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EstaticFear.7692

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  1. There is no poll showing new system is good. And also there wont be any poll showing new system is good. We tried to explain whats horrible in that weirdo RS but nobody home. Now I just log in maybe once a week. I know so many ppl quit the game because of that RS and also there will be more. If you try to explain they will start again "join a big guild" , "make your own guild with your friends " bla bla bla and bla..
  2. I logged in to check if anything had changed, and first I was blue, then I turned red when I changed my character. I wonder if anyone else is experiencing this interesting issue.I feel like Anet is using us as live debuggers.
  3. I am just a player who uses data to make my point more understandable and effective. It's not my job to analyze all the data. Of course, if Anet pays us for it, We can automate the data analysis and present the results with potential correction paths. But that's our my job . I'm just using the data to explain something that is already visible to everyone. Many players I know have either stopped playing the game or only log in once or twice a week. Personally, I don't really care what Anet does in this situation; I'm just explaining the current system. If they fix the mess they've created, we'll continue playing. If not, GW2 is not the only MMORPG out there.
  4. By this logic, if we look at skirmishes 25 and 37, they were clearly outmatched as well..A single skirmish win doesn't negate the fact that ongoing imbalances demotivate players over time. The broader data reveals significant disparities in K/D ratios and kill counts across multiple tiers and skirmishes, indicating a systemic issue. Based on these datas, it seems that WvW has turned into a kind of FPS deathmatch game mode focused more on ZvZ fights.So no one seems to care about capturing or defending anything.
  5. You're missing the point. The data shows significant disparities in performance, like Kormir's Library with a 1.72 K/D ratio, which discourages defense from weaker worlds. When one world dominates, others lose motivation to defend, leading to the widespread sentiment of dissatisfaction. The problem is clear: the current system is flawed, and it demoralizes players from even attempting to defend.And also people need to feel a sense of belonging to be motivated to defend. This is another form of motivation.
  6. Ignoring the facts and relying solely on personal opinions does not paint an accurate picture of the overall state of the game. Let's talk with data. First, let's start with Tier 1: Kormir's Library: Kills: 21,425 Deaths: 12,485 K/D Ratio: 1.72 PPK: 18.04% Palawadan: Kills: 12,511 Deaths: 18,316 K/D Ratio: 0.68 PPK: 11.11% Fortune's Vale: Kills: 7,790 Deaths: 12,208 K/D Ratio: 0.64 PPK: 6.84% It's clear here that Kormir's Library is far ahead of the other two worlds. Let's move on to Tier 2: Ettin's Back: Kills: 26,382 Deaths: 12,511 K/D Ratio: 2.11 PPK: 20.19% Grenth's Door: Kills: 12,709 Deaths: 20,202 K/D Ratio: 0.63 PPK: 10.44% Domain of Anguish: Kills: 14,961 Deaths: 22,173 K/D Ratio: 0.68 PPK: 12.25% Again, Ettin's Back's numbers are much higher compared to other worlds. Tier 3: Bava Nisos: Kills: 15,767 Deaths: 16,362 K/D Ratio: 0.96 PPK: 13.85% Great House Aviary: Kills: 18,172 Deaths: 18,290 K/D Ratio: 0.99 PPK: 16.81% Grekvelin Burrows: Kills: 12,605 Deaths: 16,932 K/D Ratio: 0.74 PPK: 9.96% That's the only one looks normal. Tier 4: Mirror of Lyssa: Kills: 33,428 Deaths: 18,229 K/D Ratio: 1.83 PPK: 16.43% Silent Woods: Kills: 12,187 Deaths: 21,067 K/D Ratio: 0.58 PPK: 13.91% Dragimmar: Kills: 9,665 Deaths: 17,641 K/D Ratio: 0.55 PPK: 13.73% 33.4k kills.. Yea that's amazing balanced. Tier 5: Bloodstone Gulch: Kills: 20,317 Deaths: 16,028 K/D Ratio: 1.27 PPK: 14.41% Temple of Febe: Kills: 11,358 Deaths: 14,839 K/D Ratio: 0.77 PPK: 10.34% Gyala Hatchery: Kills: 16,126 Deaths: 14,548 K/D Ratio: 1.11 PPK: 15.35% Yea again.. Tier 6: Frost Citadel: Kills: 19,814 Deaths: 16,008 K/D Ratio: 1.24 PPK: 12.69% Skritt'sburgh: Kills: 15,313 Deaths: 15,864 K/D Ratio: 0.97 PPK: 14.09% Melandru's Dome: Kills: 9,869 Deaths: 14,594 K/D Ratio: 0.68 PPK: 10.88% And again.. These statistics clearly show that certain worlds consistently outperform while others lag behind. This indicates that the power imbalance has not been resolved by the beta changes and that certain worlds remain excessively strong compared to others. And plus that poll, And plus "Players are running from guild to guild trying to survive in WvW, turning into ping-pong balls between communities as they attempt to balance power on their own." These datas, statistics and the other stuffs disprove your arguments. Anyway, everyone can see very clearly what's going on.
  7. While you claim that everywhere you go has been a three-way fight and more active than before, this does not reflect the reality that many players face on a daily basis. The increase in activity in specific areas like SMC does not compensate for the widespread issues of lack of defense and meaningful engagement across the broader WvW landscape. The truth is, many parts of WvW have turned into ghost towns where players are more focused on farming pips and attacking empty structures rather than engaging in actual combat. The fact that you see more activity in certain hotspots does not negate the overall decline in quality and strategic depth that WvW once had. What you fail to acknowledge is that these "active" spots are exceptions, not the rule. The broader experience for many players is one of disillusionment and frustration as the core mechanics and incentives no longer promote the balanced, strategic gameplay that WvW was originally designed for. The argument isn't about isolated pockets of activity; it's about the overall health and integrity of WvW as a game mode. The radical changes made by Anet have failed to address the power imbalances and have instead fragmented the community, forcing players to hop from guild to guild in a desperate attempt to find meaningful gameplay. If your experience is solely based on a few active zones, then you're either incredibly lucky or willfully ignoring the broader issues that plague the game. The reality is, for many players, WvW has lost its charm and purpose because the fundamental issues remain unaddressed. So before you dismiss the concerns of the broader community based on your limited perspective, try to understand that the problem is systemic. It's about preserving the strategic, balanced, and engaging gameplay that WvW was meant to offer, not just a few instances of increased activity. If you look at the poll under this topic, two-thirds of the voters prefer the old system, which already summarizes the situation.
  8. That's the nature of ZvZ . While you mention that SMC sees more three-way fights and is harder to take, this doesn't reflect the overall WvW experience. The point raised initially is about the lack of defense in general. Specific instances like SMC may have intense moments, but these are exceptions rather than the norm. The real issue is that in many parts of WvW, players no longer bother defending their objectives. This is a clear indication of a systemic problem where the gameplay mechanics and rewards do not incentivize defensive strategies adequately. When the majority of the game mode revolves around PvE-like activities, such as fighting walls instead of engaging in dynamic player encounters, it highlights a significant imbalance and a drift from the original spirit of WvW. So, while SMC might be an exception, it doesn’t negate the broader problem that many players experience across different maps and objectives. Addressing these larger issues is crucial for restoring the true essence of WvW. When I say, "No body defends anymore," it reflects a widespread sentiment among the WvW community. This isn't just about my personal experience; it's about the collective feedback from many players who have observed a decline in defensive efforts across various servers and maps. The core of the issue lies in the current game mechanics and incentives, which have shifted focus away from coordinated defense. Players are often more motivated by pip farming and capturing objectives than by strategic defense and meaningful battles. This shift undermines the foundational principles of WvW. Therefore, while your experience may differ, it's crucial to recognize that many players feel that the essence of WvW is being lost. A more balanced approach that encourages both offensive and defensive strategies is necessary to revive the true spirit of this game mode. So I did speak for myself and who feels like me. Who did you speak for ? Biden?
  9. The point is "No body defends anymore" not 1vs 50.
  10. I don't know where you got lost in what I wrote, but let me try to explain better. An algorithm might determine team placements, but it doesn't resolve the core issues of balance and community integrity. The mere act of using an algorithm doesn't absolve Anet of their responsibility to maintain a balanced and enjoyable gaming environment. Algorithms can only do so much. They are tools, not solutions. The power imbalances and fragmentation of communities are results of poor game design choices and lack of proactive management from Anet. Just because an algorithm is in place doesn't mean the underlying issues disappear. It doesn't fix the deeply rooted problems that stem from years of neglect and mismanagement. An algorithm can shuffle players around, but it can't restore the sense of unity, server pride, and cohesive gameplay experience that has been lost. Furthermore, the reliance on an algorithm highlights Anet's attempt to automate away their responsibilities. Instead of engaging with the community, understanding their needs, and making thoughtful adjustments, they are pushing the problem under the rug with a technical fix. This is a clear abdication of their duties as developers. Players should not be left to deal with the fallout of these decisions. We are here to enjoy the game, not to clean up the mess created by ineffective management. The developers need to step up, acknowledge their failures, and take real action to address the issues. Simply hiding behind an algorithm is not only lazy but also disrespectful to the community that has supported this game for years. So, to answer your question: The conclusion is based on observable facts. An algorithm is not a magic wand that fixes everything.The radical changes made in WvW have not resolved any power imbalances. Instead, players are running from guild to guild trying to survive in WvW, turning into ping-pong balls between communities as they attempt to balance power on their own. Anet's approach to shifting responsibility is evident in their reliance on such methods while ignoring the deeper, systemic issues that plague the game. It's time for Anet to take accountability and start making meaningful changes.
  11. First of all, thank you all for your valuable comments. My server's community has scattered into ten different guilds. You say, "Why didn't you join a guild?" I already have a guild. But of course, I am not the center of everyone's life on the server. Different balances and political situations give rise to different guilds, so even if you join the largest guild on the server, you can only play with about 20% of the population. It's time to move past these simplistic suggestions like "start your own guild" or "join a large guild" and get to the heart of the matter. Anet has been unable to resolve the power imbalances in the game, and the current approach seems to be offloading this responsibility onto the players to fix. We are players, not developers. It's the developers who should be addressing the game's imbalances, not us. Looking at all the updates and changes, it's clear that Anet is trying to absolve itself of responsibility and pass the burden and responsibility onto the players. As a result, we players are left polarized and fanatically arguing with each other on forums and everywhere else. This responsibility is not ours. It's evident that these changes have only served to polarize and fanatize people further. If they really want to make effective changes and seek our contributions as players, they need to be honest. They could have solved the problem by creating four tiers, but when they tried it last, nobody could play because of the lag. Anet needs to improve its servers, and they know it. Instead, they are trying to solve this issue by pitting players against each other and pushing expansions aggressively. I reiterate, this is neither our fault nor our responsibility. This is the state of the game after ten years.
  12. First of all, thank you for your engagement, but let's clear up a few points. You claim that the destruction of server culture, bonds, and unity has nothing to do with roaming. However, you're missing the deep connection between these elements. Roaming is not just about wandering around; it's about the spontaneous, organic interactions that occur when players are part of a cohesive server community. These interactions strengthen bonds and create a sense of belonging. When the fundamental structure of server communities is disrupted, it naturally affects roaming as well. You argue that roamers have always adapted, and you're right. But there's a stark difference between adapting to thrive and being forced to change due to repeated nerfs and arbitrary alterations. Forcing players into larger groups by diminishing solo capabilities strips away the freedom and individuality that many roamers cherish. It transforms a diverse and vibrant playstyle into a monotonous, one-size-fits-all approach. The current state of group-based ganking is not a natural evolution; it is a forced adaptation due to the imposed changes by Anet. Roaming, as it was known, is indeed dead, not because players wanted it this way, but because the game's design changes left them no choice. Balance changes should enhance diversity in playstyles, not pigeonhole everyone into the same mold. You suggest that I should take the initiative to rally friends and create a havoc guild. While forming groups and communities is important, it's naive to think that underlying issues will be resolved by simply adapting to an increasingly constrained environment. The problem is not a lack of initiative; it’s the systematic erosion of the server culture that once made this game so engaging. Constant, unnecessary tinkering with core mechanics disrupts established communities and forces players to repeatedly start from scratch. Pointing fingers and claiming it's up to the players to maintain their bonds ignores the reality that the foundation of these bonds has been undermined. Your argument conveniently overlooks the detrimental impact of Anet’s decisions, placing the blame on the players instead. So, instead of dismissing the concerns of those who have invested years into building and nurturing these communities, perhaps it’s time to recognize the value of what has been lost and advocate for changes that restore and preserve the rich tapestry of server culture and individual playstyles. Thanks for your perspective. I understand where you're coming from, and it's clear that different players have different experiences and priorities in WvW. Server pride is something that resonates deeply with many of us who have invested years into building and maintaining our communities. While it's true that there's still action out there for roamers, the essence of what made roaming special has been eroded. The thrill of backing up familiar faces, the spontaneous teamwork, and the organic community bonds are what made roaming more than just a playstyle—it was a way of life in the game. These elements have been undermined by the changes, making it challenging to maintain that same level of connection and excitement. Your suggestion to find a community guild and link up with like-minded players is valid, but it misses the larger issue. The forced fragmentation of server communities and the dilution of server identity are not things that can be easily patched up by joining a new guild. The unique server cultures that developed over the years were organic, built on shared experiences and mutual support. They can't simply be replicated or replaced by a new grouping. Vacationing in WvW and exploring new faces can be interesting, but for those of us who cherish server pride, it's not just about meeting new people—it's about preserving the legacy and spirit of our servers. The "float on the wind" approach might work for some, but it feels like a loss for those who valued the deeper connections and history within their original communities. The WR rollback might not be happening, but that doesn't mean we should accept the dissolution of what made our servers unique. It's up to players who care about server pride to voice their concerns and advocate for changes that respect and preserve our server identities. Until then, we continue to adapt and make the best of the situation, but let's not lose sight of what we're fighting for. Good hunting to you too, and maybe we'll cross paths for a dance-off. But remember, it's not just about the dance; it's about the community that makes it meaningful.
  13. First of all, hello everyone. Let me start by introducing myself. Some of you who know me in WvW may recognize me as "Noga," "zZz Guy," or "zZz Necro." My journey with "GW2" began right from its release date. Thank you for taking the time to read this, and I will continue with my writing. Our existence on this planet depends on how we adapt to our environment and, most importantly, on the stability of the planet's living conditions throughout our evolutionary process. (I'm sure you're thinking, 'What is he rambling about?') If our planet were to warn us that in ten years we would need to breathe nitrogen instead of oxygen, this would be a drastic and disastrous change, potentially causing the deaths of billions of people. (I apologize for subjecting you to these ramblings.) In a similar way, this is exactly the situation many "roamers" are experiencing in GW2 today. Since GW2's release, we've developed a familiar style, shaping our play and socializing within our friend circles. In this style, simply put, people feel a sense of belonging to their server, developing habits of defending, attacking, and protecting fellow server members in WvW elements. And this style is not solely based on winning. It includes people who adapt to the imbalance between servers and fight for their server regardless. As it stands now, your changes are turning us into nothing more than lab rats. We were already in this situation (server power imbalance). These changes you are making do not address the existing server imbalances and fail to offer any real benefits. These changes are only pleasing to those who play with a high-population community and log in from one raid to another. The financially motivated changes you are making to balance your server costs are turning us into lab rats with a 'let's try this' and 'didn't work, try that' approach. And this, I'm sorry to say, is bullying. (You may delete my message, but I couldn't find any other word to describe it.) Anyway, I don't want to drag this out. I just wanted to share my thoughts. Thank you for your patience in reading.
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