informations Implement a menu similar to the looking-for-group feature where players, commanders, events or guilds (from the team/on the server!) can draw attention to themselves. The menu must be server and team specific. It makes no sense to recruit players who can not play in my team! Advertising is important to be successful, especially against harder enemies. Also, it would be handy if the menu was also accessible via a bulletin board next to the spawn and, or in the main keep. We need more space for a larger text than in the looking-for-group feature if we want to announce an event correctly. There should be a note, outside of the WvW-modus, that this menu is only viewable once you enter any WvW-map. 🖼️ 6 Champion Commander Siegerazer rework The following doesn't help win, but there is something to do in WvW for everyone, if there is no player-commander. This event for severely underperforming teams needs to be upgraded: If the own keep/ spawntowers are held by the enemy over a certain period of time, or they upgraded the keep to T1 or T2, the Champion Commander Event should be buffed: such as: + a mobile shield around the NSC commander (like a stronger version of the shield generator) + armor/life -buff aura of the commander and at the claim event + after capturing the spawntower, more mats are available plus half-build arrow carts and 2 offencive treb are spawned + walls and gates of the spawn towers should then be invincible over a period of time (aproax 10 mins) (Some buffs could also be attached to an offensive summoned banner, which only lasts within the enemy district near your own spawn) These reclaim-events, supported by the system, should receive a repeating interval which becomes stronger over time as well as being more visibly marked on the map. Maybe it makes sense that a matchmade-ranking should be linked to the commander's level. (When you are 1st in the match. you dont get more than LvL1) Design Siegerazer Level 1-3 -> Link see above 🖼️ 7 Rework "Outnumbered" The buff Outnumbered needs a rework. If an enemy team overpowers you, it doesn't help at all. Its just.. there and thats it. For example this buff could provide higher stats like; + double Life/Iron Hide or increasing all Stats (+100) only in your own third at the spawn of each map -[Edit is heavily debated] + War-points from Outnumbered, Champions and Lords when claiming an object are halved + [EDIT: nice Suggestion by @ Xenesis.6389 - see answers - shall be mentioned here "Overwhelming" for greatly outnumber Teams: „ „If they greatly outnumber either of the other sides, which would grant bonuses to their enemies like 100% more magic find off them as an example. This could be a way to motivate players to attack them instead of the other weaker enemy. „] We need something to successfully hold 5 vs 20. Fighting against 1 vs 2 should pay off and not be frustrating! In general, consider whether it makes sense to allow a team to fully upgrade an opponent's fortress to T3, or to even add tactics in there. Once this is successfully completed by one side, there is not much to do in WvW until a larger organization is found to flip the fortress back. Side note: The 3rd party (blue in this case) has no interest in preventing this because they already saved their 2nd place in this matchup. 8 Edges of the Mists – larger Arena-Area Double the size of the Mist Arena, or add more areas to the arena, so that more than one GvG/Zergfight at once is possible. It would be perfect if the entire arena could also be used as a huge battlefield. There is not enough space to make an additional 1vs1 in peace. If necessary it would also make sense to be able to open a new instance of its own. (like a big Guildhall-Arena but with WvW-Stats) 🖼️🖼️ 9 Commander-Communications - quick menu Implement a better quick menu for Signals/Pings for non-voice-users Example: potentially freely adjustable 🖼️ 10 Spawn Paths EBG - rework Spawn camping needs to become more difficult. Exits on EBG need to be further apart and provide escape alternatives. Sometimes when 1 team dominates the 2 others, it is not possible to leave the spawn without getting killed over and over again. At least two Exits must not be within sight of each other. Example: -> Link see above 🖼️🖼️ 11 There is still so much work to do for World vs World vs World - priority 3 left out for now … 🖼️🖼️🖼️🖼️ ------- I really enjoy WvW when it comes to balanced fights between large groups of players. My ideas are meant to support and improve this important core element. I did not list any suggestions regarding class and balance related improvements/changes on purpose, because I expect these topics to require much higher effort, and they should be a frequently worked on topic for the WvW-Team anyways. In my opinion it is also important that the different assigned languages of the servers should not be neglected in the future Alliance-System. Maybe through a preferred language selection next to the Guild selection. (current server language tags: french, spanish, german) What do you think? (Article-Effort: circa. 18+ hours) Englisch is not my native language so here is a big thank you to my Translation Team: Darkie, Scorpie, Sanivia and Chaosteilchen Greetings Tavin PS.: I found a similar, fairly recent post here: There are more or partly same points: https://en-forum.guildwars2.com/topic/120677-the-big-wvw-qol-suggestion-dreamy-ideas-thread/
  15. Hm interessting Points. I see some things that way too.I had some similar ideas here: Reddit-Link: https://www.reddit.com/r/Guildwars2/comments/xvh94v/wvw_product_backlog/
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